Hello and welcome to Embracing's fifth guide on MOBAFire. This will be a brief but concise guide on Ezreal. Hopefully my guide will contain my valued experiences and help you all improve as an Ezreal or ADC player.
First off, before I get into the details, we must first understand Ezreal as a champion and why we would choose to pick him.
In comparison to other AD carries, Ezreal serves as an all-around versatile ADC that excels in many areas. He has a safe early game due to his long harass from his Q and his escape with E. He also can situationally outtrade enemies with his Mystic Shot and all-in with his Arcane Shift to reposition for his Mystic Shots. However, he has a distinct weakness in trading with autoattacks, so generally speaking Ezreal cannot outtrade enemies when minions are blocking.
This early game then transitions to a stronger mid game, where he has insane poke damage, mobility, and damage in teamfights. Later, however, his damage falls off (in comparison to other crit-scaling AD's) and all that remains for him is his strong kiting abilities.
Ezreal focuses on more of his abilities than flat-out autoattacks for his damage output. His Q is his primary tool for damage. Essentially, his Q is used for kiting the enemy (along with damage), and his autoattacks are used to follow-up with damage. This, however, does gimp his damage late game, because he will have to use his abilities to come into full effect, which limits potential crits, while other carries can simply autoattack and crit. Furthermore, his small range forces him to act like an AD caster to poke from a distance.
As an Ezreal player one must be able to recognize his / her damage potential. Ezreal has the ability to outplay many other AD carries due to his ability to easily reposition and deal damage afar. Decent players, in teamfights, will choose to simply Arcane Shift away from the fight. Good players, however, will recognize his ability to reposition with Arcane Shift and maintain consistent damage output.
Revamp in process! (When s4 arrives)
The 21 points in offense provide the damage output a carry needs. The crit masteries
are almost essential to most carries because of the fact that all ADCs eventually focus on crits. Alternatively, if choosing to take Ignite instead of Barrier, take a point into
and remove a point from
The 9 points can be placed into utility, defense, or both. If opting for utility your ability to trade will be gimped but your lane sustainability will be much stronger. If opting for defense you will have more problems with mana but you will be much stronger in trades.
9 AD marks allow for strong last-hitting and lane control. ArPen is weak on minions because they have extremely low armor values which pose ArPen as unnecessary. 9 Armor seals are core on all ADCs because they mitigate damage from enemy ADCs, enemy supports (autoattacks), minions, and junglers. No exceptions. Both 9 MagRes glyphs and 5 MagRes + 4 Mana Gen/ lvl are good. The 9 MagRes mitigates damage from magic damage in the lane, mostly damage from supports. If you're against a relatively weaker magic damage harassing support such as Nunu, you can also take Mana Gen/ lvl to help with mana problems later on in the game. 3 AD quints are quite good for controlling your lane and last hit under tower. Alternatively, while starting Doran's Blade starting with three or two Lifesteal quints helps greatly for lane pressure as the lifesteal makes up for the missing sustain from Doran's.
Earlier on this ability doesn't come into play as often because it has a large mana cost, but later on it's a great utility tool for pushing down towers as a team and taking down objectives. The AS buff you throw on allies greatly increases efficiency. This ability can also be used to poke through minions earlier on.
This ability is extremely strong in skirmishes. Later on however, it is used as more of a clearing and poke tool. When you're pushing a lane and another lane of yours is getting pushed, you can use Trueshot Barrage to clear it instead of being forced to go back. This ability can also be used to snipe low health champions that you have vision of. Note that the ability does take time to travel and can be relatively difficult to aim.
Starting with Doran's Blade is strong because of the strong sustaining capability with the lifesteal quints + doran's blade lifesteal and strong engage / harass with the AD bonus. Earlier on, if necessary, rush Vampiric Scepter for the sustain in lane. Doing an early Sheen helps with sustaining in lane (mana). Sheen allows for extremely strong short trades. However most of the time you'll be getting Phage due to the fact that the movement speed and health helps a lot with trades.
The first build path is to aim to purchase Trinity Force as the buffs made it an amazing item. Then purchase Blade of the Ruined King if doing well for a super strong mid game. If behind, aim for a Last Whisper. Note that even if enemies don't have any armor items in their inventory they may buy it any second, so aiming for a Last Whisper will always be good.
Generally, if wanting to purchase a defensive item, it will be best near fifth or sixth purchase. Each has its own purpose. Guardian Angel and Banshee's Veil are great against burst because of the resistances + passive. However do note that GA will be useless if the fight ends before you respawn. Mercurial Scimitar provides a decent amount of damage along with an instant Cleanse which helps greatly for re-positioning and escaping. Banshee's Veil is chosen when an enemy team has one game-breaking spell that will kill you for sure, such as Malphite's ultimate or Blitzcrank's grab and also helps for general bulkiness.
has an extremely safe early game. Earlier on Mystic Shot
and an auto-attack gives decent harass. Ezreal
is extremely strong at poking from afar so most supports will choose to stay relatively far from you. Keep in mind to not go too far as enemies can easily counter-harass you. Generally a good marker is where the minions are at. In most situations you will always aim to stay behind large waves of minions when harassing or going all-in. Minion block really messes up Ezreal
's trade, however.
If pressured heavily (from jungler or ADC/ support) you can also choose to play defensively, last hitting with your Mystic Shot
from a distance. Once you hit level 6 your all-in potential increases by a great deal. Trueshot Barrage
is a great damage tool for cleaning up enemies or initiating a skirmish.
is extremely versatile and meshes along with all types of supports. With passive supports like Nunu
can choose to farm at ease with the occasional trades that you can sustain. With aggressive poking or killing supports like Zyra
, or Leona
can easily get kills by positioning himself with his Arcane Shift
to then harass with his Mystic Shot
and autoattacks. Ezreal
's playstyle is the same for both poke and kill supports because the damage output that comes out is often more than enough to kill enemies.
Lane control is very important as an ADC. Your prime objective is to push to their tower so they'll lose cs, experience, and vision of what you're doing. However, when enemies try to freeze the minion wave outside their tower range, continuing to farm will only leave you susceptible to enemy ganks. As such, pretending to leave lane will leave the enemy to push the wave because they will have thought you went back to base. When enemies leave the lane it's best to push to their tower so that you can force them to lose CS. Also, when pushing heavily reminding the support to ward further away will help you get better vision of enemies incoming to gank. Always aim to push the enemy tower down, and when you do so, you can choose to roam mid lane to gank or push the mid lane turret down, or farm the jungle (potentially red buff). Pushing the tower down will give you a lot of leniency because you will not be forced to stay at bot lane. However do go back down when the wave is pushed to your tower because you don't want to miss out on the experience and farms.
As an ADC, you will always want to stay in the back line during teamfights. However, prior to fighting, whenever you can, without leaving your zone, aim to poke enemies down with Mystic Shot
. When enemies are obviously wanting to engage on you, back out. Positioning is relatively easier on Ezreal
because once enemies dive you you can just use Arcane Shift
and start kiting again.
You will always want to be near your tank line while attacking anything you can. Often times your main focus will be the tanks and bruisers because to focus carries you will need to leave your safe zone and get in range of enemy tanks and bruiser who could easily CC you down. Use your Trueshot Barrage
either before a teamfight you know would be tough so your passive will be proc'd or after a teamfight to snipe down running enemies.
Flash on a Blink Champion
Maxing Essence Flux First
Why not -Fill in another item- ?
Selling Boots late game
Focusing Front Lines
That's it for the Ezreal
guide. Special thanks to astrolia
for the banners and dividers.
Hopefully this guide has opened your eyes to something new or reaffirmed some of your previous thoughts on Ezreal