Root effects are a form of crowd control which cause the victim to be locked in place, unable to move. Root effects are often known as immobilize effects in-game. A root effect differs from a stun effect in that the target is still able to use abilities, spells or melee/ranged attacks, but cannot move from its location as long as the effect is active.
Examples of abilities and procs that can root opponents:
- Druid: Entangling Roots, Feral Charge - Bear
- Hunter: Charge (pet), Counterattack, Entrapment, Venom Web Spray (pet), Web (pet)
- Mage: Frost Nova, Frostbite
- Shaman: Storm, Earth and Fire
- Warrior: Glyph of Hamstring, Improved Hamstring
Although the Death Knight's Chains of Ice ability may look like a root effect, it only acts to slow the target by 95%. This effect may not, then, be removed with root dispels (see below).
If a mob with no ranged attacks is rooted from range, it will be unable to attack its current aggro target. However, if players are standing in melee range, it will attack the player that has the highest threat level. Thus, it is not wise to stand near a rooted mob, or root one within a crowd of players without prior warning.
- Items which can dispel root effects:
- Hunter pets under the Bestial Wrath talent are immune to root effects. Master's Call will also remove all roots and snares.
- Paladins can apply a Blessing of Freedom, providing a brief immunity to root effects.
- Mages can use Blink to free themselves from root effects.
- Rogues with the Tier 9 Subtlety talent Shadowstep can use it to remove root effects.
- Warriors with the Tier 9 Protection talent Warbringer can use Charge, Intercept, and Intervene to free themselves from root effects, and move towards a potential target.
- Gnomes can use Escape Artist to free themselves from root effects.
- Druids can Shapeshift to free themselves from root effects.