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3v3 Ezreal, The Twisted
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Spells:
Ghost
Flash
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
With this build you will obtain close to maximum CDR, and high burst damage.
Pros
- Long Range
- Burst and Dps
- Mobility
- Takes towers down nicely, and can AS buff team.
- Capable of Kiting
Cons
- Squishy
- Targeted
- No CC
- Pretty useless without team around
Rising Spell ForceThis passive is why Ezreal is most commonly built AD. It gives him a lot of pure power. This passive helps you kick towers down pretty fast. Not much to say other than that.
Mystic ShotA very powerful harassing tool, and your main source of damage. This lowers all of your cool downs(including
). It has a very long range, and in team fights you will basically be barraging this into the battle, focusing on the carry or person most dangerous to the team. This skill unleashes the proc that
Essence FluxThis skill is used primarily to build up your passive. However it can be used to increase your dps if you have extra mana at disposal, and can also be used to buff/debuff during teamfights. Use this skill on teamates while pushing into towers, it not only helps them but it also helps you. For every this skill passes through your passive gains one stack.
Arcane ShiftEscape, chasing, kiting, and general mobility mechanism. Try not to burn this skill up during the laning phase. You can switch from the middle of top lane to the bottom lane in about 4 seconds with this skill. This gives your opponent almost zero time to react, at the cost of only mana.
Trueshot BarrageA somewhat powerful ultimate. The cool down is very low for the damage it deals. Remember that your
Marks: Standard Armor penetration. Do not take anything else.
Seals: Mana regeneration per level. This allows you to spam skills easier. I suppose they could be switched out for Flat armor runes, but i feel like these are more valuable to Ezreal. These runes help
Glyphs: More Mana regeneration per level. More skill spamming. Faster ultimate. Could be switched for flat cool downs or flat magic resistance.
Quintessence: Armor penetration for higher damage output. Could be switched out for flat hp, for an easier early game. I personally never have much trouble in my early game, so i feel they are unnecessary.
Secondary viable tier: 21/9/0
The main reasons for Going deep into the utility tree is for:
-
Meditation
(Mana Regeneration) -
Utility Mastery
(Buff Extension) -
Quickness
(Move Speed) -
Intelligence
(CDR) - Combined with the items in my build you will have a total of 31% cool down reduction.
The main reasons for the Defense Tree are:
- Resistance (Magic Resistance)
- Hardiness (Armor)
Flash A perfect getaway and lane changer spell. My favorite. Flash is especially useful in 3v3. A nice trick i like to use is this: Your 1v1 top when someone from bot comes to gank you, when he reaches top lane flash over the south wall, run into the range of the loner in bot,
Ghost A spell for positioning, but mostly for escapes. I usually don't use ghost on any champion, but i find it useful on Ezreal.
Exhaust Regardless of what summoner spells you want, you should get this spell if your team has no reliable CC. No stuns? Your team now requires that you have exhaust. Plain and simple.
Cleanse This gives you an extra layer of survivability, When facing someone like
+ 3
-OR-
+5
The Brutalizer is a very good beginning game item. I choose it over
Sheen is a very strong item. When you activate This is the end of the core build. The core build to this guide is very small, because i find that these are the main items that i always get regardless of the game. As most 3v3s are short lived, i feel this should be the only main core.
The Bloodthirster is a very powerful weapon. This item will have you dishing out extreme damage, while being able to farm the buffs out of the jungle easier. Life stealing in between battles helps keep you on the field. This item was going to begin the core build, but i decided not to.
The Black Cleaver Helps you to destroy the armor of your opponents. This item is especially useful when you have other AD characters on your team, as it helps them to do more damage on whoever you are getting stacks on.choose one
Banshee's Veil is what I usually end up getting. The spell sheild is great for anti-initiation. Extra health is very helpful and the MR helps you to not get bursted down quickly.
Randuin's Omen offers some nice CC as well as armor and health. I would really only recommend getting this depending who on the enemy team is doing good. For example: they have a super good Olaf and he keeps breaking your face.
As you have no CC you will want AT LEAST one slow and one stun on your team. Without some decent CC on your team you will most likely get stunned to death.
These champions are all good picks. This is how they should be paired:
- Tanky Caster + Bruiser
- Tank + Bruiser
- Tanky Caster + Tank
Some good team combos i like alot for TT is:
With alot of my suggested team comp. you should be the one in the solo lane.
You need to be last hitting every minion you possibly can, while maintaining a basic lane dominance. Dominating the solo lane with Ezreal is'int too hard so long as you didint pick
Any time an enemy steps away from the minion wave
Warding Dragon and Red buff are the most important, as those areas have the most information you can gain with a ward.

Killing the dragon is a very important part of the game, as it buffs your entire team, and leaves them deprived from the buff.
-
The Buffs on the map should be divided like this:
- Red buff(Slow & Burn): Ranged Dps (Ezreal)
- Green buff(AD & AS): Bruiser or melee dps
- White buff(movement): Anybody
Use your skills on minions while hitting a tower, it will make you attack faster from your passive. If a teammate is also pushing a tower with you, use






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