Hello everyone, today I will give you a tutorial on Ezreal. Ezreal, everyone used to call him EZ, the son of a fist. A shooter hero with very high playability and many skins [after all, his own son]. In the current version of the bot lane ecology, EZ has actually quietly climbed to the T1 level.
Compared with Kai'Sa and Samira, these late-stage core ADs, EZ's late-stage abilities are not as good as theirs.
However, EZ's online consumption ability, pulling and chasing abilities, and self-protection skills make him still popular in the bottom lane.
As long as you make good use of EZ's pulling ability against those short-handed ADs in the lane, they will not be inferior to those big-core ADs at all.
Moreover, EZ is used in the mid-term. It can be consumed by taking advantage of the hand length before team fights. Compared with other ADs, it is easier to find the output position.
In this issue, I will teach you the early laning ideas, the recommended combination of EZ and auxiliary, the mid-to-late stage development and team battle ideas, and the detailed combos of EZ!
Main line: Conqueror - Calm and Calm - Bloodline - Critical Blow
Secondary: Somewhat Magical Boots - Biscuit or Mana Flow Tie - Transcendence
Rune Shard: Attack Speed + Adaptability + Armor
Main system: Initiative - Somewhat Magical Boots - Biscuit - Astral Insight
Secondary: Calm and Calm - Bloodline
Rune Shard: Attack Speed + Adaptability + Armor
Conqueror can improve the ability of continuous output in laning and team fights, calmness can provide mana recovery, and bloodline can provide some life stealing attributes.
If you like the CD to be shorter for the secondary system, go for Mana Flow Tie and Super Burn. If you like to rely on lanes to speed up development, go for Shoe Biscuits.
The purpose of leading the attack is to accelerate development, make a three-piece set in advance, and usher in your strong period faster.
Level one point Q, level two point E, level three point W
Main Q and deputy E, there is R point R
Flash + Heal or Weak
Flash + Purify
There is also a cat as an auxiliary. If you have Weakness and Ignite, you can also use Purify.
Dolan Sword + Life Potion or Long Sword + Life Potion*3
Under normal circumstances, buy Dolan Sword and add one bottle of medicine. If the opponent's bot lane combination has a strong consumption ability, buy a long sword and add three bottles of medicine.
Tears of the Goddess + Long Sword or Tears of the Goddess + Light
If you have enough gold coins, you will give priority to shining. If you don’t have enough gold coins, you will add tears and swords.
If there is a lot of pressure on the lane and you just want development, you can also buy red crystals to increase your blood volume.
Holy Separatist + Demon Sect + Serelda's Grudge
Power of the Three Phases + Demon Sect + Cerelda's Resentment
If the enemy has fewer enemies in the front row and more squishy enemies, pick three options. If there are more enemies in the front row or the assassins are super developed, choose Holy Separator.
The advantages of the three items are high damage in the early and mid-term, and the attack speed bonus can make the connection between EZ skills + level A smoother. The disadvantage is that the damage in the later stage is significantly lower than the divine points.
The advantage of Shenfen is that it provides more blood to improve fault tolerance, the Q skill can trigger the recovery effect, and the damage is higher when playing in the front row.
The Bite of Mamotius
Heart of Frost
dance of death
Alchemy Punk Chain Greatsword
guardian angel
black cutter
Greedy Hydra
It has strong laning consumption ability. The Q skill with its short CD and the passive skill that reduces the skill CD when hit can allow EZ to consume more frequently.
Excellent chasing and pulling abilities. Although EZ's basic attack range is only 550 yards, his Q skill has a range of 1150 yards.
Use the short CD Q skill and the displacement of the E skill to pull and chase enemies with short hands.
The ability to clear lanes is weak. If faced with a bot laner with a strong ability to push lanes, it is easy to be trapped under the tower and can only replenish the tower knife, unable to use the advantage of EZ for blood exchange consumption.
Only the R skill is an AOE damage skill, and the other skills are single-target damage. It cannot provide AOE output like other ADs through the equipment of Runana's Hurricane.
The skills are all non-directional skills and require a certain degree of accuracy. If the skills cannot hit, they will only have flat A damage, and the damage is not stable enough.
Soft Assistant: EZ + Karma or Feng Nu or Nami or Cat
Hard support: EZ + female tank or Titan or Thresh or robot
The bottom lane is very particular about combination. AD paired with a suitable assistant can improve the laning ability, and even have the effect of 1+1 greater than 2.
I recommend EZ paired with Karma. It is a very powerful consumption combination in the early bottom lane. Karma's E skill can enhance the pulling ability and pursuit ability. Karma's Q skill can make up for EZ's weak wave clearing ability.
Nami is also a good choice. After leaving the empire, she can provide a high damage bonus to EZ with her E skill, her W skill can restore blood, and her Q and R skills can protect EZ or provide control.
EZ is paired with female tanks or Titans. They can provide stable control and improve the hit rate of EZ skills.
It's up to them to find opportunities, and EZ can keep up with the output immediately when initiating the initiative.
The strength of Lucian and Nami lies in their high explosive ability. Nami gives E Lucian a set of bursts in his face.
It’s best to use EZ plus Karma or EZ plus Titan Sun Girl to deal with it here.
EZ plus Karma can consume and suppress Luciana Mei in the first few levels, and the ability to push the line is also better than theirs.
Karma and EZ can use QE skills to pull the short-handed Lucian, deceiving him and Nami's E skills, and then find opportunities to counterattack.
The strength of Samira paired with hard assist is that after the assist provides stable control, Samira rushes in and then uses a set of output to kill the target instantly.
If they get the advantage after level 6, it will be a combination that jumps over the tower without any brains.
It is recommended to use a Taurus or a Titan female tank. If it is Samira paired with a Titan, we will use the Japanese female tank, and vice versa.
Summoner skills can bring purification to remove the control of auxiliary, because Samira also has purification in most cases, and her weakness will be removed by him together with auxiliary Ignite.
In the lane, use the advantage of long hands to consume him. When the support takes control first, force Samira to hand over the W skill and then all in to prevent him from using W to resist EZ's skill damage.
After level 6, let the auxiliary have at least one control skill, interrupt Samira when she gets an S-level rating and launches her ultimate move, and then cooperate with the auxiliary to counterattack.
The strength of the Shadow Island combination lies in the skill combination of skate shoes and Thresh.
Thresh's Q and E can initiate the initiative, and W skill can rescue the skateboard or bring him to the hooked target.
The E of the skateboard shoes can slow down the target and improve the hit rate of Thresh's control skills. The R skill can send Thresh to the enemy's face and provide control, and can also rescue Thresh. They complement each other.
To fight them, go with Karma or the female tank Titan.
Kalma and EZ are very flexible. They can use their high mobility to consume skateboard shoes at a safe distance. If the blood line of skateboard shoes is lowered, Thresh will not dare to step forward casually to hook.
The multi-stage control of the Titan female tank can limit the skateboard shoes, making it unable to output, and EZ can follow up to focus on the skateboard shoes.
When facing some strong combinations [such as the combinations mentioned above], you can communicate with the jungler at the beginning and ask him to switch to the jungle or solo.
This can avoid the strong enemy in the early stage to operate the army line first to create an opportunity to grab the second place, further suppressing our last-hit development.
Or if your own team has come up with a strong laning combination, and the laning pressure in the first few levels is greater than the opponent's bottom lane, you can also choose to go online first to maximize the advantage of early combination suppression.
The first three melee soldiers in the second wave of the bottom lane will be upgraded to the second level. At the first level, pay attention to using QA to push the line, find more angles with Q to consume the enemy, and put some pressure on the enemy so that he will not dare to last hits at will.
When the line of control develops, you can stand on the side of the line of soldiers. If the opponent's AD hides in the line of soldiers, it will not release Q, but it must suppress the enemy by constantly moving and pretending to ask for AQ.
You can take the opportunity to consume it when the enemy's AD is doing the last hit. You can use Q to attack when it uses normal attacks to hit the last hit, raises your hand, or is in a frozen state when using a skill.
If you cannot gain a clear advantage in the early stage, you should still focus on developing and helping the jungler to obtain neutral resources. When neutral resources are refreshed, push first and move first. Try to get as many resources as possible in the early stage.
Ezreal's skills will provide himself with an attack speed bonus when hitting, lasting 6 seconds, and can stack up to 5 times.
In the early stage of laning, at least one or two layers of passives should be maintained at all times to ensure that the QWE release can directly stack up the passives during the battle and improve the output ability.
Q can apply attack special effects
EZ's main output and consumption skills, combined with the superimposed attack speed passive, can achieve seamless skill connection with normal attack output.
A single-target damage skill, the skill casting range is 1150 yards [about twice the EZ normal attack distance]
Q skill hit rate has a direct impact on EZ's output ability
When laning, you can observe the soldier line to see which soldier has residual health. Adjust the position where Q can reach the enemy hero and then pretend to hit the last hit.
After killing the minion, you can immediately release the Q skill to make the enemy avoid it.
When fighting, cooperate with the support to force the enemy to move. First attack without Q, then wait until the target is forced into a dead corner or unable to move, and then use Q.
W can pass through minions and attach to the enemy hero. Try to use skills to detonate, and mana will be returned.
EZ's E skill will give priority to targets hit by W, so when laning, you can use WEA's small combos to consume the enemy.
E is a displacement skill. During a duel, you can use E to adjust your position for output to avoid being blocked by the line of soldiers or another enemy and unable to release the Q skill on the original attack target.
The role of the E skill in jungle battles will be greatly improved. When being chased or taking the initiative to attack, you can use E to climb over the wall to find a safer output position.
The E skill can avoid hook-type skills, such as Robot's Q and Titan's Q.
If you use the E skill at the moment of being hooked, you will be damaged but will not be interrupted by the hook or displacement. It will still be teleported to the point where the mouse pointer lands.
AOE damage skills need to be charged for about 1 second before being released, so the timing of release needs to be grasped.
When you want to consume suppression in the lane, you can pretend to go to the river jungle area to be an ward, and blindly release the R skill towards the enemy based on the situation. The damage to the hero in the early stage is still considerable.
The R skill can be released across the map, predicting the location of other online enemies with residual health, and releasing the R skill towards them to complete ultra-long-distance kills.
When your teammates are fighting or fighting in a canyon group, if it is too late to rush over to support them, you can also release the R skill in their direction, and you may be able to pick up a few assists and kills.
The R skill can also be used to clear the line in special circumstances. For example, when neutral resources are about to refresh, if you finish pushing the line first, you will have the opportunity to move to support first.
EZ's four skills all have skill forwards. Using flash immediately during the skill reading can extend the skill casting distance.
Q flash is mostly used to adjust the release position and extend the casting distance of Q. During the battle, if the enemy wants to avoid the Q skill by bypassing the line of troops or monsters, you can use Q flash.
W basically does not need to be connected to flash, because it is just a passive skill. When other skills can be used to flash output, W can naturally be used.
E flash is generally used when chasing the enemy. When the enemy is far away and needs E plus flash to keep up, using E flash can still cause the damage of the E skill to the target when chasing the target.
R flash can be used when fighting to avoid the enemy's frontal skills. For example, EZ releases the R skill at the enemy's brilliance, and the enemy's brilliance also fires a big move at you.
You can use R to flash to change the hero's position, but it will not change the skill trajectory and you can still hit the target.
W hangs on the enemy first, using the E skill priority selection mechanism, then uses E to detonate W and then connects with A to complete the consumption.
Usually, I hide in the grass and use blind vision WR to start with two consecutive moves to ensure the hit rate of WR, then use EA to target the enemy, and then use QA to finish.
After each skill of EZ is released, it can be quickly connected to the basic attack. However, after releasing the skill, you have to move slightly before launching the basic attack, which will be smoother.
Q starts with A, then moves a little, then WA, then EA, then QAQA and that's it.
Pay attention to your position before fighting a team, and use Q more to consume the opponent.
Observe which hero on the opposite side poses a threat to you, focus more on him, and ensure that you are at a safe distance from him.
In a team battle, give priority to those who can be hit. If the enemy's C position is out of touch or has low health, if the situation allows, find an opportunity to go over with E and cut off the enemy's C position [E does not necessarily have to be in front of the face, E to the side of the target or It can be done within the casting range of the Q skill]
EZ can be said to be a shooter hero that is relatively easy to learn, but it still requires solid basic skills [go A, and the skill connection is as smooth as A]
Another thing is to learn to predict the enemy's position, observe the enemy's positioning habits in the lane, and use the Q skill to test
In this way, the hit rate of skills can be improved during a duel, and the embarrassing situation of using up all the skills and insufficient output damage can be avoided.
Okay, so that ends our Ezreal teaching today.