Description
Disables the target for a duration: no movement, no attacks, no ability casts.
Listed in: Debuffs
Items (2)
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- +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.
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- +30 Armor
- +30 MR
- +125% 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.
Augments (1)
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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
Champions (8)
Refine list…
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Shield Bash Passive: Start combat with 60 / 70 / 80 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 276 / 397 / 566 Health, cleansing disables, and healing the two lowest percent Health allies for 80 / 105 / 130 . Then slam the current target, dealing 100 / 150 / 225 magic damage and Stunning them for 1.5 seconds.
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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.
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Tantrum Passive: Every second, restore 29 / 52 / 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.
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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 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 / 100 , and Stun them for 1 / 1 / 15 second. Mega Gnar gains 400 / 600 / 10000 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.
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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 330 / 520 / 5000 magic damage, reduced by 25 / 25 / 10% for each enemy hit (minimum 40%). Blackthorn Bonus: Stuns targets hit for 1 second.
See also
What counters Stun
Frequently asked questions
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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 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.