League Cooldown Calculator
Estimate League of Legends ability haste, ultimate haste, item and rune haste, summoner spell haste, practical casts, uptime windows, and champion rotation cadence.
| Haste Total | Cooldown Multiplier | 10 Second Ability | 60 Second Ultimate | Rotation Meaning |
|---|---|---|---|---|
| 0 haste | 100.0% | 10.00 sec | 60.0 sec | Baseline cooldown timing. |
| 20 haste | 83.3% | 8.33 sec | 50.0 sec | Common early haste breakpoint. |
| 45 haste | 69.0% | 6.90 sec | 41.4 sec | Frequent mid-game spell weaving. |
| 75 haste | 57.1% | 5.71 sec | 34.3 sec | High uptime mage or fighter state. |
| 100 haste | 50.0% | 5.00 sec | 30.0 sec | Twice as many long-window casts. |
| 150 haste | 40.0% | 4.00 sec | 24.0 sec | Extreme haste build planning. |
| Profile | Q / W / E Base CD | R Base CD | Rotation Priority | Best Window |
|---|---|---|---|---|
| Lux | 11 / 12 / 10 sec | 60 sec | Catch then poke follow-up. | Siege and objective standoffs. |
| Zed | 6 / 20 / 5 sec | 80 sec | Full burst, shadow, cleanup. | Short pick or side-lane duel. |
| Jinx | 0.9 / 8 / 24 sec | 75 sec | Rockets, W picks, trap zone. | Long front-to-back teamfight. |
| Thresh | 19 / 22 / 13 sec | 140 sec | Hook threat, lantern, flay. | Roam setup and dragon fight. |
| Lee Sin | 10 / 12 / 10 sec | 90 sec | Gap close, safeguard, kick. | Gank chain and skirmish reset. |
| Malphite | 8 / 10 / 7 sec | 130 sec | Poke, slow, decisive engage. | One clean engage window. |
| Ahri | 7 / 9 / 12 sec | 130 sec | Charm pick into orb cycle. | Pick fight with chase time. |
| Ezreal | 5.5 / 12 / 26 sec | 120 sec | Mystic shot poke loop. | Siege and extended kiting. |
| Lulu | 7 / 16 / 8 sec | 120 sec | Peel, shield, polymorph hold. | Carry protection fights. |
| Orianna | 6 / 7 / 9 sec | 110 sec | Ball control, zone, shockwave. | Objective control fight. |
| Channel | Applied To | Calculator Treatment | Planning Use |
|---|---|---|---|
| Ability haste | Basic abilities and general spell cadence. | Applies to Q, W, E and contributes to R. | Compare core item or rune builds. |
| Ultimate haste | Ultimate cooldown only. | Added to ability haste for the R calculation. | Track engage, pick, and objective ult timers. |
| Item and rune haste | Active item, rune, or side effect timer. | Reduces the selected profile item cycle. | Estimate repeat active windows in long fights. |
| Summoner spell haste | Summoner spells only. | Reduces the tracked summoner spell separately. | Plan Flash, Ignite, Smite, or Teleport availability. |
| Execution uptime | Real fight access to casts. | Multiplies theoretical cast count. | Account for movement, kiting, and holds. |
| Timer | Base Cooldown | At 18 Haste | At 50 Haste | Common Decision |
|---|---|---|---|---|
| Flash | 300 sec | 254.2 sec | 200.0 sec | Track before dragon, Baron, and dive setups. |
| Ignite | 180 sec | 152.5 sec | 120.0 sec | Plan kill lane and side-lane windows. |
| Exhaust | 240 sec | 203.4 sec | 160.0 sec | Mark assassin or hyper-carry all-ins. |
| Teleport | 360 sec | 305.1 sec | 240.0 sec | Plan side wave and objective return timing. |
| Smite | 15 sec | 12.7 sec | 10.0 sec | Track objective fights and camp sequencing. |
| Item cycle | 90 sec model | 76.3 sec | 60.0 sec | Compare repeat active windows during fights. |
| Scenario | Ability Haste Value | Ultimate Haste Value | Summoner Haste Value | What To Compare |
|---|---|---|---|---|
| Poke mage siege | High value from repeated Q/E zones. | Moderate if R is used for wave or pick pressure. | Low unless Flash catch timing decides fights. | Basic casts and practical uptime. |
| Assassin pick | Moderate value after first burst window. | High when R defines the kill attempt. | High if Flash or Ignite creates the angle. | R cooldown and next all-in timer. |
| Support engage | High if hook or shield cycles matter. | Medium for decisive disengage or lockdown. | High because Flash changes engage range. | First two rotations, not only averages. |
| Marksman teamfight | Low to medium depending on spell reliance. | Low if R is mostly execute or opener. | High when Heal, Cleanse, or Flash is survival. | Fight uptime and defensive spell return. |
| Jungle objective | Medium for skirmish spells and mobility. | High for engage or steal threat ultimates. | Very high for Smite and Flash tracking. | Summoner timer plus R availability. |
| Control mage fight | High because repeated zones define tempo. | High if R threatens objective choke points. | Medium for Flash shockwave or escape. | Zone casts per minute and R cycle. |
Ability haste are a statistic that reduces the cooldown time of you’re abilities. Ability haste work by utilizing a mathematical ratio that ensures that your cooldown times between abilities will be shortened. However, the value of ability haste for cooldown reduction arent linear; the first few points will provide a reduction in cooldown time for your abilities, but the higher levels of ability haste will provide smaller reductions in cooldown time than the last few levels of ability haste.
For instance, the first 30 or 40 points of ability haste will provide a jump in the cooldown reduction you recieve from using that statistic, but the jump from 80 to 110 ability haste will provide a much more smaller reduction in cooldown time. For this reason, it is important to invest in ability haste early in your game rather then late in your game when you would like to see the benefit of ability haste. Regardless of how much ability haste you have, you will always experience some levels of cooldown reduction for your abilities.
How Ability Haste Lowers Cooldown Times
Not all ability work the same way with ability haste. Basic spell will be affected by your ability haste value, but some champions has ultimate abilities that have additional reduction in cooldown time from other sources. Summoner spells does not use the ability haste statistic for cooldown reduction; each summoner spell has its own separate cooldown timer.
You can calculate these cooldown timers with a calculator to avoid the guesswork in calculating how your ability haste will affect your different abilities. You must also adjust your game plan for your abilities depending on the length of the fight. For short fight, you will want to focus on perform your abilities in one rotation.
However, for longer fights, you will want to ensure that you can complete as many abilities as possible within the fight. The execution setting in a calculator will allow you to adjust for how often you will land your spells during the fight; you wont always land every spell that you attempt to use. Item haste and rune haste is different from ability haste because it usually affects your active abilities rather than your main damage spell.
Thus, when choosing items, you must decide between buying one that provides more ability haste rather than raw statistic. You must take the difference between these two statistics into consideration when choosing between the two; ability haste is only beneficial to you if you use your active abilities often enough. Summoner spell timing are important during the fights between opponents and team members.
However, many player tend to overlook summoner spell timer. For summoner spells with shorter cooldown times, such as Flash, you will be able to engage in or escape from fights more often. The same logic can be applied to other summoner spells such as Smite and Ignite.
However, you cannot assume that your ability haste will provide a reduction in the cooldown of your summoner spells; summoner spells have their own separate cooldown timers. Cooldown timer for spells can be shown in tables based on the level of ability haste you have; these tables can show you how two different builds for your champion may compare to one another. The table can show you how 45 ability haste and 75 ability haste will reduce the cooldown of a 60-second ultimate ability.
These tables allow you to see the benefit of ability haste at different level prior to spending your games gold on items that provide these statistics. Many player make mistake when it comes to game management and there abilities. Some players may focus on stacking ability haste but may not be aware of their ultimate abilitys cooldown reduction.
Others may not land every spell that they cast. In pressured or zoned combat, settings in a calculator will allow you to account for movement and casting spells perfectly. There are different type of champions that rely on the abilities of others rather than their own spells.
Thus, it is important to know which timer will win the game for you. Once you understand which abilities win the game for your champion, you can determine how many levels of ability haste you need to improve your win rate.
