Description
Slow is a crowd control effect that reduces the target's attack speed for a duration.
Note: It does not affect movement speed.
Listed in: Debuffs
Items that counter Slow (1)
-
- +65% AS
- +15% Damage Amp
Shrinks the holder, granting them increased movement speed and immunity to Slow, Burn, and Wound.
Champions that apply Slow (3)
3 champions · paste in the game's Team Planner
-
Karmic Bond Tether the current target, dealing 280 / 420 / 630 magic damage over 1.5 seconds. Then release a burst of power around them, dealing 125 / 185 / 300 magic damage to all enemies in a 1 Hex radius and 30% Slowing them for 2 seconds. Slow: Reduce Attack Speed
-
Belchy Bubble Adaptor : Belch a noxious bubble at the current target that explodes on the first enemy hit, dealing 225 / 340 / 535 magic damage. Enemies within a 1 hex radius of the explosion take 180 / 270 / 435 magic damage over 3 seconds. Adaptor : Heavily slows the target. Purple Buff: Every 5 seconds, Gromp gains 30% Ability Power.
-
Spirit Rift Fire an arrow through the most enemies in a line that deals 465 / 700 / 1000 physical damage, reduced by 80 / 80 / 40% per enemy hit (minimum 20%). If no enemies are hit refund 70% of mana spent. The arrow leaves a trail for 3 / 3 / 20 seconds that deals 11 / 17 / 220 + 1.5 / 1.5 / 10% max Health physical damage per second to enemies within and 20% Slows them. Slow: Reduce Attack Speed
Wisps that apply Slow (2)
What enables Slow (2)
- Infliction Combat
Slow, Burn, Shred, and Sunder enemies for 8 seconds.
- Petrify Shields Combat
10% Slow enemies and reduce their shields by 20% for 10 seconds.
What counters Slow
What Slow counters
Frequently asked questions
-
What is Slow in TFT?
Slow is the standard keyword for a debuff that lowers attack speed.
While slowed, the unit's attack speed is cut by a percentage for the duration. The unit can still move, attack, and cast. It just attacks less often.
The reduction percentage and the duration are tuned per source. A typical application is around 30%, so do not memorize a single number.
Note: Before a keyword rename, this same effect shipped as "Chill". The mechanic was unchanged. Only the label moved.
Sources
- Patch notes — Riot ("Attack Speed slows have been renamed from 'Chill' to 'Slow'") (opens in new tab)
- Tip data: Tft chill — League of Legends Wiki ("reduced attack speed for the duration") (opens in new tab)
- Attack Speed (TFT) — League of Legends Wiki (Decreasing Enemy Attack Speed section) (opens in new tab)
-
Wait, isn't "Slow" supposed to be a movement-speed reduction?
Not in TFT. In other Riot games and most MOBAs, yes, "slow" defaults to movement speed.
Riot explicitly renamed the attack-speed-reduction keyword from "Chill" to "Slow". So a TFT effect that says "Slow" reduces attacks per second. It does not change how fast the unit walks across hexes.
Note: Movement on the TFT board is also a much smaller deal than in summoner's-mode League. Units mostly walk to their first target and then attack from there. So even when an effect does dent movement speed, it rarely changes the outcome.
-
Does Slow stop a unit from casting its ability?
No. Slow only reduces attack speed.
A slowed unit keeps all of these:
- It can still move.
- It can still auto-attack, just less often.
- It can still cast its Special Ability the moment it has enough Mana.
The keyword that suppresses casting is Stun. It locks all three actions at once: movement, attacks, and ability casts. A unit that is slowed but already full on mana fires its spell on schedule.
Note: To deny a cast outright, you need a hard disable, not a Slow. That means Stun, Knock-Up, or Silence.
-
How does Slow rank against Stun and Knock-Up as crowd control?
Slow is the lightest of the three.
- Slow only throttles attacks per second, and the indirect Mana drip that comes with them. The unit otherwise works normally.
- Stun is heavier. It locks movement, attacks, and casts together for its duration.
- A knock-up sits at the top. It is that same lock with the unit lifted off its hex, interrupting whatever it was doing. Its duration ignores Tenacity, where a plain stun's does not.
Note: Stack Slow to throttle a hyper-carry's DPS (damage per second). But reach for a stun or a knock-up when you need to actually prevent a cast.
-
Does Slow indirectly slow Mana generation too?
Yes. That is the hidden second cost of Slow.
Mana ticks per attack, as a fixed chunk based on the unit's role:
- 10 for Marksmen, Fighters and Assassins.
- 7 for Casters.
- 5 for Tanks.
So when Slow drops attacks per second, the per-attack Mana stops arriving as often. Damage-mana from being hit still flows normally. But for any role that fills its bar primarily by auto-attacking, a Slow stretches the time-to-cast. That comes on top of cutting raw DPS (damage per second).
Note: The common idea "Slow doesn't matter, mana ticks anyway" gets this backwards.
-
If two sources Slow the same unit, do the percentages stack?
Riot has not published the exact per-source math for layering TFT Slows.
So treat any precise "two 30% Slows = X%" figure with caution. The in-fight unit tooltip is the only reliable readout of the running reduction.
What is dependable is the shape:
- Piling more Slow onto an already-slowed unit gives diminishing marginal returns on the percentage. Each new source shaves a smaller slice of the attack speed that is left.
- Each fresh application refreshes that source's duration window.
Note: In practice the duration overlap is usually the bigger lever than chasing a higher peak reduction. That means keeping a carry throttled for the whole fight.
-
Does CC Immunity block Slow?
Yes. CC Immunity, meaning crowd-control immunity, is a blanket prevention layer in TFT.
While it is active, the unit ignores incoming crowd control of every kind. That includes Slow, Stun, Knock-Up, Silence, Disarm, and other disables.
Slow is treated as crowd control, so it is never applied while the immunity window is up. Its duration does not tick down in the background. It simply fails to land.
Note: The catch is timing. Most CC-Immune sources are time-windowed, with a fixed early-combat duration. Once that window expires, Slows land normally for the rest of the fight.
-
Are "Slow" and "Chill" different things, or the same effect renamed?
Same effect, renamed.
A keyword-vocabulary pass consolidated the terms:
- "Chill" became "Slow".
- The "spells can crit" phrasing collapsed into the new "Precision" keyword.
Mechanically nothing changed about how attack-speed reduction is applied or stacked. Only the label players see in tooltips moved.
Note: Older guides and wiki pages still use "Chill" interchangeably. That is why the two terms keep showing up in community discussion. They describe the same debuff at different points in TFT's history.