Ezreal Build Guide by James_Weston
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Ezreal... Beast Mode Activated
Situational Defensive Items
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.
Ezreal - The Prodigal Explorer
Welcome fellow summoners to my brand new Ezreal Build! This is my very first build i have ever made and i am very interested in AD carries and AP carries. I Hope this build works for you and thanks for checking out this build! James
Pros / Cons
+ Escape with Arcane Shift
+ Very good skillset
+ Team Steroid Essence Flux
+ Personal Steroid Rising Spell Force
+ Good Early, Mid and Late game damage
+ High Skillcap
Ezreal is great at poking and kiting, he has many spells to help him do that. He's mobile, he has Area on Effect damage abilities. His Mystic Shot deals plenty of damage, with a low cooldown and a low manacost. A team steroid, and an incredibly overpowered spell if you ask me; Arcane Shift.
- No Crowd-Control
- Difficult to master
- 3/4 Attacks are Skillshots
- Squishy like all ADs
- Highly focused
- Needs a lot of Gold
As most AD carries he lacks CC, both Area on Effect CC and single-target CC. He has difficult to master thanks to his skillshots. And like all ADs he will be focused all the time and he needs a lot of gold to be efficient. And of course, a glass cannon, deals tons of damage, but is easy to break.
Flash - Teleports your champion toward your cursor's location.
The ultimate "get away free card" that you can use just about every fourth minute to save your life, catch up, position in a team fight or just dodge a skill like Enchanted Crystal Arrow. This is one of the used summoner spells if not the most popular spell. Because it can be used both defensively and offensively.
Barrier - Shields your champion for 95 + (20 per level) for 2 seconds. A very underestimated summoner spell, great versus bursty lanes like Graves & Taric. Can save you from death against for example Requiem or Trueshot Barrage. Activate this when the enemy toplaner jumps on you and wastes all his cooldowns, like Zed.
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.
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 remember to use it early in the fight if you know that your opponent(s) has an Ignite.
Rising Spell Force (Innate) Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times. Thanks to this spell we can focus more on attack damage items instead of attack speed. This ability stacks up to 5 times. You gain 5 Stacks after casting Trueshot Barrage.
]Mystic Shot (Q):Ezreal fires a bolt of energy that deals 35 / 55 / 75 / 95 / 115 (+1.0 per attack damage) (+20% of ability power) physical damage and applies on-hit effects. If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second. Your main ability, it's nowadays on a low CD and a low mana cost at all levels.
Essence Flux (W) Ezreal fires a fluctuating wave of energy at a targeted area. Any enemy champions it passes through take 70 / 115 / 160 / 205 / 250 (+80% of ability power) magic damage, while any allied champions it travels through have their attack speed increased by 20 / 25 / 30 / 35 / 40 % for 5 seconds. Don't spam it, it has a very high manacost.
Arcane Shift (E) Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 75 / 125 / 175 / 225 / 275 (+75% of ability power) magic damage.[/color] A truly epic spell that will save you from certain death multiple times, if used wisely. Has a pretty long cooldown so only use it when you absolutely need it.
Trueshot Barrage (R) Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal 350 / 500 / 650 (+1.0 per bonus attack damage) (+90% of ability power) magic damage to each enemy unit they pass through. However, it deals 8% less damage for each additional unit it hits (30% minimum damage). Useful ultimate, global. Remember to use in beginning of teamfights and not to ks kills.
Mystich Shot(Q): Take it at level 1, 3, 5, 7 and 9. It deals the most damage of all your basic spells and applies on-hit effect for massive Life-Steal or damage via Sheen. It also reduces cooldowns while it still has a low cooldown.
Essence Flux (W): I Take it at level 4 just to have it. Then I max it last and getting it at level 14, 15, 17, and 18. You can max this before Arcane Shift if you think that you'll benefit more from the Attack Speed buff rather than a short cooldown-damagedealing Flash.
Arcane Shift (E):Your escape/damage spell. Take it at level 2 and max it second. You also get it at level 8, 10, 12, and maxing it at level 13. I max this before Essence Flux because of the increased damage and shortened cooldown.
Trueshot Barrage (R):The ultimate skill of denial! As it's your ultimate you max it first and you ALWAYS get it at level 6, 11 and maxing it at level 16. This is really the definition of Ezreal.
Now you should be heading to bottom lane (or if you have a jungler that's getting ganked, go help him out), hopefully with a support. Early game you should really only be focusing on lasthitting and keeping your lane freezed (keeping the minion-wave just a little bit on your side, not to close to you tower though, so the tower doesn't eat up your minions.) This makes ganking your lane so much harder for the enemy jungler. You should really not push your lane and destroy the turret in the early game, like many others think.
My personal goals for farming is
80 Farms - 10:00
100 Farms - 15:00
150 Farms - 20:00
200 Farms - 30:00 (Now you should head up to fight teamfights and dragon, therefore you will most often lose some farms).
After that it just depends on how the game goes.
Keep farming and help out your team with Dragon and maybe even Baron. Ask your jungler for Red Buff, which is extremely powerful on AD Carries. Push your turret/lane and go gank the other lanes. Don't push the waves to hard without wards when there are several enemies missing. Focus on getting your Bloodthirster, try to finish it before late game. At the later stage of mid game you should group up with your team and stay that way so you don't get ganked.
Group up with your team and get ready for a lot of teamfights and Baron Nashor. Buy Wards and ward the map for better vision, get pink ward at Baron Nashor. The most important thing as an AD Carry is to do the thing your team benefits the most from. So if you see that your team is losing a major teamfight, then back to defend creepwaves and such. You should have the highest damage output in your entire team and therefore your positioning is crucial. Remember to focus their highest damage threat that is available for you to reach, so even if you see their AD Carry in the back you shouldn't run over to kill him, because you will most probably die before you can kill him. So what I'm saying is that you should focus the closest high damage threat. This can be hard and will require some practice, but keep practicing and you will get it, that I can promise!