Talk:Ezreal/@comment-69.244.210.223-20120423115912/@comment-2124153-20120424175052

Every carry is different, even though they all generally build the same things for items. The carry you pick depends on what your team wants. To answer your examples:

Ezreal is used for his solid earlygame, teamfight burst (Trueshot Barrage), poking power, mobility (Arcane Shift), and utility (shuts down AS-based DPS with Essence Flux). He lacks CC, and is only medium-range as an autoattacker.

Ashe is used for utility (slow, Hawkshot vision, initiation with ult) and range. She is the weakest carry damage-wise because of her base stats, and the lack of a steroid. But she has good range, and ECA is one of the best initiation moves in the game.

Graves is used for his durability (passive), utility (smoke screen), and burst. He falls off a bit lategame as a carry, but earlygame his burst potential is pretty obscene. You pick Graves to win your lane and shut down the other carry.

Kog'maw is your prototypical "hypercarry". He is weak early, and has next to nothing for escapes, but if he gets farmed and his team protects him he basically shreds enemy teams like nobody else with his scaling on-hit and excellent range. Also a very good champion to have in a tower siege situation, because of the range on his Living Artillery.