Passive: Rising Spell Force
Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 5 seconds, this effect stacks up to 5 times.
This passive is incredibly good, with a Q-W-E combo, you gain 30 percent AS, which gives you a large advantage in a duel. nuff said, make an effort to keep these stacks up while in lane.
Q: Mystic Shot
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 Ezreals cooldowns will be reduced by 1 second.Â
Projectile Speed: 2000
Cost: 30/35/40/45/50 mana
Cooldown: 6/5.5/5/4.5/4 seconds
Physical Damage: 35/55/75/95/115/(+1.0 per attack damage)/ (+0.2 per ability power)
Ezreals main skill, and what makes the difference between a bad Ezreal and a good one. this ability lowers the cooldown of ALL of Ezreals abilities! simply put, an awesome skill, and one of the best poking skills in the game.
W: Essence Flux
Active: Ezreal fires a wave of energy in a line. Any allied champions it travels through have their attack speed increased for 5 seconds.
Cooldown: 9 seconds
Cost: 50/60/70/80/90 mana
Magic Damage: 80/130/180/230/280 (+0.7 per ability power)
Attack Speed Buff: 20/25/30/35/40 %
This used to be so much better than it is today. it simply is no longer worth maxing first because it no longer applies an AS debuff like it did pre-nerf.
E: Arcane Shift
Active: Ezreal instantly teleports to a nearby target location and fires a homing arrow at the nearest enemy unit, dealing magic damage to it.
Cost: 90 mana
Teleport Range: 475
Arrow Range: 750
Cooldown: 19/17/15/13/11 seconds
Magic Damage: 75/125/175/225/275 (+0.75 per ability power)
a flash that deals damage? Whats not to like? good initiation or escape tool, depending on if flash is up or not.
R: Trueshot Barrage
Active: Ezreal charges for 1 second to fire a powerful broad energy missile that travels in a line across the whole map and deals magic damage to each enemy unit they pass through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.
Cost: 100 mana
Cooldown: 80 seconds
Projectile Speed: 2000
Magic Damage: 350/500/650/(+1.0 per bonus attack damage)/ (+0.9 per ability power)
Minimum magic damage: 105/150/195/(+0.3 per bonus attack damage)/ (+0.27 per ability power)
Ezreals ultimate. and boy is it ULTIMATE! a huge skillshot that does mega amounts of damage, and is just as useful in lane as it is for stealling objectives(ie:baron or dragon)it is fairly fast moving, and also can be used to stop creep waves from pushing a turret if your entire team is at baron and you need to join them. also it is a great starter and finisher for team fights, and a well placed one can change the teamfight completely around.