Quick answer: Track each ability's last-use time on the server, reject requests that arrive before the cooldown elapses, and treat the client's cooldown only as a UI prediction.
An ability that a cheating client can spam means the cooldown is enforced only on the client. The server must be the one to gate it. Here is how to move the cooldown server-side.
How to fix it
1. Store last-use time on the server
When the server accepts an ability use, record the server timestamp. On each new request, reject it if less than the cooldown has elapsed since that stored time. This is the authoritative gate.
2. Treat client cooldown as UI only
Let the client run its own cooldown for responsive UI and prediction, but never trust it. The client timer dims a button; the server timer decides whether the ability actually fires.
3. Reject and resync on violation
When the server rejects an early request, send back the remaining cooldown so a desynced honest client corrects its UI, and log repeated violations as a cheat signal.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.