Ezreal; Gameplay Update
Mystic Shot spam, Global ultimate, Scrawny mobile blinky dude; okay these are pretty cool elements to Ezreal. Essence Flux on the other hand is a very bland spell, and in the past was very overpowered for multiple of reasons which no longer exist becuase they got removed. And why does Ezreal, this poke marksman who relies on spells, have so many attack speed steroids; it is a steroid that sure makes sense for his type of class, but absolutely no sense whatsoever for what kind of champion Ezreal is. In short, the changes I will suggest are related to his passive and W.
Basic Attack Range: 550 units
Rising Spell Force (Passive): Dealing damage to targets with Ezreal's spells increase the damage of his other spells by 4% stacking up to 5 times (maximum 20% increase damage) for the next 6 seconds.
Mystic Shot (Q): Cooldown: 6/5.5/5/4.5/4 seconds; Cost: 28/31/34/37/40 Mana; Range: 1150 units Ezreal fires a bolt of energy in a line that will deal 20/40/60/80/100(+100%AD)(+40%AP) physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreal's cooldowns will be reduced by 1 second.
15 less base damage at all ranks and 10% less AD directly, but does more damage with stacks of the new passive
Essence Flux (W): Cooldown: 11/10/9/8/7 seconds; Cost: 70/75/80/85/90 Mana; Range: 1000 units; Energy Radius: 500 units Passive: Ezreal's basic attacks and other spells mark their target(s) for up to 5 seconds.
Active: Ezreal detonates all marked targets with a pulse of energy to deal 70/105/140/175/210(+70%Bonus AD)(+50%AP) magic damage and creating a surrounding field of energy around where the explosions took place granting Ezreal 8/11/14/17/20% bonus Spell Vamp and half this value as bonus Life Steal when he is standing in one of these energy fields. Additionally, ally champions, excluding Ezreal, gain 20/25/30/35/40% bonus attack speed when standing in the energy fields. The energy fields last for 4 seconds.
Arcane Shift (E): Cooldown: 21/19/17/15/13 seconds; Cost: 90 Mana; Range: 475 units Ezreal instantly teleports to a nearby target location and fires a homing bolt at the nearest enemy unit within 750 units to deal 80/110/140/170/200(+70%Bonus AD)(+70%AP) magic damage to it and lower Arcane Shift's cooldown by 3 seconds.
Small cooldown nerf for running away and a small cooldown buff for being aggressive with the spell; overall the spell is the same spell and Ezreal is still a super kiting mobile blinky champion; the big change is a majour drop to the base damage per rank for a bonus AD ratio so the spell scales better with items as the game progresses in terms as the damage. As for the utility of the instant teleport the spell is EXACTLY the same, and in most cases you usually fire off the bolt of energy with the spell. P.S. This change with the cooldown is not suggesting to go all the way in as Ezreal, it is mainly a change that rewards Ezreal for kiting with the spell rather than going all the way out of the fight and running away.
Trueshot Barrage (R): Cooldown: 80 seconds; Cost: 100 Mana; Range: Global After gathering energy for 1 second, Ezreal fires a powerful, broad energy missile that travels in a line across the whole map dealing 300/425/550(+100%Bonus AD)(+90%AP) magic damage to each enemy unit it passes through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.
Current base damage is 350/500/650, with max passive stacks the damage here is unchanged, so this is mainly a buff to the ratios as long as you have any stacks of your passive.