Build Guide by BloodyBarron
Not Updated For Current Season
Not Updated For Current Season
Ezreal is a character that gets the damage done. Ez easily tears through enemy DPS in a teamfight. when you get targeted Arcane Shift out of the enemy's range so you don't die. You have to be very careful in the start if you die a lot your team mates might say you are horribal at LoL and not help you what-so-ever.Thanks to Ninjasprite for the epic banner.
AD- attack damage
AP- ability power
CritD- Critical damage
CritC- Critical chance
u- (its an error) you
CC- crowd control (stuns, slows, etc).
CDr- cooldown reduction
LoL- League of Lengends
AMrP- Armor penetration
AS- attack speed
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.
The True Story
Ezreal was born with a SMG in hand. Ezreal, however, was also born with a much stronger sense os badassness. In school he become very good at making guns, Ezreal quickly become bored with magical studies. By the time the boy was eight he killed every criminal in the underground tunnels of Piltover. His work was so great Piltover hired him as the cheif of police, he killed everyone else in the police department. This ealed the deal on Ezreal's path in life- he would be on the run as a criminal with a gun in his hand and a spell on his lips. Since then countless cities have been terrorized by Ezreal
However, while killing peasents in the Shurima Desert he was brought face-to-face with his other legacy - his latent magical power. He found an amulet strapped around one of the peasent's neck, it held unspeakable power. It fought with him for control of his body. The battle was so huge that it started a plague through the Plague Jungles, creating rammus. It tormented teemo making him a gay assassin. It made casseopeia ugly and also created nocturne. It made Ezreal look more femine. In the end the amulet won. Although it won it could not stop him from terrorizing cretures around the world.
After the monterous incedent summoners found Ezreal unconsious on the side of a road. They brought him to the league where he fought for gun ownership laws. After winning many matched he joined a mafia. The mafia's leader was named Urf, the prince of sea cows. Urf specialized in RPG, rocket launchers, and grenade launchers. Ezreal becomes the mafia's third in command until an assasssin from a gang came and ruined every thing. the assassins name was warwick. Warwick slashed Urf's face open whil Urf was being his humble self. Ezreal chased warwick in to the city-state of noxus where he was out jail by gaurds. Summoners had to bail him from the jail. After thehorrids incedents of the past he and jax, old second in command, have tryed to keep things going but couldn't.
"I'm after that ***** warwick" -Ezreal.
- Ezreal fires a bolt of energy, if it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second.
Ezreal fires a bolt of energy dealing 35/55/75/95/115 (+) physical damage (applies on-hit effects).
Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
Cost 30/35/40/45/50 Mana
Your ability to spam, this is how you deal damage.
- Ezreal fires a fluctuating wave of energy, damaging and reducing enemy champions attack speed and increasing allied champions attack speed.
Ezreal fires a wave of energy that damages all enemy champions it passes through for 80/130/180/230/280 (+0.7) magic damage. Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds.
Cost 70/80/90/100/110 Mana
Good for killing towers by buffing teammates with AS
- Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit.
Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 75/125/175/225/275 (+0.75) magic damage.
Cost 90/90/90/90/90 Mana
This is your one escape mechanism
-Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 8% less damage to each unit it passes through).
Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 plus the higher value between (+0.9) or (+) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).
Cost 150/150/150 Mana
Use this to snipe the enemy when they are hiding by the tower and in low health
- Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5).
When you are attacking a tower use Essence Flux that way you will attack the tower faster
Greater Mark of Desolation
Face it, your going to need AMrP to deal damage,thus flat damage marks are useless. with 9 of these early-game armor shouldn't be a problem
Shooting faster is so much fun.
Keep beaming them in the face no mana troubles here.
For maxium damage output I added mana, AD, CritC, CritD, CDr, AS, Ap per level, and AD.
Why not Different masteries?
I use these masteries because I feel that damage is important and these masteries deal the most damage. If you have your own preferences then do as you must but you cannoy downvote, but you can still vote the guide up!
Starting out with a Sapphire Crystal gets rid of most mana problems and lets you stay on for maximum timing. Hitting the Sheen giving the awesome X2 damage in the start and it works with your mystic shot. After nuking them with the sheen pick up Boots of Swiftness to ensure they don't escape your wrath. Buy the The Brutalizer for armor pen and AD that your sheen can double. Now for some serious nukage get The Bloodthirster for lifesteal and brutal AD. Finally comes the durability from Trinity Force upgrading sheen to X2.5. Since your Brutalizer is out of date grab a Youmuu's Ghostblade. So that you dont lose any kill-streaks sell your brutalizer and get a Banshee's Veil. Just to finish off with a ****-load of AD is the Infinity Edge, you can use a The Black Cleaver if they have too much armor.
Sheen- A grrrrreat way to start your day.| <- Sheen = breakfast cereal.
Boots of Swiftness- Ezreal needs mobility to dodge around.
The Brutalizer- Armor penetration and some base AD as well as some CD.
The Bloodthirster- Lifesteal is very important.
Trinity Force- X2.5 damage + mystic shot you do the math; a ****load of damage.
Youmuu's Ghostblade- adding some crit for your infnity edge.
Banshee's Veil- CC this.
Infinity Edge- Crit makes normal attack even meaner.
- got kills? replace brutalizer.
- A great item if they are stacking armor. replace infinity edge
- you need extra AP? replace bloodthirster.
- are they stacking thornmails go AP.
- Tons of AP or just a fed karthus? replace brutalizer.
- Got more money than you need and you don't want a sword of the occult? replace brutalizer.
Ghost-Great summoner spell for escaping or chasing someone down.
Flash-Another summoner spell that serves well when escaping or going in for a definite kill.
Teleport- One of my all-time favorite summoner spells that lets you get back into the after recalling or dieing.
Ignite- Just damage and you should deal enough of that to go without it.
Cleanse- Ezreal get CCed so hard it is almost a requirement.
Smite- Not unless your jungling.
Clairvoyance- An excuse not to use wards, which can make a lazy team fail.
Fortify- To save a tower kill the people attacking the tower.
Revive- Why die when you don't have to.
Clarity- You will need most other summoner spells more.
Heal- Lifesteal from the bloodthirster is enough to get a lot of health fast.
Exhaust- Good for 1v1 but makes it harder to escaping
Rally- Useful for teamfights which shouldn't you need much help getting a victory by damage done.
Promote- good luck getting a summoner spell that no longer exists.
Pros / Cons
good chasing abilities
rewarding to learn
fun to play
idiots get the gender mixed up
hard to came back from a bad game
Hard to learn
gets CCed hard
When the team fight begins shoot Essence Flux straight through your team (and possibly through some of their team). Spam Mystic Shot and normal attacks until your low on health or you win the teamfight. When and if your in low health Arcane Shift away and send a Trueshot Barrage through their team; picking off anyone in low health.