Cindy, the Agile Archer

Stacona··1 votes·933 views

Cindy is a very agile marksman that of course uses a quick to fire short bow as she darts about on well.... poles that she sets up all over the place, which is the only way she can use all of her abilities!


Basic Attack Range: 625 / 425 units

Pole of Tricks (Passive): Ranks: @levels 1/3/5/7/9/11/13/15/16/17/18 If Cindy stands still for up to 5.5/5/4.5/4/3.5/3/2.5/2/1.5/1/0.5 second(s) then she creates a pole directly in front of her that cannot be destroyed and lasts for 600 seconds, there is no hard limit to the amount of poles that can be in play.

Cindy needs a pole in order to use her abilities, but once she uses a pole she loses 200 units to her basic attacks for the next 3 seconds.

Poles must be at least 200 units away from each other.

Penetrating Shot (Q): Cooldown: 12/9/6/3/0 second; Range: 425 units Cindy targets a pole which fires a shot 625 units pass it to deal (+120%AD) physical damage to all enemies struck, if any enemies were between Cindy and the pole the shot deals true damage to those enemies. Both the physical and true damage may critically strike, apply on-hit effects, and life steal.

The same pole cannot be used again with Penetrating Shot until 1.5 seconds has passed.

Dart About (W): Cooldown: 32/24/16/8/0 second; Range: 725 units Cindy grabs onto the target pole with a rope to pull herself in to it.

Cindy's next basic attack, within the next 3 seconds, deals (+100%AD) bonus physical damage which may critically strike.

The same pole cannot be used again with Dart About until 5 seconds has passed.

Kick Off (E): Cooldown: 16/12/8/4/0 second; Range: 125 units Cindy kicks off a pole placing herself 425 units directly away from it.

Cindy's next basic attack, within the next 3 seconds, slows her target by 99% that rapidly decays over 1.25/1.5/1.75/2/2.25 seconds.

Pole Jumper (R): Cooldown: 120/100/80 seconds; Range: 6500 units [Has travel time] Cindy jumps to one of her poles and afterwards she gains 200 units bonus range to her basic attacks instead of losing 200 units for the next 3 seconds and her attacks gain 33/67/100% armor penetration during the duration.



EDIT: Pole of Tricks: Pole duration reduced to 600 from 900 seconds [10 minutes from 15 minutes]

Penetrating Shot: Same pole cooldown increased to 1.5 from 1 second

Kick Off: Name changed to Kick Off from Jump Away Slow changed from a static 70/75/80/85/90% for 1.5 seconds to 99% that rapidly decays over 1.25/1.5/1.75/2/2.25seconds

8 Comments

Rybbit1 votes

You're telling me she spawns an infinite amount of poles every 0.5 seconds that each last 15 minutes? lol

Q- You're telling me she needs a pole to aim her Q? and how does passing a pole cause an attack to turn into physical damage? I hope you didn't really mean for the true damage to critically strike and apply life steal.

Cooldowns are named cooldowns because you have to wait a specific amount of time for the ability to be activated again. Having a 0 second cooldown defeats the whole person of them.

Um, you do realize 100% percent armor penetration pretty much means all Cindy's physical attacks are converted into true damage? what even...

Stacona1 votes

The pole do not actually do anything though except use her spells and she cannot use her spells without them so late game its all about zone control by mass producing the pulls in an area, through out the entire game though it is significant time to lay a pole


the true damage is high risk high reward since not only is 425 range short it has to be closer than 425 range so all melee champions can attack you and can still dodge it cause it is a line skill shot where as the physical damage later half is more a long range aoe auto - it grants a new mechanic to jump between different poles to aim and fire at your target rather than the normal right click to win marksman style even though she can obviously do that which is why a pole reliant spell kit can work as a marksman because if you dont have poles for spells at least you have basic attacks to inflict damage

the poles have individual cooldowns which are only meaningful for the rank 5 spells, the idea of the champion is late game you jump around the area that you set up **ahead of time** to dip and dodge with your short range when mobile, long cooldown to make sense as a resourceless champion early to mid game, and late game is when your cooldowns are unlocked with individual same pole cooldowns

yes i know 100% armour pen is true damage... for 3 seconds only on a long cooldown, most cases this ult will just be used to get around the map and sometimes used offensively in rare scenarios; farm alarm 2.0
Rybbit1 votes

I appreciate your positivity

Stacona1 votes

???

i feel as a resource less champion it is more balanced with the cooldown until late where you set up zones with poles to jump between poles firing off penetrating shots at the enemy lining up and aim at them at the outside of the fight - there are also multiple different combos you can do as well including W to a pole, Q for damage, walk around it then E off it to get in range for your short mobility range basic attacks for the slow and damage

but i tried to set it up so you are cooldown based early to mid game and late game you are entirely multiple pole based so the play style is jumping between poles rather than using the same pole over and over again which you cannot do

but the true damage aspects i feel are fully balanced since one is an ultimate and the other is melee range

LilQuacker1 votes

Lol i dont like ADC Fizz

Stacona1 votes

No one likes Fizz

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