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'''Ability Cooldown''' is the time it takes for an [[Ability]] to be usable again. | '''Ability Cooldown''' is the time it takes for an [[Ability]] to be usable again. | ||
==Overview== | ==Overview== | ||
Cooldowns range from a few seconds, as in {{HeroIcon|Lady Geist}}'s {{AbilityIcon|Malice}}, to a few minutes, as in {{HeroIcon|Dynamo}}'s {{AbilityIcon|Singularity}}. | Cooldowns range from a few seconds, as in {{HeroIcon|Lady Geist}}'s {{AbilityIcon|Malice}}, to a few minutes, as in {{HeroIcon|Dynamo}}'s {{AbilityIcon|Singularity}}. Ability cooldowns can be reduced by acquiring the Cooldown Reduction stat, which reduces the cooldown by a percentage of base [[ability]] time. | ||
===Charged Abilities=== | ===Charged Abilities=== | ||
Some abilities can acquire multiple charges. In those cases, the ability cooldown represents the time for a charge to become available again after being used. This should not be confused with the time between charges, which describes the delay after using a charge that a different charge can be used. | Some abilities can acquire multiple charges. In those cases, the ability cooldown represents the time for a charge to become available again after being used. This should not be confused with the time between charges, which describes the delay after using a charge that a different charge can be used. | ||
=== | == Calculation == | ||
=== Calculating Cooldown Reduction === | |||
Despite being presented in-game as +X% Cooldown Reduction, multiple sources stack '''multiplicatively''', not additively: | |||
<math>\text{Total Cooldown Reduction} = 1 - (1 - CR_1) \times (1 - CR_2) \dots</math> | |||
'''Example:''' | |||
With '''12%''' Cooldown Reduction from {{ItemIcon|Diviner's Kevlar}} and '''16%''' from {{ItemIcon|Superior Cooldown}}: | |||
# Convert percentages to decimals: 0.12 and 0.16. | |||
# Subtract from 1: (1 - 0.12) = '''0.88''' and (1 - 0.16) = '''0.84'''. | |||
# Multiply the remainders: 0.88 × 0.84 = '''0.7392'''. | |||
# Subtract from 1: 1 - 0.7392 = '''0.2608'''. | |||
# Total Cooldown Reduction is approximately '''26%''', not 28%. | |||
== Sources of Ability Cooldown Reduction == | == Sources of Ability Cooldown Reduction == | ||
Revision as of 16:58, 12 March 2026
Ability Cooldown is the time it takes for an Ability to be usable again.
Overview
Cooldowns range from a few seconds, as in Lady Geist's Malice, to a few minutes, as in Dynamo's Singularity. Ability cooldowns can be reduced by acquiring the Cooldown Reduction stat, which reduces the cooldown by a percentage of base ability time.
Charged Abilities
Some abilities can acquire multiple charges. In those cases, the ability cooldown represents the time for a charge to become available again after being used. This should not be confused with the time between charges, which describes the delay after using a charge that a different charge can be used.
Calculation
Calculating Cooldown Reduction
Despite being presented in-game as +X% Cooldown Reduction, multiple sources stack multiplicatively, not additively:
Example: With 12% Cooldown Reduction from Diviner's Kevlar and 16% from Superior Cooldown:
- Convert percentages to decimals: 0.12 and 0.16.
- Subtract from 1: (1 - 0.12) = 0.88 and (1 - 0.16) = 0.84.
- Multiply the remainders: 0.88 × 0.84 = 0.7392.
- Subtract from 1: 1 - 0.7392 = 0.2608.
- Total Cooldown Reduction is approximately 26%, not 28%.
Sources of Ability Cooldown Reduction
| Name | Category | Stat change | |
|---|---|---|---|
| Spellslinger | 6,400 | +5% Ability Cooldown Reduction | |
| Enchanter's Emblem | 1,600 | +5% Ability Cooldown Reduction | |
| Compress Cooldown | 1,600 | +18% Ability Cooldown Reduction | |
| Superior Cooldown | 3,200 | +20% Ability Cooldown Reduction | |
| Transcendent Cooldown | 6,400 | +25% Ability Cooldown Reduction | |
| Frostbite Charm | Legendary | +50% Ability Cooldown Reduction | |
| Mystic Conduit | Legendary | +40% Ability Cooldown Reduction |
- Witchmail has a passive that reduces the cooldown of a random ability as the player takes Spirit Damage.
Map Spawns
- Golden Statues have a chance to drop a permanent Cooldown Reduction buff.
- Powerup runes can provide a temporary Casting buff that provides +12% to +20% Cooldown Reduction for 160 seconds (scaling with game time from 5 to 40 minutes).
Item Cooldown
Item Cooldown is the time it takes for an Item to be usable again. This includes both Active and Passive items.
Charge-Up items such as Tankbuster and Mercurial Magnum are not affected by Item Cooldown Reduction.
Sources of Item Cooldown Reduction
| Name | Category | Stat change | |
|---|---|---|---|
| Transcendent Cooldown | 6,400 | +25% Item Cooldown Reduction |