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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[]

Usually, an ability will be on cooldown if the ability was activated and the cast time of the ability has passed. If the hero is interrupted before the channel time is over, the ability does nothing, and the cooldown and mana is wasted. On the other hand, abilities like Assassinate and Requiem of Souls have long cast times, and they will not go on cooldown before the cast time is over. 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 Dagon 1 icon.png Dagons are in the same cooldown group.

Some abilities or items have multiple cooldowns, using a different cooldown duration if their conditions are met. For instance, 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, Shrapnel has 3 (Talent 9) charges and a 35 second replenish time for each charge.

Sources of Reduction[]

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

The total or final cooldown of an ability is defined as

CD = (Base CD - Σ Flat Reductions) × % CD Reductions Multiplier - Σ Current CDR

Flat Reduction[]

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

Multiple sources of flat cooldown reductions stack additively.

Flat Cooldown Reduction Sources
  • Invoke icon.png
    Invoke Cooldown Reduction per Orb Level: 0.3
    Reduces the ability's cooldown with each level of Quas, Wex and Exort, from 7 to 0.7.

Talents[]

Main Article: Talent Upgrades

The following heroes have Talent talents which reduce cooldowns of specific abilities by a flat amount.

Aghanim's Scepter Upgrade[]

The following heroes have Aghanim's Scepter icon.png Aghanim's Scepter upgrades which reduce cooldowns of specific abilities by a flat amount.

Flat Cooldown Reduction Sources

Aghanim's Shard Upgrade[]

The following heroes have Aghanim's Shard icon.png Aghanim's Shard upgrades which reduce cooldowns of specific abilities by a flat amount.

Current Cooldown Reduction[]

These cooldown modifiers changes the current cooldowns by flat amounts and affects abilities that are already on cooldown. Current flat cooldown changes are applied after percentage-based changes.

Multiple sources of current flat cooldown reductions stack additively.

Current Cooldown Reduction Sources
  • Good Juju icon.png
    Current Cooldowns Reduction: 1/1.5/2
    Passive. Reduces the current cooldowns of all non-ultimate abilities and items by a fixed amount.
  • Chakra Magic icon.png
    Current Cooldowns Reduction: 3/4/5/6
    Reduces the current cooldowns of all non-ultimate abilities by a fixed amount. Does not affect items.
  • Focus Fire icon.png
    Talent Upgrade
    Cooldown Skip on Target Death:
    Causes Focus Fire to skip seconds of its current cooldown if the target dies.

Percentage-based[]

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.

Percentage-based cooldown reduction sources reduces all cooldowns, including all items, passives and charge replenish times.

Multiple percentage-based cooldown reductions stack multiplicatively, and its multiplier is defined as

%CD Reduction Multiplier = 1 - (1 - ri )

Unique Percentage-based Sources[]

The following abilities provide cooldown reduction on certain conditions.

Unique Percentage-based Cooldown Reductions Sources
  • Tempest Double icon.png
    Talent Upgrade
    Cooldown Reduction: 50%
    Cooldown reduction only applies to the Tempest Double's abilities and items.
  • Spell Steal icon.png
    Talent Upgrade
    Stolen Spell Cooldown Reduction: 25%
    Only applies to the acquired ability.
  • Telescope icon.png
    Radius: 1200
    Scan Cooldown Reduction: 50%
    Aura Linger Duration: 0.5
    Aura, affects all nearby allies. Multiple instances of Prescient Aura do not stack.

Examples[]

What will be the cooldown of a Level 1 Black Hole if Enigma minimap icon.png Enigma has Octarine Core icon.png Octarine Core, affected by Arcane Rune minimap icon.png Arcane Rune and has a Talent talent specific 20 seconds ability bonus cooldown reduction?
Black Hole Level 1 cooldown: 200
Octarine Core icon.png Octarine Core cooldown reduction: 25%
Arcane Rune minimap icon.png Arcane Rune cooldown reduction: 30%
Talent Talent specific flat cooldown: 20
Percentage-based Cooldown Reduction Multiplier
= (1 - 0.25) × (1 - 0.3)
= 0.525
Final Ability Cooldown
= (200 - 20) × 0.525
= 94.5
Enigma minimap icon.png Enigma's Level 1 Black Hole ability cooldown will be at 94.5 seconds in this example.

Sources of Resetting[]

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

For Rearm, the following items do not have their cooldowns reset: Aeon Disk icon.png Aeon Disk, Arcane Boots icon.png Arcane Boots, Black King Bar icon.png Black King Bar, Hand of Midas icon.png Hand of Midas, Helm of the Dominator icon.png Helm of the Dominator, Helm of the Overlord icon.png Helm of the Overlord, Linken's Sphere icon.png Linken's Sphere, Meteor Hammer icon.png Meteor Hammer, Pipe of Insight icon.png Pipe of Insight, Refresher Orb icon.png Refresher Orb, Refresher Shard icon.png Refresher Shard and Neutral Items.

Various Cooldown Resetting Sources

Other Interactions[]

Other Miscellaneous Cooldown Interactions

Unaffected by Cooldown Manipulation[]

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.
Abilities Unaffected by Cooldown Manipulation
  • 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, it goes on a fixed cooldown instead. The cooldown is affected by cooldown resetting.
  • Arcane Blink icon.png
    Damage Cooldown: 3
    Instead of getting disabled by damage, it goes on a fixed cooldown instead. The cooldown is affected by cooldown resetting.
  • Overwhelming Blink icon.png
    Damage Cooldown: 3
    Instead of getting disabled by damage, it goes on a fixed cooldown instead. The cooldown is affected by cooldown resetting.
  • Swift Blink icon.png
    Damage Cooldown: 3
    Instead of getting disabled by damage, it goes on a fixed cooldown instead. The cooldown is affected by cooldown resetting.
  • Fallen Sky icon.png
    Damage Cooldown: 3
    Instead of getting disabled by damage, Fallen Sky goes on a fixed cooldown instead. The cooldown is affected by cooldown resetting.
  • Crimson Guard icon.png
    Stack Limit Duration: 34
    The stack limit duration is set upon cast and is unaffected by cooldown manipulation.
  • Guardian Greaves icon.png
    Heal Stack Limit Duration: 39
    The heal stack limit duration is set upon cast and is unaffected by cooldown manipulation.
  • Holy Locket icon.png
    Passive Charge Gain Interval: 1
    Cooldown reduction does not reduce the passive charge gain interval, it is always 1 charge per 1 seconds.
  • 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.
  • Mekansm icon.png
    Heal Stack Limit Duration: 64
    The heal stack limit duration is set upon cast and is unaffected by cooldown manipulation.
  • Tree Dance icon.png
    Damage Cooldown: 1000
    Instead of getting disabled by damage, Tree Dance goes on a fixed cooldown instead. The cooldown is affected by cooldown resetting.
  • Gleipnir icon.png
    Cooldown: 0.2
    Gleipnir's Chain Lightning uses a custom cooldown system, because a regular cooldown would prevent the player from using the item's active ability.
  • 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.
  • Pounce icon.png
    During the leap, Pounce is on a non-refreshable cooldown which is bound to the leap buff.
  • Nature's Guise icon.png
    Aghanim's Shard Upgrade
    Fade Delay: 0
    Nature's Guise uses the cooldown system to indicate its fade delay for the invisibility. It has visual purposes only.
  • Aegis of the Immortal ability icon.png
    Talent Upgrade
    The buff icon shows a cooldown whenever the Reincarnation is used. The cooldown is not affected by any cooldown reduction and cooldown resets sources.

Charges[]

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[]

1 Requires Talent talent.
2a Requires Aghanim's Scepter icon.png Aghanim's Scepter.
2b Requires Aghanim's Shard icon.png Aghanim's Shard.

Recent Changes[]

Main Article: Cooldown/Changelogs
Version
Description
  • Percentage-based cooldown reductions now stack multiplicatively. [?]
  • Percentage-based cooldown reductions no longer stack. [?]
  • Refresher Orb icon.png Refresher Orb now replenishes all charges to charge-based abilities.


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