What is Ability Haste in League of Legends: Wild Rift?

It will not affect the Cooldown period of an ability.

Image via Riot Games

League of Legends: Wild Rift replaced the term Cooldown Reduction with Ability Haste, in line with League of Legends. The change was made with the release of the 1.1 patch update to make the game fairer for its players. Now, a lot of players are confused with this term and how it works. If you are one of them, we have explained Ability Haste below along with the complete list of changes it brought to different stats.

What is Ability Haste?

While Cooldown Reduction shortens the cooldown period of champions abilities, Ability Haste represents the amount of time an ability can be used again by a particular champion. Now, Cooldown Reduction used to work exponentially as it reduces 1% of the current cooldown period making each point of CDR more and more valuable as you stacked it, which forced the developers to cap it at 40%.

Image via Wolfeur

However, Ability Haste allows you to cast abilities 1% more frequently, making it work more linearly than CDR that helped the developers remove the cap in this case and, thus, has no limits. It means 100 Ability Haste will let you cast abilities 100% more frequently (double the amount of casts), but it will not be easy to reach there, making it a more practical approach.

Using Cooldown Reduction, Ability Haste can be calculated with the formula:

  • CDR = 1 – (1/(1+Ability Haste))
Image via Wolfeur

Ability Haste can be granted by items, buffs, and runes in the game. Also, here is the list of all the changes it brought:

Physical

  • Caulfield’s Warhammer: 10% CDR → 10 Ability Haste
  • Stinger: 10% CDR → 10 Ability Haste
  • Black Cleaver: 20% CDR → 25 Ability Haste
  • Trinity Force: 20% CDR → 25 Ability Haste
  • Umbral Glaive: 10% CDR → 10 Ability Haste
  • Youmuu’s Ghostblade: 10% CDR → 10 Ability Haste
  • Duskblade of Draktharr: 10% CDR → 10 Ability Haste
  • Manamune: 10% CDR → 10 A
  • Muramana: 10% CDR → 10 Ability Haste
  • Maw of Malmortius: 10% CDR → 10 Ability Haste
  • Death’s Dance: 10% CDR → 15 Ability Haste

Magic

  • Fiendish Codex: 10% CDR → 10 Ability Haste
  • Lost Chapter: 10% CDR → 10 Ability Haste
  1. Passive – Haste: Renamed to Insight
  2. Passive – Insight: Grants 10 Ability Haste
  • Sheen: 10% CDR → 10 Ability Haste
  • Lich Bane: 10% CDR → 10 Ability Haste
  • Nashor’s Tooth: 20% CDR → 25 Ability Haste
  • Luden’s Echo: 10% CDR → 10 Ability Haste
  • Harmonic Echo: 10% CDR → 10 Ability Haste
  • Awakened Soulstealer: 20% CDR → 25% Ability Haste
  1. Ultimate CDR per stack: 3% → 3 Ultimate Haste per stack
  2. Ultimate Haste affects your ultimate ability’s cooldown as Ability Haste would
  • Athene’s Unholy Grail: 10% CDR → 10 Ability Haste
  • Ardent Censer: 10% CDR → 10 Ability Haste
  • Archangel’s Staff: 20% CDR → 25 Ability Haste
  • Seraph’s Embrace: 20% CDR → 25 Ability Haste

Defense

  • Kindlegem: 10% CDR → 10 Ability Haste
  • Glacial Shroud: 10% CDR → 10 Ability Haste
  • Iceborn Gauntlet: 20% CDR → 25 Ability Haste
  • Spirit Visage: 10% CDR → 10 Ability Haste
  • Abyssal Mask: 10% CDR → 10 Ability Haste
  • Zeke’s Convergence: 10% CDR → 10 Ability Haste
  • Warmog’s Armor: 10% CDR → 10 Ability Haste
  • Guardian’s Vow: 10% CDR → 10 Ability Haste
  • Winter’s Approach: 10% CDR → 10 Ability Haste
  • Fimbulwinter: 10% CDR → 10 Ability Haste

Boots

  • Ionian Boots of Lucidity: 10% CDR → 15 Ability Haste
  • Summoner Spell cooldown reduction: 10% → 15%

Evolved Blue Buff

  • 20% CDR → 20 Ability Haste

Runes

  • Hunter – Genius
  1. 2.5% CDR + 1.5% CDR per Unique Takedown → 2.5 Ability Haste + 2.5 Ability Haste per Unique Take Down
  2. Max Ability Haste: 15