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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, Crest of the Ancient Golem Crest of the Ancient Golem, and abilities to up to 40% total cooldown reduction.

See Cooldown reduction for more detailed information.

Summoner spell cooldown

All summoner spells have long cooldowns. The shortest are Clairvoyance Clairvoyance and Smite Smite with 70 seconds each and the longest is Revive 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 reduced by the mastery Mastermind (Maestría de la 3ra Temporada) Mastermind, from the Utility Mastery Tree. The only exception is Flash Flash, which can reduce its cooldown by 15 seconds from Summoner's Insight (Maestría de la 3ra Temporada) Summoner's Insight.

It is also worth noting that Distortion Distortion reduces the cooldowns of Flash Flash, Teleport Teleport, and Ghost Ghost by 25% as well.

Item cooldowns

Items with active abilities, such as Deathfire Grasp Deathfire Grasp and Youmuu's Ghostblade Youmuu's Ghostblade, contain cooldowns that can only be reduced by Artificer (Maestría de la 3ra Temporada) Artificer. These are unaffected by cooldown reduction.

Items with passive effects with cooldown, such as Guardian Angel Guardian Angel or Guinsoo's Rageblade Guinsoo's Rageblade, are not reduced by Artificer (Maestría de la 3ra Temporada) Artificer or cooldown reduction.

Items of the same name shares a global cooldown among them. This means using an active ability of an item will send all the same items to cooldown, in both your inventory and shop. For example, if a champion with 3 Deathfire Grasp Deathfire Grasp uses the activate ability of Deathfire Grasp Deathfire Grasp, all three Deathfire Grasp Deathfire Grasp will go to a 60 second cooldown. In addition, buying a new Deathfire Grasp Deathfire Grasp within the 60 second cooldown, the new Deathfire Grasp Deathfire Grasp will also be in cooldown until the remaining cooldown has refreshed.

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

Champion cooldown

Static cooldowns

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

  • Sona's Sona's stance abilities (static global cooldown)

Innate Passive Cooldown

Some champion's innate passive have cooldowns. These passive cannot activate while on cooldown. Innate passive cooldown cannot be reduce by cooldown reduction. These include:

Ammo cooldowns

Ammo cooldowns is the ammo's recharge time. Ammo cooldowns can be reduced 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.

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, Spirit Rush Spirit Rush de Ahri Ahri 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: