[Mini-Rework Idea] Ezreal: The Piltover explorer

Tik115·11/15/2017, 9:50:02 PM·3 votes·432 views

This is a small idea I had floating around ma empty brain box for a few days especially after preseason so I'm just getting it out there.


#Why Rework Ezreal?

Ezreal is a weird champion where he teeters between strong and weak, mostly caused due to items, there's two big reasons why I think Ezreal should get a small rework

  1. Ezreal's build options make half his kit useless Want to build Ezreal AD? great! Too bad your W and R are much weaker now, what's that? You want to build him mage? Great! Have fun having your Q and your E only really be useful for Lich proc, Want to build Hybrid? Have fun being useless with your entire kit! Ezreals kit is literally half and half, the kind of problem that Ornn had on release, his abilities scale with different stats meaning if you prioritize one stat the other abilities which depend on it weaken significantly, and with the introduction of adaptive damage and adaptive AP/AD on the runes this is more prominent then ever

  2. Ezreal. Always. Breaks. Items Remember how Ezreal use to buy Spirit lizard? or what about when Runeglave came out and Ezreal mid went nuts? or what about the madness right now which is Klep Ezreal? the fact of the matter is this: Ezreal breaks items, he abuses them so hard that they get nerfed hard and essentially become useless to the champions which were meant to use them, but if they remove that aspect of his kit without some compensation buffs then he will go 100% into the trash pile


#The Aim of the rework

There's 3 goals with this rework

  • Remove Ezreal Item abuse
  • Allow for multiple build paths while prevent parts of his kit from being useless
  • Provide more late game power for Ezreals kit without overbearing his early game

#The Kit

__ #Passive

Rising Spell force NEW Passive: Adaptive Gauntlet

Effect: Spell attacks from Ezreal use ether AP or AD Scaling depending on how much of each stat he has

While all of Ezreals abilities still have scaling you won't have to worry about which skill you make useless, whatever state you have the most of it will use that stat, the way it adjusts is on a 1:3 ratio meaning if you have 3+ times the total AP as you do Total (or Bonus depending on how it goes) AD then the abilities will use 100% of the AP scaling, if you have 2 times the AP to AD it'll take 50% scaling from both sides and if you have the same AP or less then AD it'll use 100% of the AD scaling, this does bring the disadvantage of AP Ezreal needing a few extra items before the passive starts using the AP scaling but the hope is that the base damage + AD will be enough to let AP Ezreals hold out

#Q

Mystic shot

NEW Scaling: 60% AP Scaling (Up from 40%) 140% AD Scaling (Up from 125%) REMOVED: No longer applies on hit effects

Ezreals Mystic shot is probability one of the best things he's known for outside of telling you that you belong in a museum but it has the problem of being a rather fast, safe projectile that also provides on-hit effects, this ability alone is one of the reasons Ezreal breaks items, so we're removing the on hit ability and increasing the scaling to compensate

#W Essence Flux

NEW Passive: Rising Spell force Effect: Every champion hit by Essence flux gives Ezreal and any allies hit a 12%/13%/14% Attack speed boost up to a maximum of 60%/65%/70% for 5 seconds, Enemies hit by his W have their attack speed reduced by 12%/13%/14% for 5 seconds NEW Scaling: 80% AD Scaling 70% AP Scaling (Down from 80)

Essence flux is nothing but a utility item for AD Ezreal, it doesn't scale so all you'll use it for is to speed up your teamates, this now gives AD Ezreals some use with the spell while also providing a choice on if they should buff allies or debuff enemies, this also rewards well positioned Ezreals since if they hit multiple enemies and allies with his W he'll be able to strengthen himself and his allies while weakening his opponents

#E Arcane shift

NEW Scaling: 40% TOTAL AD (from 50% BONUS AD) 60% AP Scaling (Down from 75%)

Arcane shift is in a rather good spot but with the changes in AD scaling to the W and Q plus its ease of use its being turned more into a utility spell then a damage spell

#R Trueshot Barrage

NEW Effect: True SIGHT Barrage: Enemies hit by Trueshot barrage are revealed for 2/4/6 seconds, Trueshot barrages path is also revealed for that amount of time NEW Passive: Unlocked Gauntlet: whenever Ezreal hits a champion he gains arcane charge (10 for every champion hit by AA, 25 for every ability hit) at 100 charges the next spell to hit a champion applies on hit effects and steals 5%/10%/15% of their current mana damaging them for the same number as magic damage, which comes to Ezreal over 6/4/2 seconds

NEW Scaling: 80% TOTAL AD

Ezreals ult utility is meant to focus more on his exploration lore, this allows Ezreal to have an idea of where the enemy jungler is when ulting to help "Secure" a kill in another lane.

Ezreals ult also brings back a mechanic from Udyr, Stealing mana but with a twist of giving the gauntlet this feeling of it demonstrating its true power

Example, lets say a Karhtus has 1000 mana left and a level 18 Ezreal hits him with his Q, on top of the on hit effect he'll also lose 150 mana and be dealt 150 magic damage while Ezreal gains 150 mana. This not only gives late game Ezreal some much needed oomf but also rewards good Ezreals while punishing the bad.


Well that is basically my rework idea, not sure how good of an idea it is cause hey, I'm just a gold scrub but ether way I got this out of ma brainbox so I can fill it with something else

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