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.
First thing : sorry for my bad english , it's not my native language.
Hi everyone , here are 2 guides for AD Ezreal and 1 for AP Ezreal. After playing AP,AD,Hybrid Ezreal for 1k+ games i pulled out the way I can maximize output damage with survival options.
The only difference between the AD guides are if you have a strong or a soft early game !.
The AP guide will be focused in burst damage :)
3 Quints of Desolation for Armor Penetration
9 Marks of Desolation for Armor Penetration
9 Glyphs of Celerity for Cooldown Reduction / level (12% @lv.18)
9 Seals of Clarity for Mana Regen / 5 / level (13mp5 @lv.18)
Classic AD carry runes.
Good early game , you don't have to back for mana regen until you're dead or to buy your stuff.
Masteries : 21/0/9
Why I take :
Improved Ignite (+10AP) : No other interesting mastery.
Improved Ghost : 8% bonus speed and improved duration.
Archaic Knowledge : 15% Magic Pen for the Ultimate , W skill and E skill
Archmage's Savvy : The AP provided is the only interesting mastery.
Why I don't take :
Lethality : Ezreal isn't a critical character like Gangplank or Tryndamere , so that's why I don't take this mastery. He benefits more from Attack Speed , Armor pen , Magic pen or cooldown reductions.
Deadliness : For the same reasons as Lethality. 1 point is needed to acces to Tier 2 Offensive Mastery
I don't take Essence flux until I have no another choice.
Reasons : High mana cost & cooldown , low damages due to AD build. The attack speed buff it provides isn't take by ourselves. If your team is AD damages with attack speed focused ( like Yi , Ashe , Tryn etc.. ) you can put a point on it @ level 4.
Meanwhile , maximize Q skill naturally and E skill for the escape ability it provides and the damages on Trinity's or Sheen's it can proc :).
Best choices :
Ghost(improved) : Chasing and escape abilities. The E skill provides a mini-flash.
Ignite(improved) : -50% Heal , Damage , Bonus AP when in cooldown.
Good options :
Exhaust(improved) : Place the Deadliness point into improved exhaust if you take it. The new Exhaust is better than the precedent but you mainly take it for the slow option that can be provided by the Red Buff.
Purge : Purge has been mainly nerfed , the survivability of this spell has been reduced by ~40%. It stays a good option
Teleport : Give map control , Ulti then teleport , defend a turret , shutting down a turret . But Trinity Force give good Movement Speed to travel around the map.
Clarity : If you have mana issues (like not full runes page , masteries , etc.. ) , but with my runes you don't have mana issues :).
Heal : a life saver , useful in early game. useless in late game
Bad choices :
Fortify : let a tank take it
Clairvoyance : let a support take it
Rally : You always move. Hard to profit it @ 100%
Revive : GO LAME LINE UP !
Ok there is 2 build orders :
The first one ( the main page ) if you have a STRONG start ( something like more than 2 kills. )
Doran's Blade : Lifesteal , Damage , Health.
A balanced item to start. You're a Distance AD Carry. You need to don't be squishy and effective in early game.
Sword of Occult : Mass damages (8stacks and +) and M.Speed when fully stacked.
If you can't afford to stay at 8 stack or + at ~35min of the game you can sell it and take somthing that provides HP boost.
Mercury's Treads : You will be mainly focused if your job is well done. Magic res. and -40% on CC's are URGENT to take !.
Trinity Force : build Sheen then Phage. The on-hit effect is applied by Ezreal's Q skill.
Bloodthirster : Lifesteal , 100AD
Black Cleaver : Armor reduction , easy to stack with Ez. 55 AD and 30% A.Speed
Banshee's Veil : M.Res , Mana , Health and a shield blocker spell.
Pros / Cons
Strong early game.
Carrying all the game.
Rapid burst damage.
YOU'RE EZREAL !
And that's all :p.
STILL WORK IN PROGRESS