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Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction.'
So, as you know this build is about Ezreal and, I thought Blue Build was getting quite odd/old to me, as everyone uses it now so I tried out to figure out a new build and I did, I call it burst Ezreal.
History
7-15-13 - Build was created.
10-13-13 - 4K Views thanks guys. <33
10-16-13 - Build updated, little edits' thanks for showing your support so far guys.
Well now that we got that time to talk about Items..
You can choose 3 starts..
Boots Health Potion x2 Mana Potion x2 I prefer to get this start against aggresive AD Carry's such as Draven, Caitlyn and Miss Fortune
Long Sword Health Potion I prefer to get this start against any AD Carry u match just to outdamage him, such as Twitch and Tristana
Doran's Blade I prefer to get this against any AD Carry that u have an early advantage on such as Vayne and Ashe
Now we move to quite the Core items.
Get Phage as soon as possible for more HP and quite poke, you might also want to pick up a Vampiric Scepter.
After that you are aiming for your Berserker Greaves and Sheen and then work towards the Trinity Force.
Now that we got those two items you want to start working towards your Bloodthirster and afterwards you should go for the Last Whisper those three items are basically the core.
Option 1.
After that we are moving towards end game, which gets very good for burst Ezreal so you are going to get your Bilgewater Cutlass and afterwards Chain Vest then you work your Bilgewater Cutlass to a Blade of the Ruined King and after that you get your Guardian Angel, After you got full build you might want to sell your Berserker Greaves and get a Zephyr.
Option 2
You can also choose to go for an Infinity Edge by starting with a B. F. Sword and working it towards the Infinity Edge , Afterwards you can either build a Guardian Angel or a Statikk Shiv , The Stattik Shiv really gives the LAST amount of burst you need if you want it that is, if you're sure you need an Guardian Angel you can also get that.
You can choose 3 starts..
Boots Health Potion x2 Mana Potion x2 I prefer to get this start against aggresive AD Carry's such as Draven, Caitlyn and Miss Fortune
Long Sword Health Potion I prefer to get this start against any AD Carry u match just to outdamage him, such as Twitch and Tristana
Doran's Blade I prefer to get this against any AD Carry that u have an early advantage on such as Vayne and Ashe
Now we move to quite the Core items.
Get Phage as soon as possible for more HP and quite poke, you might also want to pick up a Vampiric Scepter.
After that you are aiming for your Berserker Greaves and Sheen and then work towards the Trinity Force.
Now that we got those two items you want to start working towards your Bloodthirster and afterwards you should go for the Last Whisper those three items are basically the core.
Option 1.
After that we are moving towards end game, which gets very good for burst Ezreal so you are going to get your Bilgewater Cutlass and afterwards Chain Vest then you work your Bilgewater Cutlass to a Blade of the Ruined King and after that you get your Guardian Angel, After you got full build you might want to sell your Berserker Greaves and get a Zephyr.
Option 2
You can also choose to go for an Infinity Edge by starting with a B. F. Sword and working it towards the Infinity Edge , Afterwards you can either build a Guardian Angel or a Statikk Shiv , The Stattik Shiv really gives the LAST amount of burst you need if you want it that is, if you're sure you need an Guardian Angel you can also get that.
Passive: Rising Spell Force
Mana Cost: 0.
Cooldown: 0 Seconds.
Hitting a target with any of Ezreal his abilities increases his own attack speed by 10%. This effect lasts for 5 seconds and stacks up to 5 times.
Mystic Shot
Mana Cost: 28 / 31 / 34 / 37 / 40.
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 Seconds.
Range: 1100.
Ezreal fires a bolt of energy in a line that will deal physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreal his cooldowns will be reduced by 1 second.
Essence Flux
Mana Cost: 50 / 60 / 70 / 80 / 90.
Cooldown: 9 Seconds.
Range: 900.
Ezreal fires a wave of energy in a line. Any enemy champions it passes through are dealt magic damage, while any allied champions it travels through have their attack speed increased for 5 seconds.
Arcane Shift
Mana Cost: 90.
Cooldown: 19 / 17 / 15 / 13 / 11 Seconds.
Teleport Range: 475.
Arrow Range: 750.
Ezreal instantly teleports to a nearby target location and fires a homing arrow at the nearest enemy unit, dealing magic damage to it.
Trueshot Barrage
Mana Cost: 100.
Cooldown: 80 Seconds.
Range: Global.
Ezreal charges for 1 second to fire a powerful broad energy missile that travels in a line across the whole map, dealing magic damage to each enemy unit it passes through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.
-Ability Sequence-
Flash: You can take Flash to get away in situations against people with stuns, grabs, etc, unless you rely on your E.
Barrier: You can use barrier like any other AD Carry, it is especially good if your support also gets Ignite now and then.
Mana Cost: 0.
Cooldown: 0 Seconds.
Hitting a target with any of Ezreal his abilities increases his own attack speed by 10%. This effect lasts for 5 seconds and stacks up to 5 times.
Mystic Shot
Mana Cost: 28 / 31 / 34 / 37 / 40.
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 Seconds.
Range: 1100.
Ezreal fires a bolt of energy in a line that will deal physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreal his cooldowns will be reduced by 1 second.
Essence Flux
Mana Cost: 50 / 60 / 70 / 80 / 90.
Cooldown: 9 Seconds.
Range: 900.
Ezreal fires a wave of energy in a line. Any enemy champions it passes through are dealt magic damage, while any allied champions it travels through have their attack speed increased for 5 seconds.
Arcane Shift
Mana Cost: 90.
Cooldown: 19 / 17 / 15 / 13 / 11 Seconds.
Teleport Range: 475.
Arrow Range: 750.
Ezreal instantly teleports to a nearby target location and fires a homing arrow at the nearest enemy unit, dealing magic damage to it.
Trueshot Barrage
Mana Cost: 100.
Cooldown: 80 Seconds.
Range: Global.
Ezreal charges for 1 second to fire a powerful broad energy missile that travels in a line across the whole map, dealing magic damage to each enemy unit it passes through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.
-Ability Sequence-
Flash: You can take Flash to get away in situations against people with stuns, grabs, etc, unless you rely on your E.
Barrier: You can use barrier like any other AD Carry, it is especially good if your support also gets Ignite now and then.
This is what I suggest for Runes.
Attack Damage Marks It's quite the usual for any AD Carry in my opinion.
Armor Seals You are going to need this against any AD Carry you are matching.
Magic Resist Glyphs You need those incase they have a AP Jungle or Mid that can gank bottom at anytime, always usefull.
Attack Damage Quints A good start for a Burst Ezreal in my opinion, I wouldn't suggest anything else.
Now, this is what I suggest for Masteries.
Attack Damage Marks It's quite the usual for any AD Carry in my opinion.
Armor Seals You are going to need this against any AD Carry you are matching.
Magic Resist Glyphs You need those incase they have a AP Jungle or Mid that can gank bottom at anytime, always usefull.
Attack Damage Quints A good start for a Burst Ezreal in my opinion, I wouldn't suggest anything else.
Now, this is what I suggest for Masteries.
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