Introduction
While Ezreal has been gaining popularity at the end of patch 14.17, he's been tweaked a bit, making him more reliable and stronger against his primary target. Let's dive into this comp together.
Late game comp (lvl 9)























Why is Ezreal solo front ?
In patch 14.17, Ezreal used to always dash before casting, then cast towards the biggest clump of enemies. Now, he will only dash if there's an enemy on a hex right next to him. By putting him as the solo front, enemies will aggro him and he'll dash out.
He will get damaged a bit, but this'll allow enemies to line up for his spell that works slightly differently. Now, Ezreal will cast through his primary target, meaning he'll only hit them if there's no one behind his target.
What makes the comp strong ?
On top of Ezreal now dealing more magical damage to his primary target on top of the physical damage all of the enemies hit by his wave take (the physical damage being reduced with each enemy hit), Hwei has also been buffed a bit, with his thunderbolts hitting hits targets faster. Varus also has a spell that hits a much larger area, with all of the units one hex around his target taking the full impact of his spell.
How to know when to go for this comp ?
This comp is reliant on Ezreal 3 (and if you can, Morde 3 and Hwei 3), so you'll need to roll at lvl 7. As such, you'll want a strong economy, so one such augment in 2-1 will be almost mandatory. We'll see which ones are good below.
Of course, starting with components Ezreal will use makes for a good lead.
As always, when you go for a reroll comp, you'll need to check whether you're about to be contested. If there are Portal starts, or players with Blaster Crest or Crown, there's a high chance you'll get contested (though the sooner will probably only do Ezreal 2 so you'll still be able to hit Ezreal 3).
Good augments for the comp at 2-1










If you go with Hedge Fund or Double Down, try going for a loss streak to get prio on caroussels. With Trade Sector and Epoch, save up all your free rolls (which now are saved between rounds) until you get to lvl 7, then you can drop to around 30g to stabilize, then build up your economy back up and slow roll over 50g.
With Three's Company, there's quite a high chance you can get Ezreal, Mordekaiser and Hwei, you can sell the others to get a headstart.
Advantages and drawbacks of this comp
This comp is very solid both to burst big frontliners and to reach backline, since with Infinity Edge and Last Whisper, Ezreal with still deal around 1500 damage on backline units after the damage reduction if he crits. The 4 Vanguards are a good frontline, giving time for your carries to cast.
As for the drawbacks, this comp is vulnerable to ones that are also able to reach backline, such as Frost with Diana and Twitch, Shapeshifter with Briar, or Witchcraft Karma. Indeed, if Ezreal, Varus and Hwei die, you are left with no damage, even if Mordekaiser stacks Damage Amplification with each cast, it will most likely not be enough, except if he's doing a 1 on 1 and if he's 3 stars. It also requires specific items for Ezreal to get the best damage output, and the most obvious bad side is that if you don't hit Ezreal 3 (by being contested or simply because of bad luck), it'll be difficult to grasp a top.
Conclusion
This comp is a rather straight-forward one, with very good results, but has several requirements that will stop you from getting more than a top 4 if you can't meet them (and even a top 4 will be good in that case).
Feel free to tell me in comments how well this comp performs for you, as well as improvements you could think of for this guide or future ones. Also, make sure to follow me to have easier access to other guides from me.