- For the successor stat, see ability haste.
Cooldown Reduction (CDR) was a statistic that reduced the cooldown of champion abilities. It did not affect static cooldowns nor on-target cooldowns, unless it was otherwise stated. Other forms of cooldown reduction existed for items, summoner spells, and specifically ultimate abilities.
Cooldown reduction was gained by items, runes, and buffs. It was capped at 40%, increased to 45% with .
The formula for cooldown reduction was: Base Cooldown × (1 − CDR ÷ 100)
Gold Value
Increasing cooldown reduction[]
Items[]
Unnamed Cooldown Reduction[]
Various items granted cooldown reduction.
Named Cooldown Reduction[]
- Unique – Haste: Grants an additional 10% cooldown reduction.
Runes[]
Neutral Buffs[]
Other cooldown reduction[]
Ultimate abilities[]
- Notes
- and stacked additively with each other while regular cooldown reduction stacked multiplicatively with them.
Items[]
- Notes
- and stack additively with each other.
- Multiple copies of the same active ability item, and unique named active share a global cooldown.
- Purchasing yet another copy while the already owned ones are still on cooldown will make the newest one's sync up with the others'.
Summoner spells[]
Trivia[]
Highest CDR[]
Last updated: December 15th, 2019 – V9.24
One cost efficient way to have reached maximum CDR (45%) was:
- Having both and , and reaching level 10, giving 15% CDR.
- Then by buying the which will provide 10% CDR.
- And finally by purchasing a 20% CDR–item.
The most cooldown reduction any champion could have obtained at level 1 with 500 was 15%. To achieve this a champion must:
- Have had the rune which will provide 5% CDR.
- Have had the from the (10% CDR)
- Relevant mathematics:
- 5% + 10% = 15%