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Spells:
Exhaust
Ignite
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
Haiya everybody! It's SilverSeer723 here. I'm back with yet another guide. This time focusing on the amazing champion Ezreal! Ezreal is extremly fun to play as his early game harassment just isn't fair. But, let's be honest here, the best part about Ezreal is his ultimate, Trueshot Barrage. Don't lie, you know that feeling when you nail that nasty recalling enemy with this unpleasant surprise. Feels spectacularly amazing doesn't it?
I present, my Ezreal Guide. Before leaving any vote, be it a downvote or an upvote, please read the full guide and test/try it out. Don't just decide to look at the 'cheatsheet' at the top of the page and decide from there. Basically if you read this far I'm proud of you! In all seriousness, please, read the full guide before commenting/voting.
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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 |
I believe this is the best way to go for AD Ezreal. 21 / 0 / 9 gives the best amount of damage with some utility to use this damage as well. While 21 / 9 / 0 is viable in it's own way, I do NOT believe it is better than 21 / 0 / 9 in any way. However, as always, masteries are PERSONAL PREFERENCE.
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Tier 1 -
Summoner's Wrath
: Take this for the upgrade on Exhaust's armor and magic resistance reduction and Ignite's added bonus to stats when off cooldown. Also used as a filler.
Brute Force
: Mostly used as a filler, nice 3 attack damage bonus though.
Tier 2 - Alacrity : Used just like Sorcery, to get to Weapon Expertise . Nice 4% attack speed I suppose though...
Sorcery: Used mostly to get to
Arcane Knowledge
. The extra cooldown reduction is very handy though. Must. Not. Reference. Trueshot Barrage. For. Stopping. Recallers.
Tier 3 - Weapon Expertise : The moment you've been waiting for. This sucker will let your rip through the enemy so much stronger than without! 10% of armor probably doesn't seem like much but it really is.
Arcane Knowledge
: Perfect for Ezreal. Yes, even AD Ezreal can benefit. 3 of Ezreal's skills scale off of magic. That 10% magic resistance could mean life or death or another kill.
Havoc : Mostly used as a filler as the 1.5% damage really is sort of a joke. This isn't to say I wouldn't take it over nothing!!! Tier 5 - Sunder : Terrific for getting that extra damage, like all mastery buffs, it isn't much but it's something. Tier 6 - Executioner : Freakin. Awesome. 6% damage isn't that great but it sure help finish that 100 health enemies always seem to live with! (Unless Trueshot Barrage is up in which case they may not recall.) |
Tier 1 -
Expanded Mind
: Either this or
Good Hands
. Mostly a filler but it gives an a great amount of mana.
Improved Recall
: This single second really can matter. Of all the times to cancel a recall, the last second or two is almost always the case, this will allow a safer return to base. Highly recommend this.
Tier 2 - Swiftness : Since I personally take Greater Quintessence of Desolation I take this over Meditation . If you took Greater Quintessence of Movement Speed, I would recommend Meditation over this. Tier 3 - Runic Affinity : Great for keeping a red/blue buff going longer. No other use really, but it's a really powerful use regardless. |
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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 |
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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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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
Item Sequence
This is my standard build on Ezreal. This build gives some survivability with a lot of damage. This build also boosts his naturally low movespeed with Trinity Force.
- : Great for getting more cooldown reduction, adds more overall damage to Ezreal.
- : Amazing item, it also encourages the fact you stay alive! When fully stacked this will add 100ad to our auto-attack (raw) damage and 50 (raw) damage to Trueshot Barrage. Not to mention the sustain ^^
- : Love. It. This gives just about everything Ezreal needs and more... It even gives a slow and movement speed... Just awesome. I'd get it 95% of the times I play Ezreal no matter what.
- : I normally get this as my 4th or 5th item. It all depends on how much health the enemies have vs. armor, if they have more armor get Last Whisper if they have more health, this. Nice damage, a good portion of attack speed, and some armor. Shred em up!
- : I highly recommend this over Black Cleaver. My reasoning is that it will do more damage if enemies have over 80 armor. Someone (sorry I can't give credit I forgot your name D:)(not me though ^^) did the math on this and it is proven fact. If the enemy has OVER 80 armor this item is better. So... check out their armor and see I guess...
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: Surely those casters are really strong by now. Even if they aren't fed, they're strong by now. Buy this. 1)Laugh. 2)Kill them. 3)Laugh harder. 4)repeat. :P
Starting Items
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This is my standard start. The boots give excellent movespeed to counter Ezreal's extremely low base movespeed. This allows more accurate Mystic Shots and more auto-attacks. All-around best pick in my opinion.
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Another...alright choice... I don't really recommend this but it'd viable. This would allow more skills to be used before the first recall, however I normally find myself getting first-blood before 5 minutes and then recalling for my first item with boots. Your choice.
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This I recommend. Nice damage and health. This makes easier last-hits and survivability however it is harder to dodge skillshots than it is with boots. I recommend this vs an enemy with virtually no skillshots (i.e. Ryze).
Early Game Items
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This pretty much adds half of Mystic Shot's damage back onto its self. Great damage increasing item! Most of the time I suggest to pick this item.
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Adds more sustain and damage to us. Nothing else... Don't start randomly attacking s*** to get lifesteal on them though. Just last hit and harass with Mystic Shot. Lifesteal DOES apply to Mystic Shot.
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A slow!? Perfect. Applies to Mystic Shot which has a fairly long range. This will allow us - and our fellow allies - to track and chase down enemies ^^
Mid~Late Game Itemslol you that there'd be a full section on this. go to the full finished build for descriptions ^^
YOU! SHALL NOT! RECALL! - Ezreal
Also thanks to:
jhoijhoi for BBcoding.
CasterMaster for support/template/additional cleanup help/etc.
Thanks guys for everything you did for me ^^
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