Q · Dredge LineNautilus1,150listed cast rangeRange, collision and counterplay
League hooks and pull counters
A hook is not always a full pull. Learn what moves, what can block it, and which defensive answer must happen before contact.
The quick comparison
Nautilus reaches farther; Blitzcrank pulls farther
Listed cast range answers only the first question. Collision radius, travel time, body blocking and the movement after contact decide how the play actually resolves.
Q · Dredge LineNautilus1,150listed cast rangeDifferent resultTerrain can pull Nautilus instead
Q · Rocket GrabBlitzcrank1,079listed cast rangeIdentify the mechanic first
One defensive answer does not stop every pull
Choose the row that matches what is threatening you. The relevant counterplay changes when the cast is a projectile, tether, area effect or close grab.
Line projectile
Put a valid unit between you, cross the cast line, or use an eligible projectile block or spell shield before contact.
Delayed tether
Leave the marked area or break the tether before its return condition completes. Waiting beside the edge makes the eventual pull harder to escape.
Area centre pull
Spread before the cast and keep an exit from the centre. A projectile wall normally cannot erase an area effect already placed around you.
Close grab or throw
Respect the champion’s short access range and save displacement immunity, untargetability or an escape for the commitment when your kit provides one.
Movement family
Long-range enemy hooks
A projectile catches the first valid target and changes both spacing and target access.

Nautilus
Q · Dredge LinePulls Nautilus and the champion towards each other. Hitting terrain pulls Nautilus instead.
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Blitzcrank
Q · Rocket GrabDrags the first enemy hit all the way back to Blitzcrank.
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Thresh
Q · Death SentenceTugs the target towards Thresh; recasting moves Thresh to the target.
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Pyke
Q · Bone SkewerA charged cast hooks and pulls the first enemy hit a fixed distance towards Pyke.
Open champion guideMovement family
Close and tethered pulls
These need proximity, a tether, a return hit or another setup before they move you.


Sett
E · FacebreakerPulls enemies on each side into Sett; opposing units on both sides can add a stun.
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Swain
E · NevermoveThe returning wave roots; Swain can then pull rooted champions closer.
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Aatrox
W · Infernal ChainsA champion that fails to leave the impact area is dragged back to its centre.
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Kled
Q · Bear Trap on a RopeStaying tethered lets Kled yank the target towards him after the delay.
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Mordekaiser
E · Death’s GraspThe spectral claw moves enemies through the chosen area towards its return direction.
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Zaahen
E · Dreaded ReturnStabs in a direction, then pulls enemies hit towards Zaahen.
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Area and centre pulls
These move several champions towards a centre, caster, ball or impact line instead of catching one target.

Diana
R · MoonfallDraws nearby enemies inward before the delayed damage lands.
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Orianna
R · Command: ShockwavePulls affected enemies towards the Ball and damages them.
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Rell
R · Magnet StormPulls enemies inward and continues dragging nearby enemies as Rell moves.
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Aurelion Sol
E · SingularitySlowly pulls enemies towards the black hole’s centre.
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Movement family
Grabs, carries and forced repositioning
They resemble pulls, but the movement rule is a throw, carry, slam or two-target collision.

Zac
Q · Stretching StrikesGrabs one unit, then throws it together with a different attacked unit.
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Renata Glasc
Q · HandshakeRoots the first enemy hit; the recast throws it in the chosen direction.
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Skarner
R · ImpaleSuppresses caught champions and drags them along while Skarner moves.
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Singed
E · FlingThrows the target behind Singed rather than pulling it to his current position.
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Sett
R · The Show StopperCarries one champion through the air and slams them into the destination.
Open champion guideDo not confuse these
The champion moves, not the enemy
These abilities close distance, but they are not enemy pulls. That difference changes whether a wall, frontline or body block helps.
AmumuQ · Bandage TossAmumu moves to the enemy; the enemy is not pulled.
LeonaE · Zenith BladeLeona travels to the last champion hit.
SylasE · AbductSylas pulls himself to the enemy hit.
CamilleE · HookshotCamille grapples terrain, then leaps; it does not drag the enemy.
NautilusQ into terrainNautilus is pulled to the wall when Dredge Line hits terrain.
Answer the cast before it resolves
What can stop or avoid a pull?
The answer depends on whether the ability is a projectile, targeted control, an area effect or a tether. No single item or summoner spell cancels every category.
Projectile blockers
Wind Wall and Blade Whirl can remove eligible hook projectiles. Braum intercepts from the front, so the projectile reaches him instead of the ally behind him.
Spell shields
A correctly timed spell shield can negate the triggering ability. It must be active when the ability connects.
Control immunity or parry
Black Shield must survive the hit to prevent its crowd control. Olaf needs Ragnarok active; Fiora must time Riposte before impact.
Untargetable or out of reach
Untargetability or Gwen’s mist can make a cast fail when used before contact. They do not rewind a pull that already resolved.
Units and terrain
Most line hooks stop on the first valid unit. Terrain blocks ordinary projectiles, while Nautilus can deliberately hook terrain.
Dodge before contact
Move across the hook line, not along it. Save mobility until the cast direction is clear when possible.
Fast lane checklist
Play around the line, not only the cooldown
- 1Keep a blocker between you
Use healthy minions or a suitable frontline against first-target projectiles.
- 2Move across the cast line
Sideways movement changes the required aim faster than retreating directly away.
- 3Track the follow-up
A missed hook can open a short window; a landed hook still needs allied damage and control to convert.
Clear answers
Hook and anti-pull questions
These answers match the visible FAQ metadata and keep the important limitations beside the advice.
1Who has the longer hook, Nautilus or Blitzcrank?
Current Data Dragon cast data lists Nautilus Dredge Line at 1,150 range and Blitzcrank Rocket Grab at 1,079. Nautilus reaches farther, while Rocket Grab drags the caught target all the way back to Blitzcrank.
2Do minions block every pull?
No. Minions can block first-target line projectiles such as Rocket Grab, but they do not cancel an area pull, point-blank throw or effect placed around your champion. Identify the movement family first.
3Does Cleanse stop a hook or return me to safety?
No. Cleanse does not reverse forced movement that already resolved. It may remove an eligible follow-up disable, but it does not remove suppression, airborne movement or every champion-specific control effect.
4Does Black Shield block a pull?
Morgana’s Black Shield can prevent eligible crowd control while the shield remains active. Its timing and remaining strength matter, and it is not a universal answer to every displacement or suppression effect.
Patch-aware reference
Current ability wording and cast data
Reviewed against Riot’s Data Dragon 16.16.1 champion data. Values and mechanics can change with a patch; the current client remains authoritative.

