Tenacity: Difference between revisions
1Dawn2Dusk3 (talk | contribs) mNo edit summary |
1Dawn2Dusk3 (talk | contribs) (Corrected grammar/consistency for the paragraph under Stacking. I technically tried to fix this wording once already, there should be no mention of "type" anymore and only "modifier" and "group" should be used.) |
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=== Runes === |
=== Runes === |
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* [[File:Rune shard Tenacity and Slow Resist.png|20px|link= |
* [[File:Rune shard Tenacity and Slow Resist.png|20px|link=Rune#Shards]] [[Rune#Shards|Tenacity and slow resist rune shard]] |
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=== Summoner Spells === |
=== Summoner Spells === |
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== Stacking == |
== Stacking == |
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The '''tenacity''' stat is built up from sub-stats that internally are referred to as "modifiers" |
The '''tenacity''' stat is built up from sub-stats that internally are referred to as "modifiers" and are part of three different groups, labelled A, B, or C. Modifiers within the same group stack '''multiplicatively''', while the different groups stack '''additively''' with each other. |
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'''Tenacity''' is capped at 100%. |
'''Tenacity''' is capped at 100%. |
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* {{ii|Sterak's Gage}} |
* {{ii|Sterak's Gage}} |
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* {{ii|Wit's End}} |
* {{ii|Wit's End}} |
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* [[File:Rune shard Tenacity and Slow Resist.png|20px|link= |
* [[File:Rune shard Tenacity and Slow Resist.png|20px|link=Rune#Shards]] [[Runes#Shards|Tenacity and slow resist rune shard]] |
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* {{bi|Chemtech Blight}} |
* {{bi|Chemtech Blight}} |
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Latest revision as of 16:34, 1 June 2025
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[edit | edit source]
Items[edit | edit source]
This table is automatically generated based on the data from Module:ItemData/data.
Consumables[edit | edit source]
Champion abilities[edit | edit source]
Runes[edit | edit source]
Summoner Spells[edit | edit source]
Neutral Buffs[edit | edit source]
Game Modes[edit | edit source]
ARAM (Champion-specific)
Ultra Rapid Fire
Ultimate Spellbook
Decreasing tenacity[edit | edit source]
Note that tenacity can have negative values, which will cause incoming disables to last longer.
Champion Abilities[edit | edit source]
Brittle, a unique status effect that reduces targets' tenacity by 30%.
and apply
Stacking[edit | edit source]
The tenacity stat is built up from sub-stats that internally are referred to as "modifiers" and are part of three different groups, labelled A, B, or C. Modifiers within the same group stack multiplicatively, while the different groups stack additively with each other.
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 has Brittle's tenacity reduction from an enemy. The sum of their tenacity is calculated as follows:
- 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[edit | edit source]
- 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 (2013) 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 (2013), Tenacity's in-game icon was the same as the icon used for and passive. Between the introduction of season 3 changes and 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.
- 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):