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,, and abilities to up to 40% total cooldown reduction.

See Cooldown reduction for more detailed information.

Summoner spell cooldown
All summoner spell have long cooldowns, the shortest being Clairvoyance with 70 seconds and the longest being 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 reduce 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.

Item cooldowns
Items with active abilities such as those of or  contain cooldown that cannot be reduced by cool reduction.

Items of the same name will share a global cooldown among them. This means using an active ability of an item will send all the same items to cooldown. For example, if a champion has 3 and uses the activate ability, this will cause all three items to go to a 60 second cooldown.

Different items with similar effects does not share a global cooldown. A champion may have and  in their inventory and may use one of the activate effect without causing both items to go on cooldown.

Static cooldowns
Static cooldowns cannot be reduced by cooldown reduction. These include:


 * stance abilities (static global cooldown)
 * stance abilities (static global cooldown)

Ammo cooldowns
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.


 * gains one Essence of Shadow every 25 / 20 / 15 seconds.
 * stores one missile every 10 seconds.
 * stores one turret every 25 seconds.
 * gains one Mantra every 30 / 25 / 20 seconds.
 * store one trap every 35 / 31 / 27 seconds.

Delay Cooldown
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, 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 like:


 * Multiple Dashes like:


 * Multiple Attacks like:
 * is an exception to this rule
 * is an exception to this rule
 * is an exception to this rule


 * Self-Buff: