Play I`m not ready!
Play Initializing in... 3..2..1!
Tinker   Hero   Strategy   Counters   Equipment   Gear   Responses   Sounds   Lore   Old Abilities   Changelogs     Tinker 17 + 2.3 13 + 1.2 30 + 2.2 Level Base dota2

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


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 Iron Talon   Item   Changelogs     Iron TalonB A simple but effective weapon devised to quell a great Hellbear uprising. Cost500 (125) Bought FromSupport Active Chop Passive Quell Bonus +2 Armor Disassemble? No Alert allies? dota2 `s cooldown is 4 seconds when cast on a tree, but 20 when on units. 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

Play“Many hands make light work.”
This article is badly written or needs more information. Please help the community by updating it. Read this formatting guide first.

Several abilities and items are able to manipulate cooldowns of abilities and items. These include cooldown reductions, which can only occur when the spell is off cooldown first, or cooldown resetting.

Percentage-based cooldown reductions and increases stack multiplicatively with each other. Flat reductions and increases fully stack as well. If both are combined, flat changes are added before percentage changes are. This means, when having percentage cooldown reduction and a flat reduction, the flat reduction is applied first, and then the percentage based change is applied.

Final cooldown formula:

Final cooldown = (Base cooldown + sum of all flat increases - sum of all flat reductions) ⃗ (1 + first percentage increase) ⃗ (1 + second percentage increase) ⃗ (1 - first percentage reduction) ⃗ (1 - second percentage reduction)

Sources of reduction

Sources of increase

Sources of resetting

Unaffected by cooldown manipulation

Play“By the forge of creation.”
This section is under construction. It may still lack crucial information or contain unvalidated statements.
You can help by coordinating with the autors and offer your help.

Fade delays before invisibility Invisibility is a status effect which makes units and heroes not appear on their opponent s screen or minimap, and makes them unable to be targeted directly by the enemy. Invisibility makes the unit s model appear dota2 ( Nature`s Guise, Cloak and Dagger) are no cooldowns and therefore cannot be manipulated. The abilities listed below could be categorized as cooldowns in one way or another, but are not affected by cooldown reductions.


Some abilities use the ability 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   Item   Changelogs     Octarine CoreS At the core of spellcraft are spectrums only the very gifted can sense. Cost5900 Bought FromCaster Passive Cooldown Reduction, Spell Lifesteal Bonus +25 Intelligence+425 Health+425 Mana Disassemble? dota2 and Arcane Rune   Double Damage   Haste   Illusion   Invisibility   Regeneration   Bounty   Arcane     See more: Runes#List Buff icon Arcane Play AbilityNo Target AffectsSelf Reduces cooldowns by 30% and mana costs by dota2 , and can all be replenished with Refresher Orb   Item   Changelogs     Refresher OrbB A powerful artifact created for wizards. Cost5200 (1800) Bought FromCaster Active Reset Cooldowns Bonus +12 Health regeneration+250% Mana regeneration+20 Attack damage Disassemble? No Alert allies? No Recipe dota2 . Other sources of cooldown manipulation cannot grant charges back or affect the recharge times.

Charge-based abilities

The following abilities use the charge system:

Version history