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

Ezreal is a skill-shot oriented champion who excels at carrying in both AP and AD. AP Ezreal functions because of his AP scalings in all 4 of his spells, which brings an enormous amount of poke and AOE damage for his team. AD Ezreal relies on his
Mystic Shot for poking and damage mixed in with his auto attacks,
Arcane Shift for safety in fights, and
Rising Spell Force for a steroid.



Pros
|
+ Reliable poke in the form of ![]() + Safety from his ![]() + Massive AOE damage from his ultimate, ![]() ![]() + Has the most expensive skin around(tied with Udyr) that looks awesome |
AP Ezreal does a lot of things other champions can do better, but he can do all of them which makes him very versatile in mid. He has strong poke from his ![]() ![]() ![]() |
Cons
|
- Falls off late - Ultimate takes time to charge up and is hard to land from a distance - Doesn't have an instant steroid to his damage like most ADCs - No AOE skill other than ultimate to farm with |
Ezreal is designed to be an AD caster, which means he will fall off late-game. If you choose to build him with some attack speed, he is generally inferior because of his lack of an instant steroid or CC. He is extremely cooldown reliant, meaning you will have to itemize to grant as much CDR as possible. Finally, his ultimate is frustrating to use sometimes as the damage decreases with each minion hit, making it harder to snipe low-health enemies. |
V.S.
Before I start this guide, I will state that both AP and AD Ezreal are viable, with AD being the more popular one, but BOTH are viable. Over the course of this guide, things related to AD Ezreal will be put in red, things to do with AP in blue, and other general things in a regular color.
For AD, maxing Q(




For AP, I take 3 points of Q early for the early poke without wasting too much mana and then alternate between W and E. The reason I don't take W as my early-middle game poke is because it wastes too much mana, doesn't help with farming, and has a shorter range.



Mystic Shot is Ezreal's main tool for poking and dealing damage. It stacks his passive easily. Mid-Late game, you should use this as a long range autoattack, but remember, it cannot crit.
Early game this functions like it functions for AD Ezreal. However, once you get Lich Bane, since this procs the effect, it essentially has a 1.2 AP ratio. Use it to poke and add to your burst.
Tricks:
-
When you see a minion between you and your enemy about to die, auto attack it and quickly fire your Mystic Shot inside the gap.
Early game, spam this as much as you can while leaving enough mana for your E.
This can be used to check bushes without getting into danger
When passing by a wraith camp on your way mid or any other jungle minion, shooting this at it will help reduce the cooldown of any skills you have on cooldown. Every second counts.
This picture is of a Nunu at full health at lvl 1 being hit by 1 Q:

This is of the mystic shot travelling:

After poking Nunu a bit, I bursted him down with E, Q, and Ignite:


This is your most useless spell. Do not take any points into it until you have to, because the damage is small and the mana cost huge. However, during teamfights, this can serve as a great team steroid.
Even though this is one of your main AP nukes, do not get many levels of this early, because it will drain your mana. After your 3 points in Q, leveling this gives you high burst together with your

Tricks:
-
You can use this as a more dangerous method of checking bushes, but only if you have your sound on. Whenever this spell hits an enemy, it makes a small wooshing sound. By listening to how many times the wooshing sound occurs, you can determine how many enemies are in the bush. If you don't play with your sound on, another trick is to look at your passive stacks to see how many enemies are in the bush

This is your escape ability, which is on a shorter cooldown then most ADC's abilities. During teamfights, don't be afraid to use this to reposition yourself or flee from a gapclosing enemy. When escaping over a wall at low health, be careful not to go near any jungle monsters that might kill you, as you will take aggro because of your mini-nuke.
This is part of your burst and your escape ability. It can be used offensively or defensively.
Tricks:
-
This skill can flash over any wall that the indicator is over halfway in. The indicating circle doesn't have to go fully over the wall for you to be able to go over it.
In lane, when the enemy is about 1/2 dead, you can Arcane Shift in, making sure the missile hits the enemy, auto attack, ignite, and Q, and if the enemy gets away with a little bit of health left, take your time and snipe.

This is it's range indicator:

This is an example of it going through a thick wall:





Other options:

greater mark of armor penetration and

Other options:
greater mark of hybrid penetration increases both parts of Ezreal's damage.
Also, the two penetration types of marks can be interchanged because Ezreal's spells are primarily magic.

Other options:
I really believe armor is the best option.


Other options:

Masteries





All of the rest of the masteries in the offense tree are standard for more AD damage.





For AD Ezreal, there are two main types of builds: Standard and Blue. Standard build is more overall DPS and crit damage because of attack speed and crit chance, while Blue build is geared towards using the Manamune and CDR for maximum spell damage. If you are using the standard build, it is best to start out with a doran's blade for the lane presence, farm up either a
B. F. Sword or a
Bilgewater Cutlass, and build it into either a
Bloodthirster or a
Blade of the Ruined King for your first big item. Then, build the other item, while getting boots on the way. Now, start working on your
Phantom Dancer/
Infinity Edge core, while getting the
Giant's Belt for health. Then, get frozen mallet for the slow, AD, and health.
For Blue Ezreal, starting with a Doran's is also a good idea. Rush your
Tear of the Goddess early so it can charge up fast. Then, I usually get either my
Spirit of the Elder Lizard done if I'm doing poorly-decent, or
Blade of the Ruined King if I'm doing good. Then,
Iceborn Gauntlet and the item that you didn't get from either spirit or bork. Finally, I upgrade my tear to a
Manamune which should be a
Muramana and get Last Whisper for more damage. Late game, the spirit is pretty weak, so I would advise swapping it out for another item.







For Blue Ezreal, starting with a Doran's is also a good idea. Rush your






On AP Ezreal, the main core is
Rabadon's Deathcap,
Sorcerer's Shoes, and
Lich Bane. The other three items are able to be changed. Starting with a
Doran's Ring works well for the regen, AP and health, and try to get either a
Sheen or a
Needlessly Large Rod as soon as possible, which builds respectively into lich bane and deathcap. Then, you can either go for more burst with DFG and void staff, or you can go for some defense with ROA and Rylais. Finally, get Zhonya's whenever you need the armor or the active.






KEY TO THIS
Green means easy, Yellow means medium, Red means hard
Early means they are strong early, play with caution
Late means they are stronger than you late, try to shut them down early
For more details, click the spoiler tags.
































Thank you to jhoihoi for writing the guide on guides, Veng LMFAO for helping a lot on random things, Janitsu for making me an amazing signature, my friend Girtlgirt for helping me test out the different counters/strategies, and everyone who voted, both up and down, and gave some feedback on why. Thank you everyone!!

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