Ezreal Build Guide by Bossieboy
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Ezreal is a ranged DPS carry that can function as an AP mage, an AD carry or a Hybrid DPS. In this build I will talk about his capabillities as AD carry.
Greater Mark of Armor Penetration
Greater Glyph of Attack Damage
Greater Quintessence of Attack Damage
Greater Seal of Attack Damage
These runes are completely aimed at doing damage. In my opinion Ezreal is a very mobile champ, considering he's an AD carry. His Arcane Shift is a free Flash, which allows him to survive all but the deadliest ganks. His Mystic Shot should allow him to harrass from quite the distance, meaning you won't have to get too close untill you think you can go make a kill.
If you aren't too confident, get hp regen glyphs in stead of the AD I've set up.
It's very important you take Weapon Expertise and Sunder because this will help late game, in the tension before a teamfight. It will allow you to harrass every member of the enemy team (including tanks) a lot better.
For the defensive masteries it's better to take 3 points in Hardiness than in Resistance because you will most likely go bot lane with a support against an AD carry and support. Which means the armor will be better than the MR.
Rising Spell Force
Hitting a target with ezreal's spells will heighten his attack speed with 10 %. This spell can stack up to 5 times for a max of 50 % increased attack speed.
!! Hitting multiple opponents with a spell eg: 2 enemy champs with Essence Flux, will give you 2 stacks !!
!! When attacking a tower, try to occassionally hit a minion with Mystic Shot so you can keep the attack speed bonus up !!
Ezreal fires a fast bolt of energy for moderate damage that deals attack damage on the first enemy target it hits. If this attack hits every of Ezreal his cooldowns will go down. This attack also procs on-hit-effects eg: Sheen or Vampiric Scepter
!! Use this skill everytime you see an opening between minions to harrass your opponents !!
!! If you have any kind of mana regen (Blue buff or a support with Mana Manipulator) don't be affraid to spam this as it will lower the cooldown on your other spells !!
!! Get sheen as fast as possible to make Mystic Shot proc the extra damage !!
Ezreal fires a bolt of yellow energy that will hit every champion it travels through. An allied champ hit by this gains an attack speed increase. An enemy champ will have his attack speed reduced.
!! Only level this skill first if you are gonna build AP ez !!
!! When attacking an important target (Tower, Dragon, Baron Nashor,..) make sure to hit your allies with this as it will heighten their attack speed !!
!! Be aware not to spam this skill as AD ez, as the damage doesn't compensate the high mana cost !!
Ezreal instantly flashes towards target area, he also fires a bolt that does magic damage to the nearest enemy unit.
!! This spell allows Ezreal to play without Flash without being punished for it !!
!! Use this spell to close the gap between you and a target, if you fire Mystic Shot immediatly after Arcane Shift you fire it from where you will land !!
!! You can use this spell to get over walls !!
Ezreal channels for 1 second and fires a powerfull wide shot over the entire map which damages every enemy unit it passes through. The damage dealt, however, goes down for every unit it has travelled through. The damage can go down untill it reaches 40 % of the original damage.
!! Use this spell to finish off fleeing opponents !!
!! Clairvoyance can reveal the path fleeing enemies are taking or low hp enemies that are recalling, giving you a clear shot !!
!! This spell takes lots of skill to use, practice it a lot in normal games before taking Ezreal into a ranked game !!
!! This spell will fire even if Ezreal gets CC'd during the channel. If he dies during the channel, though, the spell goes on full cooldown without firing !!
PROS / CONS
- Innate flash = Arcane Shift;
- Great harrassing power from a distance;
- Viable in most teams as he can be built AD and AP;
- Can finish off opponents who are waaaaay out of range Trueshot Barrage;
- Mystic Shot instantly procs on-hit-effects eg: Sheen or Frozen Mallet
- Very very squishy;
- Essence Flux has almost no damage on AD Ezreal;
- Is easily bursted down if he can be reached;
- Has the gayest dance in game.
I usually start off with Boots of Speed and 3 Health Potions as it gives him extra mobillity early game. It's perfectly viable to start off with a Doran's Blade though. But I think Ezreal is more sustainable with the boots and pots.
After you recall your first time buy either a Sheen or if you can't afford Sheen yet, get 1 or 2 Doran's Blades.
After getting 1650g get yourself a new and shiny B. F. Sword, it's better to get this before going for Trinity Force to give him some decent AD on his auto-attacks, as Trinity Force is bought mostly to enhance his Mystic Shot.
When going for Trinity Force, buy Phage first for the extra sustain and potential slow.
I tend to buy The Bloodthirster before Infinity Edge, as it's lifesteal procs on Mystic Shot and Mystic Shot can't crit. Of course Infinity Edge is a must on every AD carry, so this will follow right after The Bloodthirster.
The items you've got untill now are basic stuff on Ezreal. Now it's up to you which 2 items will help you complete him.
Last 2 items
against a tanky team
Tanky opponents tend to have lots of CC, so Banshee's Veil will help you go through at least 1 CC. Last Whisper is obvious, the armor pen allows you to damage tanks more severely. Build these items against a high AP power DPS too.
Against a high AD dps team
Frozen Mallet in conjunction with Atma's Impaler will grant you hp and the much needed armor against the AD damage. It will also grant you some extra damage. If you decide to go for Guardian Angel you will have some less damage, but being able to revive once every five minutes, might allow you to escape with Arcane Shift or finish off an enemy.
This spell is very good on Ezreal as he usually plays against an enemy AD carry. If it comes to a stand-off, you can get the advantage thanks to this.
This spell works very well in conjunction with Trueshot Barrage. Don't take it if the support insists on taking it though.
You can seriously consider taking this spell as it allows Ezreal to flash twice. This can help you closing some serious gaps or running away from the deadliest ganks.
It's usually a contest between Flash and Ghost. On Ezreal they're both quite viable, since Ezreal already has Arcane Shift.
This spell is good on every champ, but since in most situations you use this to finish off a fleeing opponent, this will normally not be a neccessary spell on Ezreal since he can finish off opponents with his Trueshot Barrage.
I see lots of AD carries taking this, but since Ezreal can usually get out with his Arcane Shift I don't really see the point in taking this on him. It IS a viable spell though.
This can also work on him. If you decide to take this, try a mini-Wombo-Combo (A movie down below about what it is). Normally this involves an ash, but using Trueshot Barrage and then teleporting in might give you the advantage you need to take an opponent down.
This spell can work good on Ezreal. Example: You're fighting an udyr, udyr kills you and you see him going towards his turret to recall. You use Revive and immediatly shoot your Trueshot Barrage taking a kill that otherwise would've gotten away.
Not really a fan for this spell on Ezreal as when he gets stunned he'll probably be dead before he can use Cleanse, but if you like it, it might just work on him.
Ezreal can't jungle at all, so won't be needing this.
You won't be using much mana on Ezreal so this won't be necessary.
In my opinion, Ezreal should be able to do more than sufficiant damage without this. It's viable, but not in my opinion.
I tend to level up Arcane Shift before Essence Flux to lower it's cooldown.
You CAN level up Essence Flux before Arcane Shift though, so you can lower the attack speed on enemy champions. Normally when you start leveling one of these skills, the laning phase will already be over, so Arcane Shift might get you out of thight spots when you're roaming more often when the cooldown is only 11 sec (rank 5) and not 19 (rank 1).
Miniguide: Mystical Shooting
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