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Ezreal Build Guide by Flying Squid

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 Flying Squid

Ezreal - A True Display of Skill (under construction)

Flying Squid Last updated on October 6, 2012
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Utility/Standerd ADC

Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 2

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 7


Chapter 1

Ezreal is a ranged physical damage carry who has very strong poke and burst potentinal. Unlike most AD Carries, Ezreal relies on his abilities more then his auto-attacks. Does that mean to never auto-attack? Absolutely not, it just means that your abilities (primarally Mystic Shot) will be doing more overall damage but AA's do deal a very large amount of sustained DPS. He is an overall very strong pick and has the highest win percentage of all ranged AD's due to his overall usefulness.



Quick and Simple


Starting Items

or






Core Items








Attack Damage Items







Defensive Items







Situational Items







Synergies and Counters



Ezreal is strong against:




Ezreal gets countered by:




Ezreal is strong with:





Summoner Spells







Flash is the only summoner spell that you
cannot play without. Flash is so powerful
and can just do countless things and is not
replacable. Your second summoner spell could
vary though. Take Ignite if you plan on
playing aggressive or take Heal if you
plan on playing defensive. I would take
Cleanse if your up against a C heavy
team or you have a Leona or Blitzcrank
in your lane.


Runes






This is very standard for most AD's. The attack
damage will allow you to last hit and trade
better and the flat armour and MR will make
you quite durable. Very simple for most AD's
and the common setup in the current meta right now.




greater mark of desolation



Not too big of a difference. MR scaling and flat
MR arent too big of a difference but because you
will most likley be playing aggressive in lane,
flat MR is better for the laning phase but its
personal prefrence. The armour pen marks allow
you to deal more damage to champions but will
not help in your last hitting. Once again its
all personal preferance.





Masteries


For masteries I take 21/2/7. This may seem
a little strange and if you want, you can
take 21/0/9 or 21/9/0 and you wont notice
too big of a difference. I find 4 armor
more useful then slightly longer buff
duration but its all personal preferance.
If you have fear of being bursted down early
game, take 21/9/0.