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Spells:
Ghost
Ignite
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction


In this guide, I will be explaining the concepts and tactics of his kiting, mobility, ranged advantages, and damage output.
Feel free to comment or suggest what you would do otherwise. Please do not downvote without first giving it a try.
My last, less polished guide was severely trollvoted down to a point where it was as if it didn't exist. So again, please try it first, don't look at it and decide to downvote.

PROS:
-Kites extremely well
-Flexibility to engage and disengage from fights at will
-Hard to reach to kill
-Global Ultimate

-Impressive damage output
CONS:
-Susceptible to CC
-One

-Relatively squishy
-Has a global taunt like

-Positioning is extremely vital
-One wrong move, and you're dead
-Late game is heavily decided by early game.
-Dependent on Skill Shots. No Aim, No Kills.
Greater Mark of Desolation
Greater Quintessence of Desolation
For runes, I go a relatively common ranged AD carry setup.
The Marks I choose to run are 9 Greater Mark of Desolation for increased damage output in both his auto attacks and his
. I don't see any other possible alternatives for marks that would be as viable as these.
For Seals, I take
for mid-late game mana regeneration management and a more free usage of spells. Some choose to take Greater Seal of Vitality for the sake of attempting to eliminate the squishyness that typically tags along with ranged AD carries. Honestly, it's whatever you prefer.
Typically for Glyphs, I take
for the sake of a more spammable
Mystic Shot,
Trueshot Barrage,
Arcane Shift, and Arcane Flux. Some people may prefer to get
for an early advantage, but I find the CDR falls off later in comparison to the CDR per level.
Quintessences I get Greater Quintessence of Desolation for the same reason as marks: damage. I know many people who prefer to get Flat AD Quintessences, but I find that to be horrible since 3 of those is 6.8 damage + mastery + doran's blade = flat 20 AD. Honestly, is it more worth penetrating what would've been 25 armor or 6.8 AD? I think the choice is obvious. I have also seen many people run flat HP quints for the sake of eliminating the squishyness, which I solve with the seals. Flat HP Quints x3(78 HP @ level 1) isn't worth it. You're basically sacrificing a large amount of damage output for a measly 78 HP. Not worth it. So, in conclusion, Greater Quintessence of Desolation would be the best choice out of many.


For runes, I go a relatively common ranged AD carry setup.
The Marks I choose to run are 9 Greater Mark of Desolation for increased damage output in both his auto attacks and his

For Seals, I take

Typically for Glyphs, I take





Quintessences I get Greater Quintessence of Desolation for the same reason as marks: damage. I know many people who prefer to get Flat AD Quintessences, but I find that to be horrible since 3 of those is 6.8 damage + mastery + doran's blade = flat 20 AD. Honestly, is it more worth penetrating what would've been 25 armor or 6.8 AD? I think the choice is obvious. I have also seen many people run flat HP quints for the sake of eliminating the squishyness, which I solve with the seals. Flat HP Quints x3(78 HP @ level 1) isn't worth it. You're basically sacrificing a large amount of damage output for a measly 78 HP. Not worth it. So, in conclusion, Greater Quintessence of Desolation would be the best choice out of many.
For
Ezreal's masteries, I run a 21/0/9 setup to insure I get the 3 points in
Sunder
for even more armor penetration, the point in
Archaic Knowledge
for magic penetration for his
Trueshot Barrage,
Essence Flux, and
Arcane Shift, and finally the point in
Havoc
.
With a 21/0/9 setup, I can ensure maximum damage output from
Ezreal's spells and auto attacks.
I make sure I take the point in
Haste
for improved
Ghost since we are using
Ghost in this guide and take the point in
Utility Mastery
for increased duration for blue/red/baron buff.







With a 21/0/9 setup, I can ensure maximum damage output from

I make sure I take the point in





I purchase these boots over most boots primarily for the increased movement speed, which allows more kiting and survivability.



Or more importantly,






This is probably one of the most vital items on






This item is probably just as important as his other 3. It provides 15 Armor Penetration, 10% CDR, and 25 Attack Damage all for just 1337g. Not only is this core, but it is staple. You MUST get this. It will DRASTICALLY improve your damage.
Alternatives






It's pretty obvious why to get this. Increased Attack Speed for a Ranged AD Carry plus




This is recommended for







This item provides Ezreal with everything he needs. No, literally. Everything. The 12% movement speed just adds onto the concept of faster movement. The health, mana, damage, and critical chance are all great benefits to





This item is purchased primarily for the flat AD (100) and the lifesteal (25%). Of course those are the only two stats these add, but they're the only two you need this late into the game.

This item is purchased for the Passive, which allows three stacks of a (-15) armor effect. That's 45 armor reduced right off the bat, plus 25 from runes and 6 from masteries, that's 76 reduced even without a


As said before,




I've seen people get this and it works relatively well... granted you're in the frontline soaking up the aggro. This item really isn't worth it for Ezreal. The gold cost is tremendous and the stats it provides do not synchronize with Ezreal at all. I mean, great, 80 damage for a price larger than Bloodthirster's. Great, a 50% increase in critical damage, but oh wait, Ezreal's Mystic Shot doesn't crit.
Alternatives

Again and again, I emphasize that






REMINDER: You can cleanse off







You can always get this instead of




You can always get this instead of



REMINDER: Your



I run




I run


Alternatives

If you're soloing top, you might want to get this. It will help you quickly return to lane or quickly teleport to dragon for a kill.

Two ways of covering distance is great and all, but




In order to get










Some people just aren't confident about their aim with their




This is



DO YOU SEE THAT ICON?? I made it especially large for a reason. It is your main skill, your main source of damage, it's what makes Ezreal what he is today. It's what makes him different from all other ranged AD carries. Enough of that though, I'll move on to explaining this particular skill.












There's not much I can say about this spell. It's a magic damaging skill-shot that has approximately half the range of






This is basically Ezreal's mini-flash that fires a homing missile towards the nearest enemy champion. It's your only way to escape, aside from summoner spells, so you must learn how to use this carefully. NEVER, EVER use this to engage unless you are either A) Guarded by teammates B) Guaranteed to get the kill and escape. I've seen many Ezreals shift in and either get killed or blow summoners to escape. This is another spell you have to master for Ezreal aside from Mystic Shot.



The priorities just mean which ones should be maxed first, second, third, and last.
At the beginning of the game, grab a
Doran's Blade or
Boots +
Health Potion x3 and play passive. Focus on minion farming. Try to get a few kills through synergizing with your teammate, granted you're not soloing. If you are soloing, do the same, but also focus on hitting your enemy with
Mystic Shot. If in a solo or duo lane it is impossible for some reason to hit your enemy with your
Mystic Shot(such as if there's a large amount of minions guarding the person), divert your focus to strictly farming. By about 15-20minutes, you should hopefully have at least
The Brutalizer,
Boots, and
Tear of the Goddess. Remember, this portion of the game should be focused on setting up for your mid-late game. Don't let a few deaths throw you off, just keep your focus on the gold farming.








At this time of the game, you should focus mainly on killing, but farming on the side also. Try to keep a red or blue buff on yourself at all times. Roam often, try to gank those overextended lanes and try to participate in any team fights. You should attempt to kill Dragon with your teammates by this time(perhaps earlier, if you're in the right position). Always remember, stay in the back do not ever venture on the front line. By 35minutes, you should have(granted you picked up a few kills and earned yourself 50+ minions)
Trinity Force and a
B. F. Sword.
Your inventory by this time should be
Boots of Swiftness,
The Brutalizer,
Trinity Force,
B. F. Sword, and
Manamune. Those items are if you're at an optimum pace and are not guaranteed.


Your inventory by this time should be





This is where the real action happens. This is where you end the game. Team fights. Focus on nothing but team fights. The whole 40minutes to end-game time is all team fights. Of course, focus on farming too and picking up some kills on the side. Baron fights are vital, do not let them get
Baron Nashor or it's likely you're just screwed yourself over. Focus on getting Dragon too, try to engage in a team, and ALWAYS, ALWAYS remember: stay in the back. Do not, and I will keep repeating this, venture on the front line. You will die, and your team WILL lose a vital DPS. So basically, focus on team fights, grabbing
Baron Nashor, grabbing Dragons, Buffs, and occasionally farming. Your inventory by this time of the game should be how it is listed at the top of the guide.


As
Ezreal, always stay in the back. Always. Do not EVER venture onto the front line. If you have a tank, tell him to tank ******** it. Don't go to the front just because he's being a whiny little kid.
Remember,
Ezreal is positioning dependent. You should always use Brush and walls to your advantage. If you ever get caught off-guard, QUICKLY
Arcane Shift into a safer position. ALWAYS use your teammates as meat shields, even after your tank dies. Never save your
Trueshot Barrage to finish off a champion in team fights. Use it at the start when as many of them are grouped up at a time. This not only allows you to deal the damage, but also almost instantly grants you five stacks on your
Rising Spell Force.

Remember,




You can always toggle on Smartcasting if you have trouble with your
Mystic Shot.
Smartcasting is basically where your spell is casted instantly towards wherever your mouse is at. i.e.
Karthus's
Lay Waste or
Urgot's
Acid Hunter.
Smartcasting can be modified through the Menu in the Key Binding sections.
By default, smartcasting is used by holding Shift and the spell you want to use.
So for
Mystic Shot it would be Shift + Q. Of course you can just change it to Q to simplify the job.

Smartcasting is basically where your spell is casted instantly towards wherever your mouse is at. i.e.




Smartcasting can be modified through the Menu in the Key Binding sections.
By default, smartcasting is used by holding Shift and the spell you want to use.
So for

This guide should give you a great overall and in-depth understanding of
Ezreal, the Prodigal Explorer. Feel free to PM me regarding questions since I honestly cannot fit all my knowledge into a guide mostly because I can't tap into it constantly. I really hope that I have made a guide that was worthy of your time spent reading it and considering it for your future Ezreal games.

I hope you enjoyed reading this guide as much as I enjoyed making it. Feel free to leave suggestions and comments below. Please, please do not troll vote and please just try this build before you actually make a final decision. I'm not going to even give a damn about suggestions until you've actually used this build. I don't care about your special ways or different ways to play Ezreal or whatever until you've actually used this build. If you do well with this build, please post a screenshot of your score in the comments and I will add your name + the screen shot to a list I will make as soon as I get one.
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