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Ezreal Build Guide by HmongkyKing21

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.


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League of Legends Build Guide Author HmongkyKing21

Ezreal the Prodigal Explorer - The Power of Triforce

HmongkyKing21 Last updated on September 30, 2012
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Ability Sequence

1
3
5
8
9
Ability Key Q
4
13
15
17
18
Ability Key W
2
7
10
12
14
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction


Hey guys, this is my second build. Obviously, it's for Ezreal. He is one of my favorite AD carries, and I prefer AD over AP on him. I'll explain that later, but as for right now, I hope you guys enjoy my build and if you have any suggestions, please write them in the comments. I'm always open to new ideas, and don't down vote right away! I know it IS a different take on an AD Carry, but trust me, it's just as effective.


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Pros / Cons

Pros
  • High Mobility
  • Great Damage output through out the game
  • Not as squishy as most other Ezreals (Specific to my build)
  • Great harassing ability all game
  • Great for getting better at skillshots
  • One of the best kiters in game
SPACE Cons
  • Small early game mana issue
  • Since he IS a skillshot champ, takes a bit to get used to
  • No hard CC
  • You can lose him in a teamfight (Like you can't see him anymore if you accidently jump in)
  • If focused, WILL die extremely quickly
SPACE


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Runes

greater mark of desolation Although some people would like to have some extra AD at start, I prefer these since you want to hit through armor rather than have armor deter you from the full damage you could be dishing out. 15 Armor Penetration is already hitting through someone with 9 Greater Seal of Armor.

greater seal of vitality I pick Vitalities over the others since having a bit extra HP is always helpful. Having armor here is also not so bad. These are really just up to what you prefer. I don't grab mana regens since your mana should be fine. You're also not extremely dependent on mana since you're going AD. You just need to make sure you always have 90 mana for Arcane Shift.

I pick these since MR is always good in to late game. Since they are per level, when you hit 18 you'll have an extra 25 MR which is basically a Null-Magic Mantle Believe me, the extra MR WILL be useful. Survivability > Damage.

I choose these since Ezreal has a pretty low basic attack speed. These are also just up to what you prefer though. So anything goes for these.


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Masteries - Why 9-21?

Offense - 9

  • the only reason why I put two points here is because there's no where else to put it. It's really just to get 4 points in to offense.
  • The extra damage against minions allow for better last hitting
  • For the extra CD, it helps with shooting Q more often
  • Essence Flux Arcane Shift and Trueshot Barrage are all MAGIC DAMAGE! I know that they scale off of AP and his ult scales off of AD AND AP, but the damage that it does is still MAGIC, so you want to get this. It will make your abilities to more damage.
SPACE

Defense - 21

  • A little extra armor is helpful in taking hits from the other AD carry
  • Since you're going to spend a long time in lane, taking less damage from minions helps you stay in lane longer, even if only just for a little while longer.
  • This actually helps a little bit with last hitting. Also helps clear minions slightly quicker if you're pushing your lane alone and minions are hitting you.
  • More HP = you can take more hits from the other AD Carry which means that you'll win out in a duel. If you can use Ezreal effectively.
  • Less damage means you can survive longer in fights whether it be 1v1 or in an all out team fight
  • CD per level is nice. This helps your burst damage and you don't need to grab CD items to help with late game.
  • Same with taking damage.
  • SURVIVABILITY > DAMAGE!!!!!!
SPACE

So all in all, Survivability is what really helps you win out in a fight. SURVIVABILITY > DAMAGEEEEE!! I can not repeat this enough. And I know, I know, this is a mastery page for an AD CARRY, but you have to remember that Ezreal mostly does MAGIC damage with his skills, so that's why you need Arcane Knowledge . The rest of your damage is taken care of with your in-game items and your Greater Mark of Desolation.


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Summoner Spells

Preferred

This is especially helpful for getting kills. And as an AD Carry, you can never get enough of them. This is also extremely helpful for fighting the annoying healers ( )
Although Ezreal has a built in Flash, I think that it's better to be safe than sorry. If you don't want it, get Ghost.
In place of Flash if you don't want a double blink.
Very useful in general. It allows for escapes and it makes your 1v1 face offs a peace of cake. Most of the time. It takes away lots of damage from the enemy and it also slows them by a ton, so another great Summoner spell to grab.
Great if you want to get out of CCs quickly. You could also get this as an item so it really just depends on which one you want.
SPACE

Viable


I see lots of AD Carries grab this nowadays. It's good for getting First Blood and such, but the fact that it falls off so hard late game makes it quite pointless. Save it for the supports.
This is useful if you want to get back to your turret quickly, but not extremely necessary seeing as to how you can clear minion waves with your ulti. If you want to grab it, it's not a bad choice
If you use a lot of mana, I guess this helps but it is also useless late game.
SPACE

DON'T GET IT!


I don't think this really needs explanation
Just another useless Summoner Spell
Not useless, but leave it to the supports. There are better options than this.
And the rest...


Guide Top

Items

Double Doran's? Well...yea. Ezreal starts off with a low base AD so the Doran's helps. Also the fact that it gives a total of 6% lifesteal helps a bit. The HP is indespensable.

These can be turned in to different options. You'll want to grab these pretty early of course if you didn't pick it first. All AD Carries run pretty darn slow without them. I prefer Mercury's Treads due to the fact that they give MR and also Tenacity. This allows for escapes or for silences and such to wear off faster so you can continue to deal damage. The other obvious option would be Berserker's Greaves. This is pretty optimal for any AD Carry, but as I stated before, Survivability > Damage.

Lifesteal keeps you in lane if you've been hit. Just basic attack your way back. A total of 16% Lifesteal if you have the Double Doran's combo.

You want to rush Bloodthirster since you need the survivability. In all honesty, I think every AD Carry should rush Bt. It also gives insane AD at max stacks, so it doesn't hurt. I'm glad you only lose half stacks now rather than all stacks.

I go for Sheen next. It gives you a little bit of burst damage which means you win over the other guy. I go for Phage next since you want more HP. can come later. You'll do fine without it. Complete before you complete anything else at this point. Bloodthirster is still first, but Trinity Force is a large part of your damage output, chasing ability, and survivability.

Next is The Black Cleaver. Since your Mystic Shot activates on-hit abilities, you'll be able to take them down much quicker than before. Less armor for them = More damage for you

IE will greatly increase your damage. It is necessary for every AD Carry, but for Ezreal, you don't exactly need it right away.

GA helps you finish off enemy teams, it helps you live, it stalls the enemy team. SO MANY USES! You shouldn't go without a GA. Survivability is the key, and GA is part of that key. Best part about it is trolling them in to thinking that you're dead, just to wake up and triple kill them. :D

Other items!


You can grab this in place of The Black Cleaver. Either way, they work the same.

Extra MR as well as mana if you need it, not too bad, but also not necessary. Replace Guardian Angel if you grab this

Grab this if you want more damage and also more mana. It's not the best item though imo. You already have enough damage.

You already have nice chasing ability and you already have The Black Cleaver so I don't see much of a point in this. Still viable though.

Grab this if you want the magic shield. Another plus side to it is you do more damage the lower health you get, so it's quite helpful. The main reason why you'd get this is for the shield and the MR though. Replace Guardian Angel with this if you're going to grab it.

Grab this if you're finding yourself being shutdown by CC. MR is quite helpful and sometimes it could be more life saving than a Banshee's Veil. Replace Guardian Angel when grabbing this


Guide Top

Abilities

Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10% for 6 seconds (effect stacks up to 5 times).

This is why you really don't need any flat AS items like Phantom Dancer or Berserker's Greaves. As long as you are hitting your spells, your AS in combination with Black Cleaver and Tri force should be more than enough. Plus it also gives you reason to use your abilities, in turn proccing Triforce. This passive is very useful, and it's why I go AD on him. If you were to go AP on Ezreal, you're not really making FULL usage of all of his abilities.

Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit.
Ezreal fires a bolt of energy, dealing 35/55/75/95/115 (+1.0) (+0.2) physical damage (applies on-hit effects).

Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.

Cost
28/31/34/37/40 Mana
Range
1150

This is an AD Ezreal's most important skill to master. It IS disrupted by minions, so use it wisely to conserve mana. Find an opening and shoot it through, try to zone the enemy out with it. If the enemies are smart, they'll hide behind minions, but if YOU'RE smart, you'll find a way around it. It uses an extremely low amount of mana, so don't be TOO scared to use it either. Just don't spam it and miss every time. Ezreal takes a bit of time to master, but it's well worth the effort of making every single hit on his skillshots. Another good perk about this skill though is if you hit, all your cooldowns are shortened by 1 second. SO if you hit it a lot, you can nearly spam your ultimate. Not literally, but it will come back nearly faster than any other ultimate in the game due to this effect. It also helps with making sure everything else in on CD and ready to be used at a moment's notice.

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 fires a wave of energy that damages all enemy champions it passes through for 70/115/160/205/250 (+0.8) magic damage. Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds.

Cost
50/60/70/80/90 Mana
Range
1000

Although you're not an AP Ezreal, this skill can still be used to harass quite nicely since it's path can not be impeded by a minion. The main usage of this skill though, is for it's utility. Since it slows enemy AS and increase your teammates', this makes it a nice skill to know when to use it. It will help with taking down towers, it will help in a team fight, and even if it doesn't do much damage late game, it still helps proc Triforce.

Ezreal teleports to a target nearby location and fires a homing bolt which strikes the nearest enemy unit.
Ezreal teleports to a target nearby location and fires a homing bolt at the nearest enemy unit, dealing 75/125/175/225/275 (+0.75) magic damage.

Cost
90 Mana
Range
475

This is what makes Ezreal a highly mobile champion. Again, it won't do much damage since you are an AD Carry, but it will proc Triforce and it's mostly there for it's utility, just like Essence Flux. You can use it to chase, you can use it to escape. You can use it to better position yourself for your burst combo. It's great! Plus it comes back quite quickly so you basically have a flash every 7-15 seconds(If you use your Q a lot)!

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).
Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+1.0) (+0.9) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).

Cost
100 Mana
Range
20000

Ezreal's global ult is really quite useful. It does more damage than Ashe's ulti since it scales off of AD. The only sad side is that it doesn' have the stun that Ashe's ulti has. That's ok though, this skill can be used for sniping people. It can be used to badly hurt the enemy team. Although the damage is weakened by every target it hits, it's still such a great ultimate. It is also on short cooldown so that makes it that much more useful!


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Farming/Staying Safe in Lane

FARM FARM FARM! LAST HIT LAST HIT LAST HIT! That's the key to being a good AD Carry. You have to make the most of the laning phase. Don't waste your support's efforts to make you OP by giving all the farms to your creeps. If you didn't know, that concept of last hitting is simple. Walk around until you see a minion with low HP. You then strike it with ONE autoattack to kill them and gain the gold for killing that minion. Why last hit? It doesn't PUSH your lane. If you continuously autoattack the enemy minions, your minions will come in faster than theirs are. This means that your group of minions will be larger and the balance falls. Your minions move forward in the lane, which means YOU have to move forward in lane, which means your are more exposed to getting ganked by the enemy since you are further up in the lane and further from your turret. If you last hit, the minions will generally stay in the same spot and this means less opportunities for an enemy gank, and you are safe. Although this may not always be true since some enemies are able to turret dive at early levels. You should always have map awareness and make sure your support is warding. If he/ she is not, then you must take the initiative. Yes yes I know, you don't want to "waste" money on wards, but it will only benefit you. Trust me.

I know this is an image for top lane, but it's basically bot lane flip-flopped, so just follow this to stay safe in lane. Try to keep minions in the orange area and only get in the orange area to last hit then immediately back off again. Safety comes first when in lane!


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Summary

So there's my build for Ezreal! I hope you guys enjoy trying it out and I hope you find success! If you have a good score, send me pictures at hmoobzephyr@gmail.com. I'll be sure to post them up! I'll try posting pictures of my good games soon. Good luck! :)

Credits: Thanks to jhoijhoi for helping me get started :)
link: http://www.mobafire.com/league-of-legends/build/making-a-guide-101506


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Results!~~

My first Pentakill ever!




First Ranked Game with Ezreal


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Changelog

9/27/2012 [1:01AM]:
- Build Guide created/finished
9/28/2012 [7:40PM]:
- Updated grammar/spelling issues
- Tweaked Offense Masteries
- Updated "Masteries Why 9-21?" to be coherent with Masteries tweak
- Tweaked "Runes" wording a bit
9/29/2012 [3:56PM]:
- Added "Results!~~" page
- Fixed small icon for GA in "Items" Chapter
- Added Maw of Malmortius to "Items" Chapter
- Added Ezreal's passive to "Abilities" since I had forgotten it
9/30/2012 [8:37AM]:
- Edited wording in "Masteries Why 9-21?" Chapter
- Added QSS to "Items" Chapter
- Added Cleanse to "Summoner Spells" chapter