Tenacity, or Crowd Control Reduction, is a stat that reduces the duration of all incoming crowd control status effects (disables) except airborne, drowsy, nearsight, stasis, and suppression.
Tenacity is a percentage, and it indicates by how much the disable's duration is reduced. Any disable's duration cannot be reduced below 0.3 seconds*. The disable's duration is calculated at the moment of application, and does not change during it if tenacity changes.
- Tenacity stacks either multiplicatively or additively, depending on the combination of the effects.
Tenacity can be increased (self- or ally-sourced) and decreased (enemy-sourced) from abilities, buffs, items, runes, and summoner spells.
Increasing tenacity[]
Items[]
This table is automatically generated based on the data from Module:ItemData/data.
Consumables[]
Champion abilities[]
Runes[]
Summoner Spells[]
Neutral Buffs[]
Game Modes[]
- ARAM (Champion-specific)
- Ultra Rapid Fire
- Ultimate Spellbook
Decreasing tenacity[]
Note that tenacity can have negative values, which will cause incoming disables to last longer.
Champion Abilities[]
- Brittle, a unique status effect that reduces targets' tenacity by 30%. and apply
Items[]
- Brittle for a total of -50% tenacity. reduces the Nemesis' tenacity by 20% while at maximum stacks of Vendetta. This stacks additively with
Stacking[]
The tenacity stat is built up from sub-stats that internally are referred to as "modifiers". These are referred to as groups, from A to C. Combination of effects in the same type will stack multiplicatively, while combination of multiple types will stack additively.
Tenacity is capped at 100%.
The mathematics regarding the total tenacity is as follows:
(1 - ((1 - A1)(1 - A2)(1 - ...))) + (1 - ((1 - B1)(1 - B2)(1 - ...))) + (1 - ((1 - C1)(1 - C2)(1 - ...)))
Source | |
---|---|
Group A |
|
Group B |
|
Group C |
|
For instance, a champion owns Brittle's tenacity reduction. The sum of their tenacity is calculated as follows:
and has at maximum stacks, and a nearby enemy champion affects them with- Group A Tenacity modifiers = ×
- Group C Tenacity modifier = -30%
- Final Tenacity = (1 - ((1 - Group C Tenacity modifier ) × (1 - )) Group A Tenacity modifiers +
- = (1 - ((1 - -0.3 ) × (1 - )) +
- = (1 - (0.7 × 0.8)) + -0.3
- = 0.44 + -0.3 = 14%
Trivia[]
- Until patch V1.0.0.118, Tenacity was an unnamed effect unique to . That patch promoted the effect to a champion statistic and added three new items: , and (all later removed). Tenacity from multiple sources did not stack, similar to Enhanced Movement. In Season Three there was an item overhaul, named item effects were introduced, and Tenacity was reverted to an item effect. In V3.01, all sources of crowd control reduction were changed to say "Tenacity" and Tenacity was reintroduced as a champion statistic.
- Until Season Three, Tenacity's in-game icon was the same as the icon used for V3.01, it shared the same icon as the Tenacious mastery. As of V3.01, it no longer has an icon in the buff bar. and passive. Between the introduction of season 3 changes and
- Prior to the Preseason of 2021, a website news post was made that announced that Tenacity would reduce the duration of knockups. However, the change was confirmed to have been cancelled.[1]
- Prior to his VGU in patch V11.12, granted himself 30% Tenacity which was additive with other "Champion Tenacity" buffs such as Brittle.
- Prior to V3.04, granted himself 10 / 15 / 20% Tenacity.
- Prior to patch V12.22, Mythic passive granted 5% Tenacity per Legendary item which was additive with other "Buff Tenacity" buffs such as and .
- On patch V12.22 it became possible to reach 100% tenacity by combining (30%) (active) (50%) and with 4 other legendary items (20%), which are additive with one another. Until V12.23 it was even possible to reach 120% Tenacity by including , which was also additive with these sources.
- After V13.3, the highest amount of tenacity was changed to 100% since combinations of effects in different groups were made to be additive.
- Examples of combinations that can reach the cap (V13.18):
- and [60% + 50% = 110%]
- , and [60% + (1 - 0,7 * 0,8) = 104%]
- , and [30% + (1 - 0,35 * 0,5) = 112,5%]
- , and [50% + (1 - 0,7 * 0,7) = 101%]
- Examples of combinations that can reach the cap (V13.18):