Ezreal Build Guide by DJFreaxx

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League of Legends Build Guide Author DJFreaxx

Ezreal - Cleaning up the bottom lane

DJFreaxx Last updated on October 21, 2012
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Build 1 (Cheat Sheet)

Champion Build: Ezreal

Health 2600
Health Regen 15.4
Mana 1445
Mana Regen 18.7
Armor 91.95
Magic Resist 30
Dodge 0
Tenacity 0
Movement Speed 400.925
Gold Bonus 0
Attack Damage 529.15
Attack Speed 50.999
Crit Chance 35%S
Crit Damage 50%
Ability Power 65.8
Life Steal 12%
Spell Vamp 0
Armor Penetration 48.84
Magic Penetration 0
Cooldown Reduction 10%


Recommended Runes



Ability Sequence

1
3
7
8
9
Ability Key Q
5
12
15
17
18
Ability Key W
2
4
10
13
14
Ability Key E
6
11
16
Ability Key R





Mastery Tree Is Outdated

WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
3/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0

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Introduction

Hey everyone, I'm DJFreaxx from the NA server. I am not a pro, but I've played long enough to know what I'm doing. I'm making this guide to inform you all of how I personally build Ezreal. The reason I build him this way is because it works...for me at least. However it may work for others just as well. I hope you can use it to your benifit.


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Pros and Cons to this build

PROOOOOOOS PROS
Good begin game
Great laning phase
Added armor pen against enemy ADCs
Added AP for early game poking and damage output

CONNNNNNNS CONS
Not much magic resist begin game
You WILL get focused because of your early lane presence
You ARE going to get dissed for playing Ezreal. Screw the haters though. :p


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Runes

Runes

Greater Mark of Attack Damage
6

Greater Mark of Armor Penetration
3

Greater Seal of Armor
9

Greater Glyph of Ability Power
9

Greater Quintessence of Attack Damage
1

Greater Quintessence of Armor
1

Greater Quintessence of Movement Speed
1
Why the runes you use?

Simply because I find a hybrid rune page is perfect for begin game. Early laning phase should be where you dominate in order to get ahead of the enemy AD carry in your lane. The amount of ability power you will have in the early laning phase will be perfect for your Mystic Shot as well as Arcane Shift. It will give you that bit of extra umph to help poke and drop quite a bit of damage on the opposing ADC.
You also have the added armor begin game so you can buy boots instead of cloth armor. Mobility is important begin game. PLUS, bot lane is where the enemy ADC will be, and what blocks AD? Armor.
On top of that, whatever armor the opposing ADC might have will be less effective with the added Armor Pen. from your runes.
Why not full AD marks?

This build aims mostly at AD, which means that you will be building more AD on your second back. Plus, most people play their ADC with full AD marks, leaving them without the immediate Armor Pen. You have extra armor, AND Armor Pen. Personally, I find that it will leave you ahead of them.

Why flat runes?

As always, the turn around for Per Level runes is so high (around level 13) that you will hardly notice it in your laning phase which is where you want to shine so that your late game won't be so difficult. Sure, they help late game, but that puts you in a spot for your begin game that you don't want to be in.
If you want Per Level runes, switch out your Quints. It will lower you a bit in early game, but as always, it's up to you.


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Masteries

Masteries
1/1
3/4
4/4
4/3
1/1
1/2
3/3
3/1
1/4
1/1
2/3
3/4
3/3

I go21-9-0. That is pretty standard for basically any AD damage dealer. You don't need utility because as an ADC, you will be laning against another ADC bot lane and will need the extra defense. AND as an ADC you WILL need the damage coming from your Offense tree.


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Build Explanation

Again, the reason I build Ezreal this way is because it works for me. However, all builds should be used as guidelines to your own build and mine is no different.

Early Game Items


These are a MUST. Being mobile is the best decision you can make begin game. Some people go for and x5 to begin with, which is viable too. However, with x2 and x1 you have just enough to keep you in lane until you can go first back for purchases, and the mobility to juke skillshots and get away from early ganks.

More mana = more skill usage. In lane this will give you that added mana you need to get off that last to take someone down or that extra in order to escape a gank.

This item is perfect on Ezreal. I rush it because of the early AD as well as the extra Armor Pen, added on to the Armor Pen you already have from your runes.
Mid Game Items

As always, the more AS you have, the quicker you put out AAs. On an AD champ, more AS is GOOD.

Late game you will need lifesteal to stay on the field. You are your team's ADC and they NEED you to be in ALL teamfights. You are the heavy damage output and you are supposed to carry the team.
Late Game Items

This item is great on Ezreal because chances are, when you are poking, will be the skill you spam the most. This will give you enough Mana as well as some added AP to last in your lane. It also gives you added damage output from as well as the slow, and the added AS from as well as the critical strike.

All dat AD. Obviously great on an ADC. Plus the crit isn't a bad bonus.

This is based on personal preference. I enjoy this so that I can quickly finish off enemies and move on to the next. The added AS is nice as well. However, this item can easily be swapped out with another .

Situational Items

In some games you will run into another ADC who may gun you down faster than you could have saw it coming. The amount of armor on this item will allow you to last longer in team fights as well as in lane when there is a huge AD presence countering your own.

This item is nice begin game for the added lifesteal as well as the extra ward in the case that your support is b or is dead and you need to watch for a gank, or even if your support doesn't have enough gold for a ward. That is why I set this item as situational. It's nice, but not mandatory to have. It also has the extra armor and AD. Late game, you will have though, so you can sell this item to pick up bloodthirster that instead.

Shields everywhere.
Whenever you run into a team with heavy AP, what do you build? MR. This gives you the added MR that you need without giving up too much AD output, as well as a nice passive to protect you from massive AP dealers' damage output. A shield that absorbs 400 magic damage if that attack would leave you less than 30% health can save you in an instant.


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Skill Choices

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

I chose to upgrade my skills like this because, again, it's personal preference and I find it to be most effective. is an amazing skill to have begin game, and is Ezreal's (aside from his ult, of course) main damage output. Honestly I don't think does all that much damage. The AS debuff is nice, but your Q and E should be your main skills.


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Summoner Spells

Here are MY dos and don'ts for summoner spells.

My Choices

The reason these are my choice is simple.
Will help you out throughout the game. It does true damage so no one can nullify its effects, therefore if you've gotten someone down quite a bit and don't want to dive a tower to finish them off, it will do the job for you. It also helps if you're 1v1ing someone stronger than you.

This is a standard summoner spell. It is the best in the game, in my opinion. If you are being chased, you can get over a wall and get away. On the other hand, you can flash a wall to continue a chase. It can get you out of a lot of bad situations, but can be swapped out with because Ezreal has his which is more or less a built in flash, with less range.

Do not use these
DO NOT USE THIS. Ezreal may use a bit of mana but it is useless late game. Don't even bother putting yourself in that situation.
Sure, this is great when you are first starting out, or if you are baiting someone, but it really isn't that useful. You have health pots begin game, and late game. There's no reason you should need this.
If your support is doing their job right, wards should be more than enough for what most people use this spell for. Personally I see no use in having Ezreal with it, unless you're planning to snipe someone across the map in their own base repetitively with .
Possible other choices
This is okay for when the enemy team has a good jungler. You ARE squishy begin game and WILL get ganked. This will help you get away, and save yourself a death or two.
This summoner spell is a great alternative to ignite or flash. It allows you to finish off faster enemies or focus down someone in a team fight.


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Farming

In your laning phase the idea is to poke the enemy ADC (or support if they are getting too cocky) and go for kills when you can. But Ezreal is always going to be a slightly squishier ADC so be smart and play defense when you need to. And as always, GO FOR LAST HITS. Don't waste your time constantly AAing down minions. That leaves the possibility for your minions to take the last hit from you. And don't be super greedy with your support. They need a bit of gold too before they can pick up their own GP5. But don't let them get greedy either. YOU are the ADC, and YOU need to pick up some heavy AD items before the enemy ADC does.


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Thank You

Thank you all for viewing my guide.

If you have any comments, questions, or suggestions for me, leave a comment.

If you'd like to add me on LoL, my summoner name is DJFreaxx.

See you all on the fields!


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Change Log

10/21/2012 - Updated item build. Added early, mid and late game item section. Added situational item section.