Cooldown

The cooldown (also found abbreviated as CD) of a skill is a value which has to reach zero before the skill can trigger. By default, one round of combat decreases the cooldown by one, but this can be affected by certain skill effects. Currently only specials have cooldowns. There are 3 different ways the cooldown for Specials can be modified. Cooldown count, often found in skill descriptions, refers to the value for the amount of actions it takes until the special is ready to use. Once the cooldown value of a special becomes zero, it becomes ready to use. Once used, the cooldown value will reset.

Accelerating and slowing the special trigger
Some skills can accelerate Special trigger. For example, is an example of such a skill. Equipping both Killing Edge+ and will modify the normal 4 actions required to use Glacies into a requirement of 3 actions instead. Other skills, such as, do not accelerate special trigger and modify the special's cooldown count, but instead only remove an amount of cooldown count from the special, making it ready for use earlier. But in that scenario, after the Special is triggered, the regular amount of actions required to use it again are still the same.

Likewise, some skills can slow Special trigger. , for example, has a normal value of 3, so equipping this special on a unit wielding which causes "cooldown count +1", makes the action value of Bonfire's cooldown 4.

Cooldown charge
Cooldown charge, often found in skill descriptions, refers to the amount by which a cooldown is brought closer to zero when taking an action. , for example, adds one to the cooldown charge whenever the unit is attacked, decreasing the number by 2 (one from normal combat charge + one charge granted by the skill), making the special cooldown value reach zero faster than it otherwise would have.

Special cooldown count changes outside combat
These skills reduce or increase the cooldown count by a certain amount outside of combat, making Special skills ready for use earlier, but they do not modify the Special's turn requirement. Cooldown count reductions are not activated if the user is inflicted with set: Guard.