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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Pros
-Has a natural flash Arcane Shift
-Team steroid Essence Flux
-Good Damage output
-Somewhat good skill set
Cons
-No Crowd control
-Squishy Exhaust or stun probably means death
-Difficult to master because his abilities are all skill shots
-Item dependent
Then, the Vampiric Scepter gives you a sustain and the Blasting Wand gives you more AP(more damage with skills).
Next, the Bilgewater Cutlass gives you more damage and sustain while the Pickaxe and the Guinsoo's Rageblade gives you hybrid damage which is useful early to mid game.
As you get into late game, flexibility and damage is an important factor. Therefore, the Lich Bane, which gives you more AP, Mana and movement speed, helps you a lot in team fights because you will need to sustain yourself and keep dealing damage. Also, the Alacrity Enchancement gives you more movement speed and that is helpful since Ezreal's movement speed is pretty low and he needs positioning.
Leading to late game, the Glacial Shroud helps with more survivability since it gives you armor. Then, the B. F. Sword, soon leading to a Mercurial Scimitar, Gives you more damage and survivability. The Iceborn Gauntlet helps you secure kills by slowing the enemy and since it gives armor, coodown reduction, and mana is a great item of choice.
Lastly, the Hextech Gunblade finishes the build, giving spell vamp and more hybrid damage.
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Mark of Hybrid Penetration Greater Mark of Hybrid Penetration
Greater Quintessence of Attack Damage
Mystic Shot (Q)- Ezreal fires a bolt of energy that deals 35 / 55 / 75 / 95 / 115 (+1.0 per attack damage) (+20% of ability power) physical damage and applies on-hit effects. If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second. Your main ability, it's nowadays on a low CD and a low mana cost at all levels.
Essence Flux (W)- Ezreal fires a fluctuating wave of energy at a targeted area. Any enemy champions it passes through take 70 / 115 / 160 / 205 / 250 (+80% of ability power) magic damage, while any allied champions it travels through have their attack speed increased by 20 / 25 / 30 / 35 / 40 % for 5 seconds. Don't spam it, it has a very high manacost.
Arcane Shift (E)- Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 75 / 125 / 175 / 225 / 275 (+75% of ability power) magic damage. A truly epic spell that will save you from certain death multiple times, if used wisely. Has a pretty long cooldown so only use it when you absolutely need it.
Trueshot Barrage (R)- Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal 350 / 500 / 650 (+1.0 per bonus attack damage) (+90% of ability power) magic damage to each enemy unit they pass through. However, it deals 8% less damage for each additional unit it hits (30% minimum damage). Useful ultimate, global. Remember to use in beginning of teamfights and not to ks kills.
Essence Flux (W): I Take it at level 4, 7, 8, 9, 10. This is useful in team fights as a steroid or a part of your combo as it passes through minions and damages champions.
Arcane Shift (E): Your escape/chase spell. Take it at level 2 and max it third. You also get it at level 14, 15, 17, and 18.
Trueshot Barrage (R): The ultimate skill of Ezreal! As it's your ultimate you max it first and you ALWAYS get it at level 6, 11 and maxing it at level 16. This is really the signature of Ezreal.
The reason for this is on early games, the Mystic Shot is a great poke and a point in Arcane Shift is useful for chasing and escaping. The points in Essence Flux at level 7, 8, 9, 10 are for mid game as there will be a lot of team fights at a lane. Since Essence Flux goes through minions and hits champions it is very useful at mid game. The reason why there are only 3 points in Mystic Shot is because it has a low cooldown even and has enough damage when it is level 3 and Essence Flux is very useful since it can go through minions to poke/hit enemies while Mystic Shot needs positioning. The reason why Arcane Shift is last is because it is mainly used as a Flash mechanic and you don't really need it as a damage source therefore you keep it as a utility spell.
Flash provides you with a good escape and chase with your E Arcane Shift
Ignite is standard for add/fighters to finish off enemies or to secure the kill
Other Viable Options
Ghost is a viable replacement for Flash as you can use it to escape or chase
Exhaust is a viable replacement for Ignite because you can use it to prevent them from dealing much damage and to prevent their escape
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