Stuns and hard CC
“I get locked down and deleted.”
Start with
Extra Stamina
Extra Stamina +1 Stamina +12% Stamina Recovery — the cheapest answer, at 800 souls . 12 more below, by tier.
Items that answer this
13 itemsTier 1 800 souls each
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Extra Stamina
Extra Stamina +1 Stamina +12% Stamina Recovery Buy when you keep dying because you ran out of dashes mid-escape.
Tier 2 1,600 souls each
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Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health The standard early buy when the enemy team chains crowd control; it is also the component for
Spellbreaker
Spellbreaker +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health Builds from Debuff Reducer and
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer . Watch out: Debuff Resist does NOT shorten the stun from a parry -
Reactive Barrier
Reactive Barrier +55s Cooldown +10s Duration +1 Out of Combat Regen Buy when enemy crowd control is followed by burst damage — it buys you the seconds you need to live through the combo. Watch out: Triggers only on Stun, Chain, Immobilize, Sleep or Silence — not on plain damage
Tier 3 3,200 souls each
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Blood Tribute
Blood Tribute +8% Spirit Resist +50/s Health Drain +35% Fire Rate +35% Debuff Resist +8% Debuff Resist +4 Out of Combat Regen Buy on a high-sustain gun hero who can pay the health cost, especially when enemy crowd control is the main thing stopping your damage. Watch out: Healing reduction REMOVED 6 Mar 2026; self-damage raised 40/s -> 50/s in the same patch -
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Watch out: Multiple abilities can be parried in the window, but the heal and buffs only apply from the first -
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy to escape ground-based lockdown and to rotate across the map quickly. Watch out: Leaves you airborne, which Knockdown punishes with a longer stun and +100% gravity -
Stamina Mastery
Stamina Mastery +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Buy when dodging telegraphed abilities and disengaging is how you survive. -
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration Buy when you are repeatedly getting caught and killed out of position, or to close a gap onto a fleeing target. Watch out: Silenced (and therefore unusable) while affected by Slowing Hex
Tier 4 6,400 souls each
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Diviner's Kevlar
Diviner's Kevlar +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction Buy on heroes with a channelled or commitment-heavy ultimate that the enemy tries to burst you out of. -
Indomitable
Indomitable +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Buy when enemy CC lands faster than you can react — it is the automatic, no-timing-required anti-lockdown item. -
Scourge
Scourge +35s Cooldown +10s Duration +0.25s Cast Delay +40% Spirit Resist +100 Bonus Health +20% Debuff Resist Buy on supports to harden a focused ally against a caster team while adding pressure damage. -
Spellbreaker
Spellbreaker +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health The go-to answer to a spellcaster who deletes you with one big ability — it caps the spike and shortens their stuns at the same time. Watch out: Now builds from Debuff Reducer as of 30 Jan 2026 -
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. Watch out: Cannot be used while already stunned or asleep — it must be pre-cast
Hover an item's name for its exact numbers, or open it for the full write-up.
Heroes who cause this
31 heroesIf you are up against one of these, expect to need an item from the list above. Pick a hero for everything else about beating them.
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Abrams
Abrams Heals himself through Siphon Life and Infernal Resilience's regeneration Durability very high (3/3) Burst low (1/3) Mobility low (1/3) Healing very high (3/3) -
Apollo
Apollo Strong in duels, and Riposte punishes heroes who dive him Durability low (1/3) Burst very high (3/3) Mobility very high (3/3) Healing low (1/3) -
Baba
Baba Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
Bebop
Bebop Pick potential — a landed Grapple Arm sets up his Sticky Bomb and Exploding Uppercut combo Durability high (2/3) Burst very high (3/3) Mobility low (1/3) Healing low (1/3) -
Billy
Billy Anti-mobility — Chain Gang disables movement abilities outright and Bashdown pulls airborne heroes to the floor Durability high (2/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
Deadman Danny
Deadman Danny Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) -
Dynamo
Dynamo Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) -
Graves
Graves Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) -
Grey Talon
Grey Talon Long engagement range — he can dictate whether a fight starts Durability none (0/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
Haze
Haze Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) -
Holliday
Holliday Moves herself and her team around via Bounce Pad and Powder Keg self-launch Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing none (0/3) -
Infernus
Infernus Strong sustained damage that keeps ticking after he leaves line of sight Durability low (1/3) Burst low (1/3) Mobility high (2/3) Healing high (2/3) -
Ivy
Ivy True flight — she can cross terrain and take an ally with her Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) -
Lash
Lash Vertical engage: he converts altitude into damage and pickups. Durability high (2/3) Burst high (2/3) Mobility very high (3/3) Healing high (2/3) -
Mirage
Mirage Global-teleport split pressure: Traveler means he is rarely out of position on the macro map. Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Mo & Krill
Mo & Krill A layered single-target lockdown package: Sand Blast disarm into Burrow knockup into a multi-second Combo stun. Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Nurse Harrow
Nurse Harrow Strong, aimed ally healing that ignores falloff Durability high (2/3) Burst low (1/3) Mobility low (1/3) Healing very high (3/3) -
Paige
Paige Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) -
Paradox
Paradox Paradoxical Swap exchanges positions with a hit enemy, pulling them out of safety and into her team. Durability low (1/3) Burst high (2/3) Mobility low (1/3) Healing none (0/3) -
Rem
Rem Tag Along's healing scales with how badly the ally is losing the fight Durability none (0/3) Burst none (0/3) Mobility low (1/3) Healing very high (3/3) -
Seven
Seven Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) -
Sinclair
Sinclair Long effective weapon range (60m falloff end) combined with a steerable skillshot Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing none (0/3) -
Solomon
Solomon Layered control: slows, a root and a stun, all aimed in predictable shapes Durability low (1/3) Burst high (2/3) Mobility low (1/3) Healing none (0/3) -
The Doorman
The Doorman Hotel Guest does not reduce a hero's output, it removes the hero Durability low (1/3) Burst low (1/3) Mobility low (1/3) Healing none (0/3) -
Venator
Venator Layered crowd control from three separate slots: knockback plus wall stun, a 30s-lifetime immobilizing trap, and area denial from burn Durability low (1/3) Burst high (2/3) Mobility low (1/3) Healing none (0/3) -
Victor
Victor Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) -
Violet
Violet Bullets she can steer and a wall that blocks shots give her control over sight lines Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) -
Viscous
Viscous Single-target save: The Cube is invulnerability, not a shield, so it absorbs any ultimate outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing high (2/3) -
Vyper
Vyper High close-range sustained damage, with effectively infinite ammo while sliding Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing none (0/3) -
Warden
Warden Binding Word forces a 20m-in-2.8s escape check and silences you through it at T3 Durability high (2/3) Burst low (1/3) Mobility low (1/3) Healing high (2/3) -
Wraith
Wraith Single-target lockdown: Telekinesis disables for over two seconds and then blocks Stamina and movement abilities afterwards Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3)
Get this answered for your actual game
Which of these is worth a slot depends on how many of the six enemies really press this. The tool works that out from the lineup.
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