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Ezreal Build Guide by markd315

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.


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League of Legends Build Guide Author markd315

Jungle ezreal too ez

markd315 Last updated on January 4, 2014
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Introduction

People might hate you for doing it, but it's really not that bad at all. It's all about hitting your skillshots on ganks and knowing how to properly take blue and red.

I've done the best on my team in a majority of games I've done it now; but I'm no faker. I'm a silver 4 (soon to be 3) scrub, and while I am better than the average silver 4, I'm no god. Just your average player that knows how to play something unconventional well.

I used to think I was a terrible jungler, but recently I've realized that I'm not. The problem is that I'm a terrible bruiser or tank.

I was playing singed one day and I kept dying, and I had no idea why; so I asked my friend. "You idiot, you're behind the wrong teams minions!"

The point of this is just that sometimes the standard of fighters/bruisers/tanks in the jungle isn't the best thing. I'm terrible at playing tanks because I worry too much about finesse, positioning, and perfection. I play katarina, ryze, vayne, tristana, ezreal, cassiopeia, and that's pretty much it. As you can tell, micromechanic, spammy type champs are my favorite, with an emphasis on dealing damage. Because of this, jungle ezreal works well for me, but it might not for you. It also simply won't work with every situation: it will fail hard late game if you don't have a fairly tanky toplaner and support.

Hopefully you at least find that this guide was worth the read and maybe learn something from it. That's why we're all here anyway.

If you feel like this guide deserves a downvote, then you're entitled to your opinion, but I'd at least like to know why. I'm trying to make the best guide I can here. I'd ask that you don't downvote simply because a trolling ezreal took smite in one of your games and now you're eternally biased, but I can't tell you what not to do. Just know that I don't really care; and that you're not really fostering innovation and thinking within the league of legends community.


Guide Top

Pros / Cons

Pros:
Mobile
Deals a lot of damage
Pushes extremely well
Global low cooldown ulty, can "gank" from afar, shove a lane crossmap, or steal the enemy's jungle.
Built in flash yaaay.
CD's are reduced by Q
Takes buffs pretty quickly while taking almost no damage (I'll get to that in a bit)


Cons:
Squishy
Hard to take buffs properly with if you don't know what you're doing
Very very blue dependent. Your mid probably won't be getting blue much.
Very red and/or exhaust dependent if you want to gank.
All this combined makes you very susceptible to counterjungling. Be careful. Don't pick this into a shaco or shyvana.
Not much CC and none without red buff or certain items. I take exhaust to remedy this, it basically guarantees you a great gank every few minutes. It also helps to have laners that can set you up (Twisted fate, the synergy is really strong there for a lot of reasons; seriously.)


Guide Top

Abilities

Rising Spell Force:

Innate: Hitting a target with any of Ezreal's abilities increases his own attack speed by 10%. This effect lasts for 5 seconds and stacks up to 5 times.

This spell just gives you greater attack speed. Helps to push down towers, clear the jungle, and fight.

Mystic Shot

Active: Ezreal fires a bolt of energy in a line that will deal physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreal's cooldowns will be reduced by 1 second.
This spell is arguably ezreal's main damage output, doing just as much if not more work than his autoattacks. It's long enough to use from a distance that's almost always safe. Great poke before teamfights, DPS during them, and an effective spam spell to damage jungle monsters with. You get a trinity force to increase the damage of this, because the spellblade is an on-hit effect. Upon casting Q, the sheen passive is activated and is then consumed whenever the Q hits something. The same is true if you build an iceborn gauntlet instead. Overall, this spell is fairly easy (As well as absolutely crucial) to land, and landing it just does so much for you, proccing trinity force, applying red buff, lowering the cooldown of your other spells, giving you attack speed, and shredding their armor if you opt for a black cleaver.

Essence Flux

Active: Ezreal fires a wave of energy in a line. Any enemy champions it passes through are dealt magic damage, while any allied champions it travels through have their attack speed increased for 5 seconds.
One of the most underrated spells in the game. I'm not saying it does insane amounts of damage or anything, but it's even easier to land than your Q; and you will have an amount of ability power with the build I'm detailing. This spell will deal significant (but not overwhelming) damage if you max it second, and I think it's worth it to do that. If you don't, you can max E second instead, no problem.


Arcane Shift

Active: Ezreal instantly teleports to a nearby target location and fires a homing arrow at the nearest enemy unit within 750 range, dealing magic damage to it.

Use it on ganks to deal damage and gapclose. Use it in fights to kite and peel for yourself. A great utility spell. I get it at level 2 because W doesn't damage jungle creeps and I'll situationally max it second, but often third.


Trueshot Barrage

Active: Ezreal charges for 1 second to fire a powerful broad energy missile that travels in a line across the whole map, dealing magic damage to each enemy unit it passes through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.

Okay, I really hate the name of this spell because it implies that it deals true damage, which it doesn't. I find it deceptive, and I thought it was true damage until just a few months ago when I played ezreal. Use this to steal buffs/objectives, fight, shove lanes, and snipe kills. Ulting mid upon backing or respawning is sometimes a good idea to push back the wave and maybe to save a turret; and it doesn't really cost you anything.


Guide Top

Creeping / Jungling

Audio didn't work for this video, and I couldn't give fewer ****s. I messed up a tiny bit and my blue reset, but that's just because I suck. All you high eloers should be able to figure it out easily or already know it. Have fun not dying to blue.

I generally just tell my laners that I don't need a leash because it's impressive and makes them think I'm trolling for about 20 seconds. Great stuff, but you really don't have to do that.


Guide Top

Counters and synergies

The hardest counters to ezreal have high burst damage and counterjungling potential. Ezreal fails hard if he loses one or both buffs, so people who can make that happen can really devastate your early and midgame.
Lee Sin Evelynn Aatrox Kha'Zix Rengar Xin Zhao Shaco Riven and Nocturne can all take a dump on you and are likely to attempt to counterjungle you. Honestly, they're all counters for the same reason: They can and will take your buffs and your life, then spam laugh and moonwalk away.

So why play jungle ezreal if he's easily shat on by so many common picks? I don't know. It's fun, rewarding when you can pull it off, and has it's benefits. Dueling in the jungle pre level 11 is just not one of them usually. That being said, there are some people you can beat: Amumu (Steal his first or second blue and give mid yours), Fiddlesticks Kayle and Diana are less common picks, but you can do the same thing to them. Jarvan IV just can't counterjungle you because he doesn't have enough damage to 1v1 you, and you can escape his ultimate.

The matchup is up for grabs versus people like Vi Elise Nasus Olaf Dr. Mundo Nautilus Rammus Malphite and Maokai


Your teammates are your friends.

The ideal team for a jungle ezreal would look like:

A heavy tank like Dr. Mundo Malphite Shen Renekton or Darius. Someone with CC that can also bodyblock and disrupt late game.

Twisted Fate or anyone else who has a lot of wave clear and/or builds lich bane. It's also nice if they don't rely too heavily on mana (TF again); because you'll want the second and third blues most likely. Twisted Fate is really the godly choice here for these reasons, but Katarina is another really good option. Don't take the second blue with a Cassiopeia Anivia, or a Ryze who hasn't gotten his tear yet, they will report you.

Sivir/ Taric or Sivir/ Leona botlane. Sivir can push really well and will do so naturally; you won't have to worry too much about ganking bot. Taric and leona are nice and tanky; and because you're not a tank; a support as a secondary tank is strongly advisable. Alistar is another good support pick, and Tristana or Jinx can also work really well for you as an ADC pick.


Guide Top

Tips

Some fancy tips:

Get a ward on the enemy blue at about 6-7 mins in and try to have your ult up. You can steal it and then give your mid ob, because you'll have tb. Keep your blue warded. If they get that **** and their own blue; you're useless for 3-5 minutes assuming you haven't built a good bit of mana. If it gets taken and then someone else on your team gets the kill, make sure to flame them.

You can steal baron or dragon my E-smiting or by safely ulting over the wall. It's nice to have options.

Keep timers for ****s sake. It instantly boosts your jungling ability by 25%. I'm terrible at this game, but doing it lets me compete with people that don't. Even if calling TB/OB/TR/OR (The 4 color buffs on the map, look up oddone) is too much for you, do D/B at the very least. 5 mins for reds and blues, 6 for dragon, and 7 for baron.

Whenever you gank, you should always push to the tower and probably try to take it. If you're only level 4, maybe your time would be better spent farming the jungle than attacking a tower, but at least push the wave up. It denies the enemy CS.

When everything else fails early game or early mid game, pick either mid or top, whichever has more CC. Head there and do your darndest to force the enemy laner out (You don't HAVE to kill them) and take that tower with your W and a buddy. Global gold and allows easier ganks on that lane in the future.

A typical gank combo would consist of you waiting for the fight to start, then ulting (If you got it), Eing in, exhausting, Qing, AAing, Wing (Either your ally or the enemy, use your judgement I guess, and Qing/AAing more. Make sure to smite a minion to exert your dominance and show that you don't give a ****. It's also nice to have all your cooldowns down at the same time, so make sure you do that. Yeah, that last part is definitely critical.

I'm serious about TF being a great partner for an Ezreal jungle.

Try to camp mostly the top half of the map. Your botlane should have the ability to be left alone, so get them to pick strong laners. I feel like botlane doesn't really need ganks, and ezreals single target damage doesn't really complement ganking bot.