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Ezreal Build Guide by iKillDrunkStyle

AD Carry Ezreal (토끼) - Do you belong in a museum?

AD Carry Ezreal (토끼) - Do you belong in a museum?

Updated on October 29, 2012
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League of Legends Build Guide Author iKillDrunkStyle Build Guide By iKillDrunkStyle 7,329 Views 1 Comments
7,329 Views 1 Comments League of Legends Build Guide Author iKillDrunkStyle Ezreal Build Guide By iKillDrunkStyle Updated on October 29, 2012
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Choose Champion Build:

  • LoL Champion: Ezreal
  • LoL Champion: Ezreal
  • LoL Champion: Ezreal

Introduction

Introduction



Hi everyone, and this is my guide for Ezreal, The Prodigal Explorer. This is my first guide on Mobafire, and I would like all the feedback you guys can give me.

Ezreal is a ranged AD carry which is amazing to play. If you are one of those people who like to shoot champions from afar, Ezreal is just the champion your looking for.

Credits to jhoijhoi for the template, which you can find in jhoijhoi's Making a Guide.

If you downvote my guide, please type in the comments why you disliked it and why. And if you are a owner of a Ezreal guide, please don't downvote my guide.
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Pros/Cons

Pros / Cons

spaaaaaaace
Pros


+Strong Poke
+Average Range
+Mean poker
+Large early game damage
+Global Ult

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Cons


-No targeted abilities
-Hard to aim ult



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Masteries

Masteries



I use 21/0/9 because ezreal works better with the 9 points in utility rather then defense. Sometimes I will switch the 3 points in Vampirism into Havoc for extra damage. If you would like to put the 9 points in defense, that is fine by any means. You do not need to follow every single thing in my guide, but I suggest you use these masteries. Here are some images of my masteries and in detail why I picked these.

Summoner's Wrath and Butcher : 1 Point goes into one of these masteries. Pick Butcher if you decide to get Heal as a summoner spell, or Summoner's Wrath if you intend to get Ignite, Exhaust, or Ghost.

Brute Force : Ridiculous mastery in my opinion, 3 extra AD is no small change. Always get 3 points in this mastery, as this will give 3 extra AD at level 1.

Alacrity : 4% attack speed is not much, compared to Rising Spell Force and your Phantom Dancer, but this helps with sending more attacks onto your opponent. You should always put 4 points in this mastery though.

Weapon Expertise : 10% armor pent, that's a quarter of the armor pent on Last Whisper. Weapon Expertise combined with Last Whisper reduces 50% of their armor. You must get this mastery, a must.

Deadliness : At max level, you get 9 AD at level 18 with Deadliness . Like with Brute Force , get this mastery to max level.

Lethality : +10% more crit damage on crit. Kinda like 1/5 of an Infinity Edge. You should always get this mastery on Ezreal and other carries. If you do not get this mastery, something is terribly wrong with you.

Vampirism : Sometimes I wonder if this is even a good mastery at all. It only gives 3% lifesteal, as much lifesteal as a Doran's Blade. So I tend to put these 3 points in Havoc for the bonus damage. Your choice whether you want Havoc or Vampirism .

Sunder : +6 Armor Pent. End of discussion, get this mastery at max level when possible.

Executioner : For those last few hits to kill the guy, this mastery is completely out of this world. If you fire Trueshot Barrage on a champion with 40% hp or less, it will do 6% more damage. You should always get this mastery when possible.
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Runes

Runes


Runes make your early game very strong. With these runes, you will be able to cast spells faster, and deal more damage per second.



  • greater mark of desolation: With these runes, your physical damage will spike up in damage. Beginning game, the enemy ad carry will cry everytime you autoattack them, unless its Caitlyn or Vayne. If you are getting runes for the first time, these should be your 2nd priority.

    Other viable options may be:
    • Greater Mark of Attack Damage: These will increase your ability to last-hit, but these will hinder your late game because you will not be able to penetrate late game armor on AD carries, it matters that much.
    • Greater Mark of Attack Speed: I've never used these runes before, but I feel like this might help if you like to get Every Single Last Hit In The Game. These may also help you get another kill if you need one more attack to kill the champion. However ezreal already has a lot of attack speed due to Rising Spell Force and Phantom Dancer
  • greater seal of replenishment: These runes will help your mana problems a little bit if your a spam freak like me.

    Other viable options may be:
    • Greater Seal of Armor: If the enemy AD carry has armor pent, then these will reduce the amount of damage the AD carry can do to you.
  • Greater Glyph of Scaling Cooldown Reduction: I love cooldown reduction, period! If it's anything I like in the game, it is cooldown reduction. These runes will give you super cooldown reduction at level 18.

    Other viable options may be:
  • greater quintessence of desolation: Runes that give 3.33 Armor Penetration per rune. How can you miss out on these? I pick these runes because Armor Penetration in my opinion always wins lategame.

    Other viable options may be:
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Summoner Spells

Summoner Spells

Recommended Spells


Heal: This is the main spell an AD carry is suppose to carry in the current META. I currently use this spell because this spell can save your life. However don't forget to use it, or else you might die to an incoming Requiem.
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Flash: What can I say? This spell goes good on practically every champion. This spell is pretty much Ezreal in a can. You can make gaps bigger, or make gaps smaller.
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Ignite: Make that Dr. Mundo, Swain, or HP recovery champion feel really sad. Say hello to one of the best finishers in the game, Ignite. If someone is left with 100 hp, watch your spell burn their life away as they attempt to run but soon realize they are about to die. Be wary though, as this is an over time spell, so they can still use Cleanse, Heal, or Barrier to survive ignite.

Other Spells


Exhaust: An amazing spell to, I also recommend this summoner spell. This spell will completely shut down the AD carry for a few seconds, Garen-teeing a kill, unless someone is with the AD carry or the AD carry is under a tower.
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Cleanse: Another escape spell, this spell is Gangplank's Remove Scurvy in a can. However, if you execute this spell at the wrong time, you will be vulnerable to more CC, so beware of when to cast this spell.
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Ghost: An escape move, just like ignite, except ignite is more for chasing champions. Ezreal is a bit slow, so Ghost will help Ezreal just as much as flash will. Just remember Ghost is for chasing champions. Ghost does not function as well for escaping.

I will chop you with The Axe of Darius if you use these spells



No. Just don't. Getting this spell will Garen-tee a extra kill for the other team, unless your trolling or super pro at League of Legends.


This spell is a lot better then Revive, but do not get Surge. The description may make it look like a good spell, but Summoner Spells are suppose to escape or aid your allies. Besides, Surge has really bad stats.


Your not a pusher, and your not Master Yi. Why do you need this spell anyway? The enemy just ends up killing the minion anyway. This spell is so useless on Summoner's Rift. Do not get this unless your on The Crystal Scar.


You are not Jungle Ezreal. I will seriously Noxian Guillotine you if you get this on Ezreal, unless your jungling with him or are trolling.
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Abilities

Abilities




Rising Spell Force: This passive is really strong. At max stacks, Rising Spell Force gives 50% extra attack speed. Stack this passive when your trying to destroy a tower. To stack this passive, simply hit a target(s) with one of your spells.



Mystic Shot: The main skill of AD Ezreal, and is one of two of your main damage dealers. This spell does proc On-Hit Effects, so Sheen, Trinity Force, and Lich Bane proc on Mystic Shot. Lifesteal, Black Cleaver, and Armor Penetration proc on this spell. Crits do not apply on this spell unfortunately, so the damage on this spell begins to die off late game. This spell also reduces all your cooldowns by 1 second, so make use of that.
Tips and Tricks
  • This skill stacks one stack on Rising Spell Force, so make use of this spammable spell.
  • This spell has a lot of range, so make use of the range.
  • This spell does not go through minions, so try getting to an angle where you can hit the guy.
  • Do not spam this spell as much though, as Mystic Shot will eat your mana early game.
  • Mid game, try to spam this spell when your ult is on cooldown as its cool down will go from 60 to 0 in about 20 seconds.
  • If your being chased, try to hit monsters, minions, or champions to reduce the cooldown of Arcane Shift.




Essence Flux: This skill does a lot less damage then Mystic Shot, however this skill is used for the attack seed debuff and buff rather then the damage. This skill also has less range then Mystic Shot.
Tips and Tricks
  • If your clearly losing to an AD carry, this debuff can potentially allow you to out DPS that champion.
  • This skill does not damage minions, and flies straight through minions, so use this skill to harass the enemy. Beware though, this skill eats your mana faster then Mystic Shot will.
  • This skill can make your allies attack faster, so shoot Essence Flux at your allies, and the tower will be completely demolished due to your attack speed buff.



Arcane Shift: Your built in flash. Love it, period. Arcane Shift is used mainly for the movement, so use this when you can. In teamfights, you should use this to actually back away from the fight to keep yourself at a short distance. Arcane Shift over walls to get away from chases.

Tips and Tricks
  • If your being chased, try to jump over a wall to even the odds of you being caught and killed.
  • If your caught in a sticky situation, just Arcane Shift back to get to safety
  • If your going to dive someone, make use of the homing projectile. The homing projectile homes onto the nearest enemy, so land Arcane Shift on the target in order to make the missile hit him.



Trueshot Barrage: This skill does not hurt so much due to the fact it is suppose to be scaled with AP, not AD. None the less, Trueshot Barrage still hurts. This ult does go through anything, but for every unit Trueshot Barrage hits, it does less damage.

Tips and Tricks
  • Make Trueshot Barrage count, as it is a global skillshot, so try to aim your best. If you wanna practice aiming, start out with using Clairvoyance and Trueshot Barrage in unison.
  • If your trying to snipe someone off, try not to hit a minion wave, as this will hinder the damage of your ult.
  • If a tower is under attack, ult the minions that are attacking the tower, as this will prevent any further damage to the tower.
  • This can also be used to initiate a teamfight to make your team have the edge in the fight.
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Skilling

Skilling



You're going to want to max out Mystic Shot first because this is your main damage dealer, but upgrade Trueshot Barrage ASAP. After maxing Mystic Shot, you should alternate skilling Essence Flux, and Arcane Shift.
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The Item Paths of Ezreal

I created different ways to build Ezreal because he can be built in many ways. I only got two builds down, so here are my builds.

AD Caster


This is the build I currently use, making use of the spells Ezreal is given. I use Mystic Shot more then my auto attack, until late game, which is when my Mystic Shot begins to do less damage, but thanks to Last Whisper, Mystic Shot will still be a strong poke.

I picked Last Whisper over Black Cleaver because you have to stack Black Cleaver in order to have the armor reduction. Because I use Mystic Shot more often then I auto attack, I just think having all the armor pent without stacking it makes Mystic Shot do the damage without the need of stacking Black Cleaver.


AD Carry (Under Construction)


This build focuses more on auto attacking rather then staying out of range and relying on your Mystic Shot. Mystic Shot will still do a lot of damage, but not as much as the AD Caster build. With Madred's Bloodrazor, you rip 4% of a champions maximum HP per hit. That's a lot of damage for tanks, and if its a squishy, you will completely melt them away.


AP Caster (Under Construction)


Another great way to build Ezreal, AP Caster build focuses on building a burst combo on Ezreal, but allowing Mystic Shot to do decent damage. Sometimes considered the equal of AD Caster Ezreal, this build is what your looking for if you wanna go mid and stop that AP carry. Note though, this build also includes really high cooldowns, and requires you to aim your ult. If you missed your ult, you just loss half your combo damage.
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Items - AD Caster

Items

Usual AD Caster Build



Core Build

Item Sequence

Ionian Boots of Lucidity 950
Phantom Dancer 2800
Infinity Edge 3300

  • Infinity Edge: Probably your 2nd most expensive item in your build, costing around 3600 gold, a ridiclous amount of gold in my opinion. However this item gives 80 AD, the 3rd most amount of AD you can get from a weapon, gives 25% critical chance, and increases critical damage from 200% to 250%. Plus your 10% critical damage from masteries, you do 260% damage on critical hit. That's a ridiculous amount of damage for any champion, so this should be your main focus on any AD carry.
  • Phantom Dancer: These are a common pick on AD carries, and are most suitable for your core. Infinity Edge and Phantom Dancer are your core picks, and should always be in your build, regardless if you are AD caster or AD carry.
  • Trinity Force: This item is the Tri-Force of League of Legends. In my opinion, this item is more of a bruiser item, however this item will spike Mystic Shot's damage by a lot. This item is recommended for the AD Caster build.
  • Choice of Boots: Boots are an important part of the game, as these will allow you to out run your opponent, or out match your opponent because of the effects. Here are some viable boots on Ezreal:
    • Ionian Boots of Lucidity: My choice of boots because of how I like to spam Mystic Shot. These boots are great for AD Caster Ezreal.
    • Berserker's Greaves: I usually don't get these on AD Caster Ezreal because the main goal on a caster is to spam your spells, not auto attack 100% of the time. These are still a great pick, even as AD Caster, and these are the 2nd cheapest boots, so you can efficiently buy these boots.
    • Ninja Tabi: Does that Caitlyn hurt to much? Then say hello to Ninja Tabi, boots that deducts 10% of a units basic attack damage, and also gives 25 armor. Not a lot of armor, but the unique passive is really strong against AD carries. These boots should only be bought if you are being destroyed by an AD champion. Otherwise, Ionian Boots of Lucidity and Berserker's Greaves work best.
    • Mercury's Treads: Sometimes the AD Ranged is focused to much, putting all the CC on the AD Ranged will shut them down and kill them. In theory, the only people that should be killing Ezreal are mages, such as Ryze, Veigar, Morgana, and many other CC mages. So if this is correct, getting boots with magic resist and crowd control reduction will result in dieing less from mages. Only get these boots if you are seriously being killed by the enemy mage or are being Perma-CC.
    • Boots of Swiftness: Since the movement speed nerf, champions are now naturally really slow, and some players tend to not like slow champions, so I decided to add Boots of Swiftness due to Ezreal's natural slow movement speed. If you already got 4 points in Swiftness or you have Greater Quintessence of Movement Speed on you, then these boots are unnecessary and Ionian Boots of Lucidity or Berserker's Greaves will work best for you.


Final Items

Item Sequence

Black Cleaver 3000
Madred's Bloodrazor 3800
Wriggle's Lantern 1800
Banshee's Veil 3100
Guardian Angel 3200
Maw of Malmortius 3100


These items are what finalizes your build. I usually pick Bloodthirster and Last Whisper as my 2 last items, because these provide the most damage output on Ezreal. Sometimes if I'm being focused really bad, then I will equip Guardian Angel or Banshee's Veil. If I really need protection against magic resist, a Maw of Malmortius or Banshee's Veil will protect you. Black Cleaver is also a replacement for Last Whisper if you don't like the 40% armor pent and instead want straight 45 armor pent. If that tank keeps killing you, for example Darius, then you should get a Madred's Bloodrazor and make that Darius feel sorry (Note: Madred's Bloodrazor is easily countered by magic resist items.DO NOT get Madred's Bloodrazor if the enemy team has a lot of magic resist. This will completely shut down your Madred's Bloodrazor and destroy you).

Here are the items in detail, and why they are good picks:
  • Bloodthirster: I really want to add this to the core build, but unfortunately this is a snow ball item which will make you lose upto 20 AD and 4% lifesteal. This is a good item if your fed or need some survivability in order to stay alive in team fights. This item is a must if the enemy team begins to equip Thornmail, as your gonna have to get 2 Bloodthirster if they get thornmail. Usually only the tank gets Thornmail, but in the case where your super fed, getting 2 of these may help you survive.
  • Black Cleaver: This item is so strong, it isn't even funny how strong this item is. 45 armor pent after 3 hits? That is a lot, but Last Whisper is better in my opinion because you don't have to attack 3 times in order to penetrate armor, which synchronizes well with your Mystic Shot.
  • Madred's Bloodrazor: A decent item for an AD carry. If that bruiser keeps killing you, then kill him with this item as it will shred their hp. Be wary though, as this item will be useless against large amounts of magic resist.
  • Wriggle's Lantern: An awesome item for when you need a balance of armor, AD, and lifesteal. Get this item early as this is a very strong early game item when equipped on Ezreal. Did I also mention a free ward comes with this item?
  • Banshee's Veil: To most people, this item is considered a rage item, because that Veigar will stun you, and then he will be mad because you just denyed his Event Horizon. Back to the point, this item blocks the next champion spell casted on you (must be a hostile spell, not ally). However, this item can easily be countered, despite the effect it gives.
  • Guardian Angel: For when your being super focused, this item gives you a second life and resistance against AD and AP. It's an awesome item to have, and people will think twice before they kill you, as you have a second life.
  • Maw of Malmortius: Considered a bruiser item, this item is great on Ezreal because you gain AD based on your HP and also receive a magic damage shield. This item is for the enemy Karthus when he uses Requiem. If you see an Enchanted Crystal Arrow or Trueshot Barrage coming your way, this item just might save your life. It also gives magic resist, so say goodbye to those mages and their hopeless attempts to kill you (Unless they are really fed).
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Farming, Zoning, and Harass

Farming

Farming is pretty much the act of getting mass amounts of gold early on to empower yourself in the late game phase. Farming is pretty much essential, even when your fed. To farm, wait until a minion has really low hp, then auto attack it. Make sure you kill the minion in that 1 auto attack, or you failed to last hit the minion. This is a video of Summoner Academy, Episode 3 of the series. This video shows lane control and how to last hit.



If you know a lot about the game, this guy unfortunately did not last hit very well, but the video showed you the point. Last hitting correctly will Garen-tee you a lot of gold.

Here is another video on zoning, and how it works.



Zoning is pretty much the use of preventing an enemy champion(s) from getting gold or exp. DOTA (Defense of The Ancients) players pretty much know this as denying. Having a lane partner will greatly increase the chance of denying them of exp or gold. Attacking more then necessary will result in pushing a lane and will deprive you of exp and gold, and put you in the situation of a Gank.

Harass is the act of poking at your opponent. Harass is an important part of the game, as this will deprive your opponent of getting gold or exp. However, the need to harass your opponent is smaller then the need to last-hit, as you need the gold more!
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Early Game

Grab your starting items and head onto the Fields of Justice! Head down to bottom lane, and dance near your tower. The other side will be so jealous! Stay near your tower, as the risk of you going into the bush and dieing is very high. After the minions spawn, check the brush for enemy champions by using Mystic Shot. Try not to get to close, and be sure that no one is in the brush. After the enemy has ran away, or has entered the lane, start farming. Last hit until the enemy champion gets close, and then smack them with your auto attack. If you can also land Mystic Shot with your auto attack, you might have taken out a chunk of their HP. Becareful, and try not to push the lane. Stay careful and be cautious of all surroundings until you have Arcane Shift. Farm until you either are on low HP, or until you have 1610 gold. After you receive the gold, buy:



After getting Sheen and Boots, buy Ionian Boots of Lucidity and then save up for a:

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Mid Game

Your in your midgame, and some of the towers are destroyed. you should now have one or two of your core items. In a teamfight, try to focus the AD carry, such as Ashe, Caitlyn, Vayne, Urgot, etc. If you can't focus the AD carry or attacking the AD carry is to risky, focus on attacking bruisers, such as Darius, vladmimir, Rumble, Garen, Jarvan IV, etc. You must take out the main damage sources, but if you can't take out the main damage sources without dieing, then focus on the 2nd strongest damage source. If you can't focus that, then focus on the 3rd strongest source, and so on. Focus on getting these items:

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Late Game

The part that truly creates the outcome of the game. Hopefully you are fed or have not fed the other team. Start choosing your situational items and buying them. I usually buy these items:



These items seem to work best with me as the synergy with your damage and lifesteal is superior. Again, focus who you can, and try to win the teamfight. Also, tell your team to ward baron and dragon. If they won't ward, then ward for them. If you are really winning, ward the buffs, and stop anyone who attempts to backdoor. If you are losing, ward dragon and baron, and ward your buffs to make sure you have them safe.

After you win or lose, congrats, you played a game as Ezreal and just got more experience in League of Legends.
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The Institute of Warfare's Defense against other Champions

There are many champions on the Fields of Justice, each with its own fighting abilities and strategies. Here are some champions you may encounter, and how to kill them. This part of the guide is still under construction and will always be under construction.




Caitlyn, The Queen of Range
Difficulty: Easy-Medium


Pretty easy to kill, you can out damage her in a teamfight, but the laning phase is a little different. Try to attack her in a open field if you can. Don't step on the traps, and dodge the Piltover Peacemaker. Farm farm farm, until the teamfights, which shows that you maybe stronger then caitlyn.



Vayne, The Night Hunter
Difficulty: Easy-Medium


Vayne will out damage you late game, it is the sad truth. If you shut Vayne down early game, however, then that will be a different story. Vayne's early game can't realy kill anyone from my experience, however late game she is a monster. If you can shut down Vayne early, she will be useless to her team.




Urgot, The Pride of Noxus
Difficulty: Medium


I don't know about you, but I seriously hate playing champions that are super easy to play. Urgot is one of them in my opinion, and I hate him. His utility is just so good, a combonation of Noxian Corrosive Charge and Acid Hunter will make him bully you in the lane. However, Urgot is extremely squishy even with Terror Capacitor, so you can kill him super fast. As long as you don't get hit by Noxian Corrosive Charge, you should be fine. Try to harass him to prevent him from bullying you!




Graves, The Shotgun Man
Difficulty: Hard


This guy just really annoys me. It truly is the truth. Graves really hurts early game, and though you have a really strong nuke with Mystic Shot, his burst is stronger. However, don't think you can't kill him! Ask yourself, does Graves have a super long range poke that he can hit you with? No, and that is final. You outrange him, by a ton. Let him Quickdraw, but heck you can Arcane Shift away, making him waste his Buckshot.

Tips on how to fight him:
  • Early game, try to kill Graves when he is out of mana. Graves is a mana reliant champion, and you can easily kill him if he has no mana.
  • If he is really dominating you, try getting some Ninja Tabi, that will really help.
  • You can also reduce his attack speed with Essence Flux, so don't miss your debuff skill!
  • Make him waste his combo by using Arcane Shift.
  • He has a ult that does around 500 damage, so becareful of Collateral Damage.




Ashe, The Legacy of Legolas
Difficulty: Medium


So Riot made a champion with a stun, slow, and a long range poke. Not a problem, because all her damage skills are skill shots that hit the first champion/minion it hits. Stay behind your minions, that way her Volley can't hurt you. Attempt to poke Ashe with Mystic Shot, but try to do so without getting hit with Volley. Farm farm farm, until the late game, which is where you truly dominate Ashe in a teamfight.
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Changelog

Changelog
10/27/2012: Riot hates Ezreal. Essence Flux no longer has the attack speed reduction portion of the spell. Do not upgrade Essence Flux first, as the attack speed reduction is gone. Q_Q.
8/30/2012: Ezreal buff was granted, Mystic Shot now requires 40 mana at max level instead of 50. Essence Flux was also nerfed, but not that much!
8/29/2012: Fully released guide!
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Summary

I'd like to thank you for voting my build and giving me constructive criticism. Thank you for using my guide, and I will see you on the Fields of Justice!


Credits:
iKillDrunkStyle - Just wanted to give myself a hands up for making this guide.
1337Failure - For giving me tips on how to play!
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