Cooldown

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

Mechanics
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 item powers also have one or more cooldowns for being affected by the item power. For instance, Restore (Mekansm) will not heal a hero who has been affected by Restore in the last 25 sec or by Mend (Guardian Greaves) in the last 43 sec.

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 charge replenish time instead of the usual cooldown. For instance, Sniper's Shrapnel has 3 charges and 55 sec restore time of each charge.

Cooldown Reduction

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Cooldown Reset

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