Lesson 3 of 6 · 6 min
The Three Cooldowns Worth Counting
You cannot track ten champions' abilities and you do not need to. Three cooldowns decide whether a fight is available, and counting those three is a habit anyone can build.
// What you will be able to do
- Name the three cooldowns that decide whether a fight happens
- Start a count the moment one is used, rather than guessing later
- Take the fight that a used cooldown has just made free
Ask a Diamond player how they knew to fight and they will say 'their engage was down'. Ask how they knew, and they will be slightly surprised by the question, they saw it used ninety seconds ago and have been counting since. That is the whole trick, and the reason it sounds like a superpower is that most players are tracking zero cooldowns rather than three.
| Cooldown | Roughly | The window it opens |
|---|---|---|
| Their engage ultimate | 80–120s | Their team cannot start a fight, take objectives freely |
| Their disengage | 60–100s | A fight you start now cannot be walked away from |
| A carry's | 300s | Five minutes where they can be reached and cannot leave |
// The rest of this lesson is Pro
The Three Cooldowns Worth Counting: the practical half
Everything above is the concept. Behind the gate: the situations where it applies, the mistake that costs the most, the interactive drills, and a field assignment measured against your own ranked games.