Cooldown

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Tinker

A cooldown is a period of wait time before a spell, ability, or item power can be used again.

Mechanics[edit]

Usually, a skill will be on cooldown if the skill was activated and the cast time of the skill has passed. For instance, Sand King's Epicenter will instantly go on cooldown when activated, since it has no cast time. If the hero is interrupted before the channel time is over, the spell does nothing, and the cooldown and mana is wasted. On the other hand, Sniper's Assassinate and Shadow Fiend's Requiem of Souls have long cast times, and they will not go on cooldown before the cast time is over. Spirit Breaker's Charge of Darkness is an exception to the usual rule; it goes on cooldown once the charge ends or is canceled, not upon cast.

If a hero has several versions of the same item, all versions will be on cooldown upon activating one of them. For instance, all Dagons are in the same cooldown group.

Some abilities or items have multiple cooldowns, using a different duration if their conditions are met. For example Manta Style icon.png Manta Style's cooldown differs for melee and ranged users. Culling Blade's cooldown is 0, but only when successfully killing a hero.

Many abilities have reduced cooldown when leveled up. If an ability is on cooldown and it is leveled up, the current wait time will not be affected at all.

Some abilities have charges and a charge replenish time instead of the usual cooldown. For instance, Sniper's Shrapnel has 3 charges and a 55 seconds replenish time for each charge.

Cooldown manipulation[edit]

Some abilities and items are able to manipulate the cooldowns of abilities. There are several different types of cooldown manipulation:

Percentage-based reductions and increases

These cooldown modifiers reduce or increase the cooldowns of all abilities and items by a percentage when used. They cause abilities and items to enter a reduced or increased cooldown after being acquired. This means they do not retroactively affect already running cooldowns. All sources of percentage-based cooldown reductions stack multiplicatively with each other.

Flat reduction and increases

These cooldown modifiers reduce or increase the cooldowns by flat amounts. Unlike percentage-based cooldown modifiers, these can affect abilities which are already on cooldown. Flat changes are applied before percentage-based changes.

Cooldown resetting

Some abilities are able to completely reset the cooldowns of abilities and items instantly, so that they are ready to use again.

Talents reducing cooldowns[edit]

The following heroes have a talent that reduces all their cooldowns by a percentage.

Bonus Level 10 Level 15 Level 20 Level 25
Left Right Left Right Left Right Left Right
Cooldown reduction
  • Sniper minimap icon.png 15%
  • Lycan minimap icon.png 10%
  • Chaos Knight minimap icon.png 14%
  • Arc Warden minimap icon.png 15%
  • Queen of Pain minimap icon.png 10%
  • Enigma minimap icon.png 12%
  • Broodmother minimap icon.png 15%
  • Timbersaw minimap icon.png 12%
  • Nature's Prophet minimap icon.png 20%
  • Batrider minimap icon.png 12%
  • Morphling minimap icon.png 12%
  • Treant Protector minimap icon.png 12%
  • Zeus minimap icon.png 12%
  • Abaddon minimap icon.png 15%
  • Dragon Knight minimap icon.png 15%
  • Windranger minimap icon.png 25%
  • Drow Ranger minimap icon.png 30%
  • Shadow Fiend minimap icon.png 30%
  • Silencer minimap icon.png 30%
  • Tidehunter minimap icon.png 20%

Besides these, the following heroes have talents which reduce cooldowns of specific abilities by a flat amount

Specific ability cooldown reductions

Sources of reduction[edit]

  • Bottle (Arcane) icon.png
    Cooldown reduction: 30%
    Reduces all cooldowns, including items and passives. Also affects charge replenish times.
  • Chakra Magic icon.png
    Cooldown reduction: 3/4/5/6
    Reduces the current cooldowns of all non-ultimate abilities by a fixed amount. Does not affect items.
  • Burrow icon.png
    Impale cooldown reduction: 7
    Reduces the cooldown of Impale by a fixed amount while burrowed.
  • Octarine Core icon.png
    Cooldown reduction: 25%
    Reduces all cooldowns, including items and passives. Also affects charge replenish times.
  • Quickening Charm icon.png
    Cooldown reduction: 13%
    Reduces all cooldowns, including items and passives. Also affects charge replenish times.
  • Spell Prism icon.png
    Cooldown reduction: 20%
    Reduces all cooldowns, including items and passives. Also affects charge replenish times.
  • Bad Juju icon.png
    Cooldown reduction: 26%/38%/50%
    Reduces all cooldowns, including items and passives. Also affects charge replenish times.

Sources of increase[edit]

  • Mana Void icon.png
    Duration: 0 (Upgradable by Aghanim's Scepter. 100)
    Upon successfully killing an enemy with Mana Void, once they respawn again, increases the current cooldown of their highest cooldown spell, or puts them on a cooldown if they are not on cooldown currently.

Sources of resetting[edit]

Other interactions[edit]

  • Blink Dagger icon.png
    Taking hero or Roshan-based damage triggers a short cooldown.
  • Guardian Greaves icon.png
    The heal restricting buff's duration is affected by percentage-based cooldown reductions.
  • Mekansm icon.png
    The heal restricting buff's duration is affected by percentage-based cooldown reductions.
  • Crimson Guard icon.png
    The guard stack restricting buff's duration is affected by percentage-based cooldown reductions.
  • Time Dilation icon.png
    Duration: 8/10/12/14
    Causes enemy cooldowns to recharge 75% slower while they have the debuff.
  • Heart of Tarrasque - [[Heart of Tarrasque#|]]
    Heart of Tarrasque icon.png
    Taking hero or Roshan-based damage triggers a short cooldown.
  • Sun Strike icon.png
    Uses a different cooldown when using the Cataclysm Aghanim Scepter effect.
  • Linken's Sphere icon.png
    Triggers the cooldown upon cast, and again when the buff on the ally blocks a spell.
  • Manta Style icon.png
    Uses a different cooldown for melee and ranged users.
  • Infest icon.png
    Cooldown triggers upon leaving the infested unit, rather than upon cast.
  • Tree Dance icon.png
    Taking hero or Roshan-based damage triggers a short cooldown. Cooldown also triggers upon landing on a tree after a jump, and upon unperching from a tree.
  • Adaptive Strike icon.png
    Casting one Adaptive Strike puts the other on a short cooldown.
  • Take Aim icon.png
    Cooldown triggers upon losing the provided buff, rather than upon cast.
  • Solar Crest icon.png
    The armor loss on the caster is bound to the cooldown of the item.
  • Return (Spirit Bear) icon.png
    Taking hero or Roshan-based damage triggers a short cooldown.
  • Charge of Darkness icon.png
    Cooldown triggers when the charge ends, rather than upon cast.
  • Tree Grab icon.png
    Cooldown triggers upon losing the tree, rather than upon cast.
  • Tranquil Boots (Active) icon.png
    The downtime is affected by percentage-based cooldown reductions, but cannot be reset.
  • Stone Form (Familiar) icon.png
    The cooldown of the sub-spell on the hero periodically sets itself equal to the shortest cooldown of Stone Form on the Familiars.

Unaffected by cooldown manipulation[edit]

The following abilities have cooldowns that are unaffected by cooldown manipulation for several reasons:

  • The ability may use a custom cooldown system, which is not covered by default cooldown manipulation.
  • The ability may use a cooldown for other purposes, for example, to indicate a delay before taking effect, like the effect delay of invisibility.
  • Abyssal Blade icon.png
    Cooldown: 2.3
    Unlike Skull Basher icon.png Skull Basher, Abyssal Blade's bash uses a custom cooldown system, because a regular cooldown would prevent the player from using the item's active ability.
  • Counter Helix icon.png
    Cooldown: 0.3
    Counter Helix uses a custom cooldown system for unknown reasons.
  • Blink Dagger icon.png
    Damage cooldown: 3
    Instead of getting disabled by damage, Blink Dagger goes on a fixed cooldown instead. The cooldown is affected by cooldown resetting.
  • Linken's Sphere icon.png
    Cooldown: 12
    The cooldown that triggers when blocking a spell for an ally always uses the default cooldown value for unknown reasons.
  • Tree Dance icon.png
    Damage cooldown: 3
    Instead of getting disabled by damage, Tree Dance goes on a fixed cooldown instead. The cooldown is affected by cooldown resetting.
  • Maelstrom icon.png
    Cooldown: 0.2
    Maelstrom uses a custom cooldown system for unknown reasons.
  • Mjollnir icon.png
    Cooldown: 0.2
    Mjollnir's Chain Lightning uses a custom cooldown system, because a regular cooldown would prevent the player from using the item's active ability.
  • Cloak and Dagger icon.png
    Fade delay: 4/3/2
    Cloak and Dagger uses the cooldown system to indicate its fade delay for the invisibility. It has visual purposes only.
  • Nature's Guise icon.png
    Fade delay: 0
    Nature's Guise uses the cooldown system to indicate its fade delay for the invisibility. It has visual purposes only.

Charges[edit]

Some abilities use the charge mechanic, instead of cooldowns. These abilities have a set number of charges on them, which replenish over time. Instead of going on cooldown, these abilities use up one charge per cast. This means when having multiple charges, they can be cast quickly in succession, but cannot be used when having no charges left. Each charge takes a certain time to replenish. Multiple charges of a spell do not replenish at the same time, they recharge one after another.

Charge-based abilities will appear to be on cooldown when using the last charge. This "cooldown" however is only to visualise when the next charge is going to be ready again.

The replenish time of charges can be affected by the cooldown reductions of Octarine Core icon.png Octarine Core, Arcane Rune minimap icon.png Arcane Rune, and talents, and can all be replenished with Refresher Orb icon.png Refresher Orb, and are also affected by Chakra Magic and Time Dilation. Other sources of cooldown manipulation cannot grant charges back or affect the recharge times.

An ability's current charges and recharge time are indicated by a number at the bottom left corner of the ability icon, surrounded by a green circle that fills up while recharging a charge.

Charge-based abilities[edit]

The following abilities use the charge system:

Version history[edit]

Version
Description
  • Refresher Orb icon.png Refresher Orb now replenishes all charges to charged-based abilities.
  • Octarine Core icon.png Octarine Core now affects the replenish time of charge-based abilities.

Patch history[edit]

Patch
Description
  • Implented a new UI element for charge-based abilities.
    • Charges are no longer shown as status buffs in the buff bar.
    • Charges are now indicated by a number at the bottom left corner of the ability icon.
    • Recharge time is now indicated by a green circle filling up around the new number at the bottom left corner of the ability icon.
    • Charge-based spells now have a universal error message for when attempting to cast them while having no charges. [?]
    • Fixed charge-based spells that do not have charges by default (i.e. gained from talents or Aghanim's Scepter) not having infinite charges in WTF mode.
    • Fixed charge-based spells not interacting properly with Chakra Magic and Time Dilation.
    • Fixed several single-targeted charge-based spells not losing a charge when blocked by Spell Block.
    • Fixed Rubick minimap icon.png Rubick's stolen spells not remembering how many charges and recharge time they had remaining when re-stealing them.
  • Fixed percentage-based cooldown reductions to stack multiplicatively, instead of additively.