LoL Basics: Cooldown reduction
Today’s LoL Basics post is a quick look at an essential stat for casters: cooldown reduction. It’s one of the best ways to increase your DPS at every stage of the game and can be very easy to max out.
Cooldown reduction, as the name suggests, reduces the amount of time between spell casts. Take Karthus, for instance. His ultimate starts at a 180 second cooldown. That’s a long time to wait, especially if your team is playing aggressively. If you’re going with a Mejai’s Soulstealer, you want to at least be picking up assists as often as you can, and an ult is great way to do that in other lanes.
A lot of items offer cooldown reduction, not to mention the runes you can buy. Frozen Heart is 25% reduction. Soul Shroud is 15%. Let’s say you have both those items on Karthus. Cooldown reduction works additively, so you’re at 40% reduction. For the 180 second ult, that means you can now cast every 108 seconds, which is really nice.
There is a caveat, though: cooldown reduction caps at 40%, meaning you can’t have any more than that. If you’ve specced into utility and offense for your masteries, you likely have 9% reduction. My own rune page puts me at 10% more, which means 4% of the CD reduction on Frozen Heart is lost. Granted, it has plenty of other benefits, but you should try to be conscious of how much of an item becomes worthless for you.
Don’t forget, you can also get the golem buff for an extra 25% CD reduction and some mana regen. Before taking the buff, though, consider whether you’re the best person to wear the buff on your team. If another player will be capable of more DPS, pass it off.
Posted in: league of legends, PC, Strategy
Tags: additive reduction, cd, cd quints, cd reduction, cd runes, cooldown reduction, dps, lol, lol basics, multiplicative reduction, reduce cd