Description
Pull is forced horizontal movement that drags a target toward the source.
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The pulled unit does not move itself. Another unit's effect moves it.
Note: Two other movement effects are different.
- A knock-up moves the target up into the air, not sideways.
- A Dash is self-movement, so the unit moves on its own.
Listed in: Buffs
Items that apply Pull (1)
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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.
What counters Pull
What Pull counters
See also
Frequently asked questions
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What is Pull in TFT?
Pull is a forced-movement crowd control. It drags the target toward the caster, or toward the cast point.
The wiki defines it directly. A pulled unit is "knocked in a direction toward the point of cast, and in some cases over the point of cast". That makes Pull a sub-type of airborne, the umbrella tag for forced-movement crowd control (CC).
While airborne, the target is also stunned for the duration. The stunned unit is "unable to move, declare attacks, or cast their Special Ability".
Note: A pull is both a position reset and a brief disable, all in one effect.
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What's the difference between Pull and Knock Back?
Same family, opposite direction. Both are sub-types of airborne, so both apply the same disable layer for the duration.
- Movement, attacks, and ability cast are all locked while it runs.
- A pull drags the target toward the cast point.
- A knock back "is knocked in a direction directly away from the point of cast".
- A knock up lifts the target on the spot.
- Knock Aside shoves the target sideways, perpendicular to the source.
The difference is purely directional. All four share the airborne tag, so they share the same immunities and the same forced-movement override rules. Only the geometry on the board changes.
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Does CC immunity block pulls?
Yes. The wiki is explicit: crowd-control immunity and forced-movement immunity both prevent airborne effects from occurring. Pull is an airborne sub-type, so the rule covers it.
Riot made this concrete for a pull-on-cast artifact. That artifact "is now properly flagged as a Knock Up and will no longer pull CC immune enemies". A pull is expected to respect CC immunity, and it does.
Note: If a carry has an active CC-immune buff, incoming pulls are ignored entirely for that window. A stun-immunity item or a trait window both count.
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Does Tenacity reduce how long a pull lasts?
No. Airborne effects, pull included, sit on the small list of crowd control (CC) that ignores Tenacity.
The dedicated airborne wiki spells it out. "The duration of airborne and its forced movement execution time is unaffected by" Tenacity reduction. There is no percentage shaved off. The full tooltip duration always plays out. That is why chained pulls feel heavier on the same target than equal-duration stuns would.
Note: No current champion, trait, item or augment grants Tenacity anyway. Against pull-heavy boards, the right tool is full CC immunity.
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If a unit is pulled twice in quick succession, do the durations stack?
No. Forced-movement effects do not sum.
The wiki's rule is that "the most recent move block will overrule any previous move blocks". The same applies to the forced-movement part. A fresh pull, or any new airborne, overrides any airborne already running on the same target.
In practice, a second pull that lands while the first is still in flight replaces the path. It does not add to the disabled time.
Note: Chaining only buys more total lockdown when each new pull lands just as the previous airborne wears off. It buys nothing while the previous one is still active.
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Can a pulled unit still gain mana while being dragged?
Only if the pulled unit is a Tank, and only from damage taken. No unit gains mana from attacks while pulled. Pull applies the airborne tag, and that tag stuns the target for the duration.
The TFT mana rule still runs under the disable.
- A pulled Tank keeps gaining mana from damage taken. Only Tanks have that damage-to-mana income.
- It casts the instant it is able to.
- Auto-attack mana gain is gone, because the unit "is unable to... declare attacks" while airborne.
Note: The instant the pull ends, a full-mana target casts before doing anything else.
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How do I position to avoid getting my carry pulled?
Two patterns matter: a corner, and full immunity.
- Most pull effects target either the farthest or the closest unit on the cast line.
- Tucking the carry into a corner is the default answer.
- The corner limits the angles a pull can be cast from, and the surrounding tanks intercept the line.
- Run a hard CC-immune source on the carry, such as a stun-immunity item or a trait window.
- That source will block incoming pulls entirely, per the airborne immunity rule.
Note: Tenacity does not help here, because airborne ignores it. The protection has to be full immunity, not duration reduction.
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Is Pull the same as a dash or a leap?
No. They sit on opposite sides of the move-block rule.
- A pull is forced movement started by another unit's effect: the puller drags the target.
- A dash or leap is self-movement: the unit chooses to move itself.
Both sit in the same forced-movement family for override purposes, since "the most recent move block overrules". So a pull that lands on a dashing target interrupts the dash, and the reverse is also true.
Note: The disable layer is also different. A pull stuns the target via airborne. A self-dash puts no disable on the dashing unit.