Cleanse

Description

Strips crowd control that is already on a unit — the stun, slow or taunt currently running on it ends early and the unit is free again. It is the opposite half of CC immunity: immunity stops crowd control from landing in the first place and does nothing about what already landed, while a cleanse clears what landed and does nothing about the next one. So a cleanse is a rescue you want to arrive after the enemy has committed its big disable, and it is wasted if it goes off first. Two carriers ship. Alistar's roar cleanses disables as part of the same cast that heals, so it is on a mana cycle. Edge of Night waits until its holder drops to 60% Health, then sheds negative effects, goes briefly untargetable and heals — one rescue per fight, timed by damage taken rather than by you.

What benefits from Cleanse (3)

Champions (1)

  • Triumphant Roar
    Roar, restoring 276 / 397 / 566 Ability Power Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 Ability Power. Then slam the current target, dealing 100 / 150 / 225 Ability Power magic damage and Stunning them for 1.5 seconds.

Completed items (1)

    • +20 Armor
    • +10% AD
    • +15% AS
    • +10% AP

    At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.

    B.F. SwordChain Vest

Radiant items (1)

    • +40 Armor
    • +30% AD
    • +30% AS
    • +30% AP

    At 60% Health, briefly become untargetable, shed negative effects, and heal all missing health.

See also