Academy / Teamfighting / The Three Cooldowns Worth Counting

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.

// What each one buys you
CooldownRoughlyThe window it opens
Their engage ultimate80–120sTheir team cannot start a fight, take objectives freely
Their disengage60–100sA fight you start now cannot be walked away from
A carry's flash300sFive 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.