Description
Stun is a disable that stops the target for a duration.
Read moreShow less about Stun
While stunned, the target cannot act.
- No movement.
- No attacks.
- No ability casts.
A knock-up is the same disable with an airborne animation. It briefly lifts the target into the air and interrupts their action. The unit cannot act, move, or cast until it lands.
Listed in: Debuffs
Items that apply, benefit from, or counter Stun (2)
-
- +250 HP
- +20 Armor
- +20 MR
- +2 Mana Regen
Stunning an enemy causes lightning to strike them, dealing 30% of their max Health as magic damage.
-
- +30 Armor
- +30 MR
- +150% AD
- +30% Omnivamp
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.
Champions that apply Stun (9)
Cost selected
Trait selected
Scaling selected
Range selected
Role selected
9 champions · paste in the game's Team Planner
-
Shield Bash Passive: Start combat with 60 / 80 / 100 bonus Armor and Magic Resist that decays over 12 seconds. Active: Bash the current target, dealing 60 / 108 / 162 magic damage and Stunning them for 1.5 seconds. -
Uproot Passive: Restore 17 / 27 / 43 Health each second, tripled for 3 seconds after casting. Active: Lunge out of the ground, Stunning adjacent enemies for 1 second and dealing 70 / 105 / 160 magic damage to them. -
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.
-
Spirit of Dread Gain 50 Armor and Magic Resist for 3 seconds and restore 375 / 475 / 685 Health over the duration. Launch spectral riders at the 3 nearest enemies, dealing 80 / 120 / 195 magic damage and Stunning them for 1.5 / 1.5 / 1.75 seconds.
-
Tantrum Passive: Every second, restore 33 / 59 / 172 Health and deal 12 / 18 / 150 magic damage to enemies within 1 hex. Active: Deal 100 / 150 / 2000 magic damage to enemies within 2 hexes and Stun them for 1 / 1 / 6 seconds, increased to 3 / 3 / 13 seconds if the target is Burning. Burn: Deals a percent of the target's max Health as true damage every second.
-
Azure Shockwave Gain 480 / 684 / 2421 Shield for 4 seconds. Slam the ground, sending a fissure in the direction of the most enemies. Enemies hit are briefly knocked up, take 100 / 150 / 3500 magic damage, and are Mana Reaved for 10. Blue Buff: Each time Sentinel casts, allies gain 2 Mana Regen. Mana Reave: Increase the Mana cost of the next Ability cast.
-
Heat Without Equal Passive: Attacks deal 75 / 75 / 100% damage to enemies adjacent to the target. Active: Become invulnerable and fly into the air. On return, stun all enemies for 1.25 / 1.25 / 99 seconds, gain 15 / 15 / 100% Omnivamp, and Ignite them for 3 / 3 / 99 seconds. Ignited enemies take 2 / 2 / 20% max Health physical damage per second. Replace this ability with Flame Breath and immediately cast it. Flame Breath: Spew fire at the most enemies in a line through the target, dealing 305 / 465 / 7200 physical damage, reduced by 20% for each enemy it passes through (minimum 20%.) Ignite those enemies for 3 / 3 / 99 seconds. Elder Dragon Buff: Damaging an enemy below 12% Health executes them. -
Rage Gene Passive: Gain 5 / 5 / 50 Rage per second and 5 / 5 / 20 Rage per attack. Active: Transform into Mega Gnar and leap into the largest group of enemies within 3 hexes. Then, deal 100 / 150 / 2000 physical damage to enemies within 2 / 2 / 10 hexes, reduce their Armor and Magic Resist by 15 / 20 / 250 , and Stun them for 1 / 1 / 15 second. Mega Gnar gains 400 / 600 / 15000 Health, and replaces his Ability with Grab n' Throw. Grab n' Throw: Throw the target at the farthest enemy, dealing 380 / 570 / 9000 physical damage to them and 135 / 205 / 4500 physical damage to enemies they pass through. If there's only 1 enemy left, throw them off the battlefield instead.
-
Final Spark Passive: On cast, all allies that share a trait with Lux gain 3 / 3 / 100 mana. Active: Fire a laser towards the most enemies in a line that deals 375 / 565 / 6500 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Blackthorn Bonus: Stuns targets hit for 1 second.
Augments that apply Stun (1)
-
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
Wisps that apply Stun (4)
What enables Stun (4)
- Aftershock Combat
After 8 seconds, stun all enemies for 1.5 seconds.
- Killer's Regret Combat
Your first 3 champions to die stun their killer for 1.5 seconds.
- Living Soil Combat
Every 4 seconds, roots stun an enemy for 1 second.
- Tremors Combat
Every 8 seconds, Stun enemies for 1 second.
What counters Stun
What Stun counters
See also
Frequently asked questions
-
What is Stun in TFT?
A stunned unit cannot move, cannot declare attacks, and cannot cast its Special Ability for the duration. Those three locks land together. That makes Stun the strongest single-keyword crowd control, because it removes every active option at once.
The unit is still on the board. It is still selectable as a target, and it still takes damage normally. Stun is a disable, not a disappear.
Note: Durations are short and source-specific. Most TFT stuns sit in the roughly 1 to 2 second range.
-
Do stunned units still gain mana and take damage?
Yes to both. Stun is a disable, not an immunity.
- Stunned units remain valid targets.
- They take full damage.
- They still gain mana from being damaged. That applies to the units that gain mana from damage at all, per the role-mana rules.
They cannot generate the per-attack mana from their own auto-attacks while stunned, because they cannot declare attacks.
Note: Stunning a frontliner does not stop their tank-mana fill from incoming damage. It just prevents them from spending it.
-
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.
Note: To stop a cast entirely, kill the unit before the stun ends. Or chain another disable so it never gets that window.
-
If a stunned unit gets stunned again, do the durations add up?
No. Stun durations do not 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.
- A longer one effectively replaces a shorter remaining stun.
Two 1-second stuns fired back-to-back do not produce a 2-second stun on the same target. They only chain if the first has already, or nearly, expired when the second connects.
Note: Plan CC (crowd control) chains so disables are sequential, not piled.
-
Does Tenacity reduce stun duration, and can the enemy reduce my Tenacity?
Yes to the first, no to the second. Tenacity is a percent reduction applied to incoming disables, including Stun. The duration is snapshotted at the moment the stun lands. It is not recalculated mid-disable.
- 30% Tenacity turns a 2.0 second stun into 1.4 seconds.
- The duration floor is 0.3 seconds. 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.
Note: Tenacity does not reduce airborne or knock-up duration. See the knock-up answers below.
-
What does CC Immunity do against Stun?
CC Immune is the buff that card text calls "Unstoppable". Quicksilver reads "Combat Start: Unstoppable". No card on this site prints the words "crowd control" at all. So Unstoppable is the word to look for.
It fully negates a stun the moment the unit has it. The stun is never applied, no duration ticks, and no ability lock happens. Immunity prevents application. It does not strip an already-active stun.
A CC-Immune source granted at combat start is the common pattern, e.g. an 18-second window. It protects you only inside that window. Once it expires, future stuns land normally.
Note: CC Immune is also distinct from Untargetable and Invulnerable. A CC Immune unit is still targetable and still takes damage, it is just immune to the disable layer. An Invulnerable unit takes no damage.
-
What's the difference between Stun, Root, Silence, and Knock-Up?
They overlap but are not 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 applies a stun on top for the airborne duration. So it reads as a stun plus forced movement.
Note: Tenacity reduces stun, root, and silence durations. It does not reduce airborne or knock-up duration. That is the practical reason knock-ups feel "heavier" than equal-duration stuns.
-
Is Sleep the same as a Stun?
No. It starts out the same, but it ends in a different way.
Lillia puts enemies to Sleep. A sleeping target cannot move, attack or cast. That part is just like a Stun.
- Damage does not end a Stun.
- Sleep ends early once the target takes enough damage.
Note: No source confirms that Sleep sets off effects that trigger on a Stun. One of them is the item that strikes a stunned enemy with lightning. Until someone confirms it, do not build around it.
-
How long does a knock-up last?
There is no global knock-up duration. Each ability sets its own, and balance patches retune them. A knock-up that runs 1.75 seconds today can be cut to 1.5 in the next one.
Most land in roughly the 1 to 1.75 second range.
Note: Read the ability tooltip for the exact number. Never assume a fixed "knock-up duration" exists across the game.
-
If a unit gets knocked up while already airborne, do the durations stack?
No. Airborne effects do not sum. The wiki's general rule is that "the most recent move block will overrule any previous move blocks". The 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 already in the air replaces whatever was running. It does not extend it.
Note: Chaining knock-ups only buys more total disabled time when each one lands just as the previous airborne is ending. It buys nothing while the previous one is still active.
-
What's the difference between Knock Up, Knock Back, Knock Aside, and Pull?
All four are sub-types of airborne. They share the same disable layer: movement, attacks, and ability cast are all locked. They differ in the 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. Every one of them is equally prevented by CC-immune effects.
Note: The geometric difference matters for board positioning, not for the disable strength itself.
-
Are there effects 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. They do this 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 made airborne.
Note: Read the exact tooltip. The phrases "immune to crowd control", "immune to knock-ups", and "cannot be moved" are three different protections with three different coverage areas.
-
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. Those are the exception, not the rule.
Note: Two practical consequences follow.
- Late-fight stuns still pin a CC-immune carry once the early-combat shield expires.
- If you apply CC, track which enemy units are still inside their immunity window before committing a hard stun on cooldown.