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Spells:
Ignite
Ghost
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
I'd like for you to read, test, and provide feedback for my Ezreal, The Prodigal Explorer Guide!
Q&A
Why use this more expensive build?
Why Ezreal, as to other AD Carries?
Ezreal is never completely useless, or underpowered like many say. Ezreal, in my opinion, is one of the stronger AD Carries in League of Legends, sure he may not have any CC or Steroids, but he has an amazing ability to grant free positioning, free attack speed, and a high-damage, game-changing Ultimate (specially when combined with other ultimates).
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What is this Guide For?
In this guide I will be thoroughly explaining how to use Ezreal as an effective AD Carry early game, mid game, and late game. So please, take your time in reading, and if you want, apply some feed back in the comments down below, on what I could add/remove, or what makes more sense than something else, statistics - whatever you think could help this guide. Thanks, and I hope you enjoy Ezreal!
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Pros
+Great farmer
+Great harasser
+Nearly unbeatable early game by an opposing ADCarry
+Amazing passive
+Your Ultimate is uninterruptable!
+Great farmer
+Great harasser
+Nearly unbeatable early game by an opposing ADCarry
+Amazing passive
+Your Ultimate is uninterruptable!
Cons
-Very squishy
-Relies more on autoattack than abilities late game.
-Difficult to master
-Passive is fairly hard to keep up w/ limited mana
-Very squishy
-Relies more on autoattack than abilities late game.
-Difficult to master
-Passive is fairly hard to keep up w/ limited mana
Rune Choice, and Why!
Main Rune Set
These provide a great amount of Armour for your early game, and even benefit you greatly late game combined with Ezreal's Armour per level, and your +6 Armour from the masteries.
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It also helps late game (giving you roughly 82.5 MR) when dealing with those annoying AP Carries that can burst you down significantly easily if they can get a hold of you.
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Greater Quintessence of DesolationGreater Quintessence of Desolation x2
Greater Quintessence of Mightx1
The reason for only two/one is because you end up with 16.62 Amour Pen. and roughly 3.8 AD Per level (combining Runes/Masteries/Ezreal's AD Per Level).
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This was 26 Minutes In-Game (Mid-Game) and if doing very well what your build should be at/look like, unless you differed from the original
is your main scouting ability, and source of attack speed early and mid game. The reason
is great for scouting, is that you can fire your
or
in to a bush, if you play like I do constantly moving your camera, this passive will be the best scouting tool for you. The fact that with
can scout multiple opponents in the bush (ie. You hit 3 opponents with
, your passive will have 3 Stacks.) This passive tends to make
have a much higher attack speed than all AD Carries except
, due to her's increasing her attack speed by 90% Lv.5.
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early and mid game is your main source of harassment, and quick bursts of damage. There are so many uses out of this ability, from long-ranged farming to combining your
in between Auto Attacks to quickly burst your opponents, for a powerful punish... well and the 50 Mana Cost, which is ridiculously low.
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is definitely not an ability you want early/mid game. Which is why I don't take it until level 13. It's primary use on AD Ezreal is to boost your allies attack speed while attacking turrets, or team fighting. It does minuscule damage to opponents, and has a moderate mana cost, thus; pretty useless early/mid game.
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is your main ability for positioning, escaping, and sometimes DPS. This is probably one of the best teleports in the game, next to Kassadin's in my opinion. It has a decently low cooldown, and moderate mana cost, and is quite effective for free positioning in team fights, while providing a substantial burst against opponents. This skill is maxed second due to it's damage, and cooldown alone. Left at level 1, it has a ridiculously long cooldown, and will not be much use to you as it would being at level 5 once you're level 12.
Arcane Shift is also one of your best abilities for kiting/dodging. You'll note that, if timed right, you can completely dodge skillshots/cones: A Skillshot or Cone has a projectile(s) that you can actually shift right through it, and still be in the face of the AD Carry that attempted to hit you with it ( , , , ). The amount of kite/dodging Ezreal gets from is pretty ridiculous. What's even better about it is it's an ability, and not an ultimate like 's (although 's is on a 4 second cooldown.) |
How to Use Your Abilities Most Effectively
When laning and harassing the enemy your obvious course of action will be to hit your opponents with
- however, you'll want to be very conservative with your mana and when to use
.
Your main course of harassment / early killing will be using & in combintation inbetween autoattacks. (ie. Attack, Shift, Attack, Mystic Shot, Attack) for a relatively quick burst of damage that nearly outdoes any ADCarries early game damage. When in Team Fights, your general Skill Sequence will be: - - - Repeat this order during most team fights / skirmishes to have the most effective dps mid game. Late game you'll be a lot more reliant on your basic attacks, however if you recently used , keep using to reduce it's cooldown further, and further thanks to mystic hsot's passive. |
There is a huge reason why you shouldn't normally take a point in to
until Lv.13+ - and the biggest reason: there is no point early game for you to even have this ability, it does minuscule damage at level 1, and only provides an attack speed buff/nerf to your allies/enemies not yourself. Early game and even a portion of mid game this ability is nearly completely useless to you because of the fact that taking points in to
or
is of much more importance considering these two abilities along with your Auto Attack will be your main source of damage when harassing and killing opposing team members.
has a pretty significant damage output early and mid game, and the
may scale off of AP, but it's base damage can get pretty high and when hitting an enemy with it while they are escaping can do a good deal of damage - especially if it's the last hit and you aren't exactly in range to autoattack (
's range is 625).
is a good ability on AD Ezreal for his team members, but it's even better on AP in which you would max it first, however you can stat up any way you want - I'm merely strongly suggesting you do not take a point in to this ability until level 13. Your other two abilities are far more important and crucial to your early game damage than . |
Ezreal's Ultimate, probably one of the best abilities in my eyes in the game for an ultimate, it does quite significant damage on both AD and AP Ezreal (however, much more on AP Ezreal), and has so many uses from sniping stragglers, putting out massive dps during a team fight, or as an initiating ability. Even combining your
with
inbetween autoattacks, you will do devastating early game damage to your opponents in lane.
There are also many big reasons not to use , for example: Never use Trueshot Barrage mid/late game in a team fight, if you're already autoattacking, you'll deal significantly more damage using your autoattack and/or than waiting the 1.5 second Channel time to fire your ultimate. Your primary use of this ability, will be to pick off stragglers for easy kills in other lanes or your own lane, or both!. |
Thanks to BottlecapsGames for the video
will no doubtingly give you the most trouble in lane. Her early game burst is comparable to yours, and her
will be used to negate most of your
and especially your
. I've found that the best way to beat a
in lane is to play mostly passively and focus on last hitting/harasssing the enemy Support. Make sure to stay behind minions, and when positioning to fire your
watch out for those
's!
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is a bit easier than Sivir to fight in lane, but a bit harder to fight in lane than a
.
's
will give you a run for your money when you're trying to position yourself correctly with
. If you shift nearer to a wall, the
will likely
in to a wall, which usually means you're dead or near it, as that combined with her
is pretty deadly. My suggestion to laning against one is to wait for her to use her
to harass you, when you see it, use: Attack,
, Attack - and you'll output nearly three times the damage she would to you.
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is one of the easier champions to fight in lane as Ezreal, his
is fairly easy to dodge/shift past, and it's easy to out-dps him as he has a very slow base attack speed. However,
is especially deadly when he successfully combines
and
, this combo can do such high damage in a short period of time, that's quite a bit greater than
's. However, farming versus a Graves, and being able to sustain through the
's are fairly easy to do as it doesn't do as much damage as it used to.
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These few champions, will give you a lot of trouble.
Assuming your top lane didn't utterly feed
, he is still fairly difficult to fight face to face with
. Though you can kite him often with
, he can often catch you with it using
. I'd say the best way to deal with
is to have an ally by your side that can provide a decent to great form of cc effect(s), as
doesn't have any, it makes versing
just that much harder. Though if you're having trouble with him going straight for you in every team fight, I suggest you get a
to compensate while your team punishes him for targeting you - and you're waiting 2.5 seconds to revive.
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is a very annoying tank to deal with / kill as
. Kiting him is fairly difficult due to
, you can't really
away because it lasts quite long, and he can usually catch you after unless you shift over a wall. His
is also very, very painful - and combined with
, you probably won't kill him by yourself because of the execution combined with massive health regen. Best way of dealing with this guy is to stay away from him generally, and have your allies focus him after the carries are down in team fights, or you can build a
to counter his HP Stacking, and save your
for his
.
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She... is just probably your worst nightmare in a game. You should honestly never one versus one a
, as she can usually two-to-three shot you using her sigil of silence and
or
- however, if you can get the jump on her she is one of the squishiest champions in the game, with the lowest base resists and hp per level. If you can manage to quickly burst her down before she can even realize what's going on, you're fine. But if she's ever missing from her lane, don't overextend unless you know where she is, because she will find you, and she will two shot you. All, the, time. The best way of beating a
is to wait until late game, where your attack damage and critical strike power is so high, you can generally 3-5 shot her, or even use your
to halve her HP instantly, usually causing schism to proc.
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is just a pain in the ***. Seriously, he is. He contains more late game burst than almost any champion in the game, and his
combined with
is very, very deadly to squishy AD Carries like
. Also, you really want to watch out for when you time your
on a
, as he can usually just
over your
. I find the most effective way of dealing with a
is similar to
, although since he scales a lot harder than
late game, you'll definitely want him to focus most of his fire on your tanks / metagolems before you enter the team fight to immediatly burst him and the ad carries down.
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Other Recommended Builds
Note: You can differentiate the build in any way you want, or that fits you!
Build Two
Note: Build particularly useful vs. AD-Heavy teams.
Build Three
Note: Build particularly useful vs. Tank-Heavy teams
Build Four
Note: Build particularly useful vs. AP-Heavy teams.
My Early Game Starting Choice
I would suggest to use these items if you're not doing too well early game. I would rush a
with
for the extra armour penetration, cooldown reduction and damage. If you don't have a healing support, or a support with
then getting a
early on will definitely help you in lane, and give you a component for
mid/late game.
The reason I go with this build for a not-so-good early game is it tends to scale very well throughout the game, but doesn't has quite less damage late game than that of my original build (remember these builds are not required, you can change it as you please while you play games with .) However, this build does seem to work very well against a meta-golem kind of team late game, as you have quit a bit of survivability from , and . Enemies will nearly never escape you because of 's proc, and your even amount of crit chance and damage will keep you almost up to scale with the other ADCarries that may have built pure damage / crit heavy. |
is a great item, on quite a few champions in League of Legends, however it's not always the best item to get in a lot of situations.
provides substantial buffs in nearly everything you could want in an AD Carry, but it doesn't provide the best buffs in any aspect. I consider Trinity Force a more of a survivability-type item in a meta-golem or damage-heavy team that can focus you down easily without you being able to do much against them. The 150% AD Proc Bonus from
is also very great to have in sync with your
, the reason being is that when you cast your
, the proc goes off at the casting point, when
hits, it uses the same proc that it triggered, 'causing you do deal roughly three times the damage your
normally would to an enemy.
But, there is a downfall with this. Late game the tanks or meta-golems will often intercept your for the opposing carries and supports, and this can greatly effect your damage output in a team fight if you aren't careful at when/where to shoot your . Both builds, are very effective, and both very pleasing at what each one does. You can alter any build however you want, and if you happen to find item choices that are seemingly better than the two I've provided, provide feedback and I'll make sure to make a Chapter and explanation as to what that build is used for, what it specializes in and what kind of team to use it with. |
Situational Substitute Items
is an extremely great item to have if you have a few deadly AP Carries on the enemy team, specifically a
- his
will often be negated by the 450 Magic Damage shield provided from
's Unique Passive. However, it's not all this great addition for an item can do - it also has the potential to give you a total of 75-94 extra damage from it's base AD Buff, and it's secondary passive: *+1 AD for every 2.5% HP Missing = +20AD @ 50% Missing HP, +39 @ 99% Missing HP* - it also gives a fair amount of MR to even further screw over those damned
's.
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is definitely an item you want if most of the opposing team is stacking hit points, and not much resists. The additional HPShred on top of your critical strikes is quite devastating to HP Stacking champions like
,
or
. It also provides substantial damage due to the recent buff, and a nice attack speed bonus, as well as armour, so there isn't much to lose when you get this item versus an HP Heavy team.
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is a very nice item to have if the opposing team is doing nothing but going straight for you - no matter what. While you're waiting the 2.5 seconds to revive, your allies will likely take down one or two of them and have them scatter from your corpse, allowing you to lifesteal your way back to full HP as you're killing off the rest of their team with your allies, however
*is* a situational item due to it giving somewhat sub-par resists, and passive that is only useful in team fights.
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