|"Claw or spear, your end's the same."
It has been suggested that Cooldown be merged into this article or section.
Cooldown reduction (abbreviated as CDR) is a champion statistic that reduces the cooldown of abilities, or the amount of time you must wait before an ability can be used again once you activated it, by a percentage.
Cooldown reduction is granted by items, buffs, runes and masteries, as well as some passive abilities.
Cooldown reduction works additively. If you have a 6% cooldown reduction from masteries, and a 10% cooldown reduction from you will have a 16% cooldown reduction. Cooldown reduction cannot be increased beyond 40% by absolutely any means.
One cost and mastery efficient way to achieve near max CDR is to max out the Sorcery mastery (4%) and purchase any 20% reduction item and the Ionian Boots of Lucidity (15%), giving a total of 39% CDR. The cheapest is the Ionian Boots and either Morellonomicon or Spirit Visage (3250G).
Cooldown reduction is determined at the moment an ability is activated. Increasing/decreasing your cooldown reduction while the skill is on cooldown will not affect the cooldown.
Cooldown reduction does not apply on item active abilities such as that of or item passive effects with cooldowns such as that of . Most sources of cooldown reduction also does not apply on summoner spells unless specifically stated, e.g. the unique enchantment effect of for boots or the unique passive, Aid, of .
Increasing cooldown reduction Edit
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- : Unique Passive: +20% cooldown reduction. +60 ability power, +40 magic resist, +15 mana regeneration. Unique Passive: Restores 12% of your max mana on kill or assist. Unique Passive - Mana Font: Increases your mana regeneration by 1% per 1% mana you are missing. 2600 gold.
- : 10% cooldown reduction, +40 ability power, +30 armor. Unique - Valor: Nearby allies gain 10 health regen per 5 seconds and nearby allied minions deal 15% increased damage. Unique Active - Promote: Transforms a nearby siege minion to a more powerful unit. You gain all the gold this unit earns. 180 second cooldown. 2360 gold.
- : Unique Passive: 20% cooldown reduction, +80 ability power, +250 health. Unique - Eyes of Pain: +15 magic penetration. Unique: Your spells burn for an additional 3.5% of the target champion's maximum health in magic damage over 2 seconds. Each second burned consumes a charge. Up to 18 charges are generated when not in use. 3770 gold.
- : 10% cooldown reduction, +120 ability power. Unique Active: Deals 15% of target champion's maximum health in magic damage and amplifies all magic damage they take by 20% for 4 seconds. 60 second cooldown (750 range). 3100 gold.
- : On use, grants +10% cooldown reduction, +20-40 ability power based on champion level for 3 minutes. 250 gold.
- : Unique Passive: +10% cooldown reduction. +30 ability power. 820 gold.
- : +20% cooldown reduction, +95 armor, +400 mana. Unique Aura: Reduces the attack speed of nearby enemies by 20%. 3000 gold.
- : Unique Passive: +10% cooldown reduction, +300 mana, +45 armor. 1350 gold.
- : Unique Passive: +10% cooldown reduction. +50 ability power, +300 health. Unique Passive: +10% movement speed. Unique Active: Covers an area with stealth-detecting mist for 6 seconds, granting vision of units which pass through it for 10 seconds. 60 second cooldown. (1000 Range, 375 AOE estimate). 1920 gold.
- : +10% cooldown reduction, +30 ability power, +500 mana, +70 armor. Unique Passive - Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 125% of your base attack damage to surrounding enemies and creates a field for 3 seconds that slows enemies inside by 35% (2 second cooldown). 3250 gold.
- : Unique Passive: +15% cooldown reduction. Unique passive: +45 movement speed. 1000 gold.
- : Unique Passive: +10% cooldown reduction. +200 health. 850 gold.
- : +10% cooldown reduction, +300 health, +35 armor, +10 health regeneration. Unique Active: Shield yourself and nearby allied champions for 5 seconds, absorbing up to 50 (+10 per level) damage. 60 second cooldown. (600 range) 1850 gold
- : At 20 stacks, your champion gains 15% cooldown reduction. +20 ability power. Unique passive: Your champion gains 8 ability power per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. 1235 gold.
- : +20% cooldown reduction, +75 ability power, +12 mana regeneration. Unique Passive: Dealing magic damage to an enemy champion below 40% health inflicts Grievous Wounds to them for 4 seconds. 2200 gold.
- : Unique Passive: +20% cooldown reduction. +50% attack speed, +65 ability power. 2500 gold.
- : Unique Passive: +10% cooldown reduction. +250 health, +10 health regeneration, +10 mana regeneration. Unique Active: Nearby champions gain 40% movement speed for 3 seconds (60 second cooldown). 2100 gold.
- : +10% cooldown reduction. +500 health, +14 health regeneration, +7 mana regeneration. Unique Passive - Butcher: Damage dealt to neutral monsters increased by 25%. Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 2000 gold.
- : +10% cooldown reduction. +45 attack damage, +14 health regeneration, +7 mana regeneration. Unique Passive - Butcher: Damage dealt to neutral monsters increased by 25%. Unique Passive - Incinerate: Basic attacks and damaging abilities (excluding damage over time) burn the target for 6-40 (based on level) true damage over 3 seconds. 2000 gold.
- : +10% cooldown reduction. +50 ability power, +10 mana regeneration. Unique Passive: +20% spell vamp. Unique Passive: Reduces the cooldown on Smite by 20%. Unique Passive - Butcher: Damage dealt to neutral monsters increased by 25%. 2000 gold.
- : +20% cooldown reduction, +50 magic resistance, +200 health. Unique Passive: Increases healing and regeneration on yourself by 20%. 2200 gold.
- : Unique Passive: +10% cooldown reduction. +40% attack speed. 1250 gold.
- : +10% cooldown reduction, +200 health, +50 attack damage, Unique Passive: +10 armor penetration. Passive: Dealing physical damage to an enemy champion reduces their armor by 5% for 4 seconds. This effect stacks up to 5 times. 3000 gold.
- : Unique Passive: +10% cooldown reduction. +25 attack damage. Unique Passive: +10 armor penetration. 1337 gold.
- : +10% cooldown reduction, +30 attack damage, +15% critical strike chance. Unique Passive: +20 armor penetration. Unique Active: You gain +20% movement speed and +40% attack speed for 6 seconds (4 seconds for ranged champions). 45 second cooldown. 2700 gold.
- : +20% cooldown reduction, +250 health. Unique Aura: Nearby allied champions gain +20 attack damage and +10% life steal. 2550 gold.
- : +10% cooldown reduction, +25 attack damage, +50% attack speed, +10% movement speed. Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%. 2850 gold.
Champion abilities Edit
- Heimerdinger's UPGRADE!!! increases cooldown reduction by 10 / 15 / 20%.
- Ryze's Overload increases cooldown reduction by 2 / 4 / 6 / 8 / 10%.
- Viktor's Augment: Gravity increases cooldown reduction by 10%.
- Zyra's Rampant Growth increases cooldown reduction by 4 / 8 / 12 / 16 / 20%
- Sorcery increases cooldown reduction by 1 / 2 / 3 / 4%.
- Intelligence increases cooldown reduction by 2 / 4 / 6%.
Neutral buffs Edit
- The Crest of the Ancient Golem buff increases cooldown reduction by 20%
Lowering cooldowns Edit
Some champions have abilities that decrease their cooldowns by a flat amount, either their base cooldown or current cooldown, or entirely refresh their cooldown. Base reduction occurs before cooldown reduction takes effect while flat reduction occurs after cooldown reduction takes effect. By using those, a champion can disregard the 40% cooldown reduction cap.
Note: Only the cooldown reduction of these abilities is shown here, to read more information on each of these abilities, follow the link on each of them.
Base reduction Edit
- Cassiopeia's Twin Fang base cooldown is reduced to 0.5 seconds if the target is poisoned.
- Darius's Crippling Strike base cooldown is reduced by 1 second for every stack of Hemorrhage on the target.
- Hecarim's Rampage base cooldown is reduced by 1 second if it hits a target. (Stacks up to 2 times)
Flat reduction Edit
- Alistar's Triumphant Roar cooldown is reduced by 2 seconds each time a nearby enemy unit dies.
- Amumu's Tantrum cooldown is reduced by 0.5 seconds each time Amumu is hit by an attack.
- Ezreal's Mystic Shot reduces all of Ezreal's cooldowns by 1 second if it strikes an enemy unit.
- Graves's Quickdraw cooldown is reduced by 1 second for every autoattack.
- Katarina's Voracity reduces all her abilities' cooldowns by 15 seconds whenever she gets a kill or an assist.
- Nocturne's Umbra Blades innate cooldown is reduced by 1 second for every autoattack.
- Olaf's Undertow cooldown is reduced by 4.5 seconds if he manages to pick up his axe after using the ability.
- Ryze's Arcane Mastery allows him to reduce all of his other abilities' cooldowns by 1 when he uses an ability.
- Shen's Ki Strike cooldown is reduced by 1 second every time Shen autoattacks, or by 2 seconds every time Shen autoattack while Feint's shield is up.
- Shyvana's Twin Bite cooldown is reduced by 0.5 seconds for every autoattack.
- Skarner's Energize allows Skarner to reduces all of his abilities' cooldowns by 1 second for each successful autoattack on an enemy champion and 0.5 seconds for each successful autoattack on a non-champion target.
- Taric's Imbue cooldown is reduced by 1 for every autoattack and 3 seconds with every autoattack on a champion.
- Tryndamere's Spinning Slash cooldown is reduced by 2 seconds for every critical strike.
- Xin Zhao's Three Talon Strike reduces his other abilities' cooldowns by 1 second for each strike.
- Ziggs's Short Fuse innate cooldown is reduced by 4 seconds whenever he uses an ability.
- Zilean's Rewind on activation, reduces all of Zilean's other cooldowns by 10 seconds.
Cooldown refreshing Edit
- Darius's Noxian Guillotine has a grace period, during which he can cast it again if it kills an enemy for 12 seconds before the normal cooldown begins.
- Diana's Lunar Rush cooldown is refreshed if the target is afflicted with a moonlight debuff.
- Draven's Blood Rush cooldown is refreshed if Draven catches Spinning Axe.
- Evelynn's Dark Frenzy cooldown is refreshed if Evelynn gets a kill or an assist on a champion.
- Fiora's Burst of Speed cooldown is refreshed whenever Fiora gets a kill on a champion, but only halved when she get an assist.
- Irelia's Bladesurge cooldown is refreshed if it kills a unit.
- Kha'Zix's Evolved Leap cooldown is refreshed if Kha'Zix gets a kill or assist on a champion.
- Master Yi's Highlander refreshes all his abilities' cooldowns if he kills an enemy champion under its effect, but halves his cooldowns if he gets an assist instead.
- Tristana's Rocket Jump cooldown is refreshed whenever Tristana gets a kill or an assist.