Ezreal Build Guide by InariusShade
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Push/Harass Bot Lane Ezreal
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.
Introduction to Ezreal
Greetings, Summoner! So, you want to play Ezreal effectively, eh? I can help you with that.
Information About Ezreal
For those of you reading this guide that do not know who Ezreal is or how to play him, this is the section where you start awareness of just exactly who Ezreal is.
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."
Now that you've read his lore, you've most likely got at least a slight idea on how Ezreal plays and what kind of style he plays with.
Ezreal is classified as a Marksman/Mage Champion. Being labelled a Mage, you'd think he was an AP-Based Champion. Despite this, he's played as an ADC, because his Q, Mystic Shot does physical damage and is his main attack tool. You do, however, build Trinity Force on him to make his other spells stronger, so he is to be treated as an Hybrid Carry
Early Game as Ezreal
His Mystic Shot (his Q) is your absolute first priority to max. It's one of his most effective skills, but it is a difficult skillshot to aim. Your opponents, if they're smart, will hide behind their minions to avoid this poke tool. This is when you use your nice, convenient repositioning skills, Ezreal's most valuable tool. Arcane Shift is a free reposition, giving him a great chance to make skillshots easier or chase after them. An Arcane Shift + Flash combo is also a great getaway, and makes it easy to avoid the numerous ganks you will face on bot lane.
This is why you want to level these two skills first, because they're your valuable asset and I tend to get first blood, thanks to them.
Early Laning with Ezreal
By the Early Laning phase, you should have recalled at least once and have a Phage along with an Amplifying Tome. This allows you to have a decent amount of Ability Power and Attack Power, along with your passive, Rising Spell Force, which can make your attacks faster after casting Essence Flux or any of your other spells.
By early laning, you should be at least level 8 if you've been getting proper creep score. This means that when you get into a Champion fight with your support (preferably Soraka) at your back, you can pull off your full spell combo at let them help you finish the enemy off.
To initiate a champion fight, first you want to Arcane Shift to the target. Then, get a quick Mystic Shot into them, before they move and you have the potential to miss. Then, point your Essence Flux into them as quickly as you can, especially if they start running. Then, you should be able to finish them with your Trueshot Barrage. If for whatever reason they survive, you should be able to easily finish them, because even at a somewhat low level, that combo should do over 1000 damage. Ignite is your last resort, but it WILL kill them. You can secure quite a few kills like this, and gain some turret ground as well.
Items are a VERY important thing to Ezreal. Building his Trinity Force first is best for him, as he's a Hybrid AD Carry. The Trinity Force gives him the little push he'll need in AP, and numerous boosts in other stats.
Building his piece of armor next is also essential, as by the time you get your Trinity Force you can judge which piece would suit you better for the certain game. A Sunfire Cape serves well when getting creep score, but chasing after enemies makes its awesome passive useless.
The Frozen Heart, Zhonya's Hourglass, and the Iceborn Gauntlet are all somewhat situational armor items. But, if you feel the need to get that extra push in AP, along with some armor, choose one of them.
The Guardian Angel is the perfect piece of armor if you're risking dying a lot and need that extra bit of life every 90 seconds. Aatrox and you kill each other at the same time? You're back up before his passive revives him, which will make him EASY to finish.
The Locket of the Iron Solari and the Randuin's Omen are both for survivability/escape. If you get to low health, use either of their awesome actives as an escape tool, combined with Arcane Shift and/or Flash
The Thornmail is one of your best bets against ADCs and deals a lot of damage to them. Choose this if you're against an ADC like Jinx or Ashe in bottom lane, because their ultimates travel the map like yours, and if they hit you, you can get some damage in them from across the map and if you have a clear shot, you can launch the Trueshot Barrage and send 'em running.
The next item you'll want to build is your Blade of the Ruined King. One of the most-built items in this meta, it's not an item to underestimate. Its boost in attack speed, damage, and life steal makes your survivability massively increased, and will make you nearly unkillable. Along with this, its Active is amazing for chasing down those pesky runners who can escape your Flash/ Arcane Shift/ Trueshot Barrage combo.
Now, to your footwear. It's a simple decision. You want more Armor? Go for the Ninja Tabi. You want a little more Attack speed to get Ezreal on steroid status? Go with the Berserker's Greaves.
Now to the choice between the The Black Cleaver or Last Whisper. I find this choice one of the hardest building choices, as you never know what the opponent could prep for. When they have less armor, build The Black Cleaver, as it hits harder. If they have more armor, build Last Whisper. The one problem I find with this is that you never know if they could build more armor against you.
Now, the final choice awaits you. Runaan's Hurricane or the Zephyr. Both are amazing, but I would go with the Zephyr. Runaan's hurricane just give you too much attack speed, to the point where you would not even need to shoot that fast, when Zephyr gives you a lot more poking power, and the movement speed multiplier is always nice.
Ezreal's abilities are a very important aspect of Ezreal, as they're what keep him running, poking, and pushing. Your Q( Mystic Shot) is by far your most important skil, because it pokes hard and has a very low cooldown, such as 5sec. at Lv. 1. You're going to want to max this skill first.
Your most unique ability as Ezreal is your E, Arcane Shift. It's by far one of the most unique escape/repositioning moves in the game. Not only does it give you a better position to shoot your Mystic Shots/ Essence Fluxes/ Trueshot Barrages from, but it fires a shot itself. Also, when turret diving, it serves as a great escape tool once A) an enemy comes to stop you or B) all the minions you dive with die off. You're going to want to max this second.
Your Essence Flux is incredibly good for little, irritating pokes into your enemies. Simply fire it, and instead of hitting minions, it only hits champions, which makes it easy to poke through creepwaves. Max this last, even after your ult.
Your ultimate as Ezreal, in my opinion, is one of the coolest moves in the game. It acts like Ashe and Jinx's ult, but better. It's a wave of energy shots that passes straight over the map, and keeps on going. It damages both minions and Champions, endlessly passing over them and dealing a little less damage every target. Max this third.
My preference with summoner spells consist of Flash and Ignite. It's one of the most popularly used spell combo for any Champion. However, you can always go into battle with Cleanse, Barrier, or even Heal if you're not comfortable with Ignite. However, Flash is an absolute essential. Allowing you to chase after enemy Champions with a double teleporting Arcane Shift/ Flash combo, or being able to escape with the same combo, is more than worth it.
Ignite is for a guaranteed kill, but seeming as you have Arcane Shift and Flash, it's not hard to chase after an enemy. I just use Ignite because it's much easier than chasing after them for the guaranteed kill, since they burn to death from Ignite.
Greater Mark of Attack Damage
Greater Mark of Armor Penetration
Greater Glyph of Magic Penetration
Greater Glyph of Ability Power
Greater Glyph of Mana Regeneration
Greater Seal of Armor
Runes are a very important aspect of this game, because even the smallest little change in stats can turn the tides of a match.
My recommended rune page for Ezreal is very efficient, in my eyes, and works very well.
For the three Quintessences you are allowed, I recommend three Quints of Hybrid Penetration. Seeming as you are a Hybrid Carry (Like Shaco and Gangplank), Magic Penetration and Armor penetration both really help you out, so why not get a bit in both with only 3 runes? Seems like a fair trade to me.
For Seals, I recommend 9 Seals of Armor. Survivability is always nice, and you get Magic Resist with your Guardian Angel, so Runes in Armor help a lot.
For Marks, since they specialize in Physical Attack, I recommend 5 Marks of Attack Damage and 4 of Armor Penetration. Both help Ezreal a lot, and every little bit helps.
Finally, for Glyphs, I recommend 4 Glyphs of Magic Penetration, 3 Glyphs of Ability Power, and 2 Glyphs of Mana Regen. The Magic Penetration and Ability Power are obvious, and the Mana Regen runes are to help you cope with Ezreal's low mana pool a bit easier.
Pros / Cons
+Pros of Ezreal
Very mobile, easy to reposition yourself for skillshots.
Very, very good early game, pokes hard and fast.
Has one of the best and coolest Ultimates in the game.
Swag with Pulsefire skin.
-Cons of Ezreal
Plays very aggressively, not easy to sustain.
Low Mana pool.
Not a lot of end-game HP.
Summary -Thank You!-
Before you go off and read another guide, I just want to thank you for reading mine, and I hope it works for you. One of my main Champions is Ezreal, and when I see other Summoners playing him, I love it, because he's such a great Champion. If you like this guide, please leave some feedback, because I would love to be able to make more guides that could be better than this one, as this was my first.