Thoughts and Discussion: Ezreal

Stacona··2 votes·309 views

Ezreal is an obnoxious little shit, delete him from the game! :^) Seriously though, there are a few improvements we can do with the little IT.

~ Ezreal is more of a poke mage than a marksman, this is fine, offers a poke champion in the bottom lane.

~ Ezreal needs a new passive and W. W is such a lack luster spell in the way it feels not what it does, is basically free damage since its too hard to dodge, and is very under appreciated. Passive just doesn't make sense for Ezreal, nothing in his kit works with attack speed (besides the obvious of his own attacks), but I see Ezreal as more of a caster than a marksman.

~ With the right changes in place I am sure we can have ability power Ezreal mid lane work out and be healthy for the game, having a champion that be flexed between bottom and middle lanes is cool since it offers mind games to the enemy team in champion select of where the Ezreal is going to played in. It also influences if he builds attack damage or ability power.

~ Ezreal lacks wave clear. Do not give him strong wave clear, but some kind of area of effect spell that effects minions would be nice, again with the right changes we can give him a minour area nuke and not make him insanely powerful.

~ Ezreal's power budget needs to be re-evaluated considering how powerful mobility is. So Arcane Shift's power should be drawing a lot more power from his kit than what he currently has, this is why he gets nerfs when he gets a ton of play since Arcane Shift is not getting its power credit that it has, the instant teleport is a lot stronger than what people think it is.

~ Something should be done to make Ezreal's Trueshot Barrage (Ultimate) to be less about global farming and having something about it that makes a true difference in fights. Granted with some kind of area nuke on his base kit may help with this, still would like to see his ultimate move away from wave clear.


The above is the post to talk about, below is a concept kit that I do because I just want to be creative, really want to emphasize of not looking too much into what is below. Restate this again, below is for fun and giving some more "wild" ideas.


Rising Spell Force (Passive): [REWORKED] Ezreal gains 5(+5%AP) bonus magic damage on attack hit and 10(+10%BonusAD) bonus physical damage on spell hit whenever he casts an ability for the next 6 seconds. This stacks up to 10 times for a maximum of 50(+50%AP) bonus magic damage on attack hit and 100(+100%BonusAD) bonus physical damage on spell hit.

Mystic Shot (Q): [CHANGED, BUT WORKS THE SAME WAY] Passive: Mystic Shot's base cooldown is reduced by 1% per 4% bonus attack speed, up to a maximum of 50% reduction. If Mystic Shot hits an enemy then he reduces all of his non-ultimate cooldowns by 1.5 seconds, including Mystic Shot.

Active: Ezreal fires a bolt of energy in the target direction dealing 70/110/150/190/230(+60%BonusAD)(+60%AP) damage to the first enemy struck. This deals physical damage if bonus attack damage is higher than ability power, and deals magic damage if ability power is higher than bonus attack damage.

Mystic Shot applies on-hit effects.

Arcane Bomb (W): [BRAND NEW ABILITY] 1st Cast: Ezreal sends an orb of arcane energy to the target location for the next 4 seconds. This can be detonated if struck by Mystic Shot, dealing 40/60/80/100/120(+30%AP) plus Mystic Shot's damage as magic damage in an area.

2nd Cast: Ezreal detonates the orb dealing 60/90/120/150/180(+60%AP) magic damage to struck enemies.

Arcane Shift (E): Cooldown: 24/22/20/18/16 from 19/17.5/16/14.5/13 seconds Ezreal instantly teleports to the target location and enhances his next basic attack for 1.5 seconds. This attack reduces Arcane Shift's cooldown by 4 seconds and grants 2/3/4/5/6 stacks of Rising Spell Force.

Trueshot Barrage (R): Cooldown: 120/90/60 seconds; Cost: 100 mana After gathering energy for 1 second, Ezreal unleashes a barrage of arcane energy in the target direction dealing 150/225/300(+100%bonusAD)(+90%AP) magic damage to struck enemies, 50% damage vs minions, and overdosing them with Arcane for the next 4 seconds and granting 2 stacks of Rising Spell Force for every champion struck. This deals 70% damage to every enemy beyond the first.

Targets inflicted by Arcane are dealt 40/60/80(+30%BonusAD)(+30%AP) bonus damage from Mystic Shot, damage type is based on Mystic Shot's damage type.


2 Comments

lostbob1173 votes

I think the Q will help fix AP Ezreal, but W will be able to hit minions? That's destroying a key weakness of his W which is not a good direction for him.

Stacona1 votes

Ezreal will have a completely different W ability, and with a huge nerf to ultimate wave clear, it balances things out. As long as we make the right changes we can do things that help out Ezreal, allow him to be a flex between mid and bot, and try to have him slightly less annoying to play against (like more cooldown to Arcane Shift for running away Ezreals and [not remove] tone back blue Ezreal's power a smidgen, makes other builds come out, but still have blue ezreal viable under certain conditions)

Giving him some AoE for minions on the base kit is fine as long as it is balanced to not be strong wave clear, some AoE to kill minion waves will allow for mid Ezreal and since all the tools are on the kit directly it makes it easier to tune balance AP Ezreal's power. For the marksman half of Ezreal, giving more reason to get close and actually basic attack would be nice since his kit really has no reason to ever basic attack which makes his current passive very random to his kit and is just a strong steroid that doesn't make sense for Ezreal.

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