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Spells:
Flash
Exhaust
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
STILL UNDER CONSTRUCTION
Ezreal is one of the most complex AD carries in the game. His use of skillshots makes him one of the most difficult champions to play. While being a very underrated, Ezreal has been making a comeback lately, now that players see his true potential. Ezreal has the strongest early game of any AD carry in the game. With this guide you will be able to find out the best tips and tricks for understand how to be a true master at Ezreal, by taking full advantage of his insane early game damage.
PROS:
-
Insane Poke
Great Escape
Very good at farming
Global Ultimate
Massive Damage
CONS:
-
Terribly Squishy
Damage can potentially fall off late game
Not much utility
NO CC
Overpowered Dance
Ezreal is, like any other AD carry, a very squishy champion. A mix of defensive, and aggressive runes will put you at an early game advantage, which Ezreal is all about.
Marks - Greater Mark of Desolation Typically with any AD carry you will want to take Armor Penetration Marks. These runes will give you that early game advantage while being incredibly useful into late game.
Seals - At higher ELOs, and due to the current meta, it's almost always implied that any AD carry will be bottom lane with a support. Knowing this, to counter any harassment from another AD carry, Flat Armor Seals are naturally the best choice for any AD carry. Most AD carries, innately, have very low Armor anyways, best choice for the Prodigal Explorer.
Glyphs - A majority of Ezreal's incredible damage comes from his Mystic Shot (Q Ability). Being a "spammy" champion, Mana Regen per level Glyphs are an optimal choice. The reason I choose "Per level scaling" Runes as opposed to "Flat" Runes is solely due to the fact that you basically break even at level 4-6 with scaling mana. If you feel you can win a game before then, then by all means go with flat mana regen!
Quintessences - Primarily I tend to choose Flat Attack Damage Quintessences because of the extra 7 attack damage they give. That's almost equivalent to a Doran's Blade. This makes it very useful for last hitting and doing incredible damage early game, due to the 1:1 AD scaling on your Q.
Marks - Greater Mark of Desolation Typically with any AD carry you will want to take Armor Penetration Marks. These runes will give you that early game advantage while being incredibly useful into late game.
Seals - At higher ELOs, and due to the current meta, it's almost always implied that any AD carry will be bottom lane with a support. Knowing this, to counter any harassment from another AD carry, Flat Armor Seals are naturally the best choice for any AD carry. Most AD carries, innately, have very low Armor anyways, best choice for the Prodigal Explorer.
Glyphs - A majority of Ezreal's incredible damage comes from his Mystic Shot (Q Ability). Being a "spammy" champion, Mana Regen per level Glyphs are an optimal choice. The reason I choose "Per level scaling" Runes as opposed to "Flat" Runes is solely due to the fact that you basically break even at level 4-6 with scaling mana. If you feel you can win a game before then, then by all means go with flat mana regen!
Quintessences - Primarily I tend to choose Flat Attack Damage Quintessences because of the extra 7 attack damage they give. That's almost equivalent to a Doran's Blade. This makes it very useful for last hitting and doing incredible damage early game, due to the 1:1 AD scaling on your Q.
Mystic shot is Ezreal's bread and butter skill. This is his main source of damage. You must ALWAYS try to hit something with this ability. Hitting an enemy unit with Mystic Shot will reduce all of Ezreal's ability cooldowns (including mystic shot) by 1 second. Failing to hit an enemy with his Q in a 1v1 can severely reduce your chances of winning the fight.
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