Ezreal Build Guide by Littleblazey
Not Updated For Current Season
Not Updated For Current Season
Hey guys this is my first guide on mobafire and it is about my favourite champion, Ezreal.
I have been playing him for ages and tried a few guides on here with him - Most were successful but I changed a few things to match my play style and it turned out the best.
By using this build you will be extremely powerful early-game, powerful mid-game and impressive late-game.
With all my games using this new build I have had tons of kills, minimal deaths and lots of assists.
Everytime Ezreal gets changed in a patch I will add it straight to the guide and change the guide accordingly.
I hope you do as well as I have!
23/7/2011: Guide Published.
13/11/2011: Updated items, masteries and summoner spells.
16/11/2011: The new masteries and summoner spells have come out so I changed them accordingly.
19/11/2011: Changed masteries and item build order.
Pros / Cons
A very hard hitting Mystic Shot
Double Flash means it is very hard to be killed
Insane damage and burst
Trueshot Barrage means picking up kills from other lanes, including your own
Lacks damage if not fed
Takes skill to play
For runes I go for Greater Mark Of Desolation reds, Greater Seal of Scaling Mana Regeneration yellows, Greater Glyph of Cooldown Reduction blues and Greater Quintessence Of Desolation quints. I havent experimented much but this is what I use and it works just fine ^^
Greater Mark Of Desolation let my Mystic Shot and autoattacks hit harder, Greater Seal of Scaling Mana Regeneration let me spam my spells more without worrying about going out of mana, Greater Glyph of Cooldown Reduction let me spam spells EVEN MORE and when combined with Mystic Shots cooldown reduction from hitting enemies it'll be as though you have barely any cooldowns at all.
I get Greater Quintessence of Movement Speed for the extra speed however Greater Quintessence of Attack Damage or Greater Quintessence of Desolation is also viable.
After the new masteries changes, there are certainly less routes to go, though overall they are more powerful. Now you can go further into the offensive tree without having to invest in pointless crit chance and crit damage. The only downside to these new masteries is that they are so good its difficult to choose which ones you can take and which ones you can't.
So anyway I go 21/0/9, taking Summoner's Wrath for the improved Exhaust, Ignite, Surge and Ghost and then put 3 points into Brute Force for the easier farming. The main reason I put 4 points into Alacrity is so that I can take Weapon Expertise which will help so much when the enemies start stacking armour. I take Sorcery because firstly it's great for Ezreal and secondly for Arcane Knowledge which boosts the damage on your Trueshot Barrage. After that Havoc for more damage on everything. Then Sunder because as an AD carry you will need the armour pen and finally Executioner so it's easier to kill that enemy just about to get away. Also means more damage for your ultimate which is pretty awesome.
In the utility tree I take Summoner's Insight for the improved Teleport, Flash and Clairvoyance (You shouldn't be needing the others) and then 3 points into Expanded Mind because it has been fixed (Well, remade) so that it gives a flat amount of mana per level. Lastly I take Meditation because it will help a lot in lane and possibly lategame too. To go with it, I put one point into Swiftness so that I can unlock Runic Affinity . Now there ARE other routes and the new masteries have been out for barely long at all so I suggest experimenting with them and find what works. I will also be experimenting and see what I can find.
I take Flash so that when combined with Arcane Shift I can avoid virtually every gank and teamfight if im in trouble, it can also be used offensively too by double flashing too a fast enemy getting about to get away, but remember to use Flash before Arcane Shift so that the homing missile can hit the enemy for extra damage. Even though it was nerfed it is still one of the best summoner spells out there and worth it if you take it.
I use this as my second summoner spell choice. Great for running away, catching up, getting to a lane quicker and just about everything else. Combined with Arcane Shift and Flash you will be unstoppable and if you play good nobody can kill you.
Optional Summoner Spells
Clairvoyance is to help snipe with your ultimate and double check where they are, use this on a wall instead of clean sight otherwise the enemy will suspect your ultimate and get out the way. Instead put it the other side of a wall so that they cannot see it. Always keep an eye to see if they move, if they recall then just use ult them and it should be free kill. If they don't then you have 3 options: Predict where they will be and fire there, fire behind a turret (They usually recall there) or don't fire at all. Also if your team mates call a mia or ss and you have a feeling they are going to gank you, Clairvoyance the brush. If your team already has a support with Clairvoyance then try to take a different summoner spell instead. After it has been nerfed it is definitely not as useful as it was before so I wouldn't advise taking it.
If your a fan of Teleport then you can for getting to lane fast, easy ganks, backdooring and protecting turrets or even getting away from loads of enemies chasing you ( Teleport to the other side of the map FTW) but DON'T try and Teleport away if the enemy has CC, it will waste your cooldown and give them a free kill =(
If you hate people running off with 20 hp then grab this, even though your ultimate is very good at sniping off their remaining hp. Also very useful for laning against Dr. Mundo, Vladimir or any other champions reliant on their health regeneration.
Paired with Ignite these can be used to secure first blood and kills, can also be used if somebody is channeling a powerful ultimate - Just pop Exhaust and their damage will go down you won't even notice they're there.
Yay, cleanse has officially been buffed!
I'd say that it is definitely worthy of replacing either Flash or Ghost now so it's basically down to personal preference. But even if you don't take it, you can still always buy Quicksilver Sash
A fairly decent new summoner spell, good for teamfights and 1vs1s and if your going to ult somebody you can quickly activate it first for some increased damage. It sucks that it doesn't give the aura to the whole team, otherwise i'd make this one of my selected 2 but it only affects you. Then again, your the carry and therefore need it most.
First I'll show you a few demonstration builds depending on the type of enemy you are against, then show some items usable for each slot. Experiment however your like.
Your regular build:
Vs Tanky Team:
Vs Damage Team:
Now then, lets break it down a bit and find an item for each slot depending on the enemy team/your mood.
Berserker's Greaves: If you have lots of onhit effect items such as Madred's Bloodrazor or The Black Cleaver then i'd suggest getting these to maximise damage output.
Ionian Boots of Lucidity: Cooldown reduction is important on Ezreal and the more you have the more damage you will deal.
Boots of Mobility: For aggressive playstyle. Great for getting around the map and possibly even chasing/escaping
Mercury's Treads: Without a doubt the best boots in the game, though for Ezreal is a slightly different case. If the enemy team has lots of CC then take this but if not look for something that will benefit you more.
Trinity Force: This is the only item i'd say is a necessity for Ezreal, I get this no matter what. The proc makes your Mystic Shot do loads of damage, the attack damage, ability power and attackspeed help with offense, you have a slow which can help chase and extra movespeed for moving around.
The Bloodthirster: Gives the most damage of the 3 but only when stacked, buy a Vampiric Scepter and upgrade this later on.
Hextech Gunblade: Hybrid time! This item powers up every single one of your spells, has a decent slow and damage on it's active and even has lifesteal AND spellvamp to keep you going! The only reason I choose The Bloodthirster over this is because of the cost and extra attack damage, though it's down to personal preference. After the nerf, Hextech Gunblade is not nearly as good as it used to be though still a viable choice.
Wriggle's Lantern: Awesome earlygame item that is great for beginners getting used to Ezreal, it has lifesteal, attack damage and armour to make laning a whole lot easier as well as your bonus damage proc on creeps for even easier lasthits. The "Free" ward every 3 minutes is very useful aswell, you can ward dragon/baron/anything with it! Sell this lategame as it will soon because not as useful as the 2 above.
Infinity Edge: Great for if you going with crit Ezreal - Bonus attack damage, Extra crit chance and more crit damage? Awesome!
Madred's Bloodrazor: Enemy got loads of hp? Don't worry, get this and counter their hp stacking.
Sword of the Occult: The cheap route. Only get this if you've had a great start and you're sure you'll keep up the stacks though. Double Flash should stop you from losing too many stacks though you can never be sure what to expect with Sword of the Occult. Just be sure to play safe and not do anything stupid.
Youmuu's Ghostblade: A nice item for Ezreal some attack damage, some armour pen and some crit chance AND cooldown reduction bought straight off The Brutalizer. Some may say the passive is useless which it is, but the other stats that come with it partially make up for it.
Last Whisper: Great if the enemy is stacking armour, but only get it if they have 3 or more enemies with armour OR in a huge emergency where their biggest threat has tons of armour.
Phantom Dancer: If your obsessed with these then you can get one only if your going crit chance, you will be very fast and amazing with your autoattacks.
Manamune: If you find yourself out of mana constantly then i'd recommend buying this till your used to Ezreals mana pool. Also gives some handy attack damage. Quite cheap, too
Frozen Mallet: This is for one of those few times where your not going very well. Tons of hp, barely noticable attack damage and a more reliable slow are all included with this.
The Black Cleaver: When you're doing good and want more damage, a bit of attackspeed and nice armour pen then this is perfect for you.
Guardian Angel: You have a huge spree so you don't want to die, and the enemy has a mix of ability power and attack damage. Get this.
Banshee's Veil: Withstand enemy burst and CC with this if the enemy is ability power heavy. Also gives some health and mana.
Frozen Heart: An item you won't usually see being used, though very good nonetheless. Amazing if the enemy is attack damage heavy - 99 armour will work miracles aswell as the 20% reduced attack speed to nearby enemies rendering them almost useless combined with your Essence Flux, Gives lots of cooldown reduction and mana which will work well if you buy a Manamune.
Tips & Tricks
After you've gotten used to the range on Ezreals spells put them on smartcast by going to options, key bindings then scroll down and change your shortcuts for smartcasting. I only bind Mystic Shot, Essence Flux and Arcane Shift to smartcast because I like to aim with my ultimate first for a higher chance of hitting the enemy.
Basically smartcast will help you burst tons easier and faster.
Use Clairvoyance on walls instead of the battlefield, then the enemies wont see your huge eye and won't expect your Trueshot Barrage coming.
Have red buff and blue buff up whenever you can, both are great for Ezreal
Red buff has an awesome slow which is far more reliable than Trinity Force's slow and the extra damage is always nice for killing that enemy running away with tiny hp.
Blue buff means you can spam spells more without having to worry about going out of mana afterwards.
Grab a Doran's Blade, Clairvoyance the enemy base to check for items and which lanes they are going then go mid (Recommended) or a sidelane.
Your Mystic Shot does great damage early game so spam it on enemy champions whenever you can, but do not take it over the top so that you do not get any farm or last hits! Also be wary of your mana because you want to have enough to Arcane Shift out of danger.
If you are getting denied (You shouldnt but IF) then use your Mystic Shot to last hit creeps. When you are going to kill somebody Arcane Shift into them for a guaranteed hit then spam Mystic Shot for stacks on your autoattacks till they die, but only do this if they are low hp as it might not always work. If they somehow get away with low hp, preferably under 250 then Clairvoyance the wall where you think they are and wait for them to recall - When they do snipe them. If you do not have Clairvoyance then you will have to guess where they are or fire behind a turret or into brush, that's where most people recall but it will vary if they are aware that you are going to snipe them. Once youve hit level 6 you should be constantly looking at other lanes, even more than before because with a spammable sniping ulti like Trueshot Barrage you want to be using it whenever you can to pick up assists and kills. Whenever its on cooldown keep using Mystic Shot on the enemy champion/minions to get it off cooldown again!
On your first trip back buy Boots of Speed followed by Sheen, some Health Potions and some Vision Wards. As Ezreal you wont need to be ganking much since you can just snipe with your Trueshot Barrage but if your allies need help, you must help them however if it is at the cost of your turret then dont do it.
Push your lane just a little bit more so that your turret doesnt get taken down then head off to the lane which needs help, Arcane Shift into enemy then throw as many Mystic Shots as you can and get that kill!
Proceed to farm and get kills to get your Vampiric Scepter and then finish your Ionian Boots of Lucidity
By now you should have quite a few kills and assists and have finished your B.F. Sword and on your way to finishing The Bloodthirster. Your damage wont be as high as it was so try not to overextend unnecessarily for the kill if you can't make it. Stay at a safe distance from your closest turret whilst multiple enemies are not in lane because midgame is where most people run around in groups and hunt down enemies. You want to try and take down as many turrets as possible and Essence Flux should help you do this, just target ally champions to give everybody some attackspeed. Also remember to improve your own attackspeed by hitting nearby creeps with Mystic Shot. By the end of midgame you should have finished The Bloodthirster and be working on finishing off Trinity Force so your prepared for lategame.
This is where you shine. Before a teamfight starts you want to use Mystic Shot as much as possible to wear the enemy down though try not to hit the tank else you will deal literally 0 damage, you might also like to Essence Flux to debuff and buff your enemies/allies. As the teamfight starts use your Trueshot Barrage where it will hit the most enemies to deal massive damage to the enemy team.
All through the teamfight you will want to spam Mystic Shot to get your Trueshot Barrage off cooldown again so you can snipe the runners, dont Arcane Shift in till your sure they wont all suddenly jump you and kill you in an instant. If you think they are taking baron then Clairvoyance it but this time you want them to see the eye, this means they will know your coming for them and might back off if they dont then simply Trueshot Barrage the baron when it is low and steal it, the closer you are the easier but if you are further away and your already pushing a lane you will gain a huge advantage.
That is my build and I hope you get brilliant scores like I did and find a better way to play Ezreal, remember to try it out and upvote if you like it and downvote if you found it wasn't too great but please leave a comment so I can improve!