Description
Cleanse strips crowd control (CC) that is already on a unit.
Read moreShow less about Cleanse
The stun, slow or taunt 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. It does nothing about what already landed.
- Cleanse clears what already landed. It does nothing about the next one.
So a cleanse is a rescue. You want it to arrive after the enemy has committed its big disable. If it goes off first, it is wasted.
Two things carry a cleanse.
- 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 it sheds negative effects, goes briefly untargetable and heals.
Note: Edge of Night is one rescue per fight. Damage taken sets its timing, not you.
What benefits from Cleanse (3)
Champions that benefit from Cleanse (1)
1 champion · paste in the game's Team Planner
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Triumphant Roar Roar, restoring 306 / 437 / 646 Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 . Then slam the current target, dealing 180 / 270 / 420 magic damage and Stunning them for 1.5 seconds.
Completed items that benefit from Cleanse (1)
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- +20 Armor
- +10% AD
- +15% AS
- +10% AP
At 40% Health, briefly become untargetable, shed negative effects, and heal 15% missing health.
Radiant items that benefit from Cleanse (1)
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- +40 Armor
- +30% AD
- +30% AS
- +30% AP
At 40% Health, briefly become untargetable, shed negative effects, and heal all missing health.
See also
Frequently asked questions
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Q1: What does a cleanse do in TFT, and how do I trigger one?
A cleanse strips crowd control that is already running on a unit. The stun or taunt on it ends early, and the unit acts again.
There is nothing to click. Every cleanse fires on its own trigger:
- An ability cast on a mana cycle.
- An item watching its holder's Health.
It only removes what has already landed. It gives no protection against the next disable.
Note: your control is which unit carries it, and where that unit stands.
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Q2: If a unit has two cleanse sources, does it get two rescues?
There is no stronger cleanse. The wording carries no magnitude and no duration, so nothing adds up. Extra value comes only from different trigger timings:
- A cast-based cleanse can repeat as the unit rebuilds mana.
- A Health-threshold one waits on damage taken.
Doubling the same threshold item is not documented to give a second rescue, so treat it as unreliable.
Note: some crowd-control items are marked unique and cannot be doubled at all.
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Q3: My unit stayed stunned — is the cleanse bugged?
Almost always, no. It is working as intended.
A cleanse is a rescue, not a shield. It removes crowd control already on the unit, so firing before the disable lands does nothing.
- A Health-threshold cleanse waits on damage taken, not on crowd control. A unit disabled while still healthy triggers nothing at all.
- A cast-based one waits on mana. A disable that lands before the cast simply sits there until the cast comes.
Note: neither case is a bug.
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Q4: Does a cleanse remove every debuff, or only the disables?
It depends on the wording, because two lanes exist.
- One says it cleanses disables. That is the crowd-control layer only, such as stuns and taunts.
- The other says it sheds negative effects. That is broader.
No published source defines exactly which non-control debuffs the broader kind drops. So do not count on it clearing shred or anti-heal.
Note: neither kind refunds damage already taken or time already lost.
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Q5: Should I protect my carry with a cleanse or with crowd-control immunity?
They cover different moments.
- Crowd-control immunity blocks what has not landed yet.
- A cleanse clears what already landed.
The item version of immunity starts at combat start and runs for many seconds. It covers the opening and well beyond, then expires.
Note: the split is not clean. The Health-triggered cleanse also grants a brief untargetable window and a heal, so it does buy a moment of safety after firing.
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Q6: When is a cleanse a wasted item slot?
Rarely fully wasted. The weakest case is a unit that never survives long enough for its trigger to matter.
The Health-triggered cleanse carrier also gives:
- Raw stats.
- A heal.
- A brief untargetable window.
So it still pays in a lobby with little crowd control.
Note: it is also not redundant on an already-immune unit. That immunity runs for a fixed time and then expires, leaving the cleanse to cover the rest.
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Q7: Does a cleanse reset between rounds, or is it once per game?
It re-arms every fight. Nothing is spent permanently.
Cleanse triggers are combat-scoped:
- A cast-based one returns because units begin each round with a set amount of mana, and rebuild it by attacking.
- A Health-threshold one is re-evaluated in each new combat.
Even units that die come back the following round.
Note: whether a Health threshold can fire more than once inside a single combat is not documented. Do not plan around a second use.
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Q8: Is this the same as the Cleanse summoner spell in League?
Same idea, different delivery.
The League summoner spell:
- You press it yourself.
- It has a long cooldown.
- Its own text names crowd-control types it will not touch.
Here you press nothing. Champions cast on their own once mana fills, and the cleansing effect rides on an ability or an item that fires on its own trigger. It only strips control already applied. Blocking the next one is a separate immunity effect.
Note: no exception list is published for this version.