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. Sometimes "disabled" or "fully disabled" refer to stun.

Interactions
1 Does not prevent turning.

2 Prevents using of certain abilities.

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.

Shackle
Shackle abilities, much like regular stuns, fully disable the target, rendering them unable to move, attack, use abilities or items and interrupt channeling spells. The difference to regular stuns is that the caster has to channel the effect, or apply other negative effects to it (e.g. slowing the caster)


 * Sources of shackles are, , , , (disarms the caster) and  (slows the caster).

Sleep
A sleep works just like a stun, with the only difference being that the effect gets dispelled once the affected units is damaged or attacked. Sleeps also may turn the affected unit invulnerable for a while. All sleeps also cause the target to be rooted, so certain blink abilities cannot be ordered during them for the unit to execute them right after the sleep wears off.


 * Sources of sleep are (1 second of invulnerability),  (no invulnerability, but affected units don't wake up from damage within the first 0.65 seconds) and  (invulnerability for the full duration).

Cyclone
A cyclone also works just like a stun, but ontop of fully disabling the target, it also whirls it up into the air, so that other units can path below it, and turns it invulnerable for the duration.


 * Sources of cyclones are, and.

Slow
A slow reduces the affect unit's movement speed or attack speed (or both).

Movement speed slow
Movement speed slows reduce a unit's movement speed by a percentage of its speed. Currently, there are no sources of movement speed slow which reduce a unit's movement speed by a fixed value. A unit affected by a haste is immune to movement speed slowing effects.


 * Examples of Movement Speed Slow are, and.

Attack speed slow
Attack speed Slows reduce a unit's attack speed by a fixed value. Currently, there are are no sources of attack speed slow which reduce a unit's attack speed by a percentage value. There also is no effect which grants a unit immunity to attack speed slows.


 * Examples of Attack Speed Slow are, , and.

Silence
A silence prevents the affected unit from casting their spells for its duration. It does not affect anything else, the affected unit is still free to move, attack and use items. Passive abilities are not disabled.


 * Examples of silence are, , and.

Mute
A mute works just like a regular silence, except that it disables active items instead of the unit's spells. Mutes usually come together with a regular silence.


 * Sources of Mute are and an  upgraded.

Break
A Break disables the affected hero's passive abililties. Most passives are disabled, but not all. Generally, on-death passives (Reincarnation, Requiem of Souls passive activation) and no non-hero passives (even when Doom acquired them through Devour) are not disabled. It also tends to not disable passive abilities which have a direct synergy with the hero's other abilities, like Necromastery which is needed by Requiem of Souls, Witchcraft, which affects Death Prophet's other spells and Grow, which affects Toss' damage. Break also does not disable any passive item abilities.


 * Sources of Break are, upgraded  and  upgraded

Forced Movement
Some spells forcefully move the affected units, preventing it from freely moving. Some of these also fully disable it for the duration, but some allow the unit to still turn, attack or cast spells and items.


 * Examples of fully disabling forced movements are (when hooking enemies),  and
 * Examples of not disabling forced movements are (when hooking allies),  and

Root
A root (formerly known as Ensnare) is a form of disable which prevents a unit from moving and disables certain abilities (e.g. and blink from,  and ), however, it does not prevent the affected units from turning, casting other spells or using items. Some roots also disarm the affected units (disarming roots were formerly known as Entangle).


 * Examples of roots are, ,.
 * Sources of roots which also disarm are and.

Hex
Hex turns the target Hero or unit into a critter, a weak unit that is incapable of attacking or using abilities and items. Hex silences, mutes, disarms and sets the target's base movement speed to a certain value, usually low value. It does not affect any other aspect of the unit (like turn rate, vision, collision size, etc), nor does it prevent it from gaining experience and gold.


 * Sources of hex are, , and.

Trap
A trap is technically not a disable, since it doesn't really prevent a unit from anything. A trap hinders a unit from moving, similar to how cliffs hinder a unit from moving. Trapping spells either create an unpathable obstacle, or create a barrier or a leash which prevent units from pathing by heavily slowing the unit if it tries to path through.
 * Sources of traps in form of obstacles are (creates regular trees at a target point),  (creates destructible units around the caster),  (creates an indestructable ridge in a straight line infront of the caster) and  (creates indestructable shards in an arc at the target location).
 * Source of other forms of traps are (creates a thin barrier at the target location which heavily slows units when walking against it) and  (leashes a hero, heavily slowing it when it tries to move away from the leash point).

Taunt
A taunt forces the target to attack another unit. The target is unable to issue any other commands until the taunt wears off. The forced attacks caused by taunts will interrupt any ongoing order the affect unit has, including channeling spells. If the taunting unit cannot be attacked or the taunted unit cannot attack, the taunted unit will follow the taunting unit until attacks are possible again or the taunt wears off.


 * Sources of taunts are, and.

Hide
Hiding (also reffered as banishing) a unit causes it to temporarily disappear. While hidden, a unit cannot be affected by any spell (with a very few exceptions) and is fully disabled. It is unable to move, attack, cast spells or items. Usually hiding spells also turn the affected unit invulnerable.


 * Examples of hiding spells are, and.

Ethereal
Ethereal is a status effect which prevents a unit from attacking, but also prevents it from getting attacked. It turns the unit immune to physical damage, but usually reduces magic resistance, making magical damage deal more damage. Offensive ethereal usually comes with a slow.


 * Sources of ethereal are, and.

Disarm
A disarm prevents the affected unit from attacking. It still can be attacked by other units. A disarm does not prevent a unit from attacking during a.


 * Examples of disarm are, and.

Blind
A blind causes a unit to gain a chance to miss on attacks. Blinds work fully independent from evasion.


 * Examples of blinds are, , and.

Pause
Pause was an effect that completely rendered the target unable to move, attack, cast spells or items, disabled most passive abilities and caused buffs and debuffs to not tick down for the duration. It also prevented it from gaining experience.


 * Examples of pause were, , and.