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* There are two instances of this in ''VideoGame/ConquerorsBlade'':
** The Blood Oath skill for the Nodachi hero weapon clears all special-ability cooldowns (except for itself and for ultimate skills).
** The Banner Guards unit features a complicated system where planting its banner gives you the ability to clear the cooldowns on nearby units' charge abilities.

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[[folder: Action-Adventure]]
* ''VideoGame/NobodySavesTheWorld'': Rogue's passive ability reduces your cooldowns when you pick up money. Another passive skill that you can buy from the Merchant can also lower the maximum cooldowns of your skills.
* ''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/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/DivinityOriginalSin'': Most combat skills are linked to a specific [[TheSixStats character attribute]], like [[MagicIsMental Intelligence for most magic]]. A higher score in that attribute reduces the skill's base cooldown period, among other benefits.
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** In ''VideoGame/MassEffect1'', the soldier and vanguard classes have an ability that refreshes all ability cooldowns. Unfortunately, [[ArtificialStupidity your companions like to use it at the beginning of combat before they've down anything]].

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** In ''VideoGame/MassEffect1'', the soldier and vanguard classes have an ability that abilities Adrenaline Burst refreshes all the users ability cooldowns. Unfortunately, cooldowns (unfortunately [[ArtificialStupidity your companions like to use it at the beginning of combat before they've down anything]]. anything]]), Damping increases the cooldown time for enemy tech and biotic abilities, and Sabotage overheats weapons (which use BottomlessMagazines limited by {{Overheating}}) forcing them to cooldown before use.
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* ''VideoGame/TitanQuest'': Each activated skill's "Recharge" is how long it takes before it can be activated again, so reduction effects like Defense Mastery's Resilience, for reducing Adrenaline Rush's Recharge, is cooldown reduction.
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* In ''{{VideoGame/Sipho}}'', some of the Mutations that can be unlocked during the NewGamePlus increase or decrease the cooldown timer of various zooids.
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Compare ReducedManaCost for another way abilities in games can be managed.

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Compare AttackSpeedBuff and ReducedManaCost for another way other ways in which abilities in games can be managed.
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* In ''VideoGame/TeamFortress2'', the recharge duration for Jarate and Mad Milk can be reduced by 20% if they're used to extinguish burning teammates.
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{{Cooldown}} refers to how abilities are given "time intervals" to be used again to prevent the players from spamming them over and over. Some video games, however, give ways for players to manipulate the cooldown for tactical uses.

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{{Cooldown}} refers to how abilities are given "time intervals" to before they can be used again to prevent the players from spamming them over and over. Some video games, however, give ways for players to manipulate the cooldown for tactical uses.

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