So whats the real difference between roots and stuns?

ModAcademy Kayn··2 votes·975 views

So, Snare and stuns. Both restrict movement, but one is able to prevent counteraction. Another difference is that snares tend to last longer than stuns.

So which one is rather a better option? I'd, myself, would say stuns, since you can't do anything during that time of incapability. So, I wanna make a suggestion for those snares. We all know disruptions, knock ups and the such, will stop any movement, but thematically it would make sense of a snare to do so too. A snare is something putting you to the ground, preventing movement, like Swain's snare and Morg's.

So to give snares the extra competition to deal with those mobile champs, could we make it where a snare will instantly lock them down, negating any movement, whether or not they are already in movement? It just instantly grounds them, removing all movement.

Edit: Examples include Vi not finishing her Q flight; Jarvan not finishing his flag dash, Nautilis not finishing his anchor throw.

3 Comments

IwfiKe3qjM1 votes

I thought you can still autoattack if any enemy in range or use spell that doesn't include blink or dash or any movement when rooted... and can't interrupted channeled abilities except Teleport... for stun literally can't do anything... channeled abilities interrupted...

for more details: http://leagueoflegends.wikia.com/wiki/Crowd_control

ModAcademy Kayn1 votes

I know that... I'm just asking if a snare could instantly stop a targets movement. Like the Veiger mechanic on his wall, it would stop any movement passing through or hit.

For example, a Thresh is flying towards you. Your Morg throws a snare hitting him. Thresh now stops moving, instead of finishing his flight.

Sailor Mint1 votes

Silence prevents skill/summoner spell use. Pacify prevents auto-attacking. Roots/Snare prevent movement and movement abilities. Stuns prevent auto-attacking, skill use, movement and all movement abilities.

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