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May 5, 2018

FOTM Report: Double Tear Ezreal

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Lately, players are opting to go this somewhat unorthodox build on Ezreal. While the Manamune + Trinity Force build are nothing out of the ordinary, players are actually going for a SECOND tear item in the form of Archangel's Staff after Ezreal's core build. What's the point of building a largely AP based item on a marksman? Check out the details below!

Introduction

Lately, players are opting to go this somewhat unorthodox build on Ezreal. While the Manamune + Trinity Force build are nothing out of the ordinary, players are actually going for a SECOND tear item in the form of Archangel's Staff after Ezreal's core build. What's the point of building a largely AP based item on a marksman? Check out the details below!

How to Play
Abilities: Q, E, Q, W then prioritize R > Q > E > W
Summoner Spells: Flash + Heal
Starting Items: Doran Blade+ Health Potions
Core Items: 1x Tear of the Goddess, Sheen, Ionian Boots, then upgrade to Manamune and Trinity Force, then Archangel's Staff and lastly Blade of the Ruined King, Guardian Angel

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Rune Setup


How It Works

Maximum Damage Per Shot
Muramana grants bonus attack damage equal to 2% of Ezreal's maximum mana, and also consumes 3% of current mana to deal 6% of current mana bonus damage. When you pop on an extra Seraph's Embrace for 1400 mana, he's hitting for an extra 84 per hit. This also synergizes very well with Trinity Force's damage bonus.

Maximum Mana Refund
While Muramana provides 15% mana refund of mana spent, Seraph's Embrace gives him back a much larger amount at 25%. This means that instead of losing 3% per shot, he's only losing 2.25% per shot, allowing Ezreal to spam much more recklessly.

Extra Shield
In a world where marksmen are ruthlessly targeted and culled, Serpah's Embrace provides a surprisingly high amount of self-peel, giving one of League's most slippery champions yet another survivability mechanism.

Double Scaling
For most marksmen, the AP that comes from Archangel is largely a waste. However, Ezreal happens to have double scaling on all four of his abilities. This allows him to scale incredibly hard offensively while simultaneously receiving the defensive scaling benefits.

Potential Pitfalls

No Armor Penetration
If the enemy team gets ahead and starts stacking large amounts of armor, Ezreal may have quite a bit of trouble dealing damage if he's trying to complete this build rather than pick up an early Last Whisper + Blade of the Ruined King combo.

No Lifesteal
Although Seraph's provides a good amount of survivability, without the lifesteal from Blade of the Ruined King, Ezreal's late game ability to come back into team fights is drastically reduced if he gets hit by some poke. This can be mitigated by having a sustain support.

Less Team Fight Utility
Compared to the usual Iceborn Gauntlet build, this build is largely a simple offense build that is meant to crush his enemies. If kiting or some sort of slow is required, Ezreal loses that ability by skipping Iceborn Gauntlet in favor of the high damage synergy from Trinity Force.

Conclusions

Overall, this build is really strong and scales well into late game. However, just like most marksmen, Ezreal is generally strong enough to end games after the first two items. This means that most games won't be decided by whether or not you build an Archangel's Staff. Meanwhile, if you do get to six items, this build is incredibly potent for his powerful scaling abilities on a hybrid champion.

Suggested Tier: Tier 1

What do you think about Double Tear Ezreal? Comment below!





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