Ezreal Build Guide by Akakakushi

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author Akakakushi

Ezreal is OP. (Season 3)

Akakakushi Last updated on February 19, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Greetings, and welcome to my Ezreal guide, my name is Akakakushi, and I will be your mentor for today.

Ezreal is my main character, I started playing Ezreal about one and a half years ago when I was merely a level 12 newbie. I was amazed by both the looks and playstyle of this champion, and he really caught my eye after seeing him stomp the level 30 friends I was playing with at the time. Since then I've been playing and theory-crafting about Ezreal constantly, and I have finally found a build worthy of making a guide for.

This guide is aimed towards you who are new to playing Ezreal, and lack the knowledge to do so viably.
In this guide I will detail what either makes or breaks an Ezreal building the AD Carry way.

At the end of this guide, I aim to help you gain understanding and hopefully teach you enough about Ezreal to make you a force to be reckoned with, along with possibly teaching myself a new thing or two about both guide crafting and Ezreal-playing.

Please take your time watching Ciderhelm's "Don't Feed Ezreal" video, as this is very rich of information and tactics, presented to you in a more enjoyable way.
Let's get started.

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This chapter have no significance at all.

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Pros / Cons

Even though Ezreal might be "OP" according to the guide title, he, like every other champion, does have his pros and cons.

+ Amazing poke with Mystic Shot and WW Essence Flux.
+ Great mobility with Arcane Shift, W Wwhich is basically an inbuilt Flash. WThe damage this deals is decent too.
+ The burst you gain from your spellkit Wis Winsane early- and mid-game.
+ His kiting is just silly.

- Very squishy, he is an AD Carry and gets Wfocused after all.
- Lack of crowd control.
- Pretty high skillcap, since all his abilities Ware skillshots.
- Needs decent mana control to be viable Wearly- through mid-game.
- Very vulnerable to CC due to his Wsquishyness.

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Greater Mark of Armor Penetration

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Armor Penetration

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  • Summoner's Wrath - Reduces the cooldown on your Ignite, Exhaust and Ghost, take it. (Also reduces the cooldown of Garrison, but let's be honest, noone uses Garrison.)
  • Fury - As we're going down the offensive tree, Fury is definitely my choice for row 1, Sorcery is also a viable choice, but we're going to have enough cooldown reduction with this build anyways.
  • Deadliness - Attack damage per level, unlocks Weapon Expertise . No further explanation needed.
  • Weapon Expertise - This will increase your damage by a lot, I do not recommend taking anything instead of this.
  • Havoc - Increases your damage and lets you climb further down the offensive tree, put only 2 points in this, it's not worth more than that.
  • Lethality - In my opinion a must have on all AD Carries, it increases the damage of your critical strikes, which will be your main source of damage second to your Mystic Shot.
  • Brute Force - This will help you last hit early game, as well as boost your overall damage, if only by a small amount.
  • Frenzy - Attack speed after critical hits are just amazing, since you will be dealing a lot of critical strikes everywhere you go.
  • Sunder - Further increases your armor penetration, which is a gift from the Riot-god.
  • Executioner - This will actually make a HUGE difference mid- and especially late-game, as it increases your damage by 5%. It will make your ultimate the ultimate sniping tool.

  • Perseverance - Taken as a way of climbing down the defensive tree without having to waste points of something as useless as Resistance , as this will barely help at all.
  • Durability - Will grant you a lot of sustain, which is needed on Ezreal to bring his farming to its full potential. Unlocks Veteran's Scars .
  • Hardiness - Armor will help by reducing the incoming damage from physical attacks. Since you will most likely be matched up against another AD Carry, this will help you to trade effectively.
  • Veteran's Scars Another 30 hp for your early game is amazing, this will give you survivability and sustain as well as further improving your trade potential.
I choose to go with defensive masteries instead of utility because of the early game survivability, this will help you get fed and ready for mid- and late-game.

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Skill Sequence

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

  • Q: Mystic Shot: Grab it as often as you can, with a few exceptions. The correct levels to grab this at would be 1, 3, 5, 7 and 9. This is your main source of damage, even better than your auto attacks. This ability is amazing enough to proc on-hit effects such as Sheen and lifesteal. What makes this really amazing, though, is that it reduces all your cooldowns by 1 second every time it hits an enemy (even its own cooldown), while already having a very low cooldown. Scales very well with AD, and relatively good with AP.
  • W: Essence Flux: Almost useless after the nerf, I usually grab this at level 4, though. It's good for stacking up Rising Spell Force by casting it on an ally. It's also good for pushing down towers and taking dragon/baron. Max this last. Scales of AP only, and you're building AD.
  • E: Arcane Shift: This is the only spell that gives you any mobility/survivability whatsoever. It also deals relatively high damage. Therefore, take it at level 2. The main reason you max this second is because of the reduced cooldown on your Arcane Shift (*cough* free Flash *cough*). The damage is also higher than that of Essence Flux. Scales of AP only, unfortunately.
  • R: Trueshot Barrage: This is what makes Ezreal.. well.. Ezreal. Like every other ultimate you get this at level 6, 11 and maxing it at level 16. Ezreal wouldn't be anything without it. Scales of both AD and AP, AP being the dominant one. AD still increases its damage by a tonne.

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Long Sword + 2x Health Potions is a very viable choice to start with. It provides you with some attack damage that you can upgrade later on, as well as some decent sustain. If choosing this, please exchange your 9x greater Seal of mana regen for 9x Greater Seal of Armor.

Boots of Speed + 3x Health Potions are the standard opening items on ADCs as they give you a movement speed boost and 450 effective health. I recommend starting with this most of the time, as they give you very good sustain.
As the ADC, you're going to want to do some damage, take some damage, and heal from some damage. Doran's Blade returns life (HP) on hit, allowing trades. I recommend starting with this if you're up against a character whose poking ability or early game is low, such as Tristana.

Mercury's Treads are the best choice of boots on Ezreal in my opinion. The explanation for my choice is as follows; The way I play Ezreal as an AD Carry is not the normal way of auto attacking, my main damage comes from my Q. Therefore, attack speed is not going to do much. Oh, and did I mention the Tenacity? Tenacity is what makes your Arcane Shift OP, it allows you to get out of those annoying stuns and just Arcane Shift away from danger. You also gain enough attack speed from your Rising Spell Force anyways. If you feel that you need more attack speed, or simply don't want the amazing tenacity Mercury's Treads provides, these are the next boots of choice. Grab these if you feel like you won't hit your Mystic Shot enough to skip the attack speed. These should also be your boots of choice if the enemy team doesn't have any crowd control at all.FILLERFILLERFILLERFILLERFILL
These are a viable substitute for Mercury's Treads if the enemy team doesn't have any crowd control and you still feel like using Mystic Shot as your main source of damage. I can also recommend these if you simply feel like having a higher burst damage without buying Berserker's Greaves.I do not recommend building these, Berserker's Greaves are far superior.

Mercury's Treads should not be bought every game. If the enemy team barely have any CC, these are not needed. Please go with Berserker's Greaves if the enemy team doesn't have any heavy CC.


This is simply amazing on Ezreal. The reason for this is the Sheen proc. Your Mystic Shot procs on hit effects, and this is no exception. This means your Mystic Shot will deal almost double the damage if you hit it, every time! If you miss your Mystic Shot your next auto attack will gain the extra damage instead, so this helps with last hitting also. Also an amazing item on Ezreal. The bonus AD you get from this is just insane. The lifesteal also procs on your Mystic Shot. This will increase your sustain by at least 200%, allowing you to last hit and trade damage more efficiently.
After a lot of testing, I came to the conclusion that Last Whisper is superior to The Black Cleaver in most ways. It doesn't have to be stacked like The Black Cleaver does, and will make you dish out more damage overall. Therefore, it is now (once again) my ARP item of choice.


I usually NEVER grab this, but I've included it in my guide since a lot of people seem to enjoy using it, and I understand them. The reason this is such a popular item is obviously because of the mana it provides. I actually recommend this item if you feel like you are terrible at mana control. This is usually my last item. It does make a huge difference for your auto attacks, so it's basically a necessity late game. The reason I buy this last, again, is because my main source of damage comes from Mystic Shot, which, unfortunately, cannot deal critical damage.
The The Black Cleaver is an item you can purchase instead of Last Whisper if you feel like it. I do not recommend doing this at all, as Last Whisper simply provides you with better stats, but if you want to try something new, go ahead.

This defensive item is purely amazing, I buy it instead of Guardian Angel all the time nowadays. It gives you a decent amount of magic resist and an amazing active for a relatively low price. The active will help you position yourself properly as well as making you close to ungankable. Highly recommended.
A viable choice when the enemy team have a lot of CC initiates, or a Karthus. The mana on this will benefit you a lot. The spell shield, though, is the main reason we choose this item. The passive effect on this item blocks an incoming spell after going on cooldown. This will prevent CC, global ultimates, or simple pokes. (This have saved my life MANY times.)
Guardian Angel is an item I always used to purchase because of its amazing passive. Tough, I find Mercurial Scimitar to be a much more viable choice, as you do need damage. Guardian angel has lost its charm, and the only case I would recommend you buy this instead of the Mercurial Scimitar would be if you don't know how to properly position yourself and you die a lot.

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Example builds

If you have no clue at all in what order you should be buying your items, here's some examples. Please refrain from building the exact same items I put in these after the core, as they should be situational. Copying example #1 up until the Last Whisper is completed is accepted to a certain degree.

Example #1:

Item Sequence

Health Potion

Health Potion


Boots of Speed

B. F. Sword


Mercury's Treads

Vampiric Scepter

Trinity Force

The Bloodthirster

Last Whisper

Quicksilver Sash

Mercurial Scimitar

B. F. Sword

Infinity Edge
Example #2:
Item Sequence

Health Potion

Health Potion

Health Potion

Doran's Blade



Berserker's Greaves

The Brutalizer

Vampiric Scepter

Trinity Force

The Bloodthirster

The Black Cleaver

Guardian Angel

B. F. Sword

Infinity Edge

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My main choice of summoner spells, Ignite allows you to finish off enemies with low health, as well as lowering their healing abilities, overall the best summoner spell to go along with your Flash. Flash along with your Arcane Shift is an amazing combo you just can't live without, it gives you amazing mobility and escape tools.

Another possible choice of spell combo, grab this if the enemy team has a lot of heavy crowd control, Cleanse lets you get away from ganks and otherwise imminent death very often. Cleanse also removes the damage over time from Ignite, which your enemy AD Carry will most likely choose.

A very viable combo of spells if you want higher survivability, exceptional when your support doesn't have a way of healing you. Allows for great sustain, which lets you get fed easier. This can also make a big difference in team fights, and can even turn around games if used correctly.

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Viable support combos

The only thing Ezreal lacks is crowd control. Therefore, the main attribute we should look for in a support is just that. I've made a list explaining some of my favorite support/ Ezreal match ups. The more in-depth explanations are put on the champions I prefer over the rest, as these are the ones I recommend the most.

I also took a couple of seconds to list other viable supports under the more complex ones to give you a basic understanding of which ones you will do great with, and which ones you can live with.

  • Blitzcrank - One of my absolute favorite supports, probably because my friend mains him, therefore, I've been playing a lot with Blitzcrank. His massive CC, burst and pull complements Ezreal's burst very well.
  • Leona - One of the best supports Ezreal can have. Her charge and stun ability complements Ezreal like butter with bread. Her passive, Sunlight is procced by your Mystic Shot, an overall great combination.
  • Alistar - Again, crowd control. An Alistar initiate and CC together with Ezreal's burst equals to an almost guaranteed kill every time.
  • Janna - More crowd control. As you may have understood by now, crowd control is key to winning a lane with Ezreal, her Eye Of The Storm also increases your AD while shielding you, allowing for great trades.
  • Taric - Even more cc, along with sustain. His passive on Shatter helps you trade better. He much deserves his spot as one of the best supports to go along with Ezreal.

    Other viable supports are:
    Soraka - Great sustain.
    Sona - Best poking combo in the game.
    Nunu - His movement and attack speed bonuses complements Ezreal very well, as you're not building much attack speed.

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I'm going to go over some basics and general rules for Ezreal, or any other AD Carry during their laning phase.

Summoner spells

Most setups nowadays are running Ignite + Flash on the AD Carry and Exhaust + Flash on the support. You always used to pick Heal as the AD Carry, however, people started realising this and thought Ignite might be a good alternative to counter the Heal and bring some kill potential into the lane, usually paired with a Taric, Leona, Alistar or some other champion with CC. Lately I've started liking going Ignite on my AD carry and Exhaust on my support, if the CC lands it can mean a quick kill and making sure the gold goes to the right person.


Now I want to talk about match-ups. Some people think there's an ultimatum for bot lane that burst beats sustain, sustain beats poke, and poke beats burst.

An example of a burst lane would be Ezreal + Taric, an example of a sustain lane would be Ezreal + Soraka, and an example of a poke lane would be Ezreal + Sona, however, there are many more.

What I'm going to tell you about this is that if you have a burst lane and they have a poke lane, that doesn't mean it's instantly GG, and that you're going to die a hundred times; it just means you have to play in a completely different way than before.

Sustain lane VS Burst lane

If you're playing a sustain lane versus a burst lane, you need to know when to trade and when to back off. Ideally you want to trade a little damage and then back off until you're healed up. This may seem like a simple tactic, buy many seem to fail to grasp the concept of it.

Obviously, if you are the burst lane, your job is the other way around, use all your burst at once and try to pick off a kill. If you fail it's likely you want to go back as the sustain duo will just heal up and it will be difficult for you to lane efficiently.

Poke lane VS Sustain lane

Say you are a poke lane versus a sustain lane. This is probably one of the most difficult counters to go against, unless you basically turn the lane the other way around, and get a bit more aggressive.

A good example of this is Janna. She isn't necessary known to be involved in kill lanes, but it's very possible still. Getting knocked up and getting a lot of burst with her shield combined with your Mystic Shot can result in a kill. So this is probably the best way for you to deal with a sustain lane as a poke lane.

Burst lane VS Poke lane

Burst versus a poke lane has to be fairly obvious. Try to get a kill before they poke you down, however, too much can be hard against champions like Alistar or Janna, as the amount of CC they can provide can make it difficult to get some kills.

Bush control

99% of the time you are going to die to a Leona, Taric or Alistar kill lane, it's going to be because of poor bush control. So if you're going to play with or against these supports it's vital that you know what bush control is, and how to get it.

Bush control is basically if you have vision or players inside of the bush or not.
A simple sight ward can help you get a little control over the bush and make it easier to avoid stuns correctly, but true bush control means being inside the bush, if you can, place a Vision Ward inside the bush to make the enemies unable to see inside, this makes it extremely easy to zone the enemy AD Carry into getting little or no CS, and might end up with them getting greedy and then getting caught, allowing you an easy kill.

So now I've told you how important bush control is, and I'm going to tell you how to get it, or get it back. Usually the lane with more CC or with more aggressive early game will try to get bush control, and it will definitely be easier for them to get it too. However, if they get control of the bush, it isn't the end of laning. You don't have to run in trying to get CS and dying, or you don't have to run mid lane complaining about your support.

There are two options; you can buy some sight wards yourself, ward the bush and take back control of it, or your support can do it.

Taking down the tower

So you might want to know some information about when to take down the tower, when to lock the lane and when not to etc. There is something called lane mechanics. We will talk about that now.

One of the most common mistakes can be killing the tower too early. In my oppinion, you shouldn't kill a tower before at least 12 minutes have passed, or at least before you feel you can put some significant pressure elsewhere on the map, as when you've killed the bottom tower it's likely you'll want to go mid and take that one too.

Freezing the lane

Freezing the lane can be even easier on bot lane than on top, as you have a support helping you do it.

Say there's an entire wave coming straight towards your naked tower, hold it just before the tower, tank the minions until yours come back and laugh as your enemies lose exp and gold. Of course, if they notice this and attempt to stop you, it's not worth dying for.


I can't really give advice on last-hitting, you'll just have to practice. What I can teach you about it, though, is how to do it under towers. Early in the game, if you have to last hit under the tower, let the tower hit the minions first.

Usually on a mage minion, hit the minion once, then let the tower deal the next hit. This will leave the minion with very low HP, allowing you to take the last hit.

On the melee minions, let the tower hit it twice, this will leave them with very low HP, allowing you to take the last hit.

On the siege minions you'll simply have to wait and calculate in your mind when to shoot.

Being aggressive

Don't be aggressive without wards. Please.
If you want to be aggressive my advice is to look where the junglers are on the map. If you see the enemy jungler top or your jungler bot, you can instantly go aggressive on bottom lane knowing you most likely won't get ganked, or can get help from your jungler if you do.

Going aggressive at the wrong time can just get you killed by their jungler the same way that overextending will do.
The jungler will see this and take advantage of your overextending and owning their lane. Another thing you should know if you're winning the lane, 90% of the time if you're on top ELO, they are going to be complaining to their jungle for ganks. Once again, 90% of the time he will come and gank you. Make sure you have the correct wards up.


Now I want to talk about trading. You may not realize it, but there's two sets of creeps in this game. Most people only keep track of the enemy creeps, when one is going to go low, they last-hit it. Simple, right?

If you're also looking at your own creeps, you'll get a distinct advantage knowing exactly when the enemy carry's auto attack will be on cool-down. You can easily take advantage of this by forcing a trade at that moment, which will almost always give you the advantage in a trade.

Considering that, if you're playing Ezreal and you're keeping good track of both minion sets, you can possibly anticipate when someone is going to hit you and just do a Mystic Shot at the same time, so you don't take completely free damage. Small trades like this can quickly escalate into an all-out fight, though. So knowing the match-ups correctly will help you decide what to do when this happens.


Warding is the standard job of your support, but if he's not doing it, you SHOULD do it in his stead.

On purple side the main ward you want is in tri-brush, however people can still run down river to gank since you won't have vision there, this can be easily fixed by just placing 2 wards, one at tri brush and one at dragon.

Obviously you have to be conservative with your wards though so don't place them randomly, if you see the jungler top that means you usually won't need a ward for now, you'll just have to think where he is going to be and at what timeframe he could be bot.

Alot of junglers can also gank through the lane using the bushes as cover, in my opinion the strongest junglers for this are: Amumu, Rammus, Malphite, Maokai, Nautilus and Jarvan IV. You'll notice all these junglers are tanky with high cc, make sure to keep the relevant ward coverage if you are against these junglers.

This picture should give you a basic understanding* of where to put wards:
*= Note that all Vision Wards are exchangeable for sight wards if you're absolutely sure the enemy is NOT warding.

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This chapter will be about positioning and combos during teamfights. Firstly I'd like to say a few things about playing AD Carry, after that I'll go into some more detail and explain Ezreal's combos etc.

One of the biggest misconceptions about playing AD Carry is who you should be focusing. I've seen it countless of times when playing on different accounts or talking to friends that people are saying things like "OMG Ezreal y u no focus Ashe?!?!?!+1".
This is completely incorrect. As an AD Carry your primary job should be auto attacking and spamming Mystic Shot's on whoever you can from a safe distance. It doesn't matter if it's Malphite with his Frozen Heart, you still can't run past him or you'll die very fast and the fight will be lost anyways.
Ideally, the dream of an AD Carry should be auto attacking from the greatest range possible. Obviously this isn't realistic as you have things like skill-shots, stuns and the state of your cool-downs to worry about, but it should be the star of what you're trying to achieve.

Imagine a scale. (<===============>) On one end there's not auto attacking or moving at all, and at the other end there's auto attacking from the furthest range possible and as much as you possibly can. Depending on how far you are towards the latter of the scale, the more difference you're making in a teamfight.

As an AD, it isn't only your job to keep you alive; it's the job of your entire team also. However I would say that you have the largest factor on if you stay alive or not. Sometimes it doesn't have to be just your support protecting you, say you have a Nautilus jungle for example, he's an awesome champion at protecting an AD with all his CC. The more and longer CC people protecting you bring, the longer you can auto attack. In other words, try to stay behind tanky champions with lots of CC.

There are several combos you should be using, the most basic one being > > > . This is an aggressive initiate that let's you position yourself properly in the beginning with Arcane Shift.

If you want to stack up your Rising Spell Force quickly, > > , or simply a Trueshot Barrage right into the enemy bunch is the best way. The reason we throw the Mystic Shot after the Essence Flux is because of the cooldown decrease.

The same combos can be used without the Arcane Shift if you are already in position, or simply want to save it for a quick escape.
Trueshot Barrage for teamfights
Your ultimate, Trueshot Barrage, can be used in two different ways during teamfights.
The first option, my favorite, is to throw it right in the middle of the bunch of enemies the second the teamfight initiates, as they will all be too busy to dodge it. This will also stack up your Rising Spell Force to max at once, a great advantage to have during fights.

The second option is to save it until the teamfight is over. I do not recommend doing this unless you're sure your team will win the fight, as using option one can win you the whole fight. When saving it until after the teamfight, you will be able to pick off surviving enemies trying to escape. This can easily grant you a kill or two if you're lucky.

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Tips and tricks

In this chapter I will go over a couple of tips and tricks you can use to max out Ezreal's viability.

  • Save your Arcane Shift for getaways or chases, never use this to engage on an enemy unless you are completely sure you can kill him without anyone interfering.
  • Your Mystic Shot decreases the cooldown of every spell you have (excluding summoner spells), use this as much as you can when your mana is no longer a problem (usually mid- and late-game).
  • Arcane Shift can be used to jump over walls, this can be used to steal buffs, dragon or baron safely if you have your Flash up. Arcane Shift in, throw a spell/auto attack or two, Flash out if needed, and if you're lucky, you'll have a free baron or dragon.
  • Trueshot Barrage is global (this means it can go over the whole map), use it to snipe enemies low on health or steal buffs. It has a short cast time which cannot be interrupted, so if you're in a fight and you know you're getting stunned, throw this in so you don't lose any DPS.
  • Trueshot Barrage is a great way to clear minion waves when you're not close enough to do it with your auto attacks, or if you simply have to get a wave down quickly.
  • Trueshot Barrage can be used in the beginning of a teamfight on the enemy team to instantly stack your Rising Spell Force to its max potential, this will also deal a lot of AoE damage.
  • Use Arcane Shift to help line up your other abilities, but avoid using it in situations that would leave you vulnerable.
  • You are very fragile, make the enemies come to you instead of rushing in on them.
  • Smartcast is a great way to increase your damage output and burst, if possible, use this at all times. It can be discussed if this is viable when using Trueshot Barrage, therefore, learn to smartcast using your shift.
  • Blue- and red-buffs are both great on Ezreal, grab these as often as you can. The blue buff will provide you with mana regen and cooldown reduction, making you better overall. The red buff procs on his Mystic Shot, making it slow and DoT the enemy hit.
  • Essence Flux is a great way of stacking your Rising Spell Force, as it can grant you multiple stacks.
  • Essence Flux is awesome for pushing down towers, as it grants both your allies and yourself ( Rising Spell Force)increased attack speed.
  • Use Trueshot Barrage when the enemy has no vision of Ezreal, so they will be unable to warn their teammates.
  • Essence Flux can be used to poke enemies taking cover behind minions.
  • Mystic Shot can be used to check bushes, if you see the projectile stop and you hear the hit sound after shooting it into a bush, there is someone there.

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Lore and other random facts

Ezreal was born with the gift of magic flowing through his veins. Ezreal, however, was also born with a much stronger sense of wanderlust. Put into school to become a skilled techmaturgist, Ezreal quickly became bored with magical studies. By the time the boy genius was eight years old, he had fully mapped out the underground tunnels of Piltover. The quality of his work was so great that the government of Piltover purchased his maps and salaried his services as Piltover's Grandmaster Explorer. This sealed the deal on Ezreal's path in life - he would eschew the arcane arts in favor of archaeology. Since then, countless of Ezreal's adventures have been written about as romanticized stories.

One of Ezreal's latest adventures, however, has brought him face-to-face with his other legacy - his latent magical power. While exploring the pyramids of Shurima Desert, Ezreal uncovered an amulet of incredible power. Aside from the sheer size of the amulet (it was made for a being easily twice Ezreal's size), it allows the wielder to control and shape magical energy - provided a source of magic is in the vicinity. This allowed Ezreal to tap into his natural talent for magic without having to put any serious effort into it - a big win for the Prodigal Explorer. The drawback is that for some unknown reason, the amulet is attuned with summoning magic. Without warning, Ezreal may find himself acting as a champion for, as he puts it, ''a summoner hell-bent on resolving some irrelevant world-shattering League conflict.'' Still, Ezreal feels being summoned into a Field of Justice on occasion is a small price to pay.

''There's little time to study musty tomes when you're busy crawling around where the musty tomes originally came from.'' Such is Ezreal's credo.

Fun facts:
  • Ezreal's dance is called Hare Hare Yukai, and is taken from the ending of an anime called "The Melancholy of Haruhi Suzumiya". (As seen below)
  • Every time you play non-pulsefire Ezreal, people will be confused at your unknown skin.
  • Ezreal is named after Colt "Ezreal" Hallam, the Riot employee. (He also designed the champion)
  • When Ezreal is picked in the champion select, he is heard saying "Time for a true display of skill.", likely a reference to all his abilities being skillshots.
  • Ezreal found the Wriggle's Lantern on one of his archeological expeditions to ***ungu.
  • Ezreal is the only champion at the current time to have a Theme(skin).
  • Pulsefire Ezreal's AI is named PEARL.
  • Ezreal is the first champion to have a Champion Spotlight on Riot's YouTube channel, though it is unlisted, it can be viewed here.
  • Ezreal is the third champion to feature 2 champion spotlights due to significant changes to his kit. The others being Lee Sin and Sivir.
  • Nottingham Ezreal is a reference to Robin Hood, an archer of legendary skill, famous in English folklore.
  • Pulsefire Ezreal is called "M├ęga Ezreal" in the French version. It is a reference to the main character from the Megaman/Rockman games. This skin's release was delayed because, according to Riot, it "wasn't quite what they wanted". Even before this decision, the skin was used in the MLG. The skin is still in the game files under the name "CyberEzreal" in SIU.
  • Ezreal was the first 6300 IP Champion released after the official launch of the game in October 2009.
  • Pulsefire Ezreal is the first skin to change its appearance depending on the champion's level. Ezreal's armor upgrades at levels 6, 11, and 16.
  • Pulsefire Ezreal's taunt, asking about power levels, is a reference to Dragon Ball Z. Coincidentally, Ezreal's voice actor, Kyle Hebert, also voiced Adult Gohan and a number of others in DBZ. A comparison can be viewed here.
  • "You belong in a museum!" and "Noxians... I hate those guys..." lines are both references to Dr. Henry Walton "Indiana" Jones, Jr., Ph.D. from the Indiana Jones franchise.
  • Ezreal bears several striking resemblances to protagonists from several popular anime series. The bow, for example, is often compared to the first bow of the Quincies from Bleach. He has some resemblances to the character Yosuke Hanamura, from Shin Megami Tensei: Persona 4.
  • On the test realm, Ezreal's /joke was "My age exceeds your IQ... significantly." and the taunt - "Just the thought of killing you will likely cause it." These were changed on live release.
  • The stone in his guantlet is likely a reference to the "atlamillia" from the dark Cloud series
  • Ezreal's Essence Flux used to heal allies, and slow the enemies attack speed.
  • Pulsefire Ezreal's quote upon recall "Leaving the grid" is a reference to the Tron franchise.
  • Pulsefire Ezreal's quote "Grim dark future, eh" is a reference to Warhammer 40K's universe's tagline "in the grim darkness of a far future, there is only war"
  • Pulsefire Ezreal's dance is possibly a reference to the hologram usage in the Star Wars franchise, due to him shooting out a dancing hologram of himself.
  • When Ezreal does his /taunt, he motions flipping a coin and shooting at it. This action requires great accuracy and is often seen in Western films.
  • Listening to the theme of Pulsefire Ezreal makes you a better player.

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Credits goes to:
jhoijhoi - Providing guide information and tips. (Making A Guide)
AwesomeFusion - Laning/Teamfights chapter.
Leagueoflegends Wiki - Providing some of the fun facts.
Ezrea1 - Basically taught me playing Ezreal with his guide in the beginning. (Hare Hare Ezreal)
PsiGuard - Item tips and help with my current build.

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Change log


  • Guide Published.
  • Adding more chapters as they're lacking. (Support combos added, game phases added.)
2012-12-25 2012-12-26
  • Updated the runes to bulk you up a little, the old ones are listed as secondary options in the runes chapter.
  • Added more in-depth information about Laning and Teamfights, these chapters replaced the previous "Phases" chapter.
  • Updated the overall look of the guide with new banners and dividers.
  • Still ideal.