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http://www.battlecrank.com/ezmo-guide/
But if you didn't do yet, it worth to read this guide:
{LINK REMOVED}http://www.battlecrank.com/ezmo-guide/
- bolted(or get what u want) - Big attack range for ezmo is op
-disruption - for cancel ult and spells
-arcane barrage - Giving more dmg when u in defence mod.
-face melt - its giving more ez dmg, if u can E
-imp rush - making your shield good survive ability.
m2 range, silence on m2, more ranger after hitting your root, +1 charge m1 when you used your escape skill, faster movement on escape skill
Disruption-The silence is a necessity even for just instant casts as one problem with ezmo is his lockdown power. Hitting it at max will allow you to get your 3 charges off and an instant cast (which is mostly how I use it) buys you a tiny bit more time before enemies can try to jump on you again.
Wreak Havoc-I really only get this one with chaos barrage as it helps get the 32 damage per jump out much quicker. I'll replace this one with whizz if I don't get both.
Chaos Barrage-Again I only get this with Wreak Havoc for the damage potential. I'll likely replace this one with his ult battlerite to keep offense up if I'm not putting it on my space.
Bolted-Another necessity for Ezmo imo. This gives you infinitely better poking power than your right click can offer and hits for 48 total damage damage when combined with face melt. Throw down your R for an extra 24 damage. Having these two battlerites makes your shackle extremely dangerous, and the best part is that you don't even have to get closer.
Face Melt-The bonus damage is quite helpful and works on your book as well. All of Ezmo's shackle battlerites are amazing, but when it comes to strong healers you can swap this one for undermine to reduce their healing. Bolted is a must however.
Pro Tip:Bolted's bonus attack range lasts until your next full reload and your space reload does not count towards this. This means landing shackles, blowing all your attacks, then using space will allow you to keep the bonus attack range. This continues through the second jump as well. Ezmo's space is very important to his damage AND his survivability so I only recommend using space after landing shackle if you're sure your target can't escape far enough or counter you. with and their allies won't punish you afterwards.