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Ezreal Build Guide by kingdeath60

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 kingdeath60

Essence Flux Pentakill [AP Ezreal Guide]

kingdeath60 Last updated on April 11, 2013
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Ability Sequence

4
14
15
17
18
Ability Key Q
1
3
5
7
9
Ability Key W
2
8
10
12
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 5

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 4


Guide Top

Introduction

Hello and welcome to kingdeath60's first guide on MOBAFire. This will be a brief but concise guide on Ezreal. Hopefully my guide will contain my valued experiences and help you all improve as an Ezreal player.

First off, your'e probably thinking:
"Why AP Ezreal? Ezreal is an ADR/ADC! Stop making people more newb!"

Well, I always like trying new metas. One of the main reasons I use AP Ezreal is that his Essence Flux hurts so bad! >.< But we'll talk about more and more and more about Ezreal later on. Hope you guys enjoy reading/using this guide! :D


Guide Top

Masteries

Masteries
4/1
4/5
3/1
1/1
3/1
1/1
4/
1/
1/5
4/1
1/5
3/1

So.. 21/5/4 is my mostly used Mastery Tree for AP Ezreal. I'll explain this further.

The 21 points in Offense is basically for Magic Penetration, Cooldown Reduction, Ability Power and Overall Damage. Pretty much self-explanatory and really helpful throughout the game.

The 5 points in Defense is basically to get the Bonus for Barrier and getting additional health for extra survivability throughout the game. Since Ezreal is pretty squishy with only 1 escape tactic which is Arcane Shift

The 4 points in Utility is basically for the bonus mana regen for early game lane sustain and the cooldown reduction for Flash.


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Runes

Main Runes

Runes

Greater Mark of Ability Power
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
5

Greater Glyph of Scaling Mana Regeneration
4

Greater Quintessence of Ability Power
1

Greater Quintessence of Spell Vamp
2
Champion Dominating Runes
Runes

Greater Mark of Ability Power
3

Greater Mark of Magic Penetration
6

Greater Seal of Armor
9

Greater Glyph of Magic Resist
5

Greater Glyph of Scaling Mana Regeneration
4

Greater Quintessence of Ability Power
1

Greater Quintessence of Spell Vamp
2
Enemy Team with Heavy AP
Runes

Greater Mark of Ability Power
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
1

Greater Quintessence of Spell Vamp
2
Enemy Team with Heavy AP + Champion Dominating Runes
Runes

Greater Mark of Ability Power
3

Greater Mark of Magic Penetration
6

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
1

Greater Quintessence of Spell Vamp
2


Guide Top

Summoner Spells

ALWAYS PICK Flash
The main reason you would be getting Flash is for the ULTRA E-FLASH COMBO!!

Whilst the other one would be, Barrier. BUT you could also take Ignite for ensuring kills or Cleanse when the enemy team has too many CCs (Crowd Control).


Guide Top

Skill Sequence

Trueshot Barrage -> Essence Flux -> Arcane Shift -> Mystic Shot

DO NOT GET YOUR FIRST SKILL AT THE SPAWN POOL! Get them as soon as you get to your lane. You might need to get Arcane Shift first so that you won't waste your flash so early. If not, stick with Essence Flux. Then just follow the routine. The reason for getting Mystic Shot is for spamming it when your ult is on cooldown. That way, you can use your ult faster. Leveling up Arcane Shift over Mystic Shot lowers the base cooldown of Arcane Shift and increasing its damage too.


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Items

Starting with Doran's Ring is strong because of the strong sustaining capability with the spellvamp quints and strong engage / harass with the AP bonus.

Earlier on aim if necessary rush Hextech Revolver or kage's lucky pick and Boots of Speed because they provide you with more sustain for lane.

Aim to purchase Spirit of the Spectral Wraith or Will of the Ancients as your first big item because it is relatively cheaper (builds out of Hextech Revolver) and provides you with a lot of damage and sustain which greatly increases your damage potential. Void Staff will always be necessary as a third item because that's around the time when enemies start to stack magic resist. Note that even if enemies don't have any magic resist items in their inventory they might buy it any second, so aiming for a Void Staff will always be good. Generally a defensive item will be best around this time or later. They all have their own purposes.

Guardian Angel and Warmog's Armor are great against burst because of the resistances + passive and the effective health, respectively. However do note that Guardian Angel will be useless if the fight ends before you respawn.

Abyssal Scepter is most commonly seen because it provides a decent amount of ability power and magic resist with an aura that greatly helps teamfights. Banshee's Veil is chosen when an enemy team has one game-breaking spell that will kill you for sure, such as Malphite's ultimate or Blitzcrank's grab.

Rylai's Crystal Scepter is a more offensive defensive item that grants you a decent amount of health and a great slow which helps for kiting. Then finally purchase an Rabadon's Deathcap last for the super high AP Boost.


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Laning Phase

Ezreal has an extremely strong early game. Earlier on Essence Flux gives really strong harass. Ezreal is extremely strong at dueling so most enemies will choose to back out of engages. Keep in mind to not go too far as enemies can easily counter-harass you if you go too far. Generally a good marker is where the minions are at. In most situations you will always aim to stay behind large waves of minions when harassing or going all-in.

If pressured heavily (from jungler or AP Carry/Mid) you can also choose to play defensively, last hitting with your Mystic Shot from a distance. Once you hit level 6 your all-in potential increases by a great deal. Trueshot Barrage is a great damage tool for cleaning up enemies or initiating a skirmish.


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Lane Control

Lane control is very important as an AP Carry. Your prime objective is to push to their tower so they'll lose cs, experience, and vision of what you're doing. However, when enemies try to freeze the minion wave outside their tower range, continuing to farm will only leave you susceptible to enemy ganks. As such, pretending to leave lane will leave the enemy to push the wave because they will have thought you went back to base. When enemies leave the lane it's best to push to their tower so that you can force them to lose CS. Also, when pushing heavily reminding the support to ward further away will help you get better vision of enemies incoming to gank. Always aim to push the enemy tower down, and when you do so, you can choose to roam top/bottom lane to gank or push the top/bottom lane turret down, or farm the jungle (potentially red buff). Pushing the tower down will give you a lot of leniency because you will not be forced to stay at bot lane. However do go back down when the wave is pushed to your tower because you don't want to miss out on the experience and farms.


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Teamfights

As an AP Carry, you will always want to stay in the back line during teamfights. However, prior to fighting, whenever you can without leaving your zone, aim to poke enemies down with Mystic Shot so they have a larger disadvantage. However when enemies are obviously wanting to engage on you, back out. Positioning is relatively easier on Ezreal because once enemies dive you you can just use Arcane Shift and start kiting again. Kiting is extremely easy on Ezreal if you choose to get Iceborn Gauntlet.

You will always want to be near your tank line while attacking anything you can. Often times your main focus will be the tanks and bruisers because to focus carries you will need to leave your safe zone and get in range of enemy tanks and bruiser who could easily CC you down. Use your Trueshot Barrage either before a teamfight you know would be tough so your passive will be proc'd or after a teamfight to snipe down running enemies.


Guide Top

Credits

I guess that's it for this Ezreal guide! I just hope that this helped your gameplay and broaden your knowledge on AP Ezreal :D