Status effects & CC

Every disable does something different — read whether it blocks your gun, your abilities, your items, or your feet, and answer with shorten, remove, or ignore.
Crowd control (CC) is everything that takes control away from you: Stun, Sleep, Silence, Disarm, Slow, Root, Tether, Curse and knockups. Each one locks out a specific set of actions, and Deadlock gives you exactly three answers — shorten the duration (Debuff Resist), strip it off (cleanse), or become immune (Unstoppable). Knowing which lock you're under tells you which key still works and which item to hold.
What each lock takes from you
CC is not one thing — it's a list of disables that each block different keys, and reading which one you're under tells you what you can still do. Stun is the full lock: no movement, no abilities, no items, and it interrupts channels — the worst thing that can happen to you. Sleep is just as total, but it breaks the instant you take enemy damage (it's Haze's Sleep Dagger), so a teammate's stray shot can wake the target early. Silence blocks abilities only — you can still walk and shoot, and it does NOT interrupt a channel that's already running. Disarm is the mirror image: you can't fire your gun, but every ability and item still works. Root / Immobilize nails your feet — no dash, jump or slide — yet your gun and non-movement abilities keep working; Tether is a softer root that lets you move but yanks you back to the anchor. Slow just bleeds your move or fire-rate speed without stopping any action. Airborne / knockup tosses you up and only denies your air-dash — you can still shoot, use items and cast movement abilities, and it doesn't break channels (as of 05-22-2026 knockup duration is finally shortened by Debuff Resist). Curse is the heaviest item lock: it Silences, Disarms, interrupts channels AND blocks item use — alongside Stun and Sleep it's one of the only effects that shuts your actives off.
The counterplay triangle: shorten, remove, ignore
You answer CC three ways. SHORTEN with Debuff Resist (Status Resistance): Debuff Reducer (T2, 1600 souls) is the cornerstone at +25% resist plus 90 HP, and it shaves duration off almost everything — a 2s stun becomes 1.5s. Two sources stack multiplicatively, not additively, so 25% + 25% is about 44% off, not 50%, and the parry stun cannot be reduced at all. REMOVE with a cleanse: Dispel Magic (T3, 3200) purges all non-ultimate debuffs off you and heals; Divine Barrier (T4, 6400) strips every non-stun debuff off you or an ally and hands them a barrier. Both Dispel and Unstoppable share one fatal rule — they CANNOT be activated while Stunned or Slept, so they must be pre-popped, while Ethereal Shift (untargetable + invincible) has no such lock and is your panic button once you're already caught. IGNORE with Unstoppable (T4, 6400): 5.5s of flat immunity to Stun, Silence, Sleep, Root and Disarm, plus +25% resist and +125 HP — but again it can't be triggered mid-stun, so it's an engage tool, not a save. Honourable mentions: Reactive Barrier (T2) auto-grants a barrier the moment you're Stunned, Chained, Immobilized, Slept or Silenced, and Enduring Speed softens move-speed slows specifically.
How to play it
Win the CC trade by reading the order. The team that lands the first hard stun usually wins the fight, so the highest-skill play is baiting it: poke, fake a commit, make the Bebop hook or Dynamo black-hole whiff, then dive into the cooldown window. If your kit relies on chaining your own CC, layer it — stack your stun on a teammate's so the enemy never gets a frame to act. Buy answers proactively, not reactively: against a heavy-lockdown comp (Bebop, Dynamo, Seven, Mo & Krill) grab Debuff Reducer early because the duration cut compounds with everything else, and slot a cleanse before the mid-game teamfights start. Timing is everything with the actives — pre-pop Unstoppable BEFORE you leap into the stun chain, never after you're already frozen, and hold Dispel/Divine Barrier for the instant the big disable lands rather than burning it on a slow. When you're the one applying CC, aim the right lock: Silence a Wraith or Haze to kill their kit while they're still shootable, Disarm a gun carry (Disarming Hex) to defang their DPS, Slowing Hex a fleeing target to silence their escape dash, and save a full Stun (Knockdown's delayed lock pairs with airborne for a longer hold) for the kill window. Finally, respect that Metal Skin only dodges bullet damage and Ethereal Shift only buys time — neither removes a stun, so don't treat them as cleanses.
Raw dataidentity & API
identity
- id
- mechanic_status_effects
- slug
- status-effects
- category
- status
- flowStage
- fighting
- aliases
- CC, crowd control, debuff, hard CC, soft CC, status, stun, sleep, silence, disarm, slow, root, immobilize, knockup, knockback, displacement, tether, curse, unstoppable, cc immunity, cleanse, dispel, debuff resist, tenacity, оглушение, замедление, молчание, контроль, анстоппбл
- sourcePath
- manual:mechanics/status-effects
- updatedAt
- 2026-06-06T00:00:00.000Z