CD Support Ezreal

Freewalker··2 votes·1,219 views

The idea came to me earlier when I commented a possible solution on an Ezreal thread discussing Essence Flux's usefulness. I thought about it lowering cooldowns when it passes through 5 units in one blow. Then I got the idea of a cooldown-based support. Thread here: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Ja25qPYY-ezreals-w-is-the-least-interesting-and-least-satisfying-part-of-his-kit-meddler

This modification can be applied to a skin for Ezreal. For example, a rival-symbiotic skin that opposes, yet complements the real Ez. My personal skin (Nottingham edit): http://i.imgur.com/GwNJLha.png http://i.imgur.com/dbjFp5K.png I'm not an artist, but I like to have my own. :)

CDS Ezreal changes the way he is played. For the most part, he supports his friends, but retains his adc role during late game - if the player is skilled enough. Builds can vary from AP to AD and hybrids. Ez's skills are great for helping to harass and bully. His most notable skill is the modification of Essence Flux, which halts the cooldowns of enemy skills for a duration while also reducing ally cooldowns. His Q is still an adc move, mainly for poking, however AD growth is not raised normally; Spell Force increases AD in proportion to AP, so Ez needs to grind a bit before heading into battle. The lack of combat makes it difficult for beginners to reach 5 stacks, especially early game, but a decent player with an AP build surely has no issues ahead of them. He's a squishy support, often staying behind the group during team fights.

Comment your thoughts and concerns. I'm open to suggestions and flaws.

Ezreal Ezreal, The Prodigal Explorer Primary: Support Secondary: Marksman

Health 350 (+80) Health Regeneration 5.5 (+0.55) Mana 235 (+45) Mana Regeneration 7 (+0.65) Range 550 (Ranged) Attack Damage 11.2 (+2) (Nerf me baby one more time!) Attack Speeed 0.625 (+2.8%) Armour 16 (+3.5) Magic Resistance 30 (+0) Movement Speed 325

Rising Spell Force: Hitting a target with any of Ezreal's abilities increases his own attack speed by 10%, and his attack by 10% of his ability power.

Mystic Shot [Q]: Range: 1150 Projectile Speed: 2000 Cost: 28/31/34/37/40 Mana Cooldown: 6/5.5/5/4.5/4 seconds Physical Damage: 125/150/175/200/225% AD (+5% AP) Active: Ezreal fires a bolt of energy in a line that will deal 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, and the enemy's movement speed will be lowered by 25/20/15/10/5%.

Essence Flux [W]: Range: 1000 Cost: 50/60/70/80/90 Mana Cooldown: 9 seconds Magic Damage: 25/50/75/100/125 (+55% AP) Active: Ezreal fires a wave of energy in a line. Any enemy champions it passes through are dealt magic damage and have their cooldowns paused for 4 seconds, while any allied champions it travels through have their cooldowns reduced by 10/20/30/40/50%. If the wave passes through 5 units, Rising Spell Force's effects are doubled until it has expired (will remain if stacks are continuously added).

Arcane Shift [E]: Range: 475 Cost: 90 Mana Cooldown: 19/17/15/13/11 seconds Magic Damage: 20/45/70/95/120 (+75% AP) Active: Ezreal instantly teleports to a nearby target location and fires a honing arrow at the nearest enemy unit within 750 range, dealing magic damage to it. If an ally is in range, the arrow instead boosts the ally's and Ezreal's movement speed 25/30/35/40/45% of AP for 3 seconds.

Trueshot Barrage [R]: Range: Global Cost: 100 Mana Cooldown: 80 seconds Projectile Speed: 2000 Magic Damage: 15-150/25-250/35-350 (+50% AD) (+5% AP) Active: After gathering energy for 1 second, Ezreal fires a powerful, broad energy missile that travels in a line across the whole map dealing 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 10% damage dealt. Enemies that are hit have their movement and magic resistance reduced by 30/40/50% for 2/3/4 seconds.

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