Cooldown
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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, and abilities to up to 40% total cooldown reduction.
See Cooldown reduction for more detailed information.
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Summoner spell cooldown
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All summoner spells have long cooldowns. The shortest are
Clairvoyance and
Smite with 70 seconds each and the longest is
Revive with 540 seconds. Because of their high cooldowns, the use of a summoner spell should be use in a tactical way.
Summoner spell cooldowns can only be reduced by the mastery
Mastermind, from the Utility Mastery Tree. The only exception is
Flash, which can reduce its cooldown by 15 seconds from
Summoner's Insight.
It is also worth noting that
Distortion reduces the cooldowns of
Flash,
Teleport, and
Ghost by 25% as well.
Item cooldowns
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Items with active abilities, such as
Deathfire Grasp and
Youmuu's Ghostblade, contain cooldowns that can only be reduced by
Artificer. These are unaffected by cooldown reduction.
Items with passive effects with cooldown, such as
Guardian Angel or
Guinsoo's Rageblade, are not reduced by
Artificer or 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 uses the activate ability of
Deathfire Grasp, all three
Deathfire Grasp will go to a 60 second cooldown. In addition, buying a new
Deathfire Grasp within the 60 second cooldown, the new
Deathfire Grasp will also be in cooldown until the remaining cooldown has refreshed.
Different items with similar effects does not share a global cooldown. A champion may have
Hextech Gunblade and
Bilgewater Cutlass in their inventory and may use one of the activate effect without causing both items to go on cooldown.
Champion cooldown
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Static cooldowns
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Static cooldowns cannot be reduced by cooldown reduction. These include:
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Sona's stance abilities (static global cooldown)
Innate Passive Cooldown
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Some champion's innate passive have cooldowns. These passive cannot activate while on cooldown. Innate passive cooldown cannot be reduce by cooldown reduction. These include:
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Ashe's
Focus (Goes on cooldown when performing a basic attack)
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Anivia's
Rebirth
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Blitzcrank's
Mana Barrier
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Evelynn's
Shadow Walk (Goes on cooldown when performing any basic attacks or abilities)
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Garen's
Perseverance (Goes on cooldown when taking damage from enemy champions or turrets)
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Malphite's
Granite Shield (Goes on cooldown when taking damage from any source)
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Miss Fortune's
Strut (Goes on cooldown when taking damage from any source)
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Nocturne's
Umbra Blades
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Shen's
Ki Strike
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Teemo's
Camouflage (Goes on cooldown when performing any action)
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Vi's
Blast Shield
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Volibear's
Chosen of the Storm
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Ziggs's
Short Fuse
Ammo cooldowns
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Ammo cooldowns is the ammo's recharge time. Ammo cooldowns can be reduce 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.
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Akali's
Shadow Dance gains one Essence of Shadow every 25 / 20 / 15 seconds.
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Corki's
Missile Barrage stores one missile every 12 seconds.
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Heimerdinger's
H-28G Evolution Turret stores one turret every 25 seconds.
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Karma's
Mantra gains one Mantra every 30 / 25 / 20 seconds.
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Teemo's
Noxious Trap store one trap every 35 / 31 / 27 seconds.
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Vi's
Excessive Force store one charge every 14 / 12.5 / 11 / 9.5 / 8 seconds.
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Zyra's
Rampant Growth stores seeds every 17 / 16 / 15 / 14 / 13 seconds.
Delay Cooldown
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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,
Ahri's
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:
- Damage Modifiers:
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Blitzcrank's
Power Fist
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Garen's
Decisive Strike
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Jax's
Empower
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Jayce's
Hyper Charge
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Leona's
Shield of Daybreak
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Mordekaiser's
Mace of Spades
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Nasus's
Siphoning Strike
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Nidalee's
Takedown
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Poppy's
Devastating Blow
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Renekton's
Ruthless Predator
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Rengar's
Savagery
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Shaco's
Deceive
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Shyvana's
Twin Bite
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Sivir's
Ricochet
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Talon's
Noxian Diplomacy
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Trundle's
Rabid Bite
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Twisted Fate's
Pick a Card
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Vayne's
Tumble
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Vi's
Excessive Force
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Volibear's
Rolling Thunder
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Wukong's
Crushing Blow
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Xin Zhao's
Three Talon Strike
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Yorick's
Omen of War
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- Multiple Dashes like:
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Ahri's
Spirit Rush
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Fiora's
Lunge
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LeBlanc's
Distortion
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Renekton's
Slice and Dice (only if Renekton strikes an enemy with the first dash)
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- Multiple Attacks like:
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Darius's
Noxian Guillotine (only if Darius lands a killing blow with the skill)
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Irelia's
Transcendent Blades
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Rumble's
Electro-Harpoon
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Xerath's
Arcane Barrage
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Riven's
Broken Wings is an exception to this rule
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- Some Self-Buffs like:
- Other Abilities like: