Cooldown Scaling on Basic Abilities: 159 Never Shrink, Urgot's W Goes From 12s to 0
2026-09-23

We checked how cooldowns change from rank 1 to max rank across every non-ultimate ability (Q/W/E) in the game. 159 of them don't shrink at all, while Urgot's W drops from 12 seconds to effectively zero.
Across every champion, there are 501 basic abilities (Q/W/E, excluding ultimates). 159 of them, a little over 30%, don't get a single second shorter no matter how many ranks you put in. Urgot's W, Purge, goes the other way entirely: 12 seconds down to 0 at max rank.
What changes when you rank up a skill
Ranking up a skill usually means more damage or a bigger effect, but a lot of skills also get shorter cooldowns along the way. Q, W, and E each have five rank values, and each rank has its own cooldown number. Comparing the first and last value tells you how much a champion's kit actually rewards investing points in cooldown terms. We already covered ultimate cooldowns in an earlier piece, so this time it's just Q/W/E, all 501 of them.
The distribution peaks at 20-39%
The breakdown: 159 abilities at 0%, 42 at 1-19%, 192 at 20-39%, 97 at 40-59%, and 11 at 60% or more. The biggest group sits at 20-39%, with the zero-change group coming in second. The average reduction is 22.9%, so shaving off roughly a fifth of the cooldown by maxing a skill is basically the norm.
Biggest droppers, and they're not who you'd expect
| Biggest cooldown drop | Cooldown |
|---|---|
Urgot W Purge | 12s→0s (100%) |
Akshan W Going Rogue | 18s→2s (89%) |
Yasuo E Sweeping Blade | 0.5s→0.1s (80%) |
Ashe W Volley | 18s→4s (78%) |
Bel'Veth Q Void Surge | 4s→1s (75%) |
Max-rank Urgot W is close to spammable, and it carries the true-damage execute passive, so it makes sense the kit changes shape entirely once it's maxed. Among the eleven abilities at 60%+, you also get Soraka's W (Astral Infusion) and Vayne's Q (Tumble) — sustain and mobility tools seem to be exactly the kind of skill design meant to reward spamming.
And here's what never moves, no matter what
| No change | Cooldown |
|---|---|
Ahri Q Orb of Deception | flat 7s |
Zed Q Razor Shuriken | flat 6s |
Riven Q Broken Wings | flat 13s |
Draven W Blood Rush | flat 12s |
Twitch Q Ambush | flat 16s |
Yasuo is the fun case here. His E, Sweeping Blade, has the third-biggest cooldown drop in the game, but his Q, Steel Tempest — the combo starter — never moves off 4 seconds. Same champion, wildly different design logic depending on the ability. Zed's and Riven's Q's follow the same pattern: the core combo tool tends to sit on a fixed cooldown.
Takeaway
Just ranking cooldown reduction wasn't interesting on its own, so we looked at both extremes instead. The flat-cooldown side tends to be a kit's core piece (a combo starter or sustained damage tool) that gets stronger purely through numbers going up, not through being cast more often. The steep-drop side tends to start out as a niche, high-impact skill where ranking it up changes how often you can actually use it. Once you look past the raw ranking and into the asymmetry inside a single kit, the numbers mean something different.
Urgot W Purge
Akshan W Going Rogue
Yasuo E Sweeping Blade
Ashe W Volley
Bel'Veth Q Void Surge
Ahri Q Orb of Deception
Zed Q Razor Shuriken
Riven Q Broken Wings
Draven W Blood Rush
Twitch Q Ambush
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