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Spells:
Ignite
Flash
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
Ezreal is a skill shot ranged that can be built for both AP or AD. I prefer AP because it improves all of his spells, especially his Ult. He is a squishy champion, no matter what you do to him, so for me I prefer to glass canon and rely on Flash and Arcane Shift for evasion and defense. Its possible to Arcane Shift Flash and then Arcane Shift again through jungle walls/trees and over ledges for some quick getaways.
Ezreal's cons are primarily that he is so squishy and has no cc's which makes surviving difficult.
The real advantage is that he can destroy people pretty well at a distance, and he is versatile in that you can be either an AD or AP carry for your team.
The real advantage is that he can destroy people pretty well at a distance, and he is versatile in that you can be either an AD or AP carry for your team.
Regardless of where you are in terms of lanes, early game you can choose to harass or to try for a kill, but what ever you do you will need to be aggressive and try to keep the enemy champions away with Essence Flux so they keep their distance from you and the minions so they don't get last hits. At level 3 this gets easier because of Mystic Shot since it has an awesome range and short cool down. Since it doesn't do much damage early game with this build it is wont be a game changer in a fight, but it is often perfect for keeping enemies at bay for a while. In case of early ganks on you, stay kinda close to your turret until you have Arcane Shift to get away. (I had mid once and they tried to gank me from the front and each side and all it took was an Arcane Shift towards my turret to end those plans.)
Once you hit level 6, you can get Trueshot Barrage and begin to do some serious damage. The attack makes you able to push lanes and snipe across the map for killing blows. Its also a great deterrent against champions going for a turret or chasing down a teammate.
Late game is where the real dangers are as Ezreal, considering how squishy he is. Though of course it is late game that he is at his most powerful (at 18 my Trueshot Barrage hits its first target for at least 1k). Your Mystic Shot also now is viable for damage because of your ability power, which also makes Arcane Shift viable as an offensive move on its own as opposed to a retreat or a tactical move for aiming's sake.
So why no defensive items? Its kinda like giving a champion that only uses AD and item that gives AP. It really doesn't help out much. Building up a defense is an option, but the result is that you are less effective as a carry, and will likely die about as quickly anyway. You have to rely on skill for survival rather than items for protection. Knowing when to use Arcane Shift in combination with flash is critical for escapes. If you stay diligent and keep your distance as a general rule, you should be fine. Also, try not to die. I know this seems obvious, but if you are in a team fight and it starts to go south, bail. Because Essence Flux and Trueshot Barrage hit multiple targets, defending a turret against multiple champions is viable, plus Trueshot Barrage can easily finish off enemy champions from the failed fight and make their "victory" a bittersweet one.
Even though you may be an AP build, Mystic Shot is still one of your most important spells as it reduces the CD of your other abilities. And if you choose to do what i do and not max it until last then it is a cheap way to lower your CD's.
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