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Choose Champion Build:
-
Standard AD Carry Ezreal
-
AP Ezreal
Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability







Ezreal excels in lane and into the mid game due to his high outplay potential, burst and mobility. His





+Positive Pros++ High Burst Potential + Low-Cooldowns + High Mobility + ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
-Crumbling Cons-- Item-Dependent - Innately Squishy - Mana-Reliant - Skill-Shot Dependent Although altogether ![]() ![]() ![]() ![]() ![]() |


+
Synergy + |
+![]() + ![]() + ![]() + ![]() |
Due to ![]() ![]() ![]() ![]() |

-
Counters - |
-![]() - ![]() - ![]() - ![]() |
Although ![]() ![]() ![]() ![]() ![]() ![]() |



AND
OR
|
For summoner spells, you should always take ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |



Greater Mark of Attack Damage/
Greater Quintessence of Attack Damage: 9 AD marks and 1 AD quint allows for optimal last-hitting and lane control. Since minions have low armor values, ArPen marks are considered unnecessary.
Greater Seal of Armor: After the nerfs on
Greater Seal of Armor, it is more viable to take a even mix of both
Greater Seal of Armor and
Greater Seal of Health. I decided the best mix of seals for me was 4
Greater Seal of Armor and 5
Greater Seal of Health as they give a good combination of both health and armor to protect from AA harass and magic damage harass from enemy supports.
Greater Seal of Health: They are now amazing due to the buffs towards them however I wouldn't replace everything with them. A little bit of armor is still nice and appreciated. That is why I take a mix of 4
Greater Seal of Armor and 5
Greater Seal of Health
Greater Glyph of Magic Resist: 5 MR glyphs mitigates the damage you receive. They are usually useful in lane to reduce the poke/burst from AP supports.
Greater Glyph of Mana Regeneration: 4 mana regeneration glyphs helps greatly with your mana in lane whilst you are trading/last-hitting.
Greater Quintessence of Attack Speed: Due to the buffs toward
Greater Quintessence of Attack Speed and the nerfs towards
Greater Quintessence of Life Steal, it is actually more efficient to replace the
Greater Quintessence of Life Steal with
Greater Quintessence of Attack Speed.
Alternatives


- greater mark of hybrid penetration: I take 9 HybridPen marks in order to boost the damage of both my autos and my abilities.
Greater Seal of Armor: Same reason as to why I take 9 Ar seals on my Marksman page.
Greater Glyph of Ability Power/
Greater Quintessence of Ability Power: I take these in order to benefit off the high scaling of
Essence Flux and the recently increased ratios of
Mystic Shot.
Alternatives























































AD
Ezreal
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() During the mid-game, you will want to have at least a ![]() ![]() ![]() ![]() ![]() As we head into the late game, we will usually want to purchase a defensive item. It is probably best to buy this as your 5th or 6th purchase. Generally you would want to get a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

AP
Ezreal
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
As AP ![]() ![]() ![]() ![]() ![]() ![]() ![]() By mid-game, you will want to have at least ![]() ![]() ![]() ![]() ![]() ![]() ![]() In the late-game you will want to be picking up either 1 or 2 defensive items to increase your survivability in teamfights. You will want to buy either ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |


PRE-LANE PHASE
Once you load into the game, you should be heading bot-lane with your support. Your support should be anyone who can keep you safe and allow you to farm into the late game. You could choose to go a more aggressive route and have a champion like


LAST-HITTING
Since the main goal of the laning phase is to get ahead of the enemy in terms of gold, you will need to have semi-competent last-hitting skills. Landing the killing blow on an enemy minion gives you gold, which is essential to the purchasing of item. This allows you to safely get farm without overextending. Last-hitting is extremely important in order to scale into the mid-late game. Until you get the hang of last-hitting you should try using

FREE POKE
Because you're last-hitting it would be safe to assume that your enemy laner is as well. By watching your opponent's movements, you should see a pattern where they would go closer to a low health minion in order to last-hit it. By waiting for them to go in to last-hit, you should be able to catch them in the middle of their auto-attack animation. During their auto-attack animation they cannot move until the projectile has left the champion. This means that the safest time in order to get harass in is this time frame as they cannot retaliate.
EARLY GAME HARRASS
In the early game, you will either be harassing with your abilities or a combination of both. A simple combo to perform early game is to auto, then use

EARLY WARDS

During the laning-phase, you will want to help your support ward key areas. On the diagram above I have marked areas which you should be warding regularly, when you are playing on either side of the map. Warding river and the tri-brush is key in order to keep you safe from the enemy mid laner and jungler. You should also ward your lane brushes in order to prevent a lane gank. An important thing to keep in mind is that, you or your support should be watching the map regularly.

As of right now

Thanks for reading this guide, I will add more about mechanics later.
CREDITS
- jhoihoi for making her guide: http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
- IcyAlbie for giving me information on AP
Ezreal.
CHANGELOG
-16/04/2014- Update runes and summoner spells to 4.5 patch -
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