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'''Ability Cooldown''' is the time it takes for an [[Ability]] to be usable again. ==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}}. Ability cooldowns can be reduced by acquiring the Cooldown Reduction stat, which reduces the cooldown by a percentage of base [[ability]] time. In the in-game HUD, ability cooldowns only show decimal values below 2s. Unlike [[Ability Range]] and [[Ability Duration]], ability cooldown does not affect items. Items are only affected by a separate stat called [[Ability Cooldown#Item Cooldown|Item Cooldown Reduction]] which is granted by {{ItemIcon|Transcendent Cooldown}}. ===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: <math>\text{Total Cooldown Reduction} = 1 - (1 - CR_1) \times (1 - CR_2) \dots</math> '''Example:''' With '''{{DataProp|{{#vardefineecho: Item1|Superior Cooldown}}|CooldownReduction}}%''' from {{ItemIcon|{{#var: Item1}}}} and '''{{DataProp|{{#vardefineecho: Item2|Spellslinger}}|CooldownReduction}}%''' from {{ItemIcon|{{#var: Item2}}}}: # Convert percentages to decimals: {{DataProp|{{#var: Item1}}|CooldownReduction}}% to {{#vardefineecho: Item1Duration|{{#expr: {{DataProp|{{#var: Item1}}|CooldownReduction}} / 100}}}} and {{DataProp|{{#var: Item2}}|CooldownReduction}}% to {{#vardefineecho: Item2Duration|{{#expr: {{DataProp|{{#var: Item2}}|CooldownReduction}} / 100}}}}. # Subtract from 1: (1 - {{#var: Item1Duration}}) = '''{{#expr: 1 - {{#var: Item1Duration}}}}''' and (1 - {{#var: Item2Duration}}) = '''{{#expr: 1 - {{#var: Item2Duration}}}}'''. # Multiply the remainders: {{#expr: 1 - {{#var: Item1Duration}}}} × {{#expr: 1 - {{#var: Item2Duration}}}} = '''{{#vardefineecho: CombinedItemDuration|{{#expr: (1 - {{#var: Item1Duration}}) * (1 - {{#var: Item2Duration}}) round 4}}}}'''. # Subtract from 1: 1 - {{#var: CombinedItemDuration}} = '''{{#expr: 1 - {{#var: CombinedItemDuration}} round 4}}'''. # Total Cooldown Reduction is '''{{#expr: (1 - {{#var: CombinedItemDuration}}) * 100 round 1}}%''', not {{#expr: ({{#var: Item1Duration}} + {{#var: Item2Duration}}) * 100 round 1}}%. == Sources of Ability Cooldown Reduction == {{Item stat table|Ability Cooldown Reduction}} * {{ItemIcon|Witchmail}} has a passive that reduces the cooldown of a random ability as the player takes [[Spirit Damage]]. * {{ItemIcon|Golden Goose Egg}} grants random [[Permanent Buffs]], including Cooldown Reduction. ===Map Spawns=== * [[Golden Statue|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 {{ItemIcon|Tankbuster}} and {{ItemIcon|Mercurial Magnum}} are not affected by Item Cooldown Reduction. === Sources of Item Cooldown Reduction === {{Item stat table|Item Cooldown Reduction}} {{Stats}}
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