Disable

Disables (also called crowd control, or CC) refer to any abilities or status effects that prevent, impede, or otherwise inhibit a Hero from acting. Disables come in many different varieties, and most Heroes have access to some form of disable.

Stun
Stuns are the most common and most dependable kind of disable. A Hero under the effect of a stun is unable to move, attack, use items, or use abilities until it wears off. Stuns will also interrupt any channeling abilities, such as using a. Mini-stuns are a shorter version of a regular stun, usually lasting a fraction of a second, that are most useful in interrupting enemy spells or preventing enemies from moving effectively. General stuns have distinctive animation on the head of stunned heroes'.


 * Examples of stuns include, , and.
 * Examples of mini-stuns include and.

Some abilities fully disable their targets in a way similar to a stun, but is generally not considered as so. Examples of said spells include, , , and the main target effect of.

Shackle
Shackle abilities are that attach the target to the caster, forcing them to move with them. In some situations they may also disable the caster by requiring channeling or slowing the user.


 * Examples of shackles include, , , , and.

Hex
Hex turns the target Hero or unit into a critter, a weak unit that is incapable of attacking or using abilities. Hexed slows enemies to 100 speed (140 if hexed with the Scythe), cannot attack, cannot use abilities (including some passives such as Evasion and damage block), items, or earn experience. Hexed enemies have the same health and Attributes from before they were hexed. Additionally, the critter that the enemy is turned into depends on the ability used.


 * Examples are, , and.

Pause
Pause is a unique effect that completely disables its target and prevents the passage of time on those units. This means that cooldowns, effect durations, damage-over-time, and other time based events are not triggered or reduced for the duration.
 * Examples of pause include, and.

Taunt
Taunts force all nearby enemies to attack the taunting unit. They will be unable to control their hero or use any abilities during the taunt duration. This will interrupt channeling spells.


 * Examples of taunts are and.

Entangle and Ensnare
Ensnare is a rare disable that prevents afflicted units from moving and casting the True Blinks of Anti-Mage, Queen of Pain, and Blink Dagger, but not from attacking, turning, or casting non-blink spells. Each ensnare may have unique properties: Certain ensnares are broken by magic immunity, but others are not. Naga Siren's ensnare is broken by Ghost scepter, but others are not.


 * Examples are, , and.

Entangle is a rare disable similar to Ensnare that prevents a Hero from moving or attacking, but only prevents some abilities. Units that are entangled can't use True Blinks or transformation related abilities or items.
 * Examples are and.

Silence and Mute
Silence will disable enemy skills. A Hero under the effect of silence can still move and attack, but cannot use abilities as normal until the effect ends. Silenced Heroes can still use items.
 * Examples of silence include, , and.

Mute is a rarer version of silence that has all the effects of silence, but in addition disables certain passive abilities and prevents the use of items as well.
 * Examples are and  (with Aghanim's Scepter, however this does not disable passive abilities)

Slow
Slows do exactly what they say: they slow enemy movement and/or attack speed.

Movement Speed Slows always reduce by a percentage of speed, rather than fixed values. A complete immunity to MS slows are surge / Haste abilities, which always grant maximum movement speed 522. (, and Haste) Although  and  always grant more than 522 movespeed, at 650 and 800 respectively, similarly when  uses  he has 1000 movespeed and is unaffected by MS slows.
 * Examples of Movement Speed Slow include, and.

Attack Speed Slows are in the form of reduced IAS(increased attack speed).
 * Examples of Attack Speed Slow include, , and (affects allied units).

Trap
Traps are special disables that don't actually disable Heroes, but holds them in a place, effectively "trapping" them in place. In most cases, this is done by placing objects around the target or caster.
 * Examples of traps include, , , and.

Disarm
Disarms are similar to silences, but rather prevent a unit's ability to auto-attack instead of its ability to cast spells.


 * Examples of disarm include, and.

Blind
Blind makes afflicted heroes to miss their attacks.


 * Examples of blinds include, , and.