See also Status Effects for a comprehensive list of all sources of Crowd Control and other Status Effects.

All they'll be able to do is stand there and burn.

Venator

Crowd Control (CC) refers to effects that alter an opponent's capability to function, including their movement, ability use, weapon firing, and many others. Some CC effects have reduced duration when applied shortly after other CC effects; see Diminishing Returns.

They can be applied both by Hero abilities and Items from the Shop.

Types of Crowd Control

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Movement Slow

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Reduces the target's movement speed by a percentage.

For example, a 30% slow reduces a 10 meters / second movement speed to 7 m/s.

Movement Slow cannot reduce a target's speed below 2 meters / second.

Stun

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Prevents the target from shooting, using abilities, using items, and moving. Stun also causes the target to be Interrupted.

Examples include   Infernus'   Concussive Combustion,   Ivy's   Stone Form, and   Dynamo's   Singularity.

Sleep

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Similar to Stun, it prevents the target from shooting and using abilities. However, unlike Stun, it does not prevent movement; instead, it slows the target to 2m/s.

Sleep does not Interrupt channels. Receiving any damage wakes the target instantly.

Sources of Sleep include abilities such as   Haze's   Sleep Dagger and   Rem's   Naptime.

Immobilize

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Reduces all speed to 0 and stops all voluntary movement, though the target can still be displaced by others. Additionally, it prevents the use of movement related abilities. It removes all upwards acceleration, making airborne targets fall to the ground.

Examples include   Warden's   Binding Word,   Paige's   Captivating Read, and   Arctic Blast.

Silence

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Prevents the target from activating abilities, though they can still use Item actives.

A common cause of confusion is that   Silence does not Interrupt, meaning abilities that have started will always continue through Silence, such as   Seven's   Storm Cloud.

Examples include   Silence Wave,   Silencer,   Focus Lens, and more.

Item Silence

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Prevents the target from using Item actives, though they can still use abilities.

Examples include   Cursed Relic (disables all items) and   Slowing Hex (disables movement items).

Disarm

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Prevents the target from firing their main weapon but melee attacks can still be used. Note that abilities that use weapon-damage can still be used while   Disarmed, such as   Haze's   Bullet Dance.

Examples include   Mo & Krill's   Sand Blast and   Disarming Hex.

Interrupt

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Interrupts instantly cancels all ability casts and channels. It alone does not prevent further use of abilities. When targets are Stunned they are also Interrupted.

Examples of Interrupt (other than Stun) include the   Cursed Relic and   Knockdown Items and   Grey Talon's   Spirit Snare.

Displace

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Exerts some force on the target that modifies their acceleration or velocity, moving or knocking them around.

Examples include   Lash's   Ground Strike,   Bebop's   Exploding Uppercut and   Grapple Arm,   Vindicta's   Stake, the   Rescue Beam and   Knockdown Items, and more.

Time Stop

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The target acts as if time is frozen or slowed, slowing their movement, animations, casts, channels.

The effects of time stopped abilities can still function. For example, if   Dynamo is time stopped during his   Singularity channel, it still pulls and stuns enemies. Note that this technically lengthens the duration of the   Singularity.

Examples include   Apollo's   Itani Lo Sahn,   Paradox's   Kinetic Carbine, and   The Doorman's   Hotel Guest.

The target is transformed into a rabbit.

The target gains a smaller model and hitbox and moves faster, but will take increased damage. Hexed targets cannot use their weapon, melee, abilities, or items. Abilities and heavy melee attacks will not be interrupted when hexed.

The only source of Hex is   Sinclair's   Rabbit Hex.

Crowd Control Reductions and Immunities

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Mechanics and effects that reduce the duration or intensity of crowd control, either partially or completely.

Diminishing Returns

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Only some CCs are subject to this reduction: Stun, Sleep, Immobilize, Chain (tether), and Silence, the same set of debuffs that triggers   Reactive Barrier. Applying one of these to an enemy affected by another of them within the last 9 seconds reduces its duration. The reduction starts at 15% and scales to 35% with the number of recent CCs. The maintained list of sources is at Reactive Barrier's Triggers list.

Abilities that apply multiple CCs as part of one action count as one CC (e.g.   Abrams's   Shoulder Charge grab + stun,   Lash's   Death Slam grab + stun).

Slow Resistance

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Reduce the effectiveness of slows.

𝑀𝑜𝑑𝑖𝑓𝑖𝑒𝑑𝑆𝑝𝑒𝑒𝑑=𝐵𝑎𝑠𝑒𝑆𝑝𝑒𝑒𝑑(1𝑆𝑙𝑜𝑤(1𝑆𝑙𝑜𝑤𝑅𝑒𝑠𝑖𝑠𝑡𝑎𝑛𝑐𝑒))

For example,   Infernus'   Flame Dash normally moves at 12 meters per second, but with a 30% slow and its innate 50% slow resistance it is slowed down by 15% to 10.2m/s.

Invincibility

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Become unable to be hit or targeted. All projectiles and area effects phase through while you also can not be targeted by Items such as   Cursed Relic or Abilities such as   Mo & Krill's   Combo.

Examples include   Ethereal Shift and   Calico's   Return to Shadows and the transformation phase of   Yamato's   Shadow Transformation.

While   Yamato cannot move during the transformation phase, both   Ethereal Shift and   Return to Shadows allow limited movement.

Purge

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Instantly remove all debuffs.

Some debuffs delay the crucial negative effect, such as   Mirage's   Djinn's Mark. Therefore, if the mark is applied, then the target purges their debuffs, the mark never detonates.

Examples include   Viscous'   The Cube (Tier 3),   Yamato's   Shadow Transformation, and   Dispel Magic.

Unstoppable

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Become immune to all forms of crowd control.

For example the   Unstoppable Item,   Abrams'   Seismic Impact (Tier 3), and   Yamato's   Shadow Transformation.