Description
Disables the target for a duration: no movement, no attacks, no ability casts.
Listed in: Debuffs
Items (6)
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- +200 HP
- +20 Armor
Enemies who damage the holder are 20% Chilled for 1.5 seconds. After 7 Chills from this item, the attacker is Stunned instead (Cooldown: 15 seconds). [Unique - only 1 per champion] Chill: reduce Attack Speed Stun: cannot move, attack, or cast Abilities
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- +80 Armor
- +80 MR
- +140% AD
Grants immunity to Stuns and the holder's attacks Stun the target for 0.8 seconds. The holder's Attack Speed is locked at 0.5.
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- +500 HP
- +20 Armor
- +20 MR
The holder's Move Speed is drastically reduced. Gain 15% max Health, stun immunity, and pull the current target into melee range.
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- +550 HP
- +30 Armor
- +30 MR
The first time you fall below 90%, 60%, 40%, and 20% health, gain a 20% max health shield for 4 seconds. When this happens, release a frost nova that stuns enemies within 2 hexes for 2 seconds and deals magic damage equal to 15% of their max Health. The radius increases by 1 each nova. Recommended Roles: Attack or Magic Tank
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- +250 HP
- +30 Armor
- +30 MR
The first time you fall below 70% and 35% health, gain a 25% max health shield for 4 seconds and release a frost nova that stuns enemies within 3 hexes for 2 seconds. Recommended Roles: Attack or Magic Tank
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Combat Start: Unleash a shockwave forward that deals 15% of Graves' max Health as magic damage and stun enemies hit for 2 seconds.
Augments (2)
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Arcane Viktor-y Gold After 8 seconds of combat, stun the enemy team for 1.5 seconds. Repeat this after 18 seconds of combat. TFT Macao Open, 2024
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Shieldmaiden Silver Gain a Leona. Your strongest Leona becomes an Attack Fighter that dashes through enemies to deal physical damage, stunning the first target hit.
Champions (4)
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Shield of Daybreak Gain Shield for 4 seconds. Bash the current target, dealing 100 / 150 / 225 magic damage and stunning them for 1.75 / 1.75 / 2 seconds.
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Counter Star-ike Enter a defensive stance for 3 seconds, reducing incoming damage by 20 / 25 / 30 and gaining 400 / 450 / 500 Shield. When the stance ends, strike all nearby enemies, dealing magic damage and Stunning them for 1 / 1.25 / 1.5 second(s). -
Grasp of Convergence Passive: Gain 50% more max Health from all sources. Active: Converge an X-shape of vines on the target, dealing magic damage to each enemy hit and Stunning them for 1.5 / 1.5 / 1.75 seconds. N.O.V.A. Strike: Send forth a wave of dragons that stun all enemies for 1.5 / 1.5 / 1.75 seconds. For the rest of combat, Maokai's attacks deal bonus physical damage.
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Psionic Crush Hurl a chunk of magnetic debris at the nearest target without one, dealing 300 / 450 / 999 magic damage and sticking it to them. If an enemy with debris dies, it passes to the nearest enemy without one. Every 5 casts, instead rip off all debris dealing 120 / 180 / 999 magic damage, then crush all the debris onto the target, dealing 720 / 1100 / 9999 magic damage and briefly stunning them.
Frequently asked questions
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What does Stun actually do in TFT?
A stunned unit cannot move, cannot declare attacks, and cannot cast its Special Ability for the duration. Those three locks are applied together — Stun is the strongest single-keyword crowd control because it removes every active option at once. The unit is still on the board, still selectable as a target, and still takes damage normally; Stun is a disable, not a disappear. Durations are short and source-specific (most TFT stuns sit in the ~1-2 second range).
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Do stunned units still gain mana and take damage?
Yes to both. Stun is a disable, not an immunity — stunned units remain valid targets, take full damage, and still accrue mana from being damaged (per the role-mana rules, the units that gain mana from damage at all). They cannot generate the per-attack mana from their own auto-attacks while stunned, because they cannot declare attacks. The takeaway: stunning a frontliner doesn't stop their tank-mana fill from incoming damage, it just prevents them from spending it.
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If a stun ends with the unit's mana bar full, what happens?
It casts immediately. Once the stun expires, a stunned unit "will immediately use their special ability if given a chance" — there is no extra delay just because the cast was suppressed. So delaying a cast with stun only buys time; if the unit was already mana-full when stunned, the spell fires the instant the stun drops. To stop a cast entirely you have to either kill the unit before the stun ends or chain another disable so it never gets that window.
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If a stunned unit gets stunned again, do the durations add up?
No — stun durations don't sum. When a fresh stun lands on an already-stunned target, the longer remaining duration is what holds; a shorter incoming stun on top of a longer one is wasted, and a longer one effectively replaces a shorter remaining stun. Two 1-second stuns fired back-to-back don't produce a 2-second stun on the same target — they only chain if the first has already (or nearly) expired when the second connects. Plan CC chains so disables are sequential, not piled.
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Does Tenacity reduce stun duration, and can the enemy reduce my Tenacity?
Yes. Tenacity is a percent reduction applied to incoming disables — including Stun — and the duration is snapshotted at the moment the stun lands, not recalculated mid-disable. 30% Tenacity turns a 2.0s stun into 1.4s. The duration floor is 0.3s; you cannot zero a stun out. There is no current-set effect that reduces enemy Tenacity — Tenacity-reduction debuffs such as Brittle are a base League of Legends mechanic, not a TFT one, so the only way Stun lands harder is if the target simply has little or no Tenacity. Tenacity does not reduce airborne/knock-up duration.
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What does CC Immunity do against Stun?
CC Immune fully negates a stun the moment the unit has it — the stun is never applied, no duration ticks, no ability lock. Immunity prevents application; it does not strip an already-active stun. So a CC-Immune source granted at combat-start (the common pattern, e.g. an 18-second window) protects you only inside that window — once it expires, future stuns land normally. CC Immune is also distinct from Untargetable (still targetable, still takes damage; just immune to the disable layer) and Invulnerable (takes no damage).
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What's the difference between Stun, Root, Silence, and Knock-Up?
They overlap but aren't identical. Stun locks all three actions: movement, attacks, and ability casts. Root only locks movement — a rooted unit can still attack and cast. Silence only locks ability casts — a silenced unit can still move and attack. Knock-Up (airborne) lifts the unit and, for the airborne duration, applies a stun on top, so it reads as a stun plus forced movement. Tenacity reduces stun, root, and silence durations, but does not reduce airborne/knock-up duration — that's the practical reason knock-ups feel "heavier" than equal-duration stuns.
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Does a CC-immunity buff protect a unit from stuns for the whole fight?
Usually no — most CC-immune sources are time-windowed, not full-duration. The canonical example grants immunity for the first 18 seconds of combat; outside that window, stuns land normally. A few traits or augments grant CC-immune permanently while a condition holds, but those are the exception, not the rule. Two practical consequences: late-fight stuns still pin a CC-immune carry once the early-combat shield expires, and the player applying CC should track which enemy units are still inside their immunity window before committing a hard stun on cooldown.