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Spells:
Ghost
Ignite
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Work in progress
I have accidentally hit the publish button, please do not vote down because of incompletion
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Mystic Shot
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.
This is a spammable ability, which can be used in many ways.
It can be used by the following:
- Harrassing
- Reducing cooldown of Trueshot Barrage and other abilities to keep on spamming
It can be used to harrass because of the ability to spam it. The cooldown is really low, especially when having Ionian Boots of Lucidity. The only problem with harrassing is being mana starved.
Ezreal is able to have his ultimate ability in a flash instead of waiting for the cooldown. All Ezreal has to do is use Mystic Shot and hit an enemy minion/champion/creep.
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Essence Flux
Ezreal fires a fluctuating wave of energy at a targeted area. Any enemy champions it passes through take 80 / 130 / 180 / 230 / 280 (+70% of ability power) magic damage and have their attack speed slowed by 20 / 25 / 30 / 35 / 40 % for 5 seconds, while any allied champions it travels through have their attack speed increased by 20 / 25 / 30 / 35 / 40 % for 5 seconds.
This ability is pretty useful as supporting and damaging multiple champions without being blocked by a minion like for Mystic Shot. The way this ability can support is because of it's epic buff and debuff. If this ability passes through your AD Carry and the Enemy's AD Carry, our AD Carry will gain bonus attack speed while the other loses attack speed.
Essence Flux can pass through minions, which is extremely good. This enables you to be able to shoot through minions and hit the champion instead of using Mystic Shot and hitting a minion.
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Arcane Shift
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.
This spell is useful for teleporting over walls for escapes/chases. It is also useful for positioning yourself for a place to use your abilities.
Arcane Shift is basically another flash with damage. This is why I took Ghost as a summoner spell instead of Flash. Arcane Shift can also be used for repositioning yourself so you can use your combo.
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Trueshot Barrage
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).
This is so useful and has an epic Hiiii Yahh!
- Turn tides of teamfights(Especially when AP Ezreal)
- Sniping :D Very Fun
- Finishing off the enemy with your combo. (E-Q-W-R-Ignite)
Trueshot Barrage can turn the tides of a teamfight because of the damage and the area. Usually in teamfights, people are bunched up together fighting. Using Trueshot Barrage on the enemy AD Carry and as many people as you can fit will help a lot. Sometimes when the enemy AD Carry is hit by a huge amount a damage, the first instinct is run. This will remove the AD Carry from the fight for a little time, which is good.
Sometimes you look at your lane, and they are killing the others, but than the enemies flash. This is the time for SNIPING. Don't shoot where they disappeared into the fog, shoot Trueshot Barrage at the most common place to recall, the nearest turret or bush.
And to be more precise, have your support use clairvoyance so you can shoot accuretly(Only if the Support has Clairvoyance).
Always max out Mystic Shot playing AP Ezreal or AD Ezreal, as it is one of your strongest abilities other than Trueshot Barrage. After maxing out Mystic Shot, you should max out Essence Flux. The reason I do not max out Arcane Shift is because I use it as more of a utility, such as jumping over walls, closing distance, or setting up a way to line up my skills.
Early Game Core Items
This item pretty much gives you extra damage for AD Ezreal because Mystic Shot has on hit affects, which means the double base AD from Sheen will join with Mystic Shot.
This gives some HP and a nice slow. Helps your squishinest :). Also, it builds up to your Trinity Force.
Should be self-explainatory, some movement speed to get around/chase/escape.
Gives a good amount of attack damage.
Mid Game Core
This item is GOD to Ezreal. It has some AP, Attack Speed, Slow, Health, Damage, Sheen Effect, and Movement Speed. This is a MUST for Ezreal.
Godly AD Item. The Highest in League of Legends.
Good Cooldown Reduction, Helps a lot with Spamming Mystic Shot.
Most Recommended
This is very useful for escapeing, but you already have arcane shift, but you can take if you want to be more safe.
I recommend this over flash because Ezreal already has Arcane Shift to escape. Also, there is a possibility that when you flash over, the enemy will flash over with you and than you are screwed. But if you have ghost, even if they flash you can outrun them, if you are CC'ed, you still have the movement speed, which can give enough time for Arcane Shift to cool down.
This is what I take with ghost usually for finishing off enemies early game. The True Damage helps a lot. But another use is to shutdown hp regeneration such as Dr. Mundo or Volibear
Fair Choices
This is a good choice if you think you need to get to places quick or to keep your lane alive because you know your going to fail.
I do not hate this spell but I do not think it is very good. But if you think your going to need it, go ahead and take it.
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