Description
Briefly lifts the target into the air, interrupting their action. Set-17 sources include the Fizz and Rhaast carries, the frontliners Blitzcrank, Rek'Sai, Aatrox, Meepsie, and Nunu, and Samira herself — both via her active ("Jump and Jive") and the passive that triggers off any ally-applied knock-up.
Listed in: Debuffs
Champions (8)
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Stellar Slash Heal 325 / 400 / 650 , then deal 80 / 120 / 180 physical damage to the current target. N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing physical damage.
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Upheaval Heal , then briefly knock up adjacent enemies and deal 80 / 120 / 180 magic damage. -
Meep Impact Heal Health over 3 seconds. Slam the target, dealing 160 / 240 / 360 magic damage and knocking up for 1.5 / 1.75 / 2 seconds. The impact creates meepwaves that deal 50% of these effects in the target's row. Meep Bonus: Meeps water Meepsie's flower, increasing all incoming Healing and Shielding by ? .
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Meep Bait Dash through the current target, dealing magic damage. Every third cast also summons a Mega Meep after a delay, briefly knocking the target up and dealing magic damage. Adjacent enemies take 50% damage. Meep Bonus: Add ? Meep to the bait, increasing Mega Meep damage by . -
Divine Scythe Gain 20% Durability for 2 seconds, healing over the duration. Afterwards, slash forward in a line, dealing 120 / 180 / 300 physical damage to enemies hit and knocking them up for 1 second. -
Jump and Jive Passive: Whenever an enemy is knocked up, shoot them, dealing physical damage and entering The Groove for 3 seconds. Active: Unleash a volley of bullets at the target, dealing 375 / 560 / 900 physical damage and knocking up for 1 seconds. -
Calamity Gain 475 / 575 / 2000 Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120 / 180 / 2000 magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100 / 150 / 2000 magic damage. All enemies hit by the astrolabe are knocked up for 1.5 / 1.75 / 8 seconds.
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Party Crasher Passive: Every 2 / 2 / 0.5 seconds, call down a bolt on the highest Health nearby enemy that deals 60 / 90 / 150 magic damage. Active: Summon a disco ball at the largest clump of enemies, then knock up the current target into it, dealing 150 / 225 / 999 magic damage. They crash down into the disco ball, dealing 175 / 265 / 5000 magic damage in a three hex radius. Enter The Groove for 1 second per enemy hit.
Frequently asked questions
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What does Knock Up actually do in TFT?
Knock Up makes the target airborne, and the TFT wiki spells out what that means: "For the duration, the unit is also stunned and unable to move, declare attacks, or cast their Special Ability." So a knocked-up unit is locked out of the same three actions a stun locks — movement, autos, and ability cast — with the added effect that it is briefly lifted off its hex. The unit is still on the board, still selectable as a target, and still takes full damage; airborne is a disable, not an immunity layer.
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How long does a knock-up usually last?
Durations are short and source-specific — most TFT knock-ups land in the ~1.0-1.75 second range, set by the ability's tooltip rather than a global rule, and the value is tuned per patch. A patch-note example: Nunu & Willump's knock-up was retuned from 1.75s to 1.5s in patch 17.2, which is the kind of swing you should expect from patch to patch. The practical takeaway: read the ability tooltip for the exact number; never assume a fixed "knock-up duration" exists across the game.
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Does Tenacity reduce knock-up duration?
No. Tenacity reduces stuns, roots, slows, and most other crowd control, but airborne is on the small exclusion list. The general wiki is explicit: "The duration of airborne and its forced movement execution time is unaffected by Tenacity." That carries over into TFT — knock-ups always run their full tooltip duration regardless of how much Tenacity the target has stacked. This is the practical reason chained knock-ups feel "heavier" than equal-duration stuns, and why Tenacity items are a soft answer to stun-heavy boards but not to knock-up-heavy ones.
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If a unit gets knocked up while already airborne, do the durations stack?
No — airborne effects don't sum. The wiki's general rule is that "the most recent move block will overrule any previous move blocks," and the accompanying forced movement of a fresh knock-up overrides any previous airborne or dash on the same target. In practice, a new knock-up landing on a target that is already in the air replaces whatever was running rather than extending it; chaining knock-ups only buys more total disabled time when each one lands just as the previous airborne is ending, not while it's still active.
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What's the difference between Knock Up, Knock Back, Knock Aside, and Pull?
All four are sub-types of airborne — same disable layer (movement, attacks, and ability cast all locked), different forced-movement vector. Knock Up lifts the target on the spot. Knock Back shoves the target away from the source. Knock Aside pushes the target perpendicular to the cast direction. Pull drags the target toward the source. Because they share the airborne tag, every one of them is equally immune to Tenacity reduction and equally cleansed by CC-immune effects — the geometric difference matters for board positioning, not for the disable strength itself.
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Does CC immunity prevent knock-ups?
Yes. A unit with crowd-control immunity ignores incoming knock-ups entirely — the airborne is never applied, no duration ticks, and no forced movement triggers. Immunity prevents application; it does not strip an already-active knock-up. Because most CC-immune sources in TFT are time-windowed (e.g. a fixed early-combat shield), a carry is only protected inside that window — once it expires, late-fight knock-ups land normally. CC Immune is also distinct from Untargetable (still hittable, just immune to the disable layer) and Invulnerable (takes no damage at all).
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Do units gain mana while knocked up?
Same rule as stun: they can still gain mana from taking damage, but not from autoing because they can't declare attacks while airborne. Knock-up applies the same "stunned" tag for its airborne duration, which blocks attacking and casting but not the tank-style damage-to-mana income — so knocking up a tank doesn't stop their mana fill from incoming damage; it just prevents them from spending it. The instant the airborne ends, a full-mana unit casts immediately.
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Are there augments or traits that grant knock-up-specific immunity, separate from full CC immunity?
Yes — the game ships occasional effects that protect specifically against knock-ups (or against being moved at all) without making the unit fully CC-immune; the canonical pattern is an augment or trait line that reads "cannot be knocked up" or "immune to forced movement." These are distinct from a full CC-immune buff: a knock-up-only-immune unit can still be stunned, rooted, or silenced normally, it just can't be airborne'd. Read the exact tooltip — "immune to crowd control," "immune to knock-ups," and "cannot be moved" are three different protections with three different coverage areas.