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Ezreal Build Guide by EpicLightning

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 EpicLightning

Ezreal: The True Skill Master

EpicLightning Last updated on October 3, 2012
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A.D. Ezreal H.D. Ezreal

[VS]

A.P. Ezreal

Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
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 and welcome to my Ezreal guide. This is my first champion guide on Mobafire (though I have made a strategy guide), so take it easy on me please! In this guide, I cover the 3 different styles of playing my favorite champion: AP Carry, AD Carry, and HD Carry. I will attempt to explain my reasoning behind everything as well. If you have questions, feel free to ask! I'm not one to care too much for the voting system. Yes, it'd be nice if you would explain why you vote the way you do...but I'm not gonna lose it and go shoot myself if this gets a bad rating either (I swear I think some people on here are that way)! So, let's move on to the next section...


Guide Top

Pros / Cons

Pros of Ezreal:

  • Great burst damage
  • Amazing sustain
  • On-hit Effect ability
  • Global ultimate
  • Superb mobility
  • Nice attack speed
  • Easily supportable
  • Great ratios on abilities
  • Easy to play

Cons of Ezreal:
  • Lich Bane or Sheen required to be able to get farm worth anything (A.P. only)
  • Hard CC kills makes him useless
  • Not good to take out tanks with
  • On-hit effects also proc thornmail
  • Nothing but skill shots
  • Very squishy
  • Very reliant on other team members
  • Hard to master
  • Very mana heavy
Pros of A.D. Ezreal:
  • Mystic Shot has a 1:1 A.D. Ratio and procs on-hit effects
  • Amazing sustain
  • Able to take out enemy squishies easily in team fights
  • Great 1 versus 1 champion
  • Can take out turrets quickly and carry games
SPACE Cons of A.D. Ezreal:
  • Very squishy
  • Only one skill that deals great damage
  • Able to be killed very quickly by assassins
  • Ultimate is only good as a finisher
  • Destroyed by thornmail
Pros of A.P. Ezreal:
  • One of the best burst combo's in the game
  • Ultimate nukes entire teams and is great for both opening...and closing team fights
  • Escape move deals amazing damage
  • Insane Ability Power ratios
  • After getting a Lich Bane, can nearly 3-shot turrets
  • Hard to catch
SPACE Cons of A.P. Ezreal:
  • Very squishy
  • Extremely reliant on your accuracy
  • Cooldowns
  • Early game creep farming is extremely hard to do
  • Takes good positioning
  • Considered by many to be the hardest champion in League to play
Pros of H.D. Ezreal:
  • Very powerful Trueshot Barrage
  • Great burst damage AND great sustain damage
  • Able to 1 verse 1 many champions
  • Very mobile
  • Relies quite a bit on auto attacks
  • Enemy must get armor and magic resist to counter
  • Not as squishy
SPACE Cons of H.D. Ezreal:
  • Hard to play
  • Does not output as much burst damage as A.P. Ezreal
  • Item build is very expensive
  • Still skillshot reliant to activate passive
  • Relies greatly on positioning
  • Easily beaten by other hybrid champions such as Jax or Akali


Guide Top

Runes

My rune setup is pretty standard for each build.
For AD Ezreal, I take flat AD reds, HP/lvl yellows, MR/lvl blues, and flat AD purples. It looks like this:

Runes

Greater Mark of Attack Damage
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3
Now, you might ask why the HP per level, instead of Armor. Well, to be honest, you are not a fighter/bruiser; therefore you should NOT be in the middle of the action...ESPECIALLY because you have an amazing range on your Mystic Shot and Ezreal's auto-attack range isn't bad either, nor are you a melee carry such as Fiora or Master Yi! This extra HP gives you enough sustain to take damage from rangers and especially those pesky AP Carries and Assassins. I take MR/lvl blues because AP ability range is rather large, even if you are at the back of the fight, some things such as a stray Orb of Deception or flying Dark Sphere can still reach you!
tl; dr: standard AD carry build with HP/lvl seals for higher survivability

If you wanted to, you could get 101.25 bonus mana (which is around 3-5 extra Mystic Shots; for this you would take 9 of the Greater Glyph of Mana runes).

For HD (Hybrid Damage) Ezreal, I change up my runes a bit...
flat AD reds still, HP/lvl yellows too, but for my blues, I now take Greater Glyph of Scaling Ability Power; finally, for my purples I grab 2 flat AP Greater Quintessence of Ability Power and 1 flat AD Greater Quintessence of Attack Damage. The AP/lvl Glyphs scale amazingly well into late game (as they surpass their counterpart flat AP runes at level 7). I take the 2 flat AP Quint's for early game burst for harassment and the flat AD Quint to give me a little extra farming ability. Here is the setup:
Runes

Greater Mark of Attack Damage
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Ability Power
9

Greater Quintessence of Ability Power
2

Greater Quintessence of Attack Damage
1
tl; dr: standard hybrid runes: AD Marks, HP/lvl Seals, AP/lvl Glyphs; then I go with 1 AD and 2 AP Quint's

On to my favorite style of Ezreal...AP Ezreal; nuker extraordinaire!
So with AP Ezreal, I take Greater Mark of Magic Penetration to shred right through the enemy MR; after this, I take MANA REGENERATION PER LEVEL yellows! I cannot stress how important this is!! AP Ezreal is VERY mana heavy and as the game goes on, it only gets worse! I build him as a nuker, so I don't take mana regen items (if I happen to have any, it is the Morello's Evil Tome or on rare occasions an Athene's Unholy Grail); not to worry though, with 9 of the Greater Seal of Scaling Mana Regeneration, you will be perfectly fine spamming your skills. Yes, pre-level 6, you will still be quite mana-heavy...but at the same time, you should definitely NOT being using your spells so much that you are going out of mana that early (if for some weird reason you are, ask for a blue buff)! For Glyphs, I like to take Greater Glyph of Scaling Ability Power, as it gives a lot of ability power after you get your ultimate, Trueshot Barrage. Then for Quintessences, I personally take 2 Greater Quintessence of Ability Power and 1 Greater Quintessence of Scaling Ability Power. That will give you a tad bit extra scaling into late game and comp'ing your Greater Glyph of Scaling Ability Power; however, it works just as well to take 3 Greater Glyph of Ability Power.
Set your page up like this:
Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Mana Regeneration
9

Greater Glyph of Scaling Ability Power
9

Greater Quintessence of Ability Power
2

Greater Quintessence of Scaling Ability Power
1
tl; dr: Mag. Pen. reds, Mana 'Gen/lvl. yellows, A.P./lvl. blues, and either 2 A.P.+1 A.P./lvl. or 3 A.P. purples

Let's move on to Masteries...


Guide Top

Masteries

A.D. Carry Ezreal:

Masteries
1/5
3/5
4/1
4/1
1/1
1/5
3/1
3/1
1/
1/5
3/1
4/1
1/1
Offensive Mastery Tree Setup:

Tier 1:

--I take this because of the extra A.D. (and A.P.) that it gives...sometimes it can actually make a difference

--Not much to say here...A.D. Ezreal+A.D.=better play! It's just standard, nothin' special!

Tier 2:

--Since you are going pure A.D., this is a better Mastery to take than

Sorcery ! Not only this, but it goes AMAZINGLY well with Rising Spell Force, your passive!

Tier 3:

--This 10% Armor Pen. goes great with Greater Mark of Desolation, should you choose to take them; also, this will increase the Armor Penetration you get late game from your Last Whisper to 50%! That's HALF of their armor GONE!

--+1 A.D. per 2 levels isn't bad at all! That's 9 extra A.D. at level 18 that you wouldn't have had...and it's free!

Why Not Havoc?
Fellow Summoners, allow me to introduce to you an almost completely useless Mastery named Havoc ! Putting 3 precious points into it only grants +1.5% damage!!!! Let me give you an "in English" breakdown using an example:
for little "experiment", we will be using ..."Why him?" you may ask, and the reason is simple: at level 18, he has the highest unaltered base damage in the game along with our large-mouthed friend --that number is 129.7! Let's begin! For this, we will be using a very SPECIAL rune page: full A.D./lvl. (as these outscale flat A.D. at level 7).
Our Skarner has the following rune and mastery pages:
Runes

Greater Mark of Scaling Attack Damage
9

Greater Seal of Scaling Attack Damage
9

Greater Glyph of Scaling Attack Damage
9

Greater Quintessence of Scaling Attack Damage
9
Masteries
1/5
3/5
4/1
4/1
1/1
3/5
1/5
3/1
1/
1/5
3/1
4/1
1/1
His build looks like this:
6 x ; they are fully stacked, granting him +600A.D.
Let's add up his final amount of Attack Damage:
129.7+600+3+9 (3 coming from Brute Force and 9 coming from Deadliness )= 741.7 A.D.; using this Mastery, instead of a single basic attack dealing 741.7 damage, it will deal a WHOPPING..............(drum roll please)........................
752.8255 Damage A.K.a.: +11.1255 extra damage -.-"!!!!
Now this does not take Critical Strikes into account, but we are just looking at A.D.
In a few rare cases, I recommend Havoc, such as Critical Gangplank. If you are building a full Crit. Damage page, this Mastery comes in handy. Other than champions based solely on Critical Strike though, this Mastery is a waste of points...and that's my rant on Havoc !

Returning to our Mastery Charts...

Tier 4:

--10% extra Critical Damage is very nice to have on an A.D. Carry! It makes your Infinity Edge grant your Critical Strikes 260% extra damage instead of only 250%! That's great! TEN PERCENT extra damage! Your crits will be REALLY hurting by now!

--3% Lifesteal is not much...but when you have this, as well as 2 Doran's Blades and a Vampiric Sceptre, it turns into 19% which is quite a bit early game! After you get your , at maximum stacks you will have 23% Lifesteal!

Tier 5:

--6 Armor Pen. is REALLY great! That's nearly the same as 2 Ar. Pen. Quintessences...and best of all, it's FREE!

Tier 6:

--In my opinion, this is a MUST HAVE on Ezreal! Why? Because of your Trueshot Barrage that is used as an amazing finisher! This will grant is 6 PERCENT extra damage to those fleeing targets that are just out of Mystic Shot and Arcane Shift range!

Utility Mastery Tree Setup:

Tier 1:

--This is a great Mastery to have if you take Flash, as it reduces the cooldown of it by 15 seconds...that's quite a bit, most team fights last less than 10 seconds!!

--Ezreal. Is. Mana. Heavy. No matter whether you play him A.D.,
H.D., or A.P., there is not an Ezreal player who hasn't faced the dreaded problem of being "o.o.m."! This helps with that...TAKE IT! I COMMAND THEE TO! :P

Tier 2:

--Ezreal has great speed...after he gets his items, that is! This will help you GET those items by helping you catch running noobs...er...enemies! xD

Tier 3:

--As A.D. Ezreal, you should be focused on having Red Buff during team fights and late game...after all, your Q proc's it as well! This is an extra 35% time to have the buff!


H.D. Carry Ezreal:

Nowadays, Hybrid Damage Ezreal is becoming more and more viable as well as more and more popular!
Using a standard 21/0/9 Mastery Tree is good for H.D. Ezreal, though I will also show some not-so-standard setups that are fun to try out!
Masteries
1/5
3/5
3/1
4/1
4/5
1/1
1/1
3/1
1/
1/5
3/1
4/1
1/1

Offensive Mastery Tree Setup:

Tier 1:

and --take these two to get you started in your Hybrid setup! I recommend putting only 3 points in Mental Force so that...

--so that you have a point to put here! This gives you extra A.D. and extra A.P.; and don't ask me how--but "A-D-A-P" spells HYBRID!! :D

Tier 2:

--this goes great with your passive, Rising Spell Force and prepares you for the next Tier

--since you are Hybrid, cooldowns on abilities will play a big part in your gameplay style! 4% CDR isn't too bad of a mastery and sets up for the O-so-important next Mastery Tier
Tier 3:

and --These two masteries give you 10% Armor penetration and Magic Resist penetration, respectively! That goes does a great job of taking down enemies!

Tier 4:
With this Mastery setup, we do not put any points into Tier 4.

Tier 5:

--just adds in more Armor penetration, which really helps when taking down tanks...and squishies that randomly decide to go with Armor per level Seals -.-"!

Tier 6:

--On H.D. Ezreal, this is even more important than on A.D. Ezreal because your ult will do SO. MUCH. MORE!!!!

Utility Mastery Tree Setup:

Tier 1:

--Take it for the cooldown on Flash

--If A.D. Ezreal is mana heavy, then just THINK about H.D. Ezreal's mana cost. DON'T YOU EVEN THINK OF NOT TAKING THIS!

Tier 2:

--Still great for catching people (or running away from them xD)...

Tier 3:

--As H.D. Ezreal, you should have both buffs late-game, this mastery is a NECESSITY on him! Even more so than on A.P. Ezreal!

Another Hybrid Mastery Setup:

The following Mastery setup is a heavy offensive setup, designed to give you the most A.D. and A.P., balanced; please do not use this setup in Ranked...unless you are MLG pro status (lol):
Masteries
1/5
3/5
3/1
4/1
4/5
4/1
2/1
4/
1/
1/5
3/1

you may also want to try:
Masteries
1/5
3/5
3/1
4/1
4/5
4/1
2/1
4/
1/
1/5
3/1

if you are more worried about needing defenses.

A.P. Carry Ezreal:
Masteries
3/5
3/1
1/1
4/5
1/1
4/1
4/
1/
1/5
3/1
2/1
2/5
1/1

Offensive Mastery Tree:

Tier 1:

and --We are A.P. Ezreal...what do you mean take these??? Well, I'll be honest here...A.P. Ezreal's early game farming SUCKS! These two Masteries will give some much needed minion-damage power! I don't take Summoner's Wrath because I do not use spells that benefit from it while playing A.P. Ezreal.

--Great for AP Ezreal, but only put 3 points here, as the other have better places to go!

Tier 2:

--CDR is really, REALLY, REALLY good on A.P. Ezreal! This is a great Mastery for him!

Tier 3:

--A.P. Ezreal is great with Magic Penetration!

Tier 4:

--This is an extra 18 Ability Power at level 18! You would be nuts not to take it!

Tier 5:

--This increases your A.P. by 5%, which is REALLY good, it completely melds with Rabadon's Deathcap, giving you a total increase of 35% A.P.!

Tier 6:

--Quite possibly the most important Mastery for A.P. Ezreal: it gives your already insane ultimate EVEN MORE damage to runners! Your missiles become a guillotine!

Utility Mastery Tree Setup:

Tier 1:

--This is a great Mastery on A.P. Ezreal, because both of your summoner spells benefit from it greatly! It turns your Clairvoyance into a deadly 6-second ward and gives you the nice -15 sec. C.D. on Flash!

--A.P. Ezreal is the most mana heavy way to play! Of course you will be taking this!

Tier 2:

--You still need speed to get around and position yourself, as well as to escape; only put two points here though, you need the others for other things...

--Since you are A.P., you are VERY mana heavy, and so you will want a bit of a boost on the regeneration of it! Put two points here!

Tier 3:

--As A.P. Ezreal, you need to have blue buff as often as your jungler will allow you to! This will allow a longer duration of it!


Guide Top

Summoner Spells

Best Spells:

Why take this spell? Well, to be honest, there are many times that you will flash INTO something and wish that you could flash back OUT! Well this is a spell that redeems you! It's great for that one time that you Arcane Shift right into the middle of 4 people on the other side of the wall and need to get right back out! This spell is not a "must have" on Ezreal, but it is REALLY REALLY good!

This is a great "finishing" spell, used to knock off that last chunk of HP from that running Caitlyn! It is a really nice item to have when you fight someone with lots of Life Steal (like Sion when Cannibalism is active) or lots of health regeneration (such as that A.P. Master Yi trying to Meditate all of life's problems away)!

This spell is amazing on A.P. Ezreal for being able to snipe those low HP enemies that run into the bushes or jungle to Recall ! Be aware not to place it down somewhere OBVIOUS on the map! The idea is to place it to where you can just barely see the enemy champion...after all, if they see it sitting next to them, they will run for the hills...and there goes your kills! This is also a decent spell on H.D. and A.D. Ezreal, but just not as good as another spell.

This is another amazing spell to take on Ezreal, as it will allow you to get the upper hand in a 1 versus 1, or to nerf the damage of someone chasing you...or destroy the carry in a team fight! I tend to see it as an "Ignite" that initiates a fight instead of closing it.

"Okay" Spells:
This is a decent spell to take...but please don't disgrace Ezreal by taking it. In my opinion, carries who take Heal are cowards and need to learn how to play their champion! It says to me personally, "I suck so bad that I have to have a cheat to survive"...It's random free Health. If you are scared...or new to Ezreal/League, then go ahead and take this spell; it might help you out.

Great counter- Flash spell! This spell can help you get places faster (like that turret that's about to be history) or run from things that would like to smash your beautiful face in. I prefer Flash over it, just because Flash gives great juking potential. Nothing wrong with this spell though.

I suppose this would be a decent spell to take on H.D. Ezreal, as it gives you both attack speed and ability power. DO NOT TAKE THIS ON A.D. OR A.P. EZZY! I don't recommend it, but try it if you'd like.

This is a great spell for ranked play, especially against CC-heavy teams. It can get you out of a looooot of sticky situations!

If you feel like you can sacrifice a spot for a better spell, then take Clarity. Ezreal is mana-heavy after all, so it can come in handy. All in all though, try to let the support take it.

In my book, this spell is okay to take because it gives you extra HP after using it. It's also great for defending base after a lost team fight or getting back to a long team fight. I don't recommend it over any of the other aforementioned spells though.

This is a great spell to take if you get Ezreal in an A.R.A.M., it might save you!

This is a decent spell to have, as you can port in to minions to back-door or port to turrets to save them. It's also useful for porting into a developing team fight...or even escaping!

"No no" Spells:

You ain't junglin'!

Save this for a tank!


Guide Top

Skill Sequence

A.D. Carry Ezreal:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Why? Well, it's because as A.D. Ezreal, you want to max out the damage of you Q first. Not only does it have a 1 to 1 A.D. ratio, but it procs your amazing Rising Spell Force too! It is your bread and butter!
Next I max out my W because it deals a considerable amount of magic damage (quit a lot, actually) and this will help with those annoying carries who take armor or armor/level seals!
Take your R as soon as you can!
You may also want to try out the new meta's skill sequence of:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
The reasoning behind this is because you can lower the enemy carry's attack speed and raise your own via Rising Spell Force.

You could also set up like this for better survivability:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
The reason I say "for better survivability" is because it will reduce the cooldown on your Arcane Shift, which is your escape move as A.D. Ezreal.

H.D. Carry Ezreal:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I take it in this order for Hybrid Ezreal because your W is just as important as your Q. There is no reason why leveling them up side-by-side should be a problem.

For H.D. Ezreal, you could also rank it up like so:
[abilies=wqweqrwqwqrwqeeree champion=Ezreal]
It really doesn't make a difference. At any rate, I recommend ALWAYS saving your E for last.

A.P. Carry Ezreal:
I recommend simultaneously maxing your W and E on A.P. Ezreal. It looks like this:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

At times, I don't even rank my Q up at all until level 13! Something like:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
For that to work, all you need to do is play safe...and be good at last hitting!


Guide Top

Items

Starting items:

Boots of Speed (+ 3 Health Potions or 2 Health Potions and a Mana Potion)--This is a nice item for the movement speed...it will help you dodge skillshots early game (like Rupture, Nevermove, or Dark Binding). If you take the 3 Health Potions or 2 Health Potions and a Mana Potion, then it will give you some extra survivability. ALWAYS TAKE THESE!!

Early Game Items:

A.D.: By the time you get to level 6, and at the latest level 9, you should work for 2 Doran's Blades, Boots of Speed, and a Vampiric Scepter. This will give you a total of 19% Lifesteal, +20A.D., +160H.P., and some extra movement speed! This allows you to be able to take on most enemy carries and farm quite well.

H.D.: Try to have a Doran's Blade, Ionian Boots of Lucidity, and a Vampiric Scepter by level 9. This lets you spam your abilities more; therefore you can do more damage. It will also grant you 16% Lifesteal and +80H.P.! After this, get an Amplifying Tome to increase your magic damage.

A.P.: Try to have either Sorcerer's Shoes or Ionian Boots of Lucidity and 2 Doran's Rings by level 9. At this point your mana regeneration runes, blue buff, and Rings should solve any mana problems you are experiencing! Grab yourself an Amplifying Tome to get some extra burst as well.

Middle Game Items:

A.D.: Go ahead and finish off your boots now and get Berserker's Greaves. After this, go for a B. F. Sword for extra damage, a Phage for the extra A.D. and slow, and a Sheen for the Attack Damage proc. This will require you selling one of your Doran's Blades, but it's worth it.

H.D.: Go ahead and get a Sheen now for the extra A.P. and the passive. Then get a Phage for the slow and A.D. After this, get a Zeal for the A.S. and Crit. chance.

A.P.: Under normal circumstances, you will want to get a Kage's Lucky Pick for some increased gold income and a Sheen for an easier time farming minions. Your last mid-game item should then be a Needlessly Large Rod: by now, your ult will HURT and so will your burst combination!

Late Game Items:

A.D.: Now you should finish up your Trinity Force for a mere 1495 gold. After this, sell your other Doran's Blade and get a Pickaxe. After this, finish off your Infinity Edge for 1175 gold. Then buy another B. F. Sword for 1650 gold and turn it into a The Bloodthirster for 900 gold which will make you hurt even more. Buy another Zeal at the low price of 1195 for more Attack Speed and Critical Strike chance. After this, purchase a Phantom Dancer at 1650 gold for the amazing Attack Speed and Crit's through the roof (By now you will have 70% Crit. Chance)! Finally buy another Pickaxe for 975 gold and turn it into a Last Whisper for 1315 gold to cut through any armor the enemy may have decided to buy (like a Thornmail)! After this, fill up on the Elixir's (250 gold each), starting with the Elixir of Fortitude, followed by the Elixir of Agility, and completed with an Elixir of Brilliance. If they have a stealth champion, buy an Oracle's Elixir (400 gold) now.
Trivial Note: This build costs a total of 18579 gold!

H.D.: First off go ahead and finish your Trinity Force for 300 gold. After this, get an Amplifying Tome (435 gold), then turn it into a Hextech Revolver for 765 gold. After this get a Pickaxe at 975 gold and a Bilgewater Cutlass for 400 gold to obtain better sustain. Now purchase another Pickaxe or a Blasting Wand for 975 gold or 860 gold, respectively. Next, get the one you didn't get out of the two. Finally, for 400 gold, get a Guinsoo's Rageblade. Once you have done this, if you are doing well, get a Needlessly Large Rod for 1600 gold and finish it off with a Rabadon's Deathcap at a price of 2000 gold. For you last item, you want some Attack Damage, so get a B. F. Sword for 1650 gold. After this, turn it into The Bloodthirster for 2100 gold. Finally get your Elixir's, making sure to take the Elixir of Brilliance and the Elixir of Fortitude first (all 4 costing a grand total of 1150 gold).
Trivial Note: This build costs a grand total of 17167 gold!

A.P.: Now that you have your Deathcap, next get a Fiendish Codex for 1125 gold and turn it into a Morello's Evil Tome at the price of 440 gold. Once you have this, purchase a Blasting Wand for 860 gold and get your Lich Bane for 950 1350 gold. After doing this, get another Needlessly Large Rod for 1600 gold and turn it into a 1500 gold Zhonya's Hourglass. Soon after, get another 860 gold Blasting Wand and turn it into a Void Staff for 1435 gold to counteract any enemies foolish enough to buy Magic Resistance! Finally, buy your Elixir's, starting with the Elixir of Brilliance and ending with the Elixir of Fortitude and Oracle's (all 4 will cost a total of 1150 gold).
Trivial Note: This build has a final price of 16874 gold!

Situational Items:

Defensive Items:

• This is a great item to have nowadays!!!!!! It is one of THE MOST UNDERUSED ITEMS IN LEAGUE OF LEGENDS! It gives you TENACITY but it also gives you ABILITY POWER! If you are playing AD or HD Ez, then skip this...but if you are playing AP Ez, LISTEN UP! This item gives just as much Tenacity as Mercury Treads too! This item is just absolutely amazing against the CC-wh0re teams you face nowadays!

: • Get this if the enemy A.D. carry is either really fed, or their are multiple A.D. carries.
: •Consider taking this item if the enemy A.P. Carry/Assassin is either really fed, or focusing you...or both! It's just a really great Ezreal item, as it allows you to gain M.R. per attack, and it gives you Attack Speed. Not only that, but you Q will pro it's effect!
: • If you are playing A.P. Ezreal and the enemy A.P. Assassin/Carry is focusing you, then get this. Get this in place of a Void Staff.
: • If there are champions that have to pull of a combo to do their maximum damage, or a lot of enemy disables, get one of these. They are a life saver!
SPACE Offensive Items:
: • This is an item to get if you are running unusually mana-heavy and/or your jungler will not/cannot get you a blue buff. Get a Chalice of Harmony first as well.
: • If the enemy team has a lot of armor, this is another great item to get. It also gives a nice bit of Attack Speed and works with your Q. Interesting fact: The Black Cleaver is the only item in game that can reduce armor to below zero; when this happens, your auto-attacks deal extra (true) damage to targets!
: • The only true A.D. anti-tank item in game. It also gives you a bit of armor and Attack Speed. Get this item if there is a Volibear on the enemy team...or if 3-5 enemy players have 2k+ Health!
: • This is the A.P. version of the Madred's Bloodrazor; this does more damage to them the more A.P. and H.P. they have! It also finishes off squishies quite nicely.
: • Take this on your A.P. (or even H.D.) Ezreal if you need more survivability! It will make you quite tanky, actually.
: • This item is good on Ezreal sometimes, but normally only Hybrid. I don't really recommend it, but you could get it if you were facing a mid that had Magic Resist runes or something like that
: • This item is decent on A.P. Ezreal and pretty good on H.D. Ezreal, as it gives you Cooldown Reduction and Attack Speed. There is nothing wrong with this item, but I believe that there are many more items which would be better to purchase.
These are the major situational items that really shine on Ezreal!

About the snowball items...
or : • These items are good if you are EXTREMELY fed early game! Don't bother with them if you aren't though. Let's put it this way...if you are 3-0 or 4-0 by 6 minutes into the game, consider buying these items. Just remember that if you start falling off, DO NOT HESITATE TO SELL THEM! They can become more of a nuisance than a help!

My two "no no" items on Ezreal:
and : • These two items just aren't worth the trouble it is to charge them up! You have to take into consideration that you will not be getting an amount of mana that will make these extremely good items! You can only get +1000 ax maximum charge (A.D. and H.D will have around 2295, A.P. will have approximately 2395; this means that you would gain +45.9 A.D. or +71.85 A.P.--neither of these figures is exceptional nore outstanding). Save your inventory space for something better! If you are going A.P. Ezreal, and are doing VERY poorly, consider getting an Archangel's Staff.


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Farming

A.D. and H.D. Ezreal:
Just make sure to farm minion in the middle of the lane bottom. Try to just last-hit, as this will allow the enemy creeps to push, leaving you open for ganks from YOUR jungle. Once you get your full Core Build, then you can farm minions from about 1/2 health and lower.

A.P. Ezreal:
A.P. Ezreal is REALLY difficult to farm with! I would go so far as to say that if you wanted to, you could take a Doran's Blade in order to have enough damage to kill minions with. After all, your W doesn't affect the little pests! As A.P. Ezreal, it is very important that your jungler gank for you often! Allow him to stay in your lane and get minions as well. This way, the turret won't take minion-aggro and the jungler will stay up in levels! Farming becomes a lot easier once you have your Sheen.
Just always remember this:

purple caster minion SPACE purple melee minion SPACE blue caster minion SPACE blue melee minion
^^^These little guys are OVER-FREAKIN'-POWERED!^^^


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Unique Skills

A.D. Ezreal:
Using my standard build, you are able to eliminate tanks and squishies alike...well, squishies are simply shredded, tanks take a bit of work (why are you focusing Alistar anyway??!! lol). You have enough sustain to take down anything and you are not so squishy that you are insta-killed! Your ultimate does a good amount of damage late-game as well. This also gives you a great deal of sustain as well.

H.D. Ezreal:
H.D. Ezreal is a pretty difficult champion to play. He does a lot of damage, but has a quite expensive build. You also have to have good map awareness and farm up a lot. The big thing is though, that his ultimate is VERY powerful, as it has the scales of both A.D. and A.P. Item builds are quite versatile for him and it's very fun to play him hybridly.

A.P. Ezreal:
A.P. Ezreal is a very fun and bursty champion to play. He's considered to be the most difficult champion in League to play by many. I agree with this statement! You have to have really good map awareness and quick reflexes to do well with him. You also have to last hit well. But he shines out in team fights! Using one ult in a team fight can completely turn the tables in your favor. Remember that you can use your Arcane Shift for offense when you are Ability Power based!


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Team Work

Always stay in the back of team fights! Don't be afraid to run away. Focus alot on your farming too. Don't hesitate to use your ult during team fights...it can really make a difference. Make sure you stay behind your tank(s). Always buff your team with your Essence Flux attack speed boost...this is really important if you are going A.P. (hit your carry with it)! Make sure you keep up your global map awareness too! Try to lane with a support that can heal you. Don't EVER initiate a teamfight! If the enemy team goes in on you, respond by Arcane Shifting or Flashing out! Try not to blame your team for your dumb mistakes. If you are going A.P. Ezreal, just remember that it is not going to easy 99% of the time. The fun lies in the challenge!


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Ranked Play

When you play solo/duo queue in ranked (low Elo), I recommend ONLY going A.D. Ezreal and if you are brave enough, H.D. Ezreal. This is because many times in low Elo games, the carry will feed. Do not go mid because A.P. Ezreal is easily countered and cannot farm well. Since you're bottom, just focus on last hitting. Do your best to farm well.

If you are playing ranked teams or solo/duo queue (high Elo), then feel free to go A.P. mid; just be wary and constantly map aware. Don't be afraid to call for ganks. If you are in bottom lane, focus on farm. farm. farm. farm. Try to have 100 farm every 15 minutes of the game: that's 7 or 8 minions per minute. Remember that 15 minions is the same as one kill! Builds and items are expensive, so keep up in farm.


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Summary

Well, this wraps up my Ezreal guide. I'll be putting in some artwork and more better looking stuff in the near future, so stay tuned. If you have any suggestions, feel free to comment or inbox me. If you have amazing Ezreal scores that you would like to submit to me, let me know and I will post them up! If you feel like downvoting/troll-voting this guide, go for it. I don't do these guides for the ratings, I do them to help newcomers to League out. I hope you enjoyed reading my guide. On another note, remember that if you rage at the game, it will not help you do better. If anything goes wrong, just relax and take it easy. I like to think of what the famous Siv HD said: "If you feel like you are going to rage, just ask yourself, 'How will this game affect me one year from now?'." I hope you have fun playing Ezreal and trying out different builds. If you have any suggestions for item builds, feel free to comment/inbox them. Good luck and have fun out there on the Field of Justice, my fellow summoners!