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
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Flash
Ghost
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
Pros :
+High Mobility due to 40% CDR
+Nice burst damage aswell good autoattacks
+Global Ultimate
+Can fit as an AP Carry, AD Carry or Hybrid Carry
+Versatile Mystic Shot that can apply on-hit effects
+Epic Dance !
Cons :
-Squishy
-Easily countered with a stun/silence or anything that prevents Blinking
-Skillshot Based
+High Mobility due to 40% CDR
+Nice burst damage aswell good autoattacks
+Global Ultimate
+Can fit as an AP Carry, AD Carry or Hybrid Carry
+Versatile Mystic Shot that can apply on-hit effects
+Epic Dance !
Cons :
-Squishy
-Easily countered with a stun/silence or anything that prevents Blinking
-Skillshot Based
I take Armor Penetration and Magic Penetration runes to improve my early game and allows me to deal better damage against tanks.
Armor and health runes are here to make me less squishy but if you prefer, you can switch Armor runes for Magic Resistance runes to make you more durable against Burst damage
Armor and health runes are here to make me less squishy but if you prefer, you can switch Armor runes for Magic Resistance runes to make you more durable against Burst damage
My Masteries are pretty simple, taking the Armor Penetration and Magic Penetration because we all know that hybrids lack penetration against armor and magic resistance.
The last tier of the offense mastery is good because it improves our ultimate damage if we use it to finish runners and improves our chances of getting a kill.
The last tier of the offense mastery is good because it improves our ultimate damage if we use it to finish runners and improves our chances of getting a kill.
My items are mostly hybrid items. Nashor's Tooth + Ionan Boots of Lucidity gives me 40% CDR allowing me to always have my blink up when needed.
Mystic Shot can procs both the Slow of Phage and the Damage of Brillance. The damage is very nice early and add a lot to my burst while the slow allows me to become a god of kiting !
Gunblade is just a must-have for hybrids. The damage makes your attacks better and the double vamp give you a lot of sustain.
Guinsoo Rageblade synergise well with your attacks and gives a very fast attack speed. Also, your Mystic Shot gives you 2 stacks of Guinsoo if you hit the target.
Archangel Staff gives some Ability Power but the must important is that it gives limitless (almost) mana so it's very rare you get Oom late game.
If the enemy team have some hard CCs and burst damage (Kassadin is ezreal's worst opponent) you should exchance the CDR boots for Mercury's Treads.
Some other good items :
The Brutalizer : This item gives some CDR, good damage aswell a nice armor penetration, very useful at early game as it makes your attacks pack a punch.
Manamune : If you want more AD, you can exchange your Archangel's Staff for a Manamune
Malady : Good early-medium item, it gives you a magic resistance shredding Mystic Shot aswell adds some magic damage to your arsenal
Malady : Good early-medium item, it gives you a magic resistance shredding Mystic Shot aswell adds some magic damage to your arsenal
Force of Nature or Glacial Shroud : It depends on the enemy teamm, get Force of Nature is there is a lot of burst damage and Glacial Shroud if a lot of autoattackers.
I think that evens if Force of Nature doesn't block a spell like Banshee Veil does, it gives a lot more magic resistance and Banshee Veil's shield can be popped by any spell. An ad carry could just cast a random spell to pop your banshee and the AP carry will make fun of you
Mystic Shot can procs both the Slow of Phage and the Damage of Brillance. The damage is very nice early and add a lot to my burst while the slow allows me to become a god of kiting !
Gunblade is just a must-have for hybrids. The damage makes your attacks better and the double vamp give you a lot of sustain.
Guinsoo Rageblade synergise well with your attacks and gives a very fast attack speed. Also, your Mystic Shot gives you 2 stacks of Guinsoo if you hit the target.
Archangel Staff gives some Ability Power but the must important is that it gives limitless (almost) mana so it's very rare you get Oom late game.
If the enemy team have some hard CCs and burst damage (Kassadin is ezreal's worst opponent) you should exchance the CDR boots for Mercury's Treads.
Some other good items :
The Brutalizer : This item gives some CDR, good damage aswell a nice armor penetration, very useful at early game as it makes your attacks pack a punch.
Manamune : If you want more AD, you can exchange your Archangel's Staff for a Manamune
Malady : Good early-medium item, it gives you a magic resistance shredding Mystic Shot aswell adds some magic damage to your arsenal
Malady : Good early-medium item, it gives you a magic resistance shredding Mystic Shot aswell adds some magic damage to your arsenal
Force of Nature or Glacial Shroud : It depends on the enemy teamm, get Force of Nature is there is a lot of burst damage and Glacial Shroud if a lot of autoattackers.
I think that evens if Force of Nature doesn't block a spell like Banshee Veil does, it gives a lot more magic resistance and Banshee Veil's shield can be popped by any spell. An ad carry could just cast a random spell to pop your banshee and the AP carry will make fun of you
The advantages of this build are :
-The capped CDR gives you great mobility aswell makes you a true Machine-gun that spams spells
-High damage ultimate
-Uses his skills to their maximum potiential
-Good escaping, chasin and kitting potential
-Strong early game (AD)
-Stong late game (AP)
-Nearly impossible to gank except if the ganker is a Kassadin
-The capped CDR gives you great mobility aswell makes you a true Machine-gun that spams spells
-High damage ultimate
-Uses his skills to their maximum potiential
-Good escaping, chasin and kitting potential
-Strong early game (AD)
-Stong late game (AP)
-Nearly impossible to gank except if the ganker is a Kassadin
As an Ezreal, your role is to open the fight with your ultimate, flash next to the enemy carry, slows his attacks speed and unleash your burst , then autoattacks 2-3 times until he dies then your can ever continue by attacking the next squishy or blink out if you got focused.
Try to inform your team when you get level 6 so they can tell you when someone is sticking a tower with 10 HP
Try to inform your team when you get level 6 so they can tell you when someone is sticking a tower with 10 HP
You must be logged in to comment. Please login or register.