- Tenacity can't shorten airborne
- Cleanse: 75% tenacity for 3 s
- QSS removes suppression
- Mercury's: 30% tenacity
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.
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.
- 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:
Stun, root, airborne, suppression, sleep and stasis. The engage tools: they start fights and decide them.
Charm, fear and taunt. Worse than a stun in one way: they walk you towards or away from danger.
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.
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.
How tenacity works
Tenacity shortens the duration of incoming crowd control. The rules, from the official wiki:
- It doesn't touch five effects: airborne, drowsy, nearsight, stasis and suppression last their full time.
- The duration is set when the CC lands. Buying or activating tenacity afterwards doesn't shorten a stun you're already in.
- Nothing goes below 0.3 seconds, however much tenacity you have.
- 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%.
- It can go negative. Effects such as Brittle (-30%) make crowd control last longer.
The standard answer: boots you were buying anyway, with magic resist.
Plus 300 health for three minutes — a late-game fight buy.
After it removes your CC, the next stuns in the fight are cut hard.
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:
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.
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:
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.
Warwick's Infinite Duress suppresses the first champion it hits for the whole channel. Tenacity and Cleanse do nothing; QSS does.
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
- 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.
- 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.
- 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.
- Save interrupts for channels. Disruptive CC cancels channelled abilities — a stun into a channelled ultimate can win the fight on its own.
- 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
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.
Slows, polymorphs, roots and knock-backs on whoever dives your carry. Lulu's Whimsy on an assassin is often worth more than any damage.
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.
Playing against heavy CC
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.
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.
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.
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
- 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.
- 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.
Getting chain-stunned every fight? A 1-on-1 coach (from $22.00 an hour) shows you where you stood when it happened. Playing with friends? A verified booster can join your Flex climb.
Read next: damage and resistances, power spikes, tower diving and teamfighting.
- Official League of Legends wiki — Types of Crowd Control: summary (what each type stops; tenacity, Cleanse, QSS and Mikael's columns) · Crowd control (definition, hard/soft, immunity, CC Score, interrupts) · Tenacity (exceptions, 0.3 s minimum, stacking groups, 100% cap since V13.3, Brittle) · Cleanse (240 s, 75% tenacity since V14.10) · Quicksilver Sash · Mercury's Treads · Unflinching. Read 8 November 2026.
- Riot Games — Data Dragon 16.22.1 champion ability text (Malphite, Warwick, Bard, Morgana, Lulu, Ahri, Cassiopeia, Fiora and the other examples) · items (Elixir of Iron) · Patch 26.22 notes (3 November 2026: no crowd control rule changes)
- Stat shard values: our LoL data file (official wiki, last changed V14.2). Coaching advice in the chaining, team and "playing against" sections is BoostPirate's.
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