Description
CC Immune is a protective state where the unit ignores incoming crowd control for a duration.
Read moreShow less about CC Immune
Crowd control means effects like stuns, slows and taunts. Card text calls it Unstoppable.
The unit can still be targeted and damaged.
Note: Two other states look similar but are not the same.
- Untargetable means the unit cannot be hit.
- Invulnerable means the unit takes no damage.
Listed in: Buffs
Items that grant CC Immunity (5)
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- +20 MR
- +15% AS
- +20% Crit
Combat Start: Unstoppable for 18 seconds. Gain 3% stacking Attack Speed every second.
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- +20 Armor
- +10% AS
Gain 2% Attack Damage and Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 10% Damage Amp and become Unstoppable.
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- +40 MR
- +40% AS
- +40% Crit
Combat Start: Unstoppable for 45 seconds. Gain 6% stacking Attack Speed every second.
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- +40 Armor
- +20% AS
Gain 4% Attack Damage and 4% Ability Power when attacking or taking damage, stacking up to 25 times. At full stacks, gain 20% Damage Amp and Unstoppable.
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- +500 HP
- +20 Armor
- +20 MR
The holder's Move Speed is drastically reduced. Gain 15% max Health, Unstoppable, and pull the current target into melee range.
Champions that grant CC Immunity (1)
What enables CC Immune (1)
1 champion · paste in the game's Team Planner
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Furious Fists Passive: On attack, restore 22 / 40 / 71 Health. Active: Unleash a primal roar, restoring 200 / 265 / 360 Health. Then gain 85 / 100 / 125% Attack Speed, 15% Durability, and is unstoppable for 3 seconds.
Wisps that benefit from CC Immunity (1)
What benefits from CC Immune (1)
- Flow Combat
Your champions are unstoppable and gain 15% Attack Speed for 10 seconds.
What CC Immune counters
See also
Frequently asked questions
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What exactly does CC Immune block in TFT?
CC Immune blocks incoming crowd-control effects.
It stops the disable layer:
- Stun, root and silence.
- Charm, fear and taunt.
- Knock-up and airborne.
- The slow and chill family (attack-speed reduction).
The unit stays on the board, can still be picked as a target, and still takes full damage. Only the disables are blocked.
It does not block these, because they are debuffs and not crowd control:
Note: a CC-Immune carry can still lose magic resist to a shred and still burn. They stay immune to the stun that would have stopped them casting.
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Does CC Immunity remove existing crowd control, or only prevent new CC?
It only prevents new CC. Crowd control (CC) already on the unit keeps running.
The wiki tip says it plainly:
- CC Immunity "prevents any type of crowd control from being applied to the unit".
- "CC which has already been applied will still have an effect on the unit".
Example: a stun lands on a unit at second 0. An immunity buff is applied at second 0.3. The first stun keeps ticking until its duration ends. Only stuns that try to land after the immunity is up are negated.
If you want to strip an active stun, you need a cleanse, not an immunity buff.
Note: this is the single most common CC-Immune misconception.
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Is Tenacity the same as CC Immunity?
No. They are two separate mechanics.
Tenacity cuts the duration of each incoming disable by a percent:
- 30% Tenacity turns a 2.0 second stun into a 1.4 second stun.
- The floor is 0.3 seconds.
CC Immunity is binary. Incoming CC is fully negated for the duration of the immunity, or it is not.
Tenacity also has carve-outs:
- It does not reduce airborne or knock-up duration.
- In League of Legends (LoL) it excludes a handful of effects like stasis and suppression.
Note: CC Immunity in TFT covers those airborne effects too. Airborne is implemented as a stun plus forced movement, and the stun layer is what gets negated.
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Does CC Immune block knock-ups and airborne effects?
Yes. In TFT, CC Immune blocks knock-ups and airborne effects.
TFT defines airborne as moving the unit to a destination. While airborne, the unit is "also stunned and unable to move, declare attacks, or cast their Special Ability" for the duration. So the disable layer of airborne is a stun. CC Immunity negates that stun layer, and the forced movement with it.
This differs from Tenacity. Tenacity explicitly does not reduce airborne duration.
Note: a CC-Immune carry is not just stun-proof during the window. They also can't be knocked up, and any knock-up cast on them while immune fails to apply.
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Does CC Immunity block slows and attack-speed reductions (Chill)?
Yes. CC Immunity blocks slows and Chill outright.
Both are forms of crowd control:
- Slow sits on the crowd-control list alongside stun, root, silence and airborne.
- Chill is the attack-speed-reduction form of slow, the family that traits and ability tooltips use.
For the duration of the immunity, a CC-Immune unit will not be slowed. It will also not lose attack speed from a Chill source.
Note: this is wider than Tenacity's coverage. Tenacity reduces slow duration but cannot zero it out. CC Immune simply prevents the slow from applying.
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What's the difference between CC Immune, Untargetable, and Invulnerable?
They are three different protection layers.
- CC Immune blocks the disable layer (stun, root, slow, knock-up, and so on). The unit is still targetable and still takes damage.
- Untargetable means abilities and basic attacks that need a target cannot pick the unit. It still takes splash or area-of-effect (AoE) damage, and ongoing damage-over-time.
- Invulnerable means the unit takes 0 damage from all sources, including true damage. It can still be targeted and CCed.
Note: a unit can be more than one at once. Stasis effects, for example, make a unit untargetable AND invulnerable for a short window.
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How long does CC Immunity last — is it permanent or windowed?
Almost always windowed. The canonical TFT pattern is a fixed-duration window that opens at combat start.
The textbook CC-immunity item grants "immunity to crowd control for 18 seconds", measured from combat start. Once the window expires, CC lands normally for the rest of the fight.
A handful of trait-actives or augments grant immunity for the full combat, or while a stack-cap condition holds. Those are the exception.
Note: late-fight CC still pins a CC-Immune carry once their early-combat shield expires. Plan your finishers around the window's end.
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Are CC Immunity and Cleanse the same thing?
No. They are opposites in timing.
- A Cleanse is reactive. It removes CC effects already on the unit, and fires after the unit is stunned, rooted, and so on.
- CC Immunity is preventative. It blocks new CC for the duration of the immunity, but does nothing to debuffs already on the unit.
Many items and traits combine the two: an instant cleanse plus a follow-up immunity window. They do this because immunity alone can't save a unit that was already CC'd before the buff applied.
Note: if a tooltip only shows one of the two, the other is not implied.