Ezreal Rework Concept
is obviously a pretty messed up champion ATM. Lowest winrate ADC at 45% after he lost his keystone Kleptomancy and soon losing his new keystone conqueror it will be ever worse (posting this a bit late, he already has lost conqueror, winrate is still 45%). Even before that he was at 47% winrate. Simple number changes will never be enough to fix Ezreal's problems. These are my suggested changes.
Rising Spell Force INNATE: Every time Ezreal hits a unit with one of his abilities, he gains 10% bonus attack speed for 6 seconds, stacking up to 5 times for a maximum of 50%.
Passive stays the same.
Mystic Shot TARGET RANGE: 1150 SPEED: 2000 COST: 28 / 31 / 34 / 37 / 40 MANA COOLDOWN: 5.5 / 5.25 / 5 / 4.75 / 4.5
ACTIVE: Ezreal fires a bolt of energy in a line, dealing physical damage to the first enemy hit, and applying on-hit effects can crit.
PHYSICAL DAMAGE:
20 / 45 / 70 / 95 / 120 30 / 55 / 80 / 105 / 130 (+ 110% AD)(+ 15% AP)
ADDITIONAL MAGIC DAMAGE:
(+50% AP)
If Mystic Shot successfully hits an enemy, Ezreal's abilities' cooldowns are reduced by 1.5 seconds (including Mystic Shot's).
Essence Flux TARGET RANGE: 1150 SPEED: 1200 COST: 50 MANA COOLDOWN: 12 COOLDOWN: 12 / 11 / 10 / 9 / 8
ACTIVE: Ezreal fires an orb that sticks to first champion, epic monster, or structure hit marks champions, minions, monsters or structures it passes through for 4 seconds.
Hitting the a target with a damaging ability or basic attack detonates the orb mark chaining between nearby marked targets, dealing magic damage.
MAGIC DAMAGE: 80 / 135 / 190 / 245 / 300 (+ 60% bonus AD) (+ 70 / 75 / 80 / 85 / 90% AP) Detonating with an ability against enemy champions or epic monsters refunds the cost of that ability plus 60 mana.
Arcane Shift TARGET RANGE: 475 EFFECT RADIUS: 750 COST: 90 MANA COOLDOWN: 25 / 22 / 19 / 16 / 13 COOLDOWN: 19 / 17.5 / 16 / 14.5 / 13
ACTIVE: Ezreal Flash blinks to the target location, firing a homing bolt that deals magic damage to the nearest enemy.
MAGIC DAMAGE: 80 / 130 / 180 / 230 / 280 (+ 50% bonus AD) (+ 75% AP) Arcane Shift prioritizes targets hit by Essence Flux.
Trueshot Barrage TARGET RANGE: GLOBAL WIDTH: 320 SPEED: 2000 CAST TIME: 1 COST: 100 MANA COOLDOWN: 120 ACTIVE: Ezreal fires an energy projectile in the target direction, dealing magic damage to enemies it passes through.
MAGIC DAMAGE: 350 / 500 / 650 (+ 100% bonus AD) (+ 90% AP) Minions and non-epic monsters take 50% reduced damage.
REDUCED DAMAGE: 175 / 250 / 325 (+ 50% bonus AD) (+ 45% AP)
Ult stays the same.
Let me go over what these changes entail.
- Ezreal's Q damage no longer spikes in damage with
early game and later on
and
/
and instead has higher base damage, scales better with AP ( because he can't use
) and can crit.
will still work on his Q but it will no longer proc twice from the onhit effect and the ability effect. - Ezreals W is a usable waveclear ability ( better waveclear for AP Ezreal though ).
- AD Ezreal is no longer reliant on his crutch of kleptomancy letting him get an early spike in power over enemy ADC's and now scales the same as other crit ADC's.
- Reverted the E nerf in patch 9.16
One of the big problems that causes
's low winrate is that his itemization has been heavily nerfed and limited ( double tear ) and that the AP playstyle has been heavily nerfed. Most people prefer to play him as an artillery mage type of champion by spamming Q poke, however with his only current viable build being full AD, that playstyle is very ineffective. Staying in the back line and spamming Q and fishing for W Q's is fine for AP Ezreal, but for AD Ezreal it is not. AD Ezreal has to be getting close range and autoing a lot utilizing his passive and the AD he is building. The goal of this rework is to allow AP Ezreal Midlane and AD Ezreal Botlane to both be viable. It also gets rid of one of the frustrations people have a lot while playing against Ezreal, which is that he can build
and be tanky while dealing massive damage. Without his Q proccing onhit effects he will no longer be able to build
efficiently. Giving his W the ability to be used for waveclear is necessary, it allows him to compete with other midlaners waveclear, and makes up for his lack of being able to use Iceborne Gauntlet for waveclear as an ADC.
If these changes seem like too much of a buff let me remind you that Ezreal currently has a 45% winrate and is the worst in class ADC.
Please tell me what you guys think.
[sg-ezreal]