Ezreal Build Guide by jasonosaj
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.
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.
is currently my main champion.i almost always build him as an ad carry and in my opinion is the most fun way of playing/building him.i see a lot of ezreal players who cant last hit and prioritize harrass to last hit.In my build i will discuss everything u need to know about ezreal
1st build ->more suited to players who want a slow/spammable build
2nd build ->more direct build,helps you get trinity faster
Pros / Cons
-BEST dance in game
-MOST fun to play because of all the skill shots
-NEVER get bored of him
-ABLE TO carry
-able to spam skill
-rewarding when mastered fully
-can freaking SNIPE!!!
-few hitpoints from early to late game
-focussed a lot
-cc kills him
-hard to master
-hard to learn
-skinny as a mosquito
ezreal build options
can be built as an ad-ap-hybrid carry ,now I I'll not rage over others people's builds and I will explain how to build ezreal as an ad carry.u mostly rely on your mystic shot to kill/lasthit , arcane shift to chase/line up your other skill shots,and your ultimate in order to aoe their enemy team in a Teamfight. finally use your essence flux in order to increase/decrease ur allies/enemies atack speed.
Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit.
Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.-description sais it all
Ezreal fires a fluctuating wave of energy, dealing magic damage to enemy champions and reducing their Attack Speed, while increasing the Attack Speed of allied champions.
Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit.NOTE:this ability can go through almost any wall
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).
from early to end game
U should ALWAYS start with a ,never underestimate the power of the dorans items,they give u all the essentials in order to have a powerful early game till your 1st recall.moreover usually try to go back before your rival in mid goes,so that u can either give some shots to enemy tower or gang the other lanes.finally try to have at least 1000g so that u can either buy full boots or build your tear of the,depending your situation.
By now u would either have a full and boots of or tear of the godness and .now u should start building your trinity
With he following order > >
That's because u benefit a lot from he phage's slow +health
Mid to late game:
should be done by now along with a scepter and a dagger. By now u should commit to team fights and kill fleeing targets also your minion kills should be the most from both teams. If that is not happening then it should mean 3 things.either the enemy mid owned you or u didn't lasthit a lot or your inexperienced as ezreal.
Late game:by now u should be able to kill almost anyone in 1v1,although u should watch out ,because in team fights u will start to get focused a lot,for this reason try not to engage with your awesome
End game:rarely will u find your self till this late game ,now the game is about which of the 2 teams will make the 1st mistake.for his reason u must be very cautious and know your limits as a carry
->better damage output
Greater Seal of Armor->counters any other ad carry in mid
Greater Glyph of Replenishment->better sustainability in lane
Greater Quintessence of Attack Speed->better attack speed for early game farming,more useful to new players plaing with ez this will help them early in the game,when your mana pool is small and u cant stack your passive
unlike the 1st build,the 2nd gives you more mana regeneration so that u wont need manamune
Greater Mark of Desolation->better damage output
Greater Seal of Replenishment->more mana regeneration
Greater Glyph of Replenishment->even more mana regeneration
Greater Quintessence of Desolation->will make your abilities hit a lot harder
what u should
Flash-what is better than a free arcane swift :D
Ghost-u really need escaping/chasing spells rather than aggressive spells like Igniteand Exhaust
-what u could-
Clairvoyance-great for support and to ensure kills with ultimate
Ignite-good to get first blood
Exhaust-although it requires you to stay in "dead range" in order to use it(very close),it can ensure a kill or to joke an enemy that he can kill you
-what god didn't intend to-
Heal->playing ezreal means you stoped using this spell a long time ago
Rally->leave it to the tank/support
Clarity->with my rune/mastery/item setup mana should be no problem
Fortify->again,leave it to tank/support
Cleanse->not that bad,but if you are careful, u wont need it
Teleport->if u solo top,but u shouldn't,yes u can go with teleport
Creeping / Jungling
Farming with should be your first priority with my rune and mastery setup your mana Regen should be enough to spam NOT abuse it.also keep in mind that every 6 sec u should use your in order to last hit and stack your passive.while early game is on don't spam your mystic shot in order to harass the enemy mid cause u don't have enough hit points to tower dive yet. plus your mana pool is really low early to use your e to get in range just to harass.cause if u rush too much u are most likely to To go back too often.
:as we all know it best counter for Tanky teams thanks to it's passive
:extremely well hybrid item w no
Snowball life steal like Bloodthirstier.cause of his spell vamp/life steal all your skills will heal you
: now I find this item extremely beneficial to u and your team.let me explain.if you start extending your mana pool then the blue buff which you will obviously need in late game could be lent to another teammate who could benefit more from it's cdr/mana regen.for this reason i find that is a Must Item,which at least One from your team should have Tear of the Godness
:now this item cause of it's passive will make your hit a lot harder and also shred the armor so that your team's other dpsers could damage them more.
if you find your self dieing fast from the other team's caster/carry it's worth buying some hp and uber-slow auto attacks.
:I know it might sound stupid,but when reaching end game u may find your self with 4000 g or more. it might be a good idea to buy warmog's and because ezreal can farm like a beast late game,u will gain extra hp from warmog's passive
Always choose mid and demand it! You need farming in order to be effective
If u farm as u should u should have level advantage from both teams
Farming IS A MUST
Don't start the team fights always follow your tank and offtank
the reason why i made a chapter named "About Towers"is because,i see a lot of ezreal players who still don't know that ezreal can easily destroy towers realy fast thanks to his passive.
while you and your minion wave reaches enemy tower range,try to use your in order to stack up your passive.this enables you to damage towers A LOT early in the game
Ezreal aka Indianna Jones
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.
after reading this long and exhausting build,i would like you to leave comments,so i could improve.Your opinion is very important for me.Thank you for your time :)