League of Legends Wiki

Cooldown

Comments25
1,876pages on
this wiki
Were you looking for information about cooldown reduction?

The Cooldown (or CD) is the minimum time a Champion has to wait in order to use champion's ability, item's activate, or summoner spells again.

The cooldown time can be reduced with items, runes, masteries, Crest of the Ancient Golem.png Crest of the Ancient Golem, and abilities to up to 40% total cooldown reduction.

See Cooldown reduction for more detailed information.

Summoner spell cooldown

All summoner spells have long cooldowns. The shortest is  Smite.png Smite with 40 seconds and the longest is Revive.png Revive with 540 seconds. Because of their strength and high cooldowns, strategic and tactical decisions can be made based on whether or not summoner spells are on cooldown. As such, it's important to carefully measure the best-case uses for your summoner spells.

Distortion item.png Distortion reduces the cooldowns of Flash.png Flash, Teleport.png Teleport, and Ghost.png Ghost by 25%.

Summoner spell cooldowns CANNOT be reduced by regular cooldown reduction from items such as Fiendish Codex item.png Fiendish Codex.

Item cooldowns

Items with active abilities, such as Deathfire Grasp item.png Deathfire Grasp and Youmuu's Ghostblade item.png Youmuu's Ghostblade, contain cooldowns that cannot be reduced. These are unaffected by cooldown reduction.

Items with passive effects with cooldowns, such as Guardian Angel item.png Guardian Angel or Guinsoo's Rageblade item.png Guinsoo's Rageblade, are not reduced by cooldown reduction.

Items of the same name shares a global cooldown among them. This means using an active ability of an item will send all the same items to cooldown, in both your inventory and shop. For example, if a champion with 3 Deathfire Grasp item.png Deathfire Grasp uses the activate ability of Deathfire Grasp item.png Deathfire Grasp, all three Deathfire Grasp item.png Deathfire Grasp will go to a 60 second cooldown. In addition, buying a new Deathfire Grasp item.png Deathfire Grasp within the 60 second cooldown, the new Deathfire Grasp item.png Deathfire Grasp will also be in cooldown until the remaining cooldown has refreshed.

Different items with similar effects do not share a global cooldown. A champion may have Hextech Gunblade item.png Hextech Gunblade and Bilgewater Cutlass item.png Bilgewater Cutlass in their inventory and may use one of the activate effect without causing both items to go on cooldown.

Champion cooldown

Static cooldowns

Static cooldowns cannot be reduced by cooldown reduction. These include:

Innate Passive Cooldown

Some champion's innate passive have cooldowns. These passive cannot activate while on cooldown. Innate passive cooldown cannot be reduced by cooldown reduction. These include:

Ammo cooldowns

Ammo cooldowns is the ammo's recharge time. Ammo cooldowns can be reduced by cooldown reduction. Abilities that requires ammo can only be used while the champion has ammo and the ability is not on cooldown.

Note: Only the ammo's recharge time of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.

Delay Cooldown

Delay Cooldown are when the ability will go on cooldown once the champion has finished casting all parts of the spell, or the period of casting the spell has finished. For example, AhriSquare.png Ahri's Spirit Rush.png Spirit Rush will go on to cooldown once all three dash has been perform or the time period of which to cast all three dashes have ended. These include:

Around Wikia's network

Random Wiki