Ezreal Build Guide by McDonaldsSuck

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League of Legends Build Guide Author McDonaldsSuck

Ezreal - It's Over 9000! (AD Carry Build Guide)

McDonaldsSuck Last updated on April 15, 2013
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Ezreal (Cheat Sheet)

Champion Build: Ezreal

Health 1790
Health Regen 15.4
Mana 1045
Mana Regen 18.7
Armor 87.69
Magic Resist 42.06
Dodge 0
Tenacity 0
Movement Speed 325
Gold Bonus 0
Attack Damage 116.5
Attack Speed 0.999
Crit Chance 0%S
Crit Damage 0%
Ability Power 0
Life Steal 0%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 0
Cooldown Reduction 0%


Recommended Runes



Ability Sequence + Notes

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

Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 9

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Introduction

PS!!!!!!! Guide is under construction so please excuse me if the guide is looking like sh*t.


Ezreal - The Prodigal Explorer


Greetings fellow MobaFire browsers! Welcome to my Ezreal build.
I'm Kudós and I have a great interest in AD carries, so I decided to make a build about one of my favorites, Ezreal I hope you like it and if you do or don't, make sure to leave a comment and a voting, which helps me improve my guide so you guys can gain some ELO! :]

Let me tell you a little about myself. I'm a dude at the age of 16, I live in Sweden and eSports is my everything. You can follow me at Twitch TV.


So without further ado I present to you my fellow readers, my build! Let's cut to the chase and the second chapter: Pros & Cons.


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Pros / Cons

Pros
+ 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's Strengths

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.


Cons
- No Crowd-Control
- Difficult to master
- 3/4 Attacks are Skillshots
- Squishy like all ADs
- Highly focused
- Needs a lot of Gold

Ezreal's Limitations

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.


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Masteries

Standard ADC Masteries

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

  • 1/1 Summoner's Wrath : For the upgraded Ignite.
    3/4 Fury : Extra attack speed, 4 point in first tier. We need 4 to get 4 points in Deadliness to get Weapon Expertise .
  • 4/4 Deadliness : Attack damage/level, I only really get this to get into Weapon Expertise . Masteries are not as good as runes, but every little thing counts, that's for sure.
  • 3/3 Havoc : Another decent mastery, 2% extra damage, the best 3 point to spend at the moment on the offensive attack damage side if you ask me.
  • 1/1 Weapon Expertise : One of the best offensive masteries if you ask me, at least on the offensive attack damage side. Got a 20% nerf from Season 2 where it was 10% and not 8% armor penetration. So what this does is that it removes 8% of your enemies armor, it's really good lategame, boots your damage versus tanks and brushiers.
  • 2/2 Lethality : It's a decent mastery, boosts your damage when you crit, I get 2 points in it to get Frenzy, which is also a pretty good mastery.
  • 2/2 Brute Force : 3 AD, help lasthitting a bit and harassing, not bad but not great either. Another solid mastery.
  • 1/1 Frenzy: A nice small steroid after each critical strike, it's pretty good, 10% attack speed is pretty much if you have 1,700 attack speed. Then you get almost 1,900. Definetely worth a point.
  • 3/3 Sunder : Some extra armor penetration to help versus those armor stacking champions.
  • 1/1 Executioner : The top of the cherry, boosts your damage when an foe is low HP, very good for finishing off enemies with last tick of Silver Bolts.

Masteries
1/1
3/3
3/3
1/3
1/1


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Runes

Standard ADC Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
3

Of course you can change the runes how you'd like them, but this is MY opinion, and these are both solid runepages that's approved by professionals worldwide, use them, or change them.


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Summoner Spells

Recommended Summoner Spells

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, 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.



Viable Summoner Spells

Ghost - Your champion ignores unit collision and has 27% increased Movement Speed for 10 seconds.
My favorite spell on the low levels, tho I think that it's not as viable anymore as I thought before. Although it can be used to comlpement Ezreal's slow base movement speed, but after you get your Tier 2 boots and Trinity Force you should have enough movement speed to keep up with your team or roam across the map. I myself just think that Flash is a whole lot better. Ghost on the other hand is good when you're far from your base and in a lane, but Flash is better in the jungle.

Exhaust - Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds.
Leave this to the support. because if the support goes Heal or Ignite, you WILL be healed for less when she uses it and she will more likely to end up with the kill if she has the Ignite. However Exhaust has the same effect even if she does it to an enemy, so that's why I only have Exhaust as viable and not recommended.


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Skill Set





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. 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.


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Skill Sequence - Explained

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



> > > R > Q > (E) > (W)



  • Mystic 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.


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Item Choices

Under Construction


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Gameplay

Early Game


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.



Mid Game


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 ur 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 you Trinity Force and start working on your The 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.



Late Game


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!




This is not complete yet and more information will be added from time to time.


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Change Log

From Oldest to Newest.

2012/03/13
- Uploaded to MobaFire. Still doing the final things, checking grammar fixing colours and other small things. Also I'm planning a "gameplay"
2012/03/14
- Made 4 entirely new builds, planning some other chapters and the layout of those, added runes, masteries and such.
2012/03/20
- Build reached 2nd place with 88%! Thanks a lot guys for all your comments and votes it's thanks to you that this build can be as successful as this. Remade Starting items, planning "boots" chapter, Grammar BBCoding etc.
2012/03/24
- 50 Votes! Thank you so much guys! And now I got 88%, only 2 percent lower than the top one!
2012/03/26
- Reached 89%! But I got a downvote directly after that, but my record is now 89% :D
2012/03/27
- Major Update! Remade the 4 builds to be more instructive in the cheat sheet, wrote item descriptions in "Item Choices", starting to work on "choice of boots". Prepare for a major update! Added new chapter "Ezreal's Match History".
2012/04/01
- Reached 100.000 Views! Thank you so much guys for your interest in my guide. Made a slight change to the guide title, added more match histories, plus some small adjustments too.
2012/04/06
- Reached 89% Votes! Also I made some changes, grammar, renewing the builds yet again, changing in the 2 item sections.
2012/11/06
- Remade build, reupload and remake.
2012/11/07
- Reached 2.000.000 (2 Million) Views! This is an incredibly milestone for me.
2013/01/07
- Reached 3.000.000 (2 Million) Views!


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Summary

As a summary I'd like to thanks the MobaFire community and all of my friends who supported me into making the build, and I strongly like anyone that votes/comments this build, both negatively or positively, as long as it's in a constructive meaning.

And my biggest thanks goes to JhoiJhoi who taught me everything I know about making guides and I learned it all from reading her guide Making a Guide. If you are new into making guides and would like to make your own, I REALLY recommend you to check this out.
Thanks!

Also tell me if you find any grammar-fails or a misspelling.

//McDonaldsSuck out.


About the Author

McDonaldsSuck

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