Ezreal Build Guide by Heval
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.
Final Build #1
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Final Build #3
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.
my name is Heval and I enjoy League of Legends quite a bit. The champion of my choice is " Ezreal - The Prodigal Explorer" or as I like to call him: "The Arcane Flash". I decided to write this guide in order to help some people get a better grasp for this champion, particularly, item builds and gameplay. My goal is to get at least a few more people hooked on Ezreal as much as I am.
This is my first guide so I hope that you will leave some constructive criticism in order for me to not just make this a normal guide, but a good guide, which even experienced players can use as a reference.
The way I play Ezreal is based on having a lot of cooldown reduction (CDR) and armor penetration in order to deal an insane amount of damage in a short period of time, no matter if carry or tank.
I hope you will enjoy this (not completely finished) guide.
With best regards,
PS: As soon as I get my hands on some images and find out how to implement them into this guide, they will follow ;)
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."
Some basic facts about Ezreal
Ezreal is a ranged Attack-Damage oriented Carry (ADC). This means his damage output is mostly physical damage. Unlike many other champions Ezreal can be played either as ADC or APC (Ability Power Carry). Both roles ain't easy to play and need a lot of training and experience in order for you to become not just a good Ezreal Player, but a splendid one.
Similar to Lux Ezreal's skillset consists mostly of skillshots. So if you don't have a knack for these things, you should think twice if you will attempt to master him. Ezreal relies on high mobility and a "Hit'n Run" playstyle in order for him to become most effective. So be prepared to get to know a challenging, yet very fun to play champion.
Pros / Cons
|+ Strong poking capabilities
+ AttkSpeed-Buff for Team
+ High mobility
+ Global ultimate
+ Short cooldowns
+ Very useful passive
|- Hard to play
- Based on skillshots
- Mana intensive
- No crowd control
Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10% for 5 seconds (effect stacks up to 5 times).
Considering Ezreal is an ADC which relies a lot on landing basic attacks this passive is just
Mystic Shot gives 1 stack if enemy unit hit.
Essence Flux gives stacks according to the number of enemy champions hit (max. 5).
Arcane Shift gives 1 stack if enemy unit hit.
Trueshot Barrage gives stacks according to the number of enemy units hit (max. 5).
Cost: 28/31/34/37/40 Mana
Ezreal fires a bolt of energy, dealing 35/55/75/95/115 (+100% Attack Damage) (+20% Ability Power) physical damage (applies on-hit effects). Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
This Skillshot will hit the first enemy unit in its path. It doesn't matter if it's a minions or a champion.
Has a very good range.
Use this to poke enemies while farming.
Use to farm when you can't kill minions by normal attack (i.e. under turret, too far away) or you are being zoned.
Cost: 50/60/70/80/90 Mana
Ezreal fires a wave of energy that damages all enemy champions it passes through for 70/115/160/205/250 (+80% Ability Power) magic damage. Allied champions hit by the wave have their Attack Speed increased by 20/25/30/35/40% for 5 seconds.
Don't spam this because it has a high mana cost!
Use on teammates when doing turrets/nexus/drake/baron.
Try to hit as many enemies & teammates as possible during teamfight!
Cost: 90 Mana
Ezreal teleports to a target nearby location and fires a homing bolt at the nearest enemy unit, dealing 75/125/175/225/275 (+75% Ability Power) magic damage.
Don't use this to farm minions!
This spell has a relatively long cooldown, so only use it when absolutely necessary (i.e. escaping from a tight situation or to finish of an escaping enemy)!
Even more efficient in combination with Flash!
Cost: 100 Mana
Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+100% bonus Attack Damage) (+90% Ability Power) magic damage to each unit it passes through. However, it deals 10% less damage for each unit it hits (minimum 30%).
Global ultimate with low cooldown thanks to Mystic Shot.
Don't use it to finish off low hp enemies in teamfights, instead use it when you have the chance to hit ALL enemies at once for maximum damage output. This can turn the fight into your favor.
Keep an eye on other lanes and jungle. You might be able to finish off an enemy on lane/in jungle or assist your teammates in a fight.
What are runes?
Next to the masteries runes are one of two ways to strenghten our champion into the desired direction for our playstyle. Runes can be purchased for Influence Points (IP) which are earned by playing matchmade games. They are divided into three classes, consisting of level 1, level 2 and level 3 runes. The latter provide the biggest bonuses/utility, but can only be purchased upon reaching a summoner level of 20. You can have a maximum of 9x marks, 9x seals, 9x glyhps and 3x quintessences. In order for you to unlock all these runeslots one needs to reach summoner level 30.
Due to the fact, that there are a lot of different runes available, a variety of combinations and playstyles are made possible for us.
I usually use one of the three following runesets, recommending the first one because of its potential for sustain which makes it easier for beginners.
I recommend this runeset since it allows us to stay on lane for quite a while and helps us getting back to full health after a trade a lot faster. You should decide for this runeset if your support doesn't provide any form of sustain and/or you expect to receive a lot of poke. Due to the lifesteal, getting poked (i.e. Caitlyn, Varus) won't become too big of a problem for us. If one has trouble with last hitting minions one of the Greater Quintessence of Life Steal can be exchanged for a Greater Quintessence of Attack Damage, though I prefer 3x life steal.
Pick this runeset when your supporter is one of these:
or/and if enemy botlane consist of this:
2. Armor penetration
This runeset provides some armor penetration instead of having sustain. I recommend using this one if the opposing botlane is a bit tanky and one expects a lot of armor on enemy team (i.e. having many tanks).
Use this when your supporter is one of these:
and/or enemy botlane consists of this:
3. Attack damage
As you can see this runeset is based on attack damage only. I dont really recommend using this, since you will pass on sustain or armor penetration which is usually well needed. If you are a beginner and have trouble last hitting minions this will make it a lot easier though.
The strong point of this set is that you will deal quite some more damage in early game, since our Mystic Shot scales well with AD. If you plan on being agressive and getting some kills early on this will be the runeset to go for. In combination with Ignite you will become pretty dangerous to your enemy, IF played right.
You can pick this runeset when your supporter is one of these:
Greater Mark of Attack Damage provides us with some needed AD which comes in handy when last hitting minions and poking enemies with Mystic Shot.
greater mark of armor penetration Having these runes allows our attacks to ingore a set amount of armor when our basic attacks or Mystic Shot hit enemies, resulting in a greater amount of damage they receive. Very importand on an ADC, especially when going up against tanks.
Greater Seal of Armor heightens our armor value and makes us more resistent to physical damage. I highly recommend these runes since we will be up against another ADC and want to avoid losing out in every trade. I don't recommend using Seal of Scaling Armor since this will only be efficient later in the game. The enemy will most likely notice that you have low armor values in beginning and will specifically aim to take you down.
Greater Glyph of Scaling Magic Resist reduces incoming magic damage on us. It is debatable wether to use these or Greater Glyph of Magic Resist instead which will give you some flat magic resist early on. In my opinion this is not particularly needed for laning phase. I prefer scaling magic resist, which will provide us with some more defense against AP based champions later on in the game, where we usually are the target of focus. So having some more extra magic resist, however little it might be, will definetly come in handy.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Ability Power
Greater Quintessence of Life Steal
This runeset allows us to stay on lane for quite a while and helps us getting back to full health after a trade a lot faster. You should decide for this runeset if your support doesn't provide any form of sustain and/or you expect to receive a lot of poke.
Recommended skill sequence
The recommended skillsequence you should usually go for with Ezreal
My prefered masteries. Minor changes might exist due to different preferences.
Don't push your lane, unless it's advantageous to you.
Poke enemies as much as possible.
Play it safe.
Concentrate on proper farming.
Zone enemies when possible!
Positions yourself according to the skillset the enemy has while simultaneously chosing the best positioning for our own strong points.
Always stay at maximum attack-range.
Focus the least tanky enemy in reach.