Skills and guilds

Skill timing and combos

Distinguish casting, animation and waits between skills and measure your character cadence.

Why a skill does not trigger immediately

In addition to cast time and cooldown, some skills have an animation duration. ASPD can shorten speed-based animations, but not fixed waits. For example, Occult Impaction (Investigate) and Finger Offensive have a fixed 1,100 ms animation. Demonstration, Potion Pitcher and Bio Cannibalize have 500 ms. These are animation timings, not a guaranteed total interval: casting, post-delay and other requirements may apply.

Pending skill

Choosing a skill before the previous wait ends can leave one pending action to execute afterward. Choosing another replaces it; casts do not accumulate in a queue. Map changes or disconnecting clear the pending action. Check the target, SP and consumables before repeating a shortcut.

Combos and exceptions

Combos retain their own windows. Asura Strike after Combo Finish, Tiger Fist or Chain Crush uses combo continuation; Finger Offensive's wait is not a rule for every Champion skill. Ninja, Gunslinger and Running also have specific animations. A single number does not describe every skill.

Measure cadence

@skilltiming

Toggles messages about the interval between casts. Use it when comparing equipment or ASPD to observe your real cadence. See SmartCast, macros and support skills.