Zelun is unaffected by all crowd control effects, but take true damage over the duration that effect would have had. Crowd control reduction doesn't reduce the duration of the damage over time effect. True damage dealt is doubled if the source of the crowd control effect doesn't inflict damage.
Slow: 50 true damage per second multiplied by slow potency
Blind: 15 true damage per second
Snare: 20 true damage per second
Entangle: 25 true damage per second
Silence: 25 true damage per second
Airborne: 30 true damage per second
Stun: 30 true damage per second
Polymorph: 30 true damage per second
Forced Action: 40 true damage per second
Suppression: 50 true damage per second
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Active: Zelun deals magic damage to a target enemy and inflicts a crowd control effect based on the number of times he has cast Seal Cycle. The crowd control effect starts as Slow, and then cycles in the following order: Snare, Silence, Stun, Slow. The effect the next Seal Cycle will have is visible to both teams.
Active – On Ally Cast: Zelun removes a crowd control effect, prioritizing hard crowd control. Zelun then stores the crowd control effect. If Zelun already has a stored crowd control effect, the previous one is removed and the new one stored in its stead. Knockups, knockbacks, pulls, flings and suppressions can't be removed.
Active – On Enemy Cast: Zelun deals magic damage to a target enemy. If he has a crowd control effect stored, it is consumed and applied to the target for the same duration as its remaining duration when stored.
Zelun deals magic damage to an enemy champion and half the damage to enemies in a 400-radius area around the target. If that enemy champion was under the effect of at least one crowd control effect, other enemies hit become affected by all of that champion's crowd control effects for half of their base durations.