If you prefer AP Ezreal please go find a different guide. In my opinion AD Ezreal has the complete upper hand on AP Ezreal. When you go AD Ezreal you can deal more sustained damage, than if you were to go AP Ezreal. Most AP mages have a high damage or something about them that makes them extremely useful, Ezreal is currently not a super high damage AP Mage, although he still has some really nice bonuses when going AP.
Note: At the beginning of the game make sure you gain the upper hand fast, or you could find yourself in the dirt. This also includes being trolled by all of your team mates for sucking...
You can use any mastery tree you want for Ezreal, but the one I use is the one I tend to prefer the most. Spending utility on Ezreal isn't really worth it because, most of the good bonuses for Ezreal in utility are too high to get to with 9 points. The only time it might be good for utility masteries is when your dying a lot, which hopefully shouldn't be happening. Anyway I grab defense to keep up with the game and out level my opponents before they get the upper hand.
Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5). This is Ezreal's passive and one of the main reasons why I love playing him as an AD caster/carry. If you ult a minion wave while your attacking their tower you will gain a large amount of attack speed and will take down the turret faster and get away faster.
Note: Do not spam abilities just to keep this up, your mana will deplete EXTREMELY fast, so be careful how you use this.
Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit. Mystic shot is your main skill, without this and its 1 second CD reduction per HIT, Ezreal would be a lot worse off... max this as soon as possible and start the game with it 99% of the time. 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. This is the AP damage of Ezreal I don't put anything into it until level 13, I only use it against high AS champs or when im chasing and they are super low. (it is also useful for getting stacks on your passive.) If you want to get it earlier that is fine, but most of the time it's mana cost outweighs if it is worth it. I tend to stay in lane for very long periods of time at low mana, with W I would be unable to do so.
Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit. This is the reason Ezreal hasn't been buffed (AD wise) for a long while. You can flash every 2-4 seconds at level 12. That 1% time I dont level mystic shot first I get this. If you know your team is gonna be ganking for FB at level 1 you can grab this so that if they flash you can deal an extra burst of damage. Plus this should give you a stack on your passive allowing you to auto attack them twice.
Note: Wouldn't recommend getting this first unless you know what your doing. (I have done it around 5 times and the first time was an accident.) 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). This is your bread and butter, the thing that makes you what you are. Many times I have gotten into a fight and had the other team run away all at low health. This is where it gets fun, and this is where you learn to aim Skill Shots. (Extremely hard to hit at long range when you first playing Ezreal, but once you get used to the warm up time it gets way fun.)
You can get different marks, but I would highly recommend keeping armor pen since you need a really good early game.
You can get flat mana regen seals if you want to have a better early game, but Ezreal will have problems mid-end game if you do. If you don't want to buy a manamune, which just isn't powerful enough for Ezreal, keep these seals. Manamune does have the ability to give double what a B. F. Sword gives, however since you probably won't get it till late game it makes it much more useless, and you don't need that much mana anyway.
Flat cooldown reduction, end game you won't have a problem with Cooldowns, but early game you might. Keep these live longer, kill longer, and escape... more.
There are many quints that will work such as flat health, armor penetration, and movement speed. I just prefer flat AD because it really helps out early game and, it can be the difference between the death of your enemy or the death of you.
I normally start with a Sapphire Crystal and health pots, but if you are against a Tryndamere (or some other early game nuke) you may want to buy boots and health pots.
On your first time back you should get some level 1 boots and grab a Sheen. (if you have enough) When you come back after you get those items grab the best boots for the current situation. After that you should get a Vampiric Scepter and work on making your Bloodthirster. After that get a phage and finish trinity. Once that is done work on either Infinity Edge or Last Whisper (depends on if they are stacking armor or not). If the game is still going buy a good defensive item (such as Banshee's Veil). Finally finish with a high damage item. (like Madred's Bloodrazor or Infinity Edge (depending on if you got Last Whisper or not)).
Get a Quicksilver Sash if you are against a Warwick, Malzahar, good Skarner, and/or exhaust team/ debuff team. Quicksilver Sash might also be useful if your against a Mordekaiser and he uses his ult on you. (since you have the ability to take large chunks off of towers with your AA- Auto Attack)
Get a force of nature as soon as you finish your sheen if you are against super high AP magic damage.
Once you decide to get a defensive item some good picks would be:
Hexdrinker -- +35 Attack Damage +30 Magic Resistance UNIQUE Passive: If you would take Magic Damage that would leave you at less than 30% of your Maximum Health, you first gain a shield that absorbs 300 Magic Damage for 4 seconds. 60 second... Basically use it if you keep BARELY dying to someone. It should protect you enough to escape.
Banshee's Veil -- +375 Health +375 Mana +50 Magic Resist UNIQUE Passive: Blocks one enemy ability every 45 seconds. That's nice, especially since they have to use long range shots to hit you during team fights (or high range gap closers).
Force of Nature -- +76 Magic Resist +40 Health Regen per 5 sec +8% Movement Speed UNIQUE Passive: Restores 0.35% of your champion's health every second. This is really nice if your against a high magic damage team, but if your against a leblanc and 4 physical carries I would recommend a QSS instead (Or a banshee).
Guardian Angel -- +68 Armor +38 Magic Resistance UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes. Really nice, especially when your having a great game, and its time to really over extend for the win. Off topic: Zilean, Kayle, Yorick, Anivia. I have played versus an AP carry Anivia that had a team setup like this. Very fun =)
Quicksilver Sash -- +56 Magic Resistance Active: Removes all debuffs from your character. 90 second cooldown. Use it to get out of those sticky situations, such as galio ult. (although doing it for Galio's ult requires you to flash before the ult procs you again)
For some end game damage you can always get:
Maw of Malmortius -- +55 Attack Damage +36 Magic Resist UNIQUE Passive: If you would take magic damage that would leave you at less than 30% Health, you first gain a shield that absorbs 400 magic damage for 5 seconds (60 second cooldown). UNIQUE Passive: +1 Attack Damage for every 2.5% of your Maximum Health that is missing. Best time to use this is when you are against a Karthus that tends to use Requiem after you have run away. Or he tends to use it late. Be sure that you avoid any magic though until after the Requiem goes off.
The Black Cleaver -- +55 Attack Damage +30% Attack Speed UNIQUE Passive: Your basic attacks reduce your target's Armor by 15 for 5 seconds (effect stacks up to 3 times). This is a great replacement if you don't like Trinity or you notice that they are stacking a lot of armor. Be sure to keep the Sheen though, for a while.
Madred's Bloodrazor -- +30 Attack Damage +40% Attack Speed +25 Armor UNIQUE Passive: On hit, deals Magic Damage equal to 4% of the target's maximum Health. make sure they arent stacking MR
Bloodthirster -- +60 Attack Damage +15% Lifesteal Passive: Gain an additional 1 Physical Damage and 0.25% Lifesteal per kill. Maximum of +40 Damage and 10% Lifesteal. Bonuses are lost upon death. It's a good item, a really good item.
Hextech Gunblade -- +60 Attack Damage +75 Ability Power +20% Life Steal +25% Spell Vamp UNIQUE Active: Deals 300 magic damage and slows the target champion by 50% for 3 seconds (700 range). 60 second cooldown. Before you get this make sure you are good at your skill shots. If your being chased and you know if you had 100 hp you could get away try ulting a minion wave.
Frozen Mallet -- +700 Health +20 Attack Damage UNIQUE Passive: Your attacks reduce your target's Movement Speed by 40% for 2.5 seconds (30% for ranged attacks). End game slow for when you can't get red buff, and/or get bursted down really low.
Try to avoid:
Warmog's Armor -- +920 Health +30 Health Regen per 5 sec Passive: Permanently gain 4.5 Health and .15 Health Regen per 5 sec per minion kill. Champion kills and assists grant 45 Health and 1.5 Health Regen per 5 sec. Bonuses cap at +450 Health,... Since you will be getting defensive items near end game (most of the time but not always) Warmog's normally isn't that useful.
Thornmail -- +100 Armor UNIQUE Passive: On being hit by standard attacks, returns 30% of damage taken as magic damage. your not supposed to be taking a ton of damage, and if you are your HP is quite small so this won't be that much of a help. Although if you are against a Yi it may help a little bit.
note: If you are having a good game but they start getting better near mid, grab some red/green pots so you can keep the face rolling going.
If your just starting Ezreal I would recommend getting a dual lane since he can be a bit hard to get used to. Once you get comfortable enough, I would recommend going mid.
Early game -- Last hit as much as you can. If you aren't very good at last hitting you won't be very good at Ezreal. Harass your opponent out of lane and out of exp as much as possible. Doing so will give your team a huge advantage. If you are indeed dual laning ask your lane partner to let you have the kills. Without them your late game will be a lot less ... well less.
Mid game-- This is where the game starts picking up and your team may see gank after gank after gank. If you did your job really well early game your team should be the one ganking. During mid game stay alive and keep your E up in case you get ganked.
End game -- If your team wasn't fed this phase may be quite difficult, if you can set yourself up well enough and help your team at the right moments you should be able to pull it off. (not much help I can say end game since its basically just fighting your opponents and defending your towers) The best way to help end game is to stick with your team mates constantly and help them as much as you can. A good Ezreal should be able to choose a target and get his health to drop fast enough to scare him away.
Teamfights -- Its up to you to use your Ultimate at the beginning or end of team fights, for me I decide what to do by the chance of them running and the chance of us winning. If you have to bait do so, but make sure your team is ready or you may just be yelled at and reported for "feeding".
Practice -- Go on summoners rift in a custom game and go against 3 easy bots and win. If you can do that go to an intermediate co op game with Annie bot and out lane her with no items (10-14 min in you can get whatever you want)
This game is all about having fun, if you don't think Ezreal is fun don't play him. Although if you don't find him fun, what are you doing playing League, or reading this guide for that matter?
Some say having 2 flashes on Ezreal is useless. Thing is I have escaped way too many deaths because of my summoner flash to use something else. Ignite is also extremely useful, when I die I can normally set my Ignite off and get a kill. Depending on your team comp you may want something else. The only things that annoy me CC wise is Suppress and Exhaust, they are extremely annoying but cleanse isn't that useful against them so I normally don't grab cleanse. (although if your doing ranked it may be a good idea)
You can use any summoner spells you wish, but please stay away from rally, revive, heal, and fortify.
If you are practicing your Ultimate or are really good at it, clairvoyance can also be quite useful.
Exhaust --- Reduces a target's Attack Damage by 70%, Ability/Item damage by 35% and slows its Movement Speed by 40% for 3 seconds. I noticed some people in the comments preferred this over ignite, if that's what you want this is fine. I don't like exhaust as much since I normally stay long range unless I flash in for a few last hits. Ignite also allows me to get Firstblood on most of my games. Oh and believe it or not Exhaust will lower your damage of everything down to almost nothing.
Ghost --- Your Champion ignores unit collision and moves 27% faster for 10 seconds. you can take this instead of flash but most of the time I don't overextend enough for this to be necessary. I also enjoy going through walls in tight situations where I have low mana.
Heal --- Restores 140 + (lvl x 20) Health to your Champion and 50% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 20 secs. Please just don't get it, if someone on your team get's it that is fine, but you should be more focused on not getting hit rather than wasting a slot so you can overextend more often. (which flash should let you do anyway)
Revive --- Instantly revives your Champion at your Spawning Pool, increasing your movement speed by 225%, diminishing to normal over 12 seconds. 9 minute cooldown. Everyone dies, but taking revive isn't worth it. The cooldown is way to high for it to be an option for Ezreal im sure there is some champ, such as Karthus, that works really well with Revive.
Smite --- Deals 420 + (lvl x 25) true damage to target enemy minion or pet. If you are best at jungling and have figured out how to jungle Ezreal, good for you. This guide is not about jungling, and I personally don't jungle as Ezreal so I would give this a no-go. I have actually played games vs 5 people with smite, I never was able to get a buff, however we won.
Teleport --- After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled. Depending on your team comp you can grab this. I have gotten kills using it, this includes the old ward cross map teleport firstblood trick. (which isn't very nice) I would say take it if you need it.
Cleanse --- Removes all control debuffs, silences and blinds from your champion and reduces the duration of subsequent stuns, slows, taunts, fears, snares, sleeps, and immobilizes by 65% for the next 3 seconds. You should be able to flash away before you die, if you can't you were probably dead anyway. The easiest ways to kill Ezreal include Exhausting him and then taking no damage.
Fortify --- Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 6 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions. Just don't get it. Leave it for someone else to get, such as a support.
Clarity --- Restores 160 + (lvl x 30) Mana to your champion and 50% of that to nearby allies. If your running out of mana super fast, make sure your not using your Q to last hit minions. Unless you have blue buff your mana will go down pretty fast if your spamming your Q.
Ignite --- Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%. I personally take this, I used to take exhaust. I found that getting FB and killing high damage, high healers is always nicer than watching them flash away moving super slow.
Rally --- Summons a beacon with 200 + (lvl x 25) Health for 15 seconds which increases allied Attack Damage by 10-35. Only time it would possibly be worth it is if you did the ward, rally combo on towers early game. I don't even know if it works anymore. Just don't get it, it isn't good enough.
Clairvoyance --- Reveals an area of the map for 6 seconds. This is something I would replace ignite with (although only in a pre-made). If I am against a high survivability team and really need my ults to hit I can CV near their towers to check where they are recalling. Really useful if you are practicing ults. Just remember if you use it on their tower they will probably move.
Flash --- Teleports your Champion to target nearby location under your mouse cursor. Double flash to wherever you want. Yes it's nice. One of the best reasons to take it is for getting away at low mana, or jumping out killing someone and jumping back before the turret gets you down.
^^^ Yes... it's that awesome, Ezreal has such a sweet dance.^^^
^^^ He's good ^^^
Zoning is extremely important on Ezreal when you are dual laning. If you can outzone someone you will have a huge advantage, basically all game. I recently played a game where their Lee Sin was zoning extremely hard on bottom. He was their carry and brought them into a win. End game basically everyone had around 20k total gold. The enemy team also had an early game leaver. We got outplayed hard and they really deserved their win. During that game I was playing Galio with 300 AP and 200 AR and 320 MR. I used my ultimate to save my team mates and I was able to prevent people from getting out of our tower zone.
Here is a zoning guide.
Be sure to have fun. Please give constructive feedback. I would also like to say I am constantly testing Ezreal if I find something that really works well, such as an item, summoner spell, rune, and/or skill tip, I will add them onto here.
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