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Ezreal Build Guide by Nicky#291783

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Nicky#291783

Easy way to build Ezreal.

Nicky#291783 Last updated on September 28, 2012
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
14
17
18
Ability Key W
3
10
12
13
15
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Before we start

Hello everyone just a quick heads-up before we continue.

Lately I've been noticing that a lot of registered MobaFire members are trollvoters and their only purpose is to downvote your build so his/his friends build can overtake your position. This is very irritating and for me that's been very difficult to handle, so I ask you my dear readers, please comment and vote and write why, you upvoted/downvoted so I can get better and make this guide even better. Another thing that I'd like to say is that you should at least work your way through the guide before you vote it and don't just vote because you don't like the items, check out why i get those particular items.


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Introduction

Thank you for visiting my simple Ezreal guide. I would really appreciate if you could give me a vote/comment about how good my guide is. As always if you have any suggestions, just tell me, I'm open for any constructive criticism.

And now I'm gonna talk about how I started playing Ezreal. It's actually pretty random how I bought him. However, me and my friends were playing a 5vs5 full premade when suddently a wild and fed Ezreal appeares.

He completely melts down our entire team 5vs1 and scores an incredible Penta-kill! That's when I realised that I wanted him! I had just saved up to 6300 IP so I could buy a new champion. First I didn't know who to buy, but after this game it became so clear. I just love his amazing abilities, all of them are skillshots and fit my aggressive playstyle very well.

I don't recommend Ezreal to a new player, He is kinda hard to get used to and if you are new it WILL take a lot of time to get used to his skillshots. However if you are a decently experienced League of Legends player and looking for a different kind of AD Carry then Ezreal is the champion for you!


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Pros / Cons

Pros:
-Deals a lot of damage (if you do it right ofc)

-Long ranged hits (Q and W and R all have 700 range at the least, however auto attack range is 550.)

-Escape artist (E has very low cd if you think about it, especially after CDR)

-Major early game advantages (long ranged+powerful skillshot nukes and cheap teleport)

Cons:
-SQUISHY without defensive items (AS IN if you are CAUGHT you will most certainly die from open fire)

-Damage can be TINY if not played well (skill shots win)

-Bad movement speed (Slow - -, however E can solve problems with escaping, as mentioned above)

-Minions CAN DECREASE TOTAL DPS if they stand in between you and your target (Ult gets decreased damage for EACH target hit, and mystic shot cant hit your target, E chooses the closest target to hit, which can be minions, however W only targets champions so its not affected.)

-Team reliant (Ezreal cannot do 1v5s as opposed to other champions)

-Has no short CD farm skills (ult is the only minion AOE)


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Summoner Spell

Escape spells:

Between Flash and Ghost, I really recommand to use flash. Ghost is NOT very useful for me because if u want to get the hell out of melee range, flash or double flash does the job 2 times quicker. After u get out of range, you can wait for E CD and tele over walls to escape. However, enemy with extremely fast movement speed or with ghost on can easily chase you, which is why you wall jump so they cant chase :D

Offensive spells:

I am taking ignite for ap ez and exhaust for ad ez.

I start to realize that ad ez is good with Exhaust because of the ability to steady your aim against your target, and the ability to fight against other carries.
Ignite on ap ez gets rid of the problem of low dps after initial rounds of your damage, allowing you to keep your kills. However, you can switch ignite and exhaust depending on your style and your team composition.

Other spells:

Heal Can be useful early game, very bad late game. Since its game time scaling is bad, and ez is more towards a late game champ, i wont recommand taking it.
Even with the summoner spell rebalances heal is just not that great to take.

Clarity If you are not buying Manamune, then mana can be an issue. I still dont recommand this. However, with clarity, you will be able to harass more with high levels of W, since mana is not a major issue. You can also purchase something else aside from Meki Pendant.
However ive seen teleport+clarity ezreals who spams W 24/7 in lane, it is actually quite annoying lol.

[spell=clairvoyance]]Clairvoyance This spell can help with aiming with Trueshot Barrage...the problem is, when u cast this an eye comes up that SHOWS through fog of war; the enemy may move before your ult hits. Although this is still a great spell for map awareness :D
Besides your support should have it, and 1 CV on a team is enough IMO.

Teleport Farming wins. But to me, i rather take something else. I never take teleport.

Cleanse Good summoner spell, however i think you will still get raped even if u can clear CC - -. You are not supposed to get caught anyways. Besides, there is something called quicksilver sash...

Smite ...There is rly no point in taking smite. Just cuz farming win doesnt mean u cant last hit enough to make you take smite - -. P.S. I never tried ez jungle. Go lane guys

Bad spells!:

Revive Well, anything would be better than this, right?


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Skill order

Three skill orders :D

(You take Trueshot Barrage whenever u can)

AD ezreal:



Take Mystic Shot first for maximum damage -> Take Arcane Shift for CDR to chase as well as escape-> Essence Flux is not that useful and only should be used to debuff/buff.

If you are playing defensively in a lane, u can take 1 point of Essence Flux at level 4 so you can debuff the enemies as they try to push the tower.

AP ezreal (FOR ME):




I realized that im getting better and arcane shift's cdr became not as useful when i only need 1 flash to get away from danger, so i have decided to max W and Q first. Taking Q at level 3 is for a small damage increase as well as its ability to last hit better in lane. Mystic shot range is longer than most spells, so its safe to last hit even in dangerous lanes.


******NOTE******

BUILDING AD WHILE USING AP SKILL POINTS:



I did this before, dont worry. This strategy is mainly used for lane domination (for example mid, against another nuker), where the use of Essence Flux becomes more significant than Mystic Shot.

Example: Ezreal against Pantheon, both solo top:

I started with Mystic Shot and was able to hit pantheon a few times in bush. However, after minion waves get in, i have less and less oppotunities to hit with Mystic Shot as he has both Aegis Protection (blocks Mystic Shot, since it deals physical damage) as well as minions to protect him. He can also nuke me if i am in autoattack range, making this a bad situation for ez.

In my team comp, i was supposed to go ad. However, if i go Mystic Shot> Arcane Shift > Essence Flux , i will most likely not survive or do well in laning phase. What i did is max Essence Flux first to nuke pantheon, as he is melee and will most likely be hit by my Essence Flux. This makes him more cautious about nuking me as well as zoning him out of farming range.


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Ezreal Lore

Ezreal was born with the gift of magic flowing through his veins. Ezreal, however, was also born with a much stronger sense of wanderlust. Put into school to become a skilled techmaturgist, Ezreal quickly became bored with magical studies. By the time the boy genius was eight years old, he had fully mapped out the underground tunnels of Piltover. The quality of his work was so great that the government of Piltover purchased his maps and salaried his services as Piltover's Grandmaster Explorer. This sealed the deal on Ezreal's path in life - he would eschew the arcane arts in favor of archaeology. Since then, countless of Ezreal's adventures have been written about as romanticized stories.

One of Ezreal's latest adventures, however, has brought him face-to-face with his other legacy - his latent magical power. While exploring the pyramids of Shurima Desert, Ezreal uncovered an amulet of incredible power. Aside from the sheer size of the amulet (it was made for a being easily twice Ezreal's size), it allows the wielder to control and shape magical energy - provided a source of magic is in the vicinity. This allowed Ezreal to tap into his natural talent for magic without having to put any serious effort into it - a big win for the Prodigal Explorer. The drawback is that for some unknown reason, the amulet is attuned with summoning magic. Without warning, Ezreal may find himself acting as a champion for, as he puts it, ''a summoner hell-bent on resolving some irrelevant world-shattering League conflict.'' Still, Ezreal feels being summoned into a Field of Justice on occasion is a small price to pay.

''There's little time to study musty tomes when you're busy crawling around where the musty tomes originally came from.'' Such is Ezreal's credo.


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Summary

As a summary I'd like to thanks the MobaFire community and all of my friends who supported me into making the build, and I strongly like anyone that votes/comments this build, both negatively or positively, as long as it's in a constructive meaning.