The excessive amount of crowd control

Stun abilities

Ana’s Sleep Dart completely stuns an enemy for up to 6 seconds. However, this is canceled instantly if the victim takes damage.

Doomfist’s Rocket Punch completely stuns the enemy it hits.

Junkrat’s Steel Trap prevents an enemy from moving for 3 seconds, but they can still turn and use their weapons and non-movement abilities. The victim also becomes immune to knockback.

McCree’s Flashbang completely stuns any enemies caught in its blast for 0.7 seconds.

Mei’s Endothermic Blaster slowly freezes a target, slowing them gradually for 2 seconds then freezing them for 1.5 seconds. This prevents all movement, turning, weapons, and abilities.

Mei’s Blizzard has the same effect, but is applied to any enemies in the radius and lasts for 4 seconds.
If Mei freezes an enemy with both simultaneously, it will take effect much more quickly in 1 second.

Reinhardt’s Earthshatter will knock any enemy in front of him to the ground, completely stunning them for 2.5 seconds.

Reinhardt’s Charge will pin the first enemy that Reinhardt runs into, completely stunning them and causing them to be anchored to Reinhardt. If he hits a wall, the victim takes 300 damage.

If Reinhardt charges into a Fortified Orisa or another charging Reinhardt, he will be knocked to the ground as though by an Earthshatter.

Roadhog’s Chain Hook will completely stun an enemy for 0.5 seconds, then pull them towards Roadhog. If Roadhog loses line of sight with the victim, the hook is canceled.

Knockback abilities

Bastion’s Configuration: Tank rockets will knock enemies back if they get hit but don’t die.

Doomfist’s Rocket Punch and Rising Uppercut knock back any opponents hit.

D.Va’s Boosters can knock enemies back slightly if she flies directly into them.

D.Va’s Call Mech can knock enemies back if they are very close when the mech drops in.

D.Va’s Self-Destruct can knock enemies into the air if they are close enough to be hit, but not close enough to die.

Junkrat’s Concussion Mine produces strong upwards knockback for both himself and enemies. His Frag Launcher knocks enemies slightly back and his RIP-Tire produces strong knockback against enemies close enough to be hit, but not close enough to die.

Lúcio’s Soundwave produces knockback within melee range.

Pharah’s Concussive Blast produces very strong knockback outwards from a single point for both herself and enemies. Her Rocket Launcher knocks back enemies as well.

Reinhardt’s Rocket Hammer pushes enemies in the direction that he swings.

Reinhardt’s Charge will knock back any enemies that he hits, but does not pin.

Roadhog’s Whole Hog provides a constant stream of strong knockback with each pellet.

Soldier: 76’s Helix Rockets provide very weak knockback.

Winston’s Jump Pack knocks enemies back in a radius around him when he lands.

Winston’s Primal Rage produces very strong knockback with each punch.

Zarya’s Particle Cannon explosives provide very weak knockback.

Other crowd control

Doomfist’s Seismic Slam will slightly move affected enemies towards him.

Mei’s Ice Wall can limit the movement options of enemies by creating a large obstacle.

Orisa’s Halt! will pull enemies near it into a single point. This will briefly interrupt their movement and slow them down, but does not otherwise inhibit their abilities.

Sombra’s Hack and EMP can prevent enemies from using their abilities for 5 seconds, but does not inhibit movement or the use of weapons.

Symmetra’s Sentry Turrets slow any enemies they target. This effect increases with each additional turret.

Zarya’s Graviton Surge pulls enemies into a single point and disables their movement abillities for 4 seconds.


Cmon, 50% of the fights you die thanks to CC. Where are the times you need aim to kill an oponent.

Those factors are substantial mainly due to the fact that they contribute towards preventing dive attacks. Heroes without those minor abilities would be left weak and on some occasions futile.

Not to forget to mention that you can avoid almost all of the CCs through countless ways.