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Spells:
Exhaust
Flash
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Informative Introduction
Hallo! I'm Silver Seer723 in case you don't know me yet. I am a no-lifer when it comes to these things so feel free to do ... a lot of ... things ... Anyways, This is my take on an Ezreal Guide for you, my dear readers/ladies/gentlemen/league players/babies/judges/servants/people reading this guide to make fun of the no-lifers out there! (anyone else go ahead and leave) Before I get started on this, I want to make one thing very, VERY clear. This guide is not your Bible. It is not your Torah. It is a website made by a random nerd to help YOU have more FUN. (I know right; INSANE)
Special thanks to (as always) jhoijhoi for teaching me how to create designs such as these even if I'm still a newbie to them ^^ Before voting, be it a thumbs-up or two thumbs-down, please read at least most of the guide and try out some of the things explained here. Without further ado, ENJOY!
Pros
+Ranged +Blink Skill +High Damage +Global Line-Nuke Ultimate Trueshot Barrage +Not Item-Reliant Early-Game +Amazing at Farming |
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Cons
-Squishy -Skillshot Based -Hard to Master -Drops Off Slightly Late-Game -Base Movement Speed Is Slow -No Crowd Control |
This is the standard set-up I run when I play AD Ezreal. This provides us with a heft amount of attack damage/armor penetration with marks/quintessences. The seals provide a good bit of a needed health to counter Ezreal's natural squishiness. The glyphs I find more personal choice. I got hooked on the cool-down reduction glyphs and find they work well for me.
Runes
M A R K S |
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M A R K S |
Runes
S E A L S |
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S E A L S |
Runes
G L Y P H S |
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Runes
Q U I N T S |
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Q U I N T S |
Butcher : To help with last hits. I recommend this mastery if you are not a proficient last-hitter, as the extra damage should help you in this endeavour.
Alacrity : This is for early game, as you should be abusing Ezreal's early game power by auto-attacking the enemy champion, however, it's actually so we can grab the mastery directly branching off it.
Weapon Expertise : Is a beautiful mastery, especially for only 1 point (5 if you count those put into Alacrity). 10% Ar Pen is golden.
Sorcery: More skills, less time.
Arcane Knowledge : This makes every skill on Ezreal hit harder except Mystic Shot, why would you not take it?
Havoc : Great damage increase.
Sunder : More armor penetration, always useful, especially as we only buy Black Cleaver as our 3rd/4th item, and is our only big source of armor penetration.
Executioner : Fantastic on Ezreal, synergizes well with just about everything ^^
DEFENSE
Resistance : Fantastic against those AP heavy supports, like Soraka. As we only grab scaling MR runes, these mastery allows you to take a few hits from magic damage abilities early game.
Vigor : For lane sustain - it's up to personal preference, but I prefer to regen my health passively, as opposed to starting with a little extra health with Veteran's Scars .
UTILITY
Good Hands : As always, this is vital if you decide to spec in the utility tree. It can mean the difference of saving a tower, saving an ally, or getting a kill, etc etc etc.
Swiftness : You may want to grab this slight early game advantage for being able to catch enemies.
Runic Affinity : You may want longer duration on jungle buffs, here you go my friend.
Maximized Damage
// You will want to grab this page if you know you can position yourself well enough not to get caught. As there isn't much defense allocated here, and I recommend a full offense rune page to compliment it, there really is no room for error.
Maximized Survivability
// You would choose this mastery page only if you knew you would be up against some serious harassment.
Initiator is usefull to get back to your lane after recalling and for chasing.
Enlightenment will allow for more Tumbles and Condemns late game when they are the most crucial.
Juggernaut compliments Durability and Veteran's Scars and gives you a decent maximum health bonsus and a mini Tenacity item to boot.
Arcane Knowledge is better than Weapon Expertise here because we buy some armor pen whereas we buy no magic pen.
Awareness boosts your experience gain, meaning you will hit level 6 faster than the enemy lane. This gives you an advantage as you will have Trueshot Barrage up before they have their ultimates.
Intelligence will mean your abilities will be up more often.
Mastermind lowers the CRD of your summoner spells (pretty obvious from the description, but...)
Each time Ezreal uses a skill he gains some attack speed. This stacks up to 5 and maxes at 50%.: This passive is alright. This is where we gain most of our attack speed from, however. No other use, but a great one nonetheless.
Ezreal fires a line nuke that deals physical damage and can be blocked by minions, neutral monsters, and other champions.:
You're going to want to max out Mystic Shot before Arcane Shift and before Essence Flux.
- This skill applies on-hit effects such as Blessing of the Lizard Elder and Black Cleaver
- This has one of the highest damage of any skill early on in the game and has a really low cooldown, try to abuse this
- This skill will NOT go through minions, we must move around into a direct line of fire in order to hit the desired target
Ezreal fires a line nuke that will go through everything and then decrease or increase an enemy or an ally's attack speed respectively.: Don't get this realy on as it scales entirely with ability power and will not help at all. Get it at level 8 for the attack speed manipulation.
You're going to want to max out Essence Flux after Mystic Shot and after Arcane Shift.
- This skill will lower an enemy's attack speed, kill them
- This skill will increase an ally's attack speed, save their life(ves)
- Using this costs a lot of mana and should only be used in precarious situations or to get off the 'finishing damage'
Ezreal blinks to desired location and fires a homing missle to a nearby enemy:Great for getting out of sticky situations and getting off that extra damage.
You're going to want to max out Arcane Shift after Mystic Shot and before Essence Flux.
- Use this skill to get in position to fire all of the other skills
- Mostly used for utility however if possible use it for the extra damage on an enemy
- Don't always use this skill at max range, sometimes harassment is more useful is only using partial range
Ezreal fire a massive blast after a short delay that travels across the entire map in a straight line.: One of the most fun skills in the game we can possibly use. Surely, using Karthus is hilarious with Requim, but, this take a bit less skill than Trueshot Barrage... What I'm trying to say here is, the feeling of nailing someone with Trueshot Barrage is better than Requim ^^
- Trueshot Barrage does less damage when it goes through minions/monsters/champions, try to get in a direct line of fire if possible to kill the target, but don't wait too long or they may escape because we missed
- Later into the game, don't wait till the end of a teamfight to fire off Trueshot Barrage. Not only will it do more TOTAL damage, but it will mostly likely raise your passive to about 4 stacks almost instantly which allows more damage from auto-attacks
- (Early-Game for the Most Part) When 'calculating' if Trueshot Barrage will kill that nasty recaller/runner, make sure to include their MAGIC RESISTANCE into the account. This could save their life or get them killed
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Exhaust: I personally use this over Flash. They're both great spells. I just find the double flash an unnecessary overkill. Totally your choice, this is mine. |
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Ignite: Amazing spell. The extra damage on this spell is fantastic when fighting an enemy. It is true damage so we don't have to worry about them being able to really counter it. If our team didn't grab an ignite and they have say Dr. Mundo, we MUST grab this spell. |
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Flash: A great spell for Ezreal. Combined with Arcane Shift it becomes a nasty combo. Always use Arcane Shift before Flash, however. |
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Ghost: Great for chasing down enemies or staying in the best position possible in teamfights. The best part about this spell is that since we already have a blink skill, it's like having Flash and Ghost combo. Put Ghost and Ignite together for best results. I do not recommend taking Flash and Ghost, however. |
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Clairvoyance: This one may seem an odd pick to some. If nobody else has it, great spell to take. This can make or break Trueshot Barrage. If used so an enemy probably won't notice the big glaring eye, our ult probably won't miss. If used improperly and the enemy notices the big eye we have a 90% chance that it will miss. |
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Teleport: Just like Ashe's combo with her ult and Teleport, Ezreal can do it as well. While not AS effective because there is no stun, the massive damage that randomly flies into the fight is freakin hilarious. Best way to use it is: Trueshot Barrage --> Teleport --> Mystic Shot --> Auto-Attack --> Trueshot Barrage hits enemy. |
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1. Percentage Armor Reduction ( Jarvan IV's Dragon Strike)
2. Flat Armor Reduction ( Black Cleaver)
3. Flat Armor Penetration ( Greater Quintessence of Desolation)
4. Percentage Armor Penetration ( Last Whisper)
Read more on How Armour Reduction Works Here. Credit to Complexicate and LoL Wikipedia.
For the Last Whisper vs Black Cleaver debate, click here.
What does this mean for Ezreal?
- Sunder - 6 Armor (pierce)
- Black Cleaver - 45 Armor (reduction)
- Greater Mark of Desolation - 15 (penetration)
- Greater Quintessence of Desolation - 10 (penetration)
Black Cleaver will first remove 45 of the enemy's armor. Then Greater Mark of Desolation/ Greater Quintessence of Desolation runes will then penetrate 25 armor, and Sunder will penetrate another 6. That removes a total possible of 76 removed/penetrated armor which leaves the enemy in a world of hurt.
As Ezreal you want to spend the first 20 minutes of the game farming bottom lane with a support , or a tank (Leona synergises well with most AD carries). If necessary buy extra Doran's Blades if you are getting a bit hurt in lane, otherwise, aim for an early Trinity Force and Black Cleaver along with those wonderful Ionian Boots of Lucidity. Make sure you know your safety zones.
Q: What if I can't list hit? I'm trying really hard, but my laning partner steals all the creep kills, and the enemy lane harasses me too hard... How should I build?
______// If you're really worried, buy more Doran's Blades, or The Brutilizer instead of buying full items. Basically the item sequence is set out that way so you achieve Attack Speed, Damage and Armor Pen early game. If you are failing to have one complete item by the 30 minute mark, then you should try focusing on one item. Either a damage item, like Bloodthirster (buy Vampiric Scepter first, as you most likely won't be able to afford a B. F. Sword if you can't last hit), an attack speed AND damage item, like Black Cleaver (buy the B. F. Sword if you can, if not, Dagger is fine) or buy pure Damage, like Bloodthirster.
______DAMAGE: Bloodthirster
______ATTACK SPEED: Trinity Force
______DAMAGE & ATTACK SPEED: Black Cleaver
______If you are failing entirely, like, the enemy is completely dominating your lane, build tankier, or buy 3 Doran's Blades, or buy a Doran's Shield after your first Doran's Blade.
______If you're level 30, try the full offense tree build (with Butcher for extra damage to minions) and Armor Pen Quints for the extra 7 damage. If you find you really can't last hit, you may have a lot of in-game lag, turn your graphics settings right down, make sure your resolution is correct, upgrade your internet, turn off utorrent through ctrl+****+escape.
______To play an AD carry, you really need to be able to last hit. Ezreal can do perfectly well without items, as Mystic Shot is an incredible move for an AD carry, and it melt enemy health no matter his items. But you do need some items to counter the enemy team late game - that means learning how to last hit :)
2) Learn to use your abilities to full effectiveness. Learn who to target in a team fight (enemy carry, whether it be AP or AD). REMEMBER TO USE EXHAUST. You have Exhaust for a reason!
3) It is not worth it to harass your enemy if they can hurt you more if/when you retreat.
4) It's often best to wait until your allies have engaged the enemy and attack while their focus is elsewhere.
5) In a team fight, take out their carry, not the tank. Please don't focus the tank unless he is definitely going to die. You should be killing the champions that are dangerous to your team, like Twitch, Katarina, Nocturne.
Good luck with Ezreal!
"For your warding section you should emphasize not to buy wards unless it's an absolute necessity (ie your team doesn't even ward dragon/baron) because really other characters should be buying those for you since you really need to farm farm farm."
I believe this is untrue. Everyone should buy wards. Vayne should buy wards, but not as often as the tank or the support on your lane. If you're solo top or solo mid, wards are definitely necessary unless you're completely pushed back to your allied turret.
Pro Tip: Whenever you recall or have died, and you find yourself in the shop, buy a Sight Ward or two. This may seem lame to you, especially if you have never bought wards before, or you believe that the jungler or support should only buy wards, but with wards you will find there are many benefits.
[*] If every player brought one ward each time they recalled, and assuming players recalled once every 7 minutes in a 35 minute game, your team would be rewarded map vision for the whole game (assuming your wards aren't taken out by an Oracle's Elixir).
[*] If your team is co-operative in this endeavour, warding "The Belt" will prove highly effective. The Belt is shown below. In addition to standard warding of Baron/Dragon/Buffs, warding as shown below (assuming you are Purple - Top Team, reverse if you are Blue Team) will warn you of all enemy movement from their jungle.
This is where you and your team should Sight Ward beyond the places show in the above image. Keep in mind, you don't have to ward the whole map - try and spread out your wards so that they cover the most amount of area for the least amount of wards.
- Yellow: Vital to protect the jungler on your team
- Blue: For protection depending on which lane you're on
- Red: To guard Dragon and Baron
- Orange: In order to Counter-Jungle
(credit to jhoijhoi for this section, the gameplay section, and the armor dispute section)
This is just the basics of a guide and has no real details in it. If you guys feel it's not lacking I won't add more but if you feel it is lacking I will be sure to work on it again. Make sure to let me know!
Please don't hesitate with comments and/or suggestions regarding anything I have outlined above. I will happily respond to any queries. Also, it'd be awesome if you rated my guide after you've tried it. Also, please don't downvote solely based on my build suggestions. I have spent a lot of time on this guide, and the information alone should help new Vayne players.
______Here ends Ezreal - It's all skill. Thank you for reading! One last thing - if you take the time and effort to vote and comment on my guide, I'll certainly take the time and effort to vote and comment on your guide ^^ (give me the link if you can!)
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