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LoL Basics: Timers
Transcript of LoL Basics: Timers
All monsters in the game spawn at a specific time, which I will call the Initial Spawn Time. After Dragon, Baron, or an
jungle camp is killed, they will come back completely after a certain period of time. I will refer to these as Respawn Timers.
Summoner Spell Cooldowns
Summoner Spells cooldowns are hard to tackle, since there are masteries, boot upgrades (distortion), and other items that can change the exact timers of a summoner spell. A good page to look up is:
What are "Timers"?
Timers in League of Legends usually refer to the spawn and respawn times for jungle monsters. However, there are other timers you can be aware of, such as the cooldowns for summoner spells, buffs, passives, and items.
Why are timers
League of Legends is a game of both individual skill and team strategy, and knowing timers will help you and your team excel on both fronts. For example, knowing when one of your buffs spawn will help assure it won't get stolen. Knowing the enemy team's buff timers can help you steal their buff and/or pick up some kills.
This powerpoint was made as of patch 3.8. Since LoL is a game that evolves and changes from patch to patch, some of the information in here might not stay relevant and accurate. Remember to check patch notes every time a patch is released, as it can seriously harm your play if you don't!
By: Alicia Archer/Aquara
*If an entire camp is not killed, it will not respawn, so make sure you clear your own camps. If you take an enemy's camp, you can choose to leave a small monster behind to deny their team xp, gold, and buffs.
ALL HAIL LORD BARON!
Initial Spawn Times
All Jungle Camps: 1:55
A new minion wave spawns every 30 seconds.
Wraiths, Golems, and Wolves Respawn every 50 seconds.
Blue Buff and Red Buff Respawn every five minutes (5:00).
Dragon Respawns every six minutes (6:00).
Baron Nashor Respawns every seven minutes (7:00).
Once you get comfortable knowing these timers, keep track of when you kill something by turning timestamps on in "more options". For example, if you killed dragon at 6:30, you would add six minutes to that time to obtain a respawn time of 12:30 for the next dragon. Type it in chat for your teammates to know, too!
Red and Blue Buff both last for two minutes and thirty seconds (2:30) unless you have a point in Runic Affinity (in masteries), then they last three minutes (3:00). Mid Laners and Junglers are the roles most likely to have a point in this mastery. Red and Blue buff are transferable, meaning if you kill someone with either buff it transfers to your champion.
Baron Buff lasts four minutes (4:00) and is
transferable. If you kill someone with Baron then the buff is simply lost. When you kill Baron Nashor, only Teammates who are alive when he is slain will get the buff.
Runic Affinity Mastery, which is in Utility
While you may not know the EXACT time when someone's summoner spell will be back up, you can memorize the max times and realize that it can be shorter by about 10-20% of
its max cooldown. Keeping that in mind, you will know
how long your enemies are unable to
benefit from it.
Longest Cooldowns: Max Time
Revive: 540 Seconds or 9 minutes.
(It is highly recommended that you do not grab this)
Shortest Cooldowns: Max Time
Medium Cooldowns: Max Time
The following Summoner Spells have a max cooldown of 210 seconds, or three and a half minutes:
Flash: 300 seconds or 5 minutes. You should almost always have this spell.
Heal: 300 seconds or 5 minutes.
Teleport: 300 seconds or 5 minutes.
Smite: 70 seconds, or one minute and ten seconds.
Clarity: 180 seconds, or three minutes.
Clairvoyance: 60 seconds, or one minute.
Active Items and
All active items have a cooldown for their active. I find it too tedious to list all of the items, but most have a cooldown of about 60 to 90 seconds. Some passive portions of items have cooldowns as well. A few champions have passives that activate once, then experience a wait period until it can be used again. I will not list all of the champions passive cooldowns, but I will list ones I find crucial to gameplay. You will have to learn the rest on your own time!
Passives that make you want to ragequit:
Anivia's Passive: Upon being killed, turns into an egg, and revives with full health in 6 seconds. This has a 4 Minute/240 Second Cooldown.
Items that make you want to ragequit:
Guardian Angel: Brings a champion back to life after they have been killed with 30% of their maximum health.
300 Second/5 Minute Cooldown
Thanks for reading!
I hope you learned something from this powerpoint! Feel free to share this with your friends. I plan to make more powerpoints about league basics, so check back later!
Zhonya's Hourglass (Wooglet's Witchcap): Active puts a character in statis, making them untargetable (read:
) for 2.5 seconds.
90 Second/1 Minute 30 Second Cooldown
Banshee's Veil: Grants a spellshield that absorbs one cast ability.
If not damaged by an enemy champion, a new shield is made every 25 seconds.
Noobs go to
Zac's Passive: Upon dying, Zac splits into four little flubbers and if you don't kill the little pesks, he revives with between 10-50% health after 8 seconds. This has a 5 Minute/300 second Cooldown.
Blitzcrank's Passive: When Blitzcrank drops below 20% health he converts 50% of his current mana to a shield that lasts 10 seconds. This has a 90 Second/1 Minutes 30 Second Cooldown.
(You are FABULOUS!)
More Passives that make you want to ragequit:
Volibear's Passive:When Volibear's health drops below 30% of his maximum health, he will heal for 30% of his maximum health over
the next 6 seconds. This has a 2 minute, or 120 second cooldown.
Miss Fortune's Passive: Miss Fortune gains 25 movement speed after not taking damage for 5 seconds, which gradually increases to 70 movement speed over 5 seconds.
Zigg's Passive: Every 12 seconds, Ziggs' next basic attack deals bonus magic damage. The cooldown is reduced by 4 seconds whenever Ziggs uses an ability. Short Fuse deals 50% bonus (150% total) damage to enemy structures.
Whenever Aatrox uses an ability that costs health, he stores 100% of the health cost into his Blood Well. The maximum amount of health the Blood Well can store is equal to 30 + (45 × level). If Aatrox has not dealt or received damage in the last 5 seconds, his Blood Well will deplete at a rate of 2% per second.
Upon taking fatal damage, Blood Well activates and places Aatrox in stasis for 3 seconds. Over the stasis duration the Blood Well is emptied and Aatrox restores health equal to its contents plus 10.5+ (15.75 × level). Also, Aatrox passively increases his attack speed by 1% for every 2% in the Blood Well.
The cooldown for this passive is 225 Seconds, or 3 Minutes 45 Seconds.
Side Note: Sight Wards last three minutes, Vision wards are up until they are
destroyed by enemy.