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
Ignite
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
[/color]
Pros
-
-Great harass early game
-Very mana efficient
-Hard to gank
-Great at picking off runners
-Passive is one of the best for an AD Carry
-Has a Pulsefire skin ^__^
Cons
-
-Must stay behind team or you will get instakilled
-Has NO CC AT ALL in his Kit
-You have to farm
-Weak base AD early game=Hard to get last hits
-Alot of people only bought him for the Pulsefire skin -__-
So this is Ezreal's Kit going by his by passive and then the QWER order.
Rising Spell Force
This is your passive. Every time Ezreal lands one of his skills he gains a stack of Rising Spell Force up to 5 stacks. Each stack gives him bonus 10% attack speed. Since your a ranged AD Carry, the more attack speed you have, the more damage you can dish out. In a team fight you want to keep your stacks up just to max out your damage output.
Mystic Shot
This is pretty much an autoattack that deals magic damage in the form of a skillshot. It gives some nice nice damage and it also resets the autoattack timer. This mean that even if your autoattack speed is o.oo1 shooting Mystic Shot will automatically ready another autoattack for your champion. Ideally you want to autoattack, immediately fire Mystic Shot afterwards, then autoattack again for maximum damage.
Essence Flux
I use this only for a bit of early game damage if the enemy champion really loves hiding behind his minion wave. Late game it just helps me get stacks in a teamfight. Also great for checking out the Fog of War because this skillshot will only hit champions. By counting the stacks this gives on your passive, it can determine how many champions are in that area. DO NOT walk up to a bush and use this to check it though. That is pretty much the same thing as facechecking a bush and it will either get you killed or seriously injured.
Arcane Shift
I like to think of Arcane Shift as Ezreal's bread and butter even though it is not his main damage. Arcane Shift has so many uses from, turret diving(not recommended), better positioning in team fights, escaping ganks, and chasing. I can't even count all the times that this skill has saved me. Some people like to take ghost because Ezreal already has this skill but combined with flash, you have great positioning and can escape most bad situations.
Trueshot Barrage
A nice spell that takes a chuck out of everything it hits. Used to clear minion waves across the map and to pick off runners. This spell requires lots of practice to snipe people down. Anything minions or neutral monsters that get in the way will reduce its damage output. Don't be afraid to use it though. It has a really short cooldown and if you hit anything with your Mystic Shot the cooldown will be reduced by 1.
Rising Spell Force
This is your passive. Every time Ezreal lands one of his skills he gains a stack of Rising Spell Force up to 5 stacks. Each stack gives him bonus 10% attack speed. Since your a ranged AD Carry, the more attack speed you have, the more damage you can dish out. In a team fight you want to keep your stacks up just to max out your damage output.
Mystic Shot
This is pretty much an autoattack that deals magic damage in the form of a skillshot. It gives some nice nice damage and it also resets the autoattack timer. This mean that even if your autoattack speed is o.oo1 shooting Mystic Shot will automatically ready another autoattack for your champion. Ideally you want to autoattack, immediately fire Mystic Shot afterwards, then autoattack again for maximum damage.
Essence Flux
I use this only for a bit of early game damage if the enemy champion really loves hiding behind his minion wave. Late game it just helps me get stacks in a teamfight. Also great for checking out the Fog of War because this skillshot will only hit champions. By counting the stacks this gives on your passive, it can determine how many champions are in that area. DO NOT walk up to a bush and use this to check it though. That is pretty much the same thing as facechecking a bush and it will either get you killed or seriously injured.
Arcane Shift
I like to think of Arcane Shift as Ezreal's bread and butter even though it is not his main damage. Arcane Shift has so many uses from, turret diving(not recommended), better positioning in team fights, escaping ganks, and chasing. I can't even count all the times that this skill has saved me. Some people like to take ghost because Ezreal already has this skill but combined with flash, you have great positioning and can escape most bad situations.
Trueshot Barrage
A nice spell that takes a chuck out of everything it hits. Used to clear minion waves across the map and to pick off runners. This spell requires lots of practice to snipe people down. Anything minions or neutral monsters that get in the way will reduce its damage output. Don't be afraid to use it though. It has a really short cooldown and if you hit anything with your Mystic Shot the cooldown will be reduced by 1.
So a point in Mystic Shot first because its your main damage skill and is very spammable. After that I take it whenever I can to max my damage output with it. I don't know how you feel on Ez early game but I feel that Ez has some really low base AD early on so it makes last hitting harder. Taking Arcane Shift at level 2 helps Ezreal so much. It can help escape ganks or initiate. So the Essence Flux at level 4 isn't for damage but more to slow down the enemy AD Carry's attack speed in a fight and to buff yours. Just take your ulti whenever you can as for all ultimates. Takes a big chuck out of anything. Use it.
For Summoner Spell I like Flash and Ignite, both which can help you through the whole game. I like flash because it really helps with that "Oh **** my Arcane Shift is on cooldown while i'm getting ganked" moment. This doesn't happen a lot if you have a good support that wards but there are moments when your ward expires or you just made a mistake and over extended too far. Flash becomes a nice backup moment for that situation. Ignite help to get in some early game kills where they just escape with barely any health while you don't have your ultimate or your ultimate is on cooldown. Late game it doesn't help as much but it can counter some really annoying healing champs like Mundo and Soraka. Other great summoner spells are Ghost, Exhaust, and Heal. Ghost can be used to chase or flee enemy champions. Since Ezreal lacks any CC without Red Buff Exhaust is a pretty good spell to take, it can also get you some kills early on the game. Heal is another pretty good summoner spell because of the instant life spike. Like Exhaust, it can net you a few kills early game and save your life.
I take standard Armor Penetration Marks, Flat Armor Seals, Magic Resist per Level Glyphs, and Flat Health Quintessences. Yep, Flat Health Quints. I don't know, I find them useful on any champion for a good early game. You don't have to take the runes shown here though, there are lots of other great runes but this is just what I like to use. If you have problems finding runes that fit your champion or play style check out Searz's Rune tips - What secondary and primary means and more.
I take 21/9/0 for my masteries. I grab the standard AD masteries taking the whole left side of the Offensive Tree. I don't think there should be much explaining here because Ezreal is a carry and all the masteries shown just help him do his job alot better. From the Defensive Tree I take 6 armor, 2 magic resist, 108 health at level 18 and 30 flat health. I feel like Ezreal is an extremely squishy champion through the whole game so I take the health for some survivability. The flat 30 health also has great synergy with your Flat Health Quints if you decide to take them.
I like the Boots and 3 starter but Dorans Blade works too. These items are NOT set in stone. This is just to give you some pointers on what to build. Try to adapt your build to your preference or to your opponents. By Mid Game which is around the 15 minute mark you should have a Sheen, Berserker's Greaves and at least a BF Sword. Your "Core" is you Blood Thirster, Infinity Edge, and Trinity Force. This Core gives you maximum damage on your auto attacks, ultimate, and better mobility to compensate for Ezreal's low base speed. At this point evaluate on what your opponents are building and how you should counter that. If their team is balanced, I like to pick up Guardians Angel for some armor and magic resist and the revive effect. After the revive my Arcane Shift usually comes off cooldown and I can position myself in the back of my team again and keep fighting if needed. If your enemy is starting to stack some armor grab Last Whisper. If you find that it doesn't do its job fast enough and doesn't get you the kill then go for a Madred's Bloodrazor instead. Alot of guides I read tell me that Madred's Bloodrazor shreds through tanks like nothing but I find that it takes a while to kill the tank even with the Bloodrazor. If they are AD Heavy you can try out Thornmail but I still like the Guardian's Angel on this one. If they are AP Heavy then grab a Banshee's Veil for a little more health and a spell shield every 45 seconds. Also great against Karthus.
So this is just to give you a general guide about how to get started on Ezreal as a beginner and like I said, for more in depth play style and strategy go check out Ezrea1's Hare Hare Ezreal Guide. Like I said in the top, GUIDE NEEDS MAJOR REVAMP. So please. PLEASE, post comments and criticism that will help me improve this guide, even if its saying I suck hairy ball sacks.
You must be logged in to comment. Please login or register.