CC in draft: how much, what type, and what for

CC is the ingredient people evaluate worst, because they count it. CC is wasted if it is not followed by damage — and a composition can lack CC while having four forms of CC. What matters is neither the number nor the duration, but what you do with it.

CC without damage behind it is worth nothing

This is the basic rule, and it has no exception.

Locking down a target nobody can punish means spending a resource for nothing — and that resource will no longer be available at the moment it mattered. The reverse is true as well: damage with no way to pin the target never finds its window.

It is the pairing that produces the result, not the presence of one or the other.

Two types of CC

There are two types of CC: the ones that can be removed, and the ones that cannot.

The distinction is not cosmetic. It decides the real value of a stack, because only the first type can be cancelled by the opponent.

The threshold of three removable CCs

From three removable CCs or more on the same target, it becomes too much: the removal item or spell becomes too cost-effective for the opponent.

In other words, past that threshold, you are funding the answer on the other side yourself. Each additional CC increases the return on the item that cancels them all.

This limit only applies to removable CC, and on the same target. Spread out, or of a type that cannot be cancelled, they do not fall under the same rule.

Counting CC measures nothing

The previous threshold is often read backwards: it does not mean you should limit yourself to two CCs per composition.

Depending on the champions present and on cooldowns, you can lack CC even with four forms of CC in the composition.

What people think they measureWhat actually matters
The number of forms of CCTheir availability during the fight
Total lockdown durationWhat the damage does with it

It is the same principle as for ultimates: a team is only as strong as what it has available at the instant it acts, not as what appears on its composition.

The real trade-off: CC against damage

The problem is not the number of CCs, but the lack of damage that follows them.

It is better to lock a target down for less time while dealing more damage than the reverse. Every slot devoted to CC is a slot not devoted to damage, and a fight is judged on what dies, not on what is locked down.

That is what makes stacking CC deceptive: it gives the impression of a composition that locks things down, when it may simply be a composition that does not kill.

What CC is for in a composition

CC fills several distinct functions, and a composition may need it for one without needing the others.

FunctionWhat it covers
Bringing into rangeReducing enemy mobility is one of the levers that bring a champion into another one's range
ProtectingCC is a peel answer against mobile, high-damage enemies
Holding the structureIn front to back, CC is what guards against flanks
Making a zone forbiddingSome CC contributes to zone control, useful when sieging

A composition that has "CC" without knowing which of these functions it fills has not evaluated its CC: it has counted it.

Grabbing or pushing away: two opposite kinds of CC

Two families of CC act in opposite directions on distance, and they do not serve the same plan.

  • Grab spells serve the engage: they bring things closer.
  • Knockback spells make it possible to refuse a fight: they push things away.

A composition that stacks both without knowing which one it wants to play ends up opening fights it wanted to avoid, or pushing away targets it wanted to kill.

FAQ

How much CC does a composition need?

The question is badly framed. Depending on the champions and on cooldowns, four forms of CC may not be enough, while two well-placed ones are. What matters is availability, not the number.

Why are three removable CCs a problem?

Because past that threshold, on the same target, the removal item or spell becomes too cost-effective for the opponent. You are increasing the value of the answer yourself.

Is it better to have more CC or more damage?

It is better to lock a target down for less time while dealing more damage. The problem is never the number of CCs, it is the lack of damage that follows them.

Is non-removable CC always better?

It escapes the threshold of three, since the opponent cannot cancel it. But it is still subject to the same rule: with no damage behind it, it is wasted.

Going further


Count differently. Replay a draft and ask yourself, for each CC, what dies behind it — on uDrafter, free and no account needed.