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cooldowns cooldown

A cooldown is the wait after an action before you can act again. An attack skill makes you wait some combat rounds, and rage abilities and some race abilities carry timers of their own. How it works: - Each attack skill has a cooldown in rounds. After you use it, the game holds your next command until that many rounds pass; a round is 3 seconds. - Commands you type during the wait are not lost: they run in order once it ends. - Quick Recovery: each time a mastered attack skill lands, a roll at its Quick Recovery chance can wipe the whole cooldown, with "You have recovered quickly from <skill>!". A miss keeps the full cooldown, and area attacks never get it. - Your Speed, your race, some forms and some buffs raise your Quick Recovery chance, see Speed. - A focus technique holds your next command for one round, whether it works or not. - A rage ability you use through harness has a cooldown too. Asking for it again too soon is refused with a line such as "Absolute Zero is on cooldown." and the time left. - Senzu beans have a timer of their own, see Senzu. Where you see it: - skillinfo <skill> shows the Cooldown in rounds and the Quick Recovery chance, base and effective. - harness lists your rage abilities and, for most races, the cooldown of your race's own ability. - status shows the timers of some race abilities, such as Absolute Zero and Namekian Resolve.