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* ''VideoGame/ZanZarahTheHiddenPortal'': Every offensive spell has to be charged for several seconds before you can release it. The base charging speed depends on the spell in question, but there are passive StatusBuff spells that can increase it and harmful StatusEffects from enemy spells that can decrease it.
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* ''VideoGame/PrimalCarnage'': The dinosaurs each have secondary attacks which require stamina to perform, which is also used when running and jumping. Stamina will gradually recharge on its own, but some dinosaurs have the ability to speed up the process.
** Both Spitter class dinosaurs, the ''Dilophosaurus'' and ''Cryolophosaurus'', have a roar which will instantly refill their stamina bar back to full. This is crucial, as Spitters are a LongRangeFighter class and spitting uses chunks of stamina.
** The ''Ceratosaurus'' has a stamina "leech" ability. When the ability is active, the ''Ceratosaurus'' is able to steal the stamina of its targets by attacking them, refilling its own stamina in the process.
** The ''Tupandactylus'' has a screech which will mark all nearby humans (making them visible as glowing outlines to the dinosaur players), and also refill a portion of its stamina. This is important because its [[ShockwaveStomp powerful dive-bomb attack]] requires a large amount of stamina to perform.
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Bonus Boss was renamed by TRS


** The BonusBoss Valukar can use your own summons against you, after which your Djinn will need to recover. Thankfully he often uses this ability without waiting for strong, multi-Djinn summons to be available.
** In the second and third games, some enemies have abilities that put Djinn in the recovery state one or two at a time. One of the (many) reasons [[BonusBoss the Dullahan]] is so feared is because he can force ''every Djinn on every character'' into recovery (an ability shared with the FinalBoss), not only massively lowering their stats, but also depriving them of SummonMagic, group healing and revive spells.

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** The BonusBoss OptionalBoss Valukar can use your own summons against you, after which your Djinn will need to recover. Thankfully he often uses this ability without waiting for strong, multi-Djinn summons to be available.
** In the second and third games, some enemies have abilities that put Djinn in the recovery state one or two at a time. One of the (many) reasons [[BonusBoss [[OptionalBoss the Dullahan]] is so feared is because he can force ''every Djinn on every character'' into recovery (an ability shared with the FinalBoss), not only massively lowering their stats, but also depriving them of SummonMagic, group healing and revive spells.
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[[folder:Tower Defense]]
* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** The Plant Food item can be given to seed packs that are still in cooldown to quickly reset the cooldown. Best used for those plants with long cooldown times such as Wall-Nut or Cherry Bomb.
** The Plant Food effect on plants themselves tend to effectively override the action cooldown as well, and sometimes otherwise behave in a way that bascially counteracts the planting cooldown (healing and reinforcing nuts, spawning additional plants of the same type, etc).
** The Imitater allows you to take two of the same plants, effectively halving its cooldown.
[[/folder]]
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* Imperials in ''VideoGame/EtrianOdyssey IV'' and ''Nexus'' are built around this trope. Their [[{{BFS}} massive drive blades]] are capable of doing thousands of damage to a single target, but the blade then overheats and they need to wait out several turns before they can unleash that attack again. In the meantime, several other skills help them reduce the turns spent overheated to increase their overall DPS.

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* Imperials in ''VideoGame/EtrianOdyssey IV'' ''VideoGame/EtrianOdysseyIVLegendsOfTheTitan'' and ''Nexus'' ''VideoGame/EtrianOdysseyNexus'' are built around this trope. Their [[{{BFS}} massive drive blades]] are capable of doing thousands of damage points to a single target, but the blade then overheats and they need to wait out several turns before they can unleash that attack again. In the meantime, several other skills help them reduce the turns spent overheated to increase their overall DPS.
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* Imperials in ''VideoGame/EtrianOdyssey IV'' and ''Nexus'' are built around this trope. Their [[{{BFS}} massive drive blades]] are capable of doing thousands of damage to a single target, but the blade then overheats and they need to wait out several turns before they can unleash that attack again. In the meantime, several other skills help them reduce the turns spent overheated to increase their overall DPS.
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* ''VideoGame/ApexLegends'':
** Ultimate Accelerant is an item that grants 35% ultimate charge after going through a use animation; best used for characters with long ult cooldowns (such as Lifeline and Gibraltar) than ones with short cooldowns (Mirage and Octane).
*** Wattson's passive lets her carry twice as many in addition to always getting a full charge from accelerants.
*** On the other hand, Loba has an ObviousRulePatch applied that reduces the effectiveness of ult accelerants that she uses, to make chaining her loot-grabbing ultimate a lot harder.
** Pathfinder's ultimate Zipline ability recharges instantly if he scans a survey beacon, which also permanently reduces its cooldown.
** Bloodhound's tactical ability [[EnemyDetectingRadar "Eye of the Allfather"]] charges way faster if their ultimate, [[SuperMode "Beast of the Hunt"]], is active.
** King's Canyon has Charge Towers, large white-and-yellow columns that grant an instant ult charge for anyone in its effect if the panel is activated.
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** ''VideoGame/FinalFantasyBraveExvius'': Roca's Limit Burst reduces the cooldown time for all allies' applicable abilities. Dragoon Kain's single use ability also lets him reuse his cooldown ability in the next turn (it normally has a 10-turn cooldown).
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YMMV


** The tactical captain ability "Tactical Initiative" halves the remaining cooldown on any tactical bridge officer ([[FanNickname "boff"]]) powers.

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** The tactical captain ability "Tactical Initiative" halves the remaining cooldown on any tactical bridge officer ([[FanNickname "boff"]]) powers.



** Certain duty officers ([[FanNickname "doffs"]]) have the ability to reduce cooldowns. The popular [[FanNickname "aux2batt build"]] uses three Technician doffs to reduce all currently active cooldowns to the global minimum each time Auxiliary Power to the Emergency Battery is triggered, effectively doubling the rate at which you can trigger boff powers.

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** Certain duty officers ([[FanNickname "doffs"]]) have the ability to reduce cooldowns. The popular [[FanNickname "aux2batt build"]] build" uses three Technician doffs to reduce all currently active cooldowns to the global minimum each time Auxiliary Power to the Emergency Battery is triggered, effectively doubling the rate at which you can trigger boff powers.
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** Many titles, beginning with ''VideoGame/FinalFantasyIV'', use an ActiveTimeBattle system in which characters cool down at different rates. Several StandardStatusEffects speed, slow, or stop the rate of cooldown: namely, Haste, Slow, and Stop.

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** Many titles, beginning with ''VideoGame/FinalFantasyIV'', use an ActiveTimeBattle system in which characters cool down at different rates. Several StandardStatusEffects StatusEffects speed, slow, or stop the rate of cooldown: namely, Haste, Slow, and Stop.
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* In ''TabletopGame/{{Pathfinder}}'' Second Edition, [[OurDragonsAreDifferent dragons]] usually have a one to four round cooldown period between uses of their BreathWeapon. But they also have an ability called "Draconic Momentum", which instantly recharges it if they get a CriticalHit with one of their melee attacks.

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* ''VideoGame/TheBindingOfIsaac'' features a handful of items that recharge active items faster, usually batteries.
** Starting in ''Rebirth'', there are battery consumables that instantly recharge your item. ''Repentance'' expanded on it, introducing mini-batteries that only fill two bars, mega batteries that recharge the item fully then ''overcharge'' it once, and golden batteries that can be used an unlimited number of times but hurt Isaac to pick up.
** The Habit gives Isaac one charge every time he takes damage, with no restrictions. It's one of the best GameBreaker items if you have the right run for it.
** 9 Volt reduces the charge time of all items by 1 room, and turns 1-charge items into timed recharges. Similarly, AAA Battery recharges Isaac's active item whenever it's brought to its penultimate charge, acting like a weaker 9 Volt.
** Sharp Plug lets Isaac instantly recharge his active item, but is CastFromHitpoints. In ''Rebirth'' it cost a flat two full hearts, but was reworked in ''Repentance'' to cost half a heart per bar recharged.
** 4.5 Volt (called [[PunnyName Assault Battery]] in the game files) prevents active items from recharging normally, and instead causes them to charge by dealing damage. Great for extended boss fights, but usually much worse for clearing normal rooms. Jumper Cables is similar, granting one charge for every 15 enemies killed, but not disabling the normal recharge.



** Ana's Nano-boost gives an ally massively reduced cooldown speed for its duration. It also boosts ability damage and restores mana, making it most effective when used on Mages.

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** Ana's Nano-boost gives an ally massively reduced increased cooldown speed for its duration. It also boosts ability damage and restores mana, making it most effective when used on Mages.
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* ''VideoGame/LeagueOfLegends'' and ''Wild Rift'': Ability Haste is a stat that increases the rate at which your abilities refresh, reducing their cooldowns with diminishing returns based on how much you have. Prior to Season 11, the Cooldown Reduction stat (which Ability Haste replaced) reduced cooldowns by a flat amount, capped at 40%. Various champions also have additional cooldown mechanics tied into their skills, with a particularly common mechanic being cooldowns that refresh or reduce when a special condition is met (such as getting a kill or assist, picking up an object on the ground left behind by an ability, or hitting a champion with an ability).

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* ''VideoGame/LeagueOfLegends'' and ''Wild Rift'': Ability Haste "Ability haste" is a character stat that increases reduces the rate at which your abilities amount of time for skills to refresh, reducing their cooldowns with diminishing returns based on how the given amount representing an increase of speed to burn a cooldown with[[note]]AH was implemented in pre-season 11 to widely replace "cooldown reduction", a similar, somewhat-present stat where the percentage directly tied into the length of the cooldown itself. Contrast to AH and its linear scaling (working similar to attack speed), CDR and its quadratic scaling meant it became more powerful the more you built, so much you have. Prior to Season 11, the Cooldown Reduction stat (which Ability Haste replaced) reduced cooldowns by a flat amount, that it was capped off at 40%. 40% as to not get out of hand[[/note]]. Various champions also have additional cooldown mechanics tied into their skills, with a particularly common mechanic being cooldowns that refresh or reduce when a special condition is met (such as getting a kill or assist, picking up oftentimes assassins refreshing an object ability on the ground left behind by an ability, or hitting a champion with an ability).kill.

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Updated League and added Dawngate.


* ''VideoGame/LeagueOfLegends'': Cooldown Reduction is a character stat provided by some items in the game that reduces the amount of time your skills take to refresh. It's capped at 40%. Various champions also have additional cooldown mechanics tied into their skills, oftentimes assassins refreshing an ability on a kill.

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* ''VideoGame/LeagueOfLegends'': ''VideoGame/LeagueOfLegends'' and ''Wild Rift'': Ability Haste is a stat that increases the rate at which your abilities refresh, reducing their cooldowns with diminishing returns based on how much you have. Prior to Season 11, the Cooldown Reduction is a character stat provided (which Ability Haste replaced) reduced cooldowns by some items in the game that reduces the amount of time your skills take to refresh. It's a flat amount, capped at 40%. Various champions also have additional cooldown mechanics tied into their skills, oftentimes assassins refreshing with a particularly common mechanic being cooldowns that refresh or reduce when a special condition is met (such as getting a kill or assist, picking up an ability object on the ground left behind by an ability, or hitting a kill.champion with an ability).


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* ''VideoGame/{{Dawngate}}'' had the Haste stat, which gave basic attack speed, cooldown reduction, and movement speed depending on what class your Shaper was. The Zeal item allowed you to lower your cooldowns slightly by basic attacking.
** Kindra had the ability to reset her ability cooldowns on takedowns.
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* ''VideoGame/EvenForEternia'': Amalia has two skills, Aura: Deftones and Two to Tango, that reduce the cooldown of all her other skills. This is to balance how almost all of her skills have long cooldowns.
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** Part of the SetBonus for the Devourer's Armour is an ability that clears all the wearer's active cooldowns when a specific target, chosen at random at the beginning of combat, is killed.

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** Part of the SetBonus for the Devourer's Armour is an ability that clears all the wearer's active cooldowns when a specific target, chosen at random at the beginning of combat, [[ChainLethalityEnabler is killed.killed]].
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** Part of the SetBonus for the Devourer's Armour is an ability that clears all the wearer's active cooldowns when a specific target, chosen at random at the beginning of combat, is killed.
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** One of Faceless Void's skill, Time Dilation, creates a field that makes enemy skills that are on cooldown cool down slower. It deals more damage and has a stronger slow effect the more cooldowns it affects.
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* ''VideoGame/EternalTwilight'': The Need-for-speed accessory can reduce the cooldown of all of the wielder's skills. The drawback is that this accessory doesn't have powerful stat boosts like other late-game accessories, but it can still be useful if the player needs to spam a specific support skill.
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* ''VideoGame/NocturneRebirth'': The Accelerate passive skill can randomly cool down a skill instantly. Some sorceries and gear, such as the Full Moon Sword, have a stackable SCT reduction effect.
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[[folder: Roguelikes]]
* ''VideoGame/RiskOfRain2'' has the Alien Head item, which gives all abilities a 25% faster cooldown recovery speed. The Fuel Cell does this for items for 15% while also holding an additional item use charge. There are also some Lunar items that does this, but with downsides. Gesture of the Drowned gives 50% cooldown reduction on items, but forces you to use the item whenever it's off cooldown, and Purity reduces all ability cooldowns by a flat 2 seconds, but causes any chance-based procs to roll again and take unfavorable outcomes.
[[/folder]]

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* In ''VideoGame/PathOfExile'', Flicker Strike and Cold Snap have cooldowns that can be bypassed by using a Frenzy or Power Charge, respectively. [[TeleportSpam Cue]] [[HarmlessFreezing builds]] based around spamming these skills.

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* In ''VideoGame/PathOfExile'', Flicker Strike, Cold Snap, and Vigilant Strike and Cold Snap have cooldowns that can be bypassed by using a Frenzy Frenzy, Power, or Power Charge, respectively. [[TeleportSpam Cue]] [[HarmlessFreezing builds]] based around spamming these skills.Endurance charge. Some effects give increased cooldown recovery speed, which doesn't directly reduce the cooldown timer, just how fast the cooldown recovers[[note]]For example, if you have 100% increased cooldown recovery speed and use a skill with a 4 second cooldown, its cooldown is reduced to 2 seconds, not 0.[[/note]].


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* ''VideoGame/HeroesOfNewerth'': The Grimoire of Power item gives a 25% cooldown reduction to abilities. Warchief's ultimate creates an aura that makes allies recover their cooldowns twice as fast (3.5x to himself).

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In a CombatantCooldownSystem, an ability like this can be used to achieve an equivalent of a StunLock.

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In a CombatantCooldownSystem, an ability like this can be used to achieve an equivalent of a StunLock.
StunLock. ChainLethalityEnabler effects often reduce or reset cooldowns after a kill to allow the killer to quickly act again.

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* ''VideoGame/DivinityOriginalSinII'': The "Skin Graft" Polymorph skill is only usable once per battle but clears all of the user's active cooldowns.

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* ''VideoGame/DivinityOriginalSinII'': ''VideoGame/DivinityOriginalSinII'':
**
The "Skin Graft" Polymorph skill is only usable once per battle but clears all of the user's active cooldowns.cooldowns.
** Undead player characters gain the "[[PlayingPossum Play Dead]]" skill, which has the side effect of pausing all of their cooldowns while it's active.
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[[folder:Tabletop Games]]
* ''TabletopGame/EldritchHorror'': The PlayerCharacter Marie Lambeau has the unique ability that she can perform the same action twice in one turn, whereas other characters need to do two different actions.
[[/folder]]
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Swapping out Gazlowe (who was reworked) for the new hero.


** Gazlowe's trait allows him to collect scrap from destroyed structures and his own turrets. The scrap restores some of his mana and lowers all of his cooldowns.

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** Gazlowe's trait allows Hogger gains Rage when he deals and takes damage, which lowers the time on his normally lengthy cooldowns the higher it is, but rapidly falls off if he leaves combat. Since his skills have no resource cost, this encourages him to collect scrap from destroyed structures get stuck in and his own turrets. The scrap restores some of his mana and lowers all of his cooldowns.''stay'' stuck in.
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* ''VideoGame/GrimDawn'' interacts with cooldowns in several ways:
** A percentage-based Skill Cooldown Reduction stat found on equipment that applies to all skills
** Some equipment and passive skills give a flat adjustment to cooldown time for a specific skill
** Other modifiers give a skill a chance to not go on cooldown when used
** Lastly, some passives or items will add a cooldown to a skill that does not have one in exchange for greater effect, or completely remove the cooldown time in exchange for lesser effect.
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* ''VideoGame/{{GrandChaseDimensionalChaser}}'':
** Myung Hwarin has Supernatural Power, which decreases the skill cooldown of up to two targets by 60%, alongside their SP cost. This comes with the cost of the skill itself not being affected by cooldown reduction, though.
** Dio has Sun Eater, which inflicts a curse which if removed, pushes back the target's skill cooldowns by up to 10 seconds.

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* ''VideoGame/DivinityOriginalSinII'': The "Skin Graft" Polymorph skill is only usable once per battle but clears all of the user's active cooldowns.



** Rouges can become [[PrestigeClass Artificers]] to get the "Opportunity Knocks" passive, reducing cooldowns for every critical hit the whole parry lands.

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** Rouges Rogues can become [[PrestigeClass Artificers]] to get the "Opportunity Knocks" passive, reducing cooldowns for every critical hit the whole parry lands.
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* The "Leadership" skill in ''VideoGame/PiratesOfTheCaribbeanOnline'' is a temporary buff that reduces the cooldown on yours and your shipmate's other skills, including cannon reload times. Those under the effects of it receive a glowing effect on their skill bar, alerting them that they can open fire to their hearts content for the next few seconds.

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