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Ezreal Build Guide by TheMonkZoolbs

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 TheMonkZoolbs

Ezreal: The Skillshot Fiend

TheMonkZoolbs Last updated on January 25, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction





Hello! Thank you in advance for opening this guide. This is my first guide, and I decided to write it on a champion I have recently fallen in love with. Well, that sounded worse than I thought it would...

Please keep in mind that any comments or suggestions would be highly appreciated, and I will consider any ideas for tweaks or changes to be very nice.


Guide Top

Runes

I choose to take Greater Mark of Desolation as I feel it gives me more mid/late on in mid game oomph, and a bit more damage on champions in lane. I take Greater Seal of Armor to counter a bit of the damage from the main damage source in the lane, the ranged dps. Some people may say to take Greater Glyph of Replenishment as opposed to my choice of Greater Glyph of Scaling Mana Regeneration but I think the extra mana regen mid game is more nessecary.


Guide Top

Masteries

As far as masteries go I take the most offensive masteries I can, then go down utility for neutral buff duration and movement speed. I suppose you could take a mix of ap and ad masteries for some more early game damage, if you think it is nessecary. I elect to take decreased death time as opposed to mana, because I usually have enough mana without it in lane, unless I am with like a Taric, in which case I have to arcane shift to get a clear shot when he stuns them through a minion wave.


Guide Top

Chapter 4

Not even close to done, check in later for more information.