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EZ and manamune

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pubes2000 ?? Senior Member
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09-11-2012

People dont like manamune with Ezreal. They see me rolling it and they hating.
People need to know its purpose. Its a mid game item, when compared to another mid game item.... tri force its bloody cheap. And late game you sell it. No biggy

 
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IonDragonX ?? Senior Member
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09-11-2012

Ummm....
No debate here. :?

 
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Chaiyns ?? Senior Member
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09-11-2012

It's not that manamune is bad on ez, it's not bad at all, there are just better choices.

Also generally on ez if you're having mana issues after getting a sheen, then there's something(s) you aren't doing optimally.

 
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raidenking1 ?? Member
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09-12-2012

and if u sell it late game u completely wasted the money and time u spent farming it compared to urgot and ghoul man(name is slippping me right now) but they get it cause they generally also get other items tht also increase mana like karthus or ryze who might get roa and archangel for optimal gain from the passive. ez doesnt do this. ur much better off getting triforce for ALL the stats it gives which is good all through the game. and straight dmg with crit or armor pen aka ie and lw

 
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iKeychain ?? Senior Member
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09-15-2012

Why would you sell it late game when the whole point of it is to farm it in order to benefit your late game? that's why champions like yorick and urgot get it. so they can spam all through late-game while getting stronger

 
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RogueJB ?? Junior Member
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02-05-2013

Manamune is the single strongest item on Ezreal period. The only thing thats bad about Manamune on Ezreal is noobs who don't have a clue as to how to play ezreal or use a Manamune. Heres a typical ranked game in solo que as Ezreal for me. Go into lane with boots and 3 health pots, play passively until I have 2100G minimum, recall get my tear (not a full Manamune, with no stacks it is pointless) and a Brutalizer. That way I have 20 bonus damage, CDR as well as a virtually limitless surly of mana, I have never been pushed out of lane with those items (and a few more health pots) unless there is a 4 man turret dive with no MIAs.

Back to the issue of Ezereal W/ Manamune. When bad players see that they assume the Ezreals is bad no mater how skilled of a player they are, the both ignore anything the Ezreal says and ignore them in teamfights. Muramana alone gives you a bonus 40 physical damage and you can't run out of mana. Usually I have at least 2500 mana at the end of a game, that is a total of 90 bonus damage from an item cheaper than a BT or really any other item used on an ADC. Also with the new Muramana active you can deal a bonus 120 magic damage per q/autoattack.

Heres my tip for people who don't like manamune, just play the game without crying about the ADCs build and don't play team death match, this isn't black ops. Play for turrets and stop feeding.

 
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jmlinden7 ?? Senior Member
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02-05-2013

If you build manamune on Ezreal, you are no longer an AD carry by definition because you aren't building the most damaging crit items. You become bruiser ezreal. If your team has enough damage where they can allow you to build bruiser ezreal, then that's fine, but most teamcomps need an actual ad carry.

 
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Kholdstare13 ?? Senior Member
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02-05-2013

Mystic shot is a great way to proc muramana late game. iceborn v triforce, and even mikhail's can support your mana expendature in teamfights while providing a good defensive boost. Otherwise just stick to your damage build, BT/BRK, zephyr, LW...

 
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HereticSage ?? Senior Member
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02-05-2013

The issue just happens to be that on-hit damage doesn't crit, which is the main way an adc does damage, through infinity edge and BT as the base for your power, with phantom dancer allowing you to attack more with more crit chance (or trinity force, in ez's case), and last whisper enabling you to punch through armor. There's really only a 1-item flexibility in an adc build, and most people use that last slot to obtain defense (in the form of Guardian Angel). That's also the reason I criticize iceborn gauntlet on ez (which only gets me downvotes these days, sigh).

 
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67chrome ?? Senior Member
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02-05-2013

Quote:
Originally Posted by RogueJB View Post
Muramana alone gives you a bonus 40 physical damage and you can't run out of mana. Usually I have at least 2500 mana at the end of a game, that is a total of 90 bonus damage from an item cheaper than a BT or really any other item used on an ADC. Also with the new Muramana active you can deal a bonus 120 magic damage per q/autoattack.
This thread was started before the Season 3 patch though, when Muramana didn't exist at all, making this a bit of a necro post. Trinity Force was stronger and Manamune was considerably weaker at that time.

Quote:
Originally Posted by HereticSage View Post
The issue just happens to be that on-hit damage doesn't crit, which is the main way an adc does damage, through infinity edge and BT as the base for your power, with phantom dancer allowing you to attack more with more crit chance (or trinity force, in ez's case), and last whisper enabling you to punch through armor. There's really only a 1-item flexibility in an adc build, and most people use that last slot to obtain defense (in the form of Guardian Angel). That's also the reason I criticize iceborn gauntlet on ez (which only gets me downvotes these days, sigh).
ADC's are reliant on increasing their damage output exponentially, which doesn't necessarily have to involve critical strikes. The thing that generally allows carries to ramp up their sustained damage to a point it allows them to carry teams is the amount of multipliers they have - and those multipliers include attack damage, attack speed, critical strike chance and damage, armor penetration, and multi-target damage. In season 2 only attack damage, attack speed, and critical strike chance were really plentiful enough to build around - now Hurricane/Hydra offer enough reliable multi-target damage they're viable picks, and with the new way armor and magic penetrations are calculated you can go for penetrations as a multiplier instead. So no, critical strikes aren't required for an ADC at all, and you do have flexability in a build. Beyond that On-hit effects not benefiting from things outside of attack speed doesn't matter if they still deal noteworthy damage. If it's cheaper to increase DPS with certain on-hit effects than actually scaling other attributes with critical strikes than the on-hit effects aren't going to waste. which Muramana certainly does, as you more or less pay for the AD on it by the time it's fully stacked, dealing the bonus magic damage really is more of a bonus. It's important to note Ezreal's spam-happy Mystic Shot can't critically strike, but does apply Muramana's on-hit effect and can benefit from armor penetration, so with ADCs like Ezreal that have single-target spells you really don't need critical strikes at all.

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