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Ability Cooldown

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Revision as of 15:35, 20 February 2025 by Gammaton32 (talk | contribs) (removed stub, rewrote intro, added ItemTable)

Ability Cooldown is the time it takes for an Ability to be usable again. This stat also affects Item cooldowns.

Overview

Cooldowns range from a few seconds, as in Lady Geist's Malice, to a few minutes, as 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.

Stacking

Despite being presented in-game as +X% Cooldown Reduction, different sources of cooldown reduction stack multiplicatively, not additively. With n different sources of cooldown reduction, total cooldown reduction is given by:

CRTotal=1i=1n(1CRi)

For example, with 12% Cooldown Reduction from Diviner's Kevlar and 16% Cooldown Reduction from Improved Cooldown, total cooldown reduction is:

CRTotal=1(10.12)×(10.16)26%

Sources of Cooldown Reduction

Items that reduce the cooldown of all abilities and items:

List of items
NameSoulsCostCategoryStat change
Spiritual Overflow6,000Weapon+12% Ability Cooldown Reduction
Improved Cooldown1,250Spirit+14% Ability Cooldown Reduction
Superior Cooldown4,250Spirit+32% Ability Cooldown Reduction
Diviner's Kevlar6,000Spirit+10% Ability Cooldown Reduction

Items that only reduce the cooldown of charged abilities:

List of items
NameSoulsCostCategoryStat change
Extra Charge500Spirit+10% Charge Cooldown Reduction
Rapid Recharge3,500Spirit+25% Charge Cooldown Reduction

Additionally, Golden Statues have a chance to drop a permanent Cooldown Reduction buff.