Ezreal Build Guide by VietNamE
Not Updated For Current Season
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.
Not reccomended to new players as most of Ezreal's skills are skillshot. Ezreal is reccomended playing as an AD carry, but can also be played as AP. He can not be played as hybrid. I thought they knew, but until i saw many more players play hybrid Ezreal, I wanted to make it clear that Ezreal can not be played hybrid. Better on Kayle.
Pros / Cons
+ Great range with Mystic Shot and Essence Flux.
+ Good finisher with Trueshot Barrage.
+ Free Flash with Arcane Shift which also deals a good amount of damage.
+ Insane burst damage early game with Mystic Shot.
+ Awesome harass combo with Mystic Shot and Arcane Shift.
+ Can r4p3 like a bosse with all his abilities as he is like an AP who spams their skills
- Ezreal is squishy no matter what & as he's a carry he will usually be mainly focused on
- He has no Crowd-Control Effetcs (aka CC) at all.
- Since he's squishy he is very vulnerable to CC
- Requires a lot of skill to land hits since 3 of his abilities are skillshots.
- Spammable spells which leads to mana starvation
Recommended Summoner Spells
Flash - Teleports your champion toward your cursor's location.
One of the most peopular spell in the game as it can be used both offensively & defensively. Is used as a get away spell as it can flash through walls. Saved my *** multiple times.
Exhaust - Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds.
One of my favorite offensive skill besides flash as it can give you an upper hand in a 1v1. Also, can be used to shut down opposing teams AD carry.
Heal - Restores 145-570 Health to your champion and 50% of that to nearby allies.
This spell can be used to save teammates, bait people to towerdive you at low level, survive spells like Requiem and such. I like this spell as it benefits your teammates aswell, it's can be used both defensively and offensively, this spell works great in 1vs1s or 1vs2s. But remeber to use it early in the fight if you know that your opponent(s) has an Ignite.
Ignite - Ignites target enemy unit, dealing 70-410 true damage over 5 seconds and reduces healing effects on the target for the duration.
Another great spell, however not my favorite on an AD champion. Good for taking down those armor/magic resist stacking ***** tanks, since it deals true damage, it ignores all armor and magic resist. If you use this in a 1vs1 the opponent won't notice it and well probably don't care to lose 300 hp without knowing it.
Mostly used by junglers/solotoppers/tanks in general, but work's great on high priority damage targets as well. Just because if you get stunned/snared/silenced you can get out more quickly to deal the damage that you're supposed to be doing and you get good protection against AP mages early game, I typically don't get these until late game when the teamfights start rolling in, but if you're constantly getting focused by CC or meeting a team with several hard CC's per champion then by all means get these boots.
I typically start with these boots if I go AD, they are the second cheapest boots and are very cost-efficient. It gives decent movement speed to get around and a pretty large amount of attack speed. Great for any fight, or farming if 2 creeps have little HP. Overall a solid chioce, these boots should work great on hybrid Ez too. I switch these boots for Mercury's Treads when there's a lot of teamfights going on so if I get stunned/snared/silenced I can quickly get back into the fight.
375 Mana, 375 HP, 50 Magic Resist, blocks one negative spell per 45 seconds. The ultimate item of denial, tired of getting bursted down by that LeBlanc, or tired of getting stunned and then the whole enemy team jumps you? This is a great survivability item that i usually get on Ezreal. It's not only the shield that's good, it grants HP, MP and Magic Resist.
55 Attack Damage, 36 Magic Resistance. UNIQUE Passive: +1 Attack Damage for every 2.5% health missing. If you would take magic damage which would leave you at less than 30% of your maximum health, you gain a shield which absorbs 400 magic damage for 5 seconds. 60 second cooldown. This is a new item that I really fell in love with, it's considered to be good on offtanks but when you look at the specs you don't need a genius to find out that this item works great.
75 Armor, 350 Health, 25 Health Regeneration. UNIQUE Passive: 5% Cooldown Reduction and 20% chance on being hit to slow the attacker's movement and attack speed by 35% for 3 seconds. UNIQUE Active: Slows movement speeds and attack speeds of surrounding units by 35% for 2 seconds, 60 second cooldown. (500 Range) A generally good tanky item against AD