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LoL · Systems · Crowd control

LoL Crowd Control Guide (2026): Every CC Type, Tenacity, Cleanse

Every type of crowd control in League of Legends — from slows and roots to airborne, suppression and stasis — what each one stops, which ones tenacity, Cleanse and Quicksilver Sash can answer, and how to land, chain and survive CC.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • Tenacity can't shorten airborne
  • Cleanse: 75% tenacity for 3 s
  • QSS removes suppression
  • Mercury's: 30% tenacity
The periodic table of crowd control

Fifteen ways to lose control. Know which ones you can answer.

Each element shows a real ability that applies it and whether Tenacity shortens it, Cleanse removes it and Quicksilver Sash removes it.

1 St Stun Amumu ability iconAmumu
2 Rt Root Morgana ability iconMorgana
3 Ai Airborne Malphite ability iconMalphite
4 Su Suppression Warwick ability iconWarwick
5 Sp Sleep Zoe ability iconZoe
6 Sx Stasis Bard ability iconBard
7 Ch Charm Ahri ability iconAhri
8 Fe Fear / flee Fiddlesticks ability iconFiddlesticks
9 Ta Taunt Rammus ability iconRammus
10 Po Polymorph Lulu ability iconLulu
11 Si Silence Soraka ability iconSoraka
12 Gr Ground Cassiopeia ability iconCassiopeia
13 Sl Slow Lulu ability iconLulu
14 Bl Blind Teemo ability iconTeemo
15 Cr Cripple Malphite ability iconMalphite

Rules: the official League of Legends wiki's crowd-control summary table, read 8 November 2026. Abilities: Riot's Data Dragon 16.22.1. Live patch 26.22.

Crowd control — CC — is anything that takes control of your champion away from you: a stun that stops you acting, a slow that stops you escaping, a charm that walks you into the enemy team. It decides more fights than damage does, because a champion who can't act deals no damage at all. This guide covers every type of crowd control on Summoner's Rift on patch 26.22, what each one stops, how tenacity shortens it, what Cleanse and Quicksilver Sash can and can't remove, and how to land CC on the enemy and survive theirs.

Short answer: crowd control splits into hard CC that stops you moving (stun, root, airborne, suppression, sleep, stasis), forced actions that move you for the enemy (charm, fear, taunt) and soft CC that only weakens you (slow, silence, blind, polymorph, ground). Tenacity shortens most of it but never airborne, suppression or stasis. Cleanse removes most CC except airborne, nearsight and suppression and then gives 75% tenacity for 3 seconds; Quicksilver Sash also removes suppression. Against knock-ups, only positioning helps.
Key takeaways
  • Airborne can't be shortened or removed — no tenacity, no Cleanse, no QSS.
  • Tenacity multiplies within a group: 30% and 20% from the same group give 1 − 0.7 × 0.8 = 44%, capped at 100%.
  • Cleanse vs QSS: QSS (the 1,300-gold item) also frees you from suppression; Cleanse is free but has a 240-second cooldown.
  • No crowd control is shorter than 0.3 seconds, however much tenacity you stack.
  • Chain, don't overlap: CC cast on an already stunned target wastes most of its duration.

What crowd control is

The official wiki defines crowd control as abilities that "remove or diminish the control a target unit has" over itself — its movement, attacks or casting. It adds that "hard CC" and "soft CC" are informal names for immobilizing and non-immobilizing crowd control, with polymorph a strong kind of soft CC. In practice, three families matter:

Hard CCyou can't act or can't move

Stun, root, airborne, suppression, sleep and stasis. The engage tools: they start fights and decide them.

Forced actionyou move for the enemy

Charm, fear and taunt. Worse than a stun in one way: they walk you towards or away from danger.

Soft CCyou're weakened

Slow, silence, blind, polymorph, ground and cripple. The peel and chase tools: they keep fights going your way.

The post-game screen tracks it as CC Score, which awards points per second of crowd control you put on enemy champions. One quirk from the wiki: blinds and cripples don't count towards assist credit; every other CC does.

Every CC type and what it stops

From the wiki's summary table (movement, attacks and casting) with the three answers. "Partly" means the CC stops some of it — a root lets you attack and cast but not dash, for example.

TypeMoveAttackCastTenacityCleanseQSSExample
Stun nonono yes yes yes Bandage Toss icon Amumu · Bandage Toss
Root noyespartly yes yes yes Dark Binding icon Morgana · Dark Binding
Airborne nonono no no no Unstoppable Force icon Malphite · Unstoppable Force
Suppression nonono no no yes Infinite Duress icon Warwick · Infinite Duress
Sleep nonono yes yes yes Sleepy Trouble Bubble icon Zoe · Sleepy Trouble Bubble
Stasis nonono no no no Tempered Fate icon Bard · Tempered Fate
Charm forcednono yes yes yes Charm icon Ahri · Charm
Fear / flee forcednono yes yes yes Terrify icon Fiddlesticks · Terrify
Taunt forcedforcedno yes yes yes Frenzying Taunt icon Rammus · Frenzying Taunt
Polymorph yesnono yes yes yes Whimsy icon Lulu · Whimsy
Silence yesyesno yes yes yes Equinox icon Soraka · Equinox
Ground no dashesyesno movement spells yes yes yes Miasma icon Cassiopeia · Miasma
Slow sloweryesyes yes yes yes Glitterlance icon Lulu · Glitterlance
Blind yesmissyes yes yes yes Blinding Dart icon Teemo · Blinding Dart
Cripple yessloweryes yes yes yes Ground Slam icon Malphite · Ground Slam

Two smaller effects round it out. Nearsight (shrinking your vision) and drowsy (the slow before a sleep) aren't reduced by tenacity; Cleanse doesn't remove nearsight but does remove drowsy. Kinematics — pulls and pushes that move you without stopping you — can't be answered by anything. Examples come from each champion's ability text in Riot's Data Dragon 16.22.1.

League of Legends splash art of Leona, the Radiant Dawn, in golden armor raising a sun-bladed sword against a pale desert sky
Leona, the Radiant Dawn. Engage supports are built around chaining hard CC — every stun she lands is a second her team gets for free.Image: Riot Games

How tenacity works

Tenacity shortens the duration of incoming crowd control. The rules, from the official wiki:

  1. It doesn't touch five effects: airborne, drowsy, nearsight, stasis and suppression last their full time.
  2. The duration is set when the CC lands. Buying or activating tenacity afterwards doesn't shorten a stun you're already in.
  3. Nothing goes below 0.3 seconds, however much tenacity you have.
  4. Sources stack in groups. Within a group they multiply — 30% and 20% from the same group give 1 − 0.7 × 0.8 = 44%, not 50% — and the groups add up, to a cap of 100%.
  5. It can go negative. Effects such as Brittle (-30%) make crowd control last longer.
Mercury's Treads iconMercury's Treads30% tenacity

The standard answer: boots you were buying anyway, with magic resist.

Elixir of Iron iconElixir of Iron25% tenacity

Plus 300 health for three minutes — a late-game fight buy.

Cleanse iconCleanse75% for 3 s

After it removes your CC, the next stuns in the fight are cut hard.

Rune shard10% tenacity and slow resist

The defence-row stat shard — small, but always on. See our runes guide.

What tenacity does in a fight is easiest to see with a number: a 2-second stun with Mercury's Treads lasts 1.4 seconds. That's the difference between Flashing out of the follow-up and being dead when it lands.

Cleanse, QSS and spell shields

Three kinds of tools remove or block crowd control, and they're not interchangeable:

AnswerCost / cooldownRemovesCan't help with
Cleanse icon CleanseSummoner spell · 240 s · level 9Most CC and summoner debuffs (Ignite, Exhaust), then 75% tenacity for 3 sAirborne, nearsight, suppression
Quicksilver Sash icon Quicksilver SashItem · 1,300 gold · 90 sAll crowd control except airborne and stasis — including suppressionAirborne, kinematics, stasis
Black Shield icon Spell shieldsAbilityBlocks CC before it lands — Morgana's Black Shield blocks disables until it breaksCC already on you; damage beyond the shield

The practical difference: Cleanse is free and comes back every four minutes, so carries facing one key stun take it; QSS costs an item slot but has a 90-second cooldown and answers suppression — the right buy against a Warwick (or any other suppression ultimate) that would otherwise lock you down for the whole channel. Some champions carry their own answer: Fiora's Riposte blocks disables and stuns the attacker if it blocked an immobilizing effect. The summoner spells guide compares Cleanse with the other spells.

League of Legends crowd control answers matrix for patch 26.22: tenacity shortens stuns, roots, slows, silences, charms, fears, taunts, polymorphs, sleeps, grounds, blinds and cripples but not airborne, suppression, stasis, nearsight or drowsy; Cleanse removes most crowd control but not airborne, nearsight or suppression and gives 75 percent tenacity for 3 seconds; Quicksilver Sash removes everything except airborne, kinematics and stasis, including suppression; nothing removes airborne
Which answer for which CC. Tenacity shortens, Cleanse and QSS remove — and nothing answers a knock-up but your position.Graphic: BoostPirate

The CC nothing removes

Three effects ignore tenacity, Cleanse and (except suppression) QSS. They're the most valuable CC in the game, which is why the champions who own them are picked for teamfights:

Unstoppable Force iconAirborneknock-ups, knock-backs

Malphite's Unstoppable Force knocks everyone it hits airborne. Only another displacement, a dash or a blink can override the movement — positioning is the real answer.

Infinite Duress iconSuppressionQSS only

Warwick's Infinite Duress suppresses the first champion it hits for the whole channel. Tenacity and Cleanse do nothing; QSS does.

Tempered Fate iconStasisboth ways

Bard's Tempered Fate puts champions, monsters and turrets in stasis — enemies and allies. Untargetable, but unable to act.

The flip side is CC immunity. The wiki notes that immunity blocks new crowd control but doesn't remove CC that's already applied, and that some abilities make a champion unstoppable against displacements while they're active. If an enemy pops an immunity, wait it out instead of throwing your stun into it.

Landing and chaining CC

  1. Hit the target that can't dodge. A champion who has just used Flash or a dash is the easiest stun of the fight — track those cooldowns.
  2. Chain, don't stack. A second stun cast while the first is still running mostly overlaps it instead of adding to it, so most of its time is wasted. Cast yours as the first one ends.
  3. Use the right type for the job. Ground (Cassiopeia's Miasma) stops dashes; a charm such as Ahri's also halts movement abilities; the wiki notes that a knockdown interrupts a dash already in progress.
  4. Save interrupts for channels. Disruptive CC cancels channelled abilities — a stun into a channelled ultimate can win the fight on its own.
  5. Call it. "Stun on carry in three" turns five separate CC abilities into one chain. The pings and communication guide covers how.

CC as a team: engage, peel and pick

Engagestart the fight

Area hard CC from the front line — a Malphite or Amumu ultimate — on as many enemies as possible. Your carries follow up the moment it lands.

Peelprotect the carry

Slows, polymorphs, roots and knock-backs on whoever dives your carry. Lulu's Whimsy on an assassin is often worth more than any damage.

Pickcatch one

Long-range single-target CC — Morgana's Dark Binding, Ahri's Charm — catches one enemy out of position before an objective.

Most good team compositions have some of each. If your team has lots of engage and little peel, fight early and fast; if it has peel and little engage, let the enemy come to you and turn the fight. The teamfighting guide covers each role's job once the fight starts.

League of Legends splash art of Lulu, the Fae Sorceress, grinning in a purple hat beside her fairy companion Pix in a glowing green forest
Lulu, the Fae Sorceress. Her Whimsy polymorphs an enemy into a critter that can't attack or cast — peel in its purest form.Image: Riot Games

Playing against heavy CC

Build

Mercury's Treads (30% tenacity) first; Quicksilver Sash only against suppression or one game-deciding CC; an Elixir of Iron for the last big fight.

Runes and spells

The tenacity and slow resist shard, Unflinching (+10 armor and magic resist while you're crowd-controlled by a champion, and for 2 seconds after), and Cleanse instead of Barrier or Heal when one stun decides whether you live.

Position

Stand behind your front line and outside the range of the big area ultimates until they're used. Count them: a Malphite who has ulted can't knock you up again for a while.

Bait

A tank who walks forward can draw out the engage. Once it's on cooldown, the enemy team has nothing left to start with.

Common crowd control mistakes

Do
  • Track the enemy's hard CC and play around its cooldown.
  • Chain your team's CC one after another.
  • Buy QSS when one suppression or key CC decides fights.
  • Save interrupts for channelled ultimates.
  • Check ability tooltips after patches — 26.23 arrives 18 November 2026.
Don't
  • Expect tenacity or Cleanse to shorten a knock-up.
  • Throw a stun at a target who's already stunned.
  • Cast CC into a spell shield or an immunity.
  • Take Cleanse into a team whose only real CC is suppression.
  • Face-check fog against a team full of hooks and binds.

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Read next: damage and resistances, power spikes, tower diving and teamfighting.

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FAQ

Common questions

What is hard and soft CC in League of Legends?
Hard CC stops you moving, such as stuns, roots, airborne and suppression. Soft CC only weakens you, such as slows, blinds or grounding. The terms are informal: the official wiki calls them immobilizing and non-immobilizing crowd control.
Does tenacity work on knock-ups?
No. Tenacity doesn't shorten airborne, suppression, stasis, nearsight or drowsy, and no crowd control can be shortened below 0.3 seconds. It reduces stuns, roots, slows, charms, fears, taunts, silences, polymorphs and the rest.
What does Cleanse remove?
Every disable on your champion except airborne, nearsight and suppression, plus summoner spell debuffs such as Ignite and Exhaust. It then gives 75% tenacity for 3 seconds and has a 240-second cooldown.
Does QSS remove suppression?
Yes. Quicksilver Sash's active removes all crowd control except airborne, stasis and kinematics such as pulls, so it frees you from suppressions that Cleanse can't touch. It costs 1,300 gold and has a 90-second cooldown.
How does tenacity stack?
Sources in the same group multiply rather than add: 30% and 20% from one group give 44%, not 50%. Groups then add together and the total is capped at 100%.

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