Her passive is a knockback that screws with every champion that uses a channeled skill. You can ruin a Katarina's day by just standing by her. If that wasn't enough, her E is a knockback as well.
W seems pretty mediocre.
Q on the other hand becomes a 100 mana, 11 second recharge 550 damage nuke at rank 5.
The ultimate seems lackluster ay first, but then you realize that you can easily land a 1200 damage ranged nuke that slows. Delightful.
W seems pretty mediocre.
Q on the other hand becomes a 100 mana, 11 second recharge 550 damage nuke at rank 5.
The ultimate seems lackluster ay first, but then you realize that you can easily land a 1200 damage ranged nuke that slows. Delightful.





i agree that the passive does seem worthless until theres an enemy nunu or kat or fiddles, anyone that requires that they are near you for a few seconds.
the cooldowns seem rather long. and a second knockback is just kinda meh.
the cooldowns seem rather long. and a second knockback is just kinda meh.
I like things that make me feel stupid. - Ken Levine
The character seems somewhat OP if you look at her poison arrow that deals 550 damage at rank 5 every 11 seconds, If you capped tht first and people had only 1750 health for example and blasted that leaving them at 1200 health left without any other attacks, plus your others would deal more dmg easy kill, and if melee gets near they basically cant hurt you at all, Passive...OP?
Cool idea just a bit OP and needs fixing.
Cool idea just a bit OP and needs fixing.
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Arc is a pretty unique character in my opinion, specializing in elemental attacks. She's a good carry/disabler, and, while weak against other long range opponents, excels against close ranged enemies.
Pros
- Can get away much easier than most champions
- Excels against close ranged fighters
- Has a long ranged DoT attack useful for fleeing enemies
- Can steal range, giving her a slight advantage on some other ranged champions
- Can push opponents into tower range if done correctly
Cons
- Squishy, relies very much on teamwork
- Slow early game
- Very resistant to slow
- Ultimate can be unreliable
Passive - Disperse: Very small, but constant pushback effect around Arc, protecting her from damage.
Spell 1 - Poisoned Arrow: Arc fires an purple, misty arrow (skill shot) from up to 550 range dealing (25/50/65/85/110 +25% AD) per second for (3/3.5/4/4.5/5 seconds).
Cooldown: 11 Seconds
Mana Cost: 45/60/70/85/100
Spell 2 - Flaming Arrow: Arc fires a flaming, quite slow arrow (skill shot) at up to 400 range dealing (75/100/135/160/200 +75% AP). In addition, the enemy loses (15/20/25/30/35%) range on all their spells [not autoattack] for 6 seconds.
Cooldown: 14/14/13/13/12 Seconds
Mana Cost: 80/90/100/110/120
Spell 3 - Wind Arrow: Arc fires a green, extremely fast arrow (skill shot) at a range of up to 400. The arrow deals (50/80/105/140/175 +75% of AP) damage and pushes the enemy back by 400 range.
Cooldown: 8 Seconds
Mana Cost: 100/100/120/120/145
Ultimate - Frozen Volley: Arc shoots out 3 icy blue arrows (all 3 are skill shots, and won't go off until all three have been placed) at a range of up to 300 which each deal (150/250/400 +50% AP) damage to enemies they hit. In addition, if an arrow hits an enemy, their speed is reduced by (10%/15%/25%) for (15/20/25) seconds. They do not pass through enemies, so minions can easily screw it up, although it can be devastating if aimed correctly.
Cooldown: 175/165/150
Mana Cost: 150/250/350