Cooldowns
Monsters use cooldowns instead of charges. A cooldown is a simple turn-based timer: after casting a special, a monster has to wait some of its own turns before it can cast that same skill again.

How Cooldowns Tick
Cooldowns are counted in the caster's own turns, not in global rounds or real time.
- The moment a monster casts a special, that skill goes on cooldown.
- On each of the monster's subsequent turn-starts, the cooldown ticks down by one.
- The skill becomes available again when its counter hits zero.
Cooldowns are per-unit and per-skill. Two monsters that share the same special skill each have their own independent timer. One can cast Crushing Blow while the other's is still cooling down.
Why Cooldowns Instead of Charges
Soldiers persist across fights and multi-encounter dungeons, so a charge economy gives the player a meaningful in-battle resource to manage. Monsters are fought in short waves - adding a charge system on top would create too much bookkeeping for a single encounter and slow fights down.
Cooldowns keep monster combat clean:
- The monster always has something to do (basic attack is free and never cooled).
- Specials arrive on a predictable rhythm - you can anticipate the next big move.
- Players don't need to track a per-monster resource pool.
Typical Cooldown Values
Cooldown lengths vary by how strong the special is - bigger skills sit on longer cooldowns so they feel like moments, not defaults. Most monster specials sit at 2 or 3 turns.
The two most common patterns in practice:
- Short (2 turns) - mid-weight specials that should show up fairly often. Corrosive Venom, Shadow Dive, Rending Claw, Dark Mend, Soul Siphon.
- Long (3 turns) - heavier specials that should feel like signature moves. Crushing Blow, Frost Nova, Venom Cloud, Blinding Flash, Mana Siphon, Unwilling Pull, Dark Burst.
There are no cooldowns longer than that for regular monsters. Bosses don't use cooldowns at all - they have no specials (see Boss Fights).
Cooldowns vs Charges, Side by Side
| Soldier Charges | Monster Cooldowns | |
|---|---|---|
| Resource pool | Yes - 2 starting, capped | None - just a timer |
| Filled by | Turn-start gain + action gain | Automatic, one per monster turn |
| Can run out? | Yes - spending all charges means only basic attacks until more accrue | No - cooldowns always tick themselves down |
| Shareable? | No, per unit | Cooldowns are per unit too |
| Can back-to-back cast? | Yes, if enough charges | No - always at least one turn in between |
The Player Can't Manipulate Enemy Cooldowns
There's no skill that resets or extends an enemy's cooldown. Once an enemy has cast a special, you know it won't land again for at least one more turn - but you can't force a longer gap. The lever you have is Speed debuffs, which make the enemy's turns come up less often and therefore make cooldowns effectively longer in real time.
Related Pages
- Charges - the soldier counterpart
- Monster Skills - what cooldowns actually gate
- Monster Classes
- Status Effects - most monster specials leave a status behind
