Ezreal - AD to AP - Differentiation Ability Kit Concept
As always, feedback in encouraged to hear your thoughts!
To the point forms:
-
Ezreal's Passive - Rising Force - is a steroid, but one that does not make much sense for his kit. It may be better just to give him a better base attack speed, which encourages him to build attack speed, and give the passive a stacking on hit damage (stacks the same way as it would now) to synergize with both basic attacks and Qs.
-
I think it would be cool if Ezreal can have a better support system to choose between attack damage or ability power builds. Rather than just be two different variations of damage, we could make them different to each other where attack damage is for flat damages while ability power is for team utility and tank busting power, customizing Ezreal to the one playing the champion based on your build.
-
Mystic Shot (Q) could be made into ADAPTIVE DAMAGE dealing physical damage if his bonus attack damage is the highest stat and dealing magical damage if his ability power is the highest stat, and then tune him based on this new mechanic accordingly. Rest of his abilities should deal only magical damage, this would be a Mystic Shot exclusive thing.
-
Essence Flux (W) just needs to be straight up reworked. This used to be a team heal, we could perhaps use this where it is an AP ratio only heal so that AP Ezreal can heal himself and his team under conditions while not giving more sustain to AD Ezreal since he will build life steal.
-
With changes, his other abilities will get slight adjustments and changes to compensate for shifts in power levels, but function mostly the same way.
Attack Range: 550 units Attack Speed: 0.677 +1.5% per level Movement: 325 units per second
Rising Force (Passive):
Ezreal's abilities whenever they strike a target, ally or enemy, grants him 0.6%(+1% per 100AP) of target max health as bonus magic damage on hit for 5 seconds, stacking up to 5 times for a maximum of 3%(+5% per 100AP) max health damage.
Mystic Shot (Q): Cooldown: 6.5/6/5.5/5/4.5 seconds; Cost: 28/31/34/37/40 mana; Range: 1050 units
Ezreal fires a shot in the target direction, dealing 10/20/30/40/50(+125%AD)(+20%AP) adaptive damage to the first enemy struck and applying on hit effects.
If Mystic Shot damages an enemy then Ezreal's cooldowns are reduced by 1.5 seconds.
Essence Flux (W): Cooldown: 15/13/11/9/7 seconds; Cost: 30/45/60/75/90 mana; Range: 1000 units
Passive: Ezreal's attacks and abilities mark struck targets, ally and enemy, that they pass through for 2.5 seconds.
Active: Ezreal sends bolts of energy to nearby marked targets, dealing 20/30/40/50/60(+110/120/130/140/150%AD)(+30%AP) magic damage to enemies and healing himself and allies for 5(+70%AP) health.
Arcane Shift (E): Cooldown: 19/17.5/16/14.5/13 seconds; Cost: 90/95/100/105/110 mana; Range: 450 / 450 units
Ezreal instantly teleports to the target location, pulsing out energy upon arrival that deals 50/75/100/125/150(+150%bAD)(+50%AP) magic damage and slowing by 10%(+10% per 100AP) for 2 seconds to struck enemies.
Trueshot Barrage (R): Cooldown: 120 seconds; Cost: 100 mana; Range: Global
After gathering energy for 1 second, Ezreal fires an energy projectile in the target direction, dealing 350/500/650(+100%bAD)(+90%AP) magic damage to enemies it passes through, reducing by 35/50/65(+10%bAD)(+9%AP) magic damage per enemy struck, down to a minimum of 105/150/195(+30%bAD)(+27%AP) magic damage.