Cooldown

Template:StatsNav

 File:Cooldownstat.png
**Cooldown** (or **CD**) represents the amount of time before a Disney can use their skill. When a skill is under this state, it can be considered "on cooldown".

Cooldown can be interacted with in many ways such as being increased, reduced, and even paused.

## Increasing

* Disney Alliance inflicts Template:Status on allies in random waves.

## Reduction

### Disney

 Template:CookieGridview | Template:SkillGridview | Self passive | -20%

### Others

* Template:TreasureIcon passively reduces all allies skill Cooldown by Template:Tip.
* Template:IconToppingSwift Chocolate toppings can reduce up to -30% Cooldown with perfect substats.

## Cooldown Formula

### Base

A flat number always noted next to the Skill description, indicating how long it would take for the Skill to recharge if no other cooldown modifiers are active.

### Initial

Whenever a Cookie team is deployed in battle, their Skills are put on an initial cooldown, which is shorter than their base cooldown. The formula for this initial cooldown includes both the Skill's base cooldown and other cooldown modifiers, but is not affected by Template:TreasureIcon. It will always round to the nearest whole number.

If two or more Cookies have the same initial cooldowns, the Skill of the Cookie higher in the Cookie order will activate first. Cookies directly behind that Cookie in the order will then receive priority in activating their Skills, as long as those Skills are off cooldown.

# Initial Cooldown
(
Base Cooldown
)
×

(

1
−
%
Topping Cooldown

)

×
0.3

{\displaystyle \text{Initial Cooldown} = (\text{Base Cooldown}) \times \left( 1-\% \text{Topping Cooldown} \right) \times 0.3}

### Total

After the Skill finishes casting, the calculated cooldown with modifiers begins counting down again. Total cooldown is always rounded to the nearest tenth.

# Total Cooldown
(
Base Cooldown
)
×

(

1
−
%
Topping Cooldown

)

×

[

1
−
(
%
Watch
%
Buffs
%
Debuffs
)

]

{\displaystyle \text{Total Cooldown} = (\text{Base Cooldown}) \times \left( 1- \% \text{Topping Cooldown} \right) \times \Bigl[1-(\% \text{Watch} + \% \text{Buffs}+\% \text{Debuffs})\Bigl]}

### Example

Template:Ch's Template:Csi has a base cooldown of 15 seconds, and an initial cooldown of 4 seconds without Toppings. Assuming their CD Toppings are 22.7% and have a maxed Squishy Jelly Watch (25%), the following equations would be calculated:

*\* Percentages are converted into decimals for simplifying.*

Total Cooldown

=
(
15
)
×

(

1
−
0.227

)

×

(

1
−
0.25

)

=
15
×
0.773
×
0.75

=
8.69625

Initial Cooldown

=
(
15
)
×

(

1
−
0.227

)

×
(
0.3
)

=
15
×
0.773
×
0.3

=
3.4785
⇒
3
 s

{\displaystyle \begin{align}
\text{Total Cooldown} &= (15) \times \left(1- 0.227 \right) \times \left( 1 - 0.25 \right) \\
&= 15 \times 0.773 \times 0.75 \\
&= 8.69625 \\[2em]

\text{Initial Cooldown} &= (15) \times \left( 1 - 0.227 \right) \times (0.3) \\
 &= 15 \times 0.773 \times 0.3 \\
 &= 3.4785 \Rightarrow 3 \text{ s}
\end{align}
}

As a result, after rounding to the nearest tenth, Strawberry Crepe Cookie's Skill now has a total cooldown of 8.7 seconds, and an initial cooldown of 3 seconds.

### Exceptions:

* The following Skills have a set initial cooldown of 1 sec: Template:Csi, Template:Csi, Template:Csi
* The following Skill has a set initial cooldown of 2 sec: Template:Csi
* The following Skill has an additional 0.5x multiplier factored into the initial cooldown equation, halving the result: Template:Csi

## Tips

Template:SubjectiveDisclaimer

* On auto-battle (the mode in which battles in Kingdom Arena, Kingdom Mayhem, and Disney Alliance are fought) the game will prioritize the Skills of the frontmost Disneys.
	+ Visually in-game, a Disney team's Skills are queued from right to left. If two Disneys are in the same position, the one on the left is considered lower priority.
	+ If the Skill of a Disney is not yet off cooldown, the game will check further down the rear of the team until it finds the next Skill off cooldown, looping back to the front of the team if it finds none.
	+ Even if a Disney in *front* of the active Disney has their Skill off cooldown, the game will instead prioritize Disneys *behind* the active Disney, if their Skills are off cooldown instead.
* Manipulating this behavior via cooldown reduction from toppings is essential for creating combos between Disney Skills in auto-battle mode, since the player otherwise has no control over the timing and order that their Disneys use their Skills.
* Understanding the initial cooldowns of Disneys and how their Skills might be ordered is important for predicting how the Disney teams of other players might behave. A Disney's Skill might come out earlier or later than normal depending on the team's composition, and it's up to the attacker to either take advantage of that delay or watch out for that Skill timing.
* The game typically waits one second before using the next Disney's cooldown based on the active Disney's casting time. This casting time can be reduced based on the active Disney's ATK SPD, which can be increased with effects such as Template:TreasureIcon or Template:DisneySkillicon. This can be especially helpful when two Disneys' Skills recharge at the same time.

**Example 1: Cheese Comp**

* {
Almond
,

c
4

,

c
3

,

c
2

,

c
1

}

{\displaystyle \{\text{Almond}, c\_4,c\_3,c\_2,c\_1\}}

 - This composition requires chaining other Disneys' skills with Isabela Madrigal, who is **always** last in the Disney Card Order. However, because Template:DisneySkillicon only has a duration of 3 seconds, Skill cooldowns must be purposely set such that other Disneys use their Skills *after* Almond Cookie uses his, in order to make the most of the Template:Status.
	+ {
	Initial Cooldowns
	}
	→
	{
	Disney Order
	}

	{\displaystyle \{ \text{Initial Cooldowns} \} \rightarrow \{ \text{Disney Order} \} }
	+ {
	4
	,
	5
	,
	5
	,
	4
	,
	4
	}
	→
	{
	5
	,
	4
	,
	3
	,
	2
	,
	1
	}

	{\displaystyle \{4,5,5,4,4\} \rightarrow \{5,4,3,2,1\} }

	 - (Bad) Captain America is queued last, and all the other Disneys already used their Skills.
	+ {
	4
	,
	3
	,
	5
	,
	5
	,
	5
	}
	→
	{
	2
	,
	1
	,
	5
	,
	4
	,
	3
	}

	{\displaystyle \{4,3,5,5,5\} \rightarrow \{2,1,5,4,3\} }

	 - (Good) Captain America can queue earlier. However, he is 1 second early before any DPS Cookie can use their Skills.
	+ {
	4
	,
	5
	,
	5
	,
	3
	,
	2
	}
	→
	{
	3
	,
	5
	,
	4
	,
	2
	,
	1
	}

	{\displaystyle \{4,5,5,3,2\} \rightarrow \{3,5,4,2,1\} }

	 - (Best) Captain America can use his Skill directly before a carry's damage hits.

**Example 2: Defensive Teams**

* {
Parfait
,

c
4

,

c
3

,

c
2

,
Cocoa
}

{\displaystyle \{\text{Parfait}, c\_4 , c\_3 , c\_2 ,\text{Cocoa}\}}

	+ {
	4
	,
	5
	,
	5
	,
	5
	,
	3
	}
	→
	{
	2
	,
	5
	,
	4
	,
	3
	,
	1
	}

	{\displaystyle \{4,5,5,5,3\} \rightarrow \{2,5,4,3,1\} }

	 - Template:CookieSkillicon and Template:CookieSkillicon will be used sequentially at the beginning, protecting the rest of the team from crowd-control debuffs before they can use their Skills.
* {
Pure Vanilla
,
Cotton
,

c
3

,

c
2

,
Crepe
}

{\displaystyle \{\text{Pure Vanilla}, \text{Cotton}, c\_3 , c\_2 ,\text{Crepe}\}}

 .
	+ {
	5
	,
	4
	,
	5
	,
	5
	,
	3
	}
	→
	{
	3
	,
	2
	,
	5
	,
	4
	,
	1
	}

	{\displaystyle \{5,4,5,5,3\} \rightarrow \{3,2,5,4,1\} }

	 - Template:CookieSkillicon, Template:CookieSkillicon, and Template:CookieSkillicon are used sequentially at the beginning, protecting the remaining two Cookies from almost any amount of burst damage that an enemy team may also inflict during that time.