Ezreal Build Guide by QuakeFly
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Not Updated For Current Season
Ezreal AD Carry
Start Opt. 3
Complete Build Example 1
Not Updated For Current Season
This guide is aimed at players with very little knowledge about how to play Ezreal.
It this guide I will highlight the things that makes Ezreal a good ADC and a not so good ADC.
At the end of this guide I hope that I have learned you a thing or two about how to play Ezreal more affectively, thus making you a fierce force to be reckoning with.
I put a fair amount of effort into this guide, so I do implore you to reconsider any downvotes pending the actual trial and testing of my guide that I imagine you are planning to do. And above all, thank you for taking the time to read this Ezreal Guide.
Pros / Cons
+ Great mobility with Arcane Shift, good for "re"positioning and/or picking up kills.
+ Insane damage with your skill-rotation, early-mid-game.
+ Can pretty much take down anyone by kiting them, poking with auto and Mystic Shot.
- Lack of CC (Crowd Control).
- High Skillcap. Pure skillshot champion- Mana control. (Easily burns mana)
- Very vulnerable to CC due to his squishyness
Mystic ShotLevel it up it as often as you can. This ability is amazing enough to proc on-hit effects such as Sheen and lifesteal. What makes this really amazing is that it reduces all your cooldowns by 1 second very time it hits an enemy (even its own cooldown), while already having a very low cooldown. Scales very SPACESPAC!well with AD, and relatively good with AP.
Essence FluxAlmost useless after the nerf, I usually grab this at level 8. It's good for stacking up Rising Spell Force by casting it on an ally. It's also good for pushing down towers and taking dragon or baron. Max this last. Scales of AP only, and you're building AD.
Arcane ShiftThis is the only spell that gives you any mobility/survivability whatsoever. It also deals relatively high damage. Therefore, take it at level 2. The main reason you max this second is because of the reduced cooldown on your Arcane Shift (Almost Free and improved Flash). The damage is also higher than of SPACESPAC! Essence Flux. Scales of AP only, unfortunately.
Trueshot BarrageThis is what makes Ezreal the best (IMO). Like every other ultimate you get this at level 6, 11 and maxing it at level 16. Ezreal wouldn't be much without it. Scales of both AD and AP, AP being the dominant one. AD still increases its damage a lot.
Counters / Synergies
Since Ezreal doesn't have any proper CC he is reliant on a good support with good amounts of CC.
BlitzcrankOne of my absolute favorite supports, probably because my friend mains him, therefore, I've been playing a lot with Blitzcrank. His massive CC, burst and pull complements Ezreal's burst very well.
LeonaOne of the best supports Ezreal can have. Her charge and stun ability complements Ezreal like butter with bread. Her passive, Sunlight is procced by
your Mystic Shot, an overall great combination.
AlistarAgain, crowd control. An Alistar initiate and CC together with Ezreal's burst equals to an almost guaranteed kill every time.
JannaMore crowd control. As you may have understood by now, crowd control is key to winning a lane with Ezreal, her Eye Of The Storm also increases your AD while shielding you, allowing for great trades.
TaricEven more cc, along with sustain. His passive on Shatter helps you trade better. He much deserves his spot as one of the best supports to go along with Ezreal.
- NOTE: The build in the picture is for if you use Ignite!
FuryTo spice up your Attack speed! You can also go with Sorcery but I chose not to because Attack Speed is superior on Ezreal. ;)
DeadlinessSimply adds more Attack Damage and unlocks Weapon Expertise .
BlastAdds minor Ability Power to your W and E, since your E and R scales quite well with AP it is very nice to have that extra damage. It also unlocks Arcane Knowledge .
Weapon ExpertiseIt is good for helping you to take down heavily armored players, such as Malphite.
Arcane KnowledgeSame as Weapon Expertise but for players with magic resist.
LethalityAdds critical strike damage for those high crits we want and unlocks Frenzy. ;)
Brute ForceThis will help you last hit early game, as well as boost your overall damage.
FrenzyAttack speed after critical hits are just amazing, since you will be dealing a lot of critical strikes.
SunderFurther increases your armor penetration. Which is great for Ezreal! (Any ADC really).
ExecutionerThis will make a HUGE difference mid-late-game, as it increases your damage by 5%. It will make your ultimate the perfect sniping tool.
Summoner's InsightWill reduce the cooldown on your Flash by 15 seconds!
MeditationIt is great for the extra sustain you'll get! this makes it possible to snipe more often with your Mystic Shot, especially early-mid-game.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Damage
Seals - Greater Seal of Armor is necessary if want to efficiently be able to trade with the enemy AD Carry. Ezreal depends on these or else he will be to squishy. I recommend that you take 9x of these.
Glyphs - Greater Glyph of Magic Resist is required for you to survive from mid game on. It will also help you to survive early game harassment. I recommend that you take 9x of these.
Quintessences - Greater Quintessence of Attack Damage is really nice to have with your marks. It gives you an exceptional upper-hand when poking your enemy ADC or Support/Tank/Bruiser. I recommend that you take 3x of these.
Unlocked: Summoner Level 1Supported Game Modes: Classic, ARAM (All Random] and Dominion.
Your champion passes through any unit and moves 27% faster for 10 seconds.
Unlocked: Summoner Level 1Supported Game Modes: Classic, ARAM (All Random) and Dominion.
Restores 75 + (lvl x 15) Health to your champion and 100% of that to nearby allies. All targets healed will SPACESPIhave a 50% reduction in heal amount from other summoner heal spells for 35 secs.
SPACESPIAoE range: 600
Unlocked: Summoner Level 2Supported Game Modes: Classic, ARAM (All Random) and Dominion.
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of SPACESPIincoming disables by 65% for 3 seconds.
Unlocked: Summoner Level 6Supported Game Modes: Classic, ARAM (All Random) and Dominion.
Shields your champion for 95 + (25 × level) for 2 seconds.
Unlocked: Summoner Level 8Supported Game Modes: Classic, ARAM (All Random) and Dominion.
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 SPACESPIseconds and reducing their attack speed by 50% for the duration.
Unlocked: Summoner Level 8Supported Game Modes: Classic, ARAM (All Random) and Dominion.
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s SPACESPIhealing and regeneration by 50%.
Unlocked: Summoner Level 12Supported Game Modes: Classic, ARAM (All Random) and Dominion.
Teleports your Champion to target nearby location under your mouse cursor.
Other Summoner Spells
Doran's BladeIs a nice item for any AD carry. Especially if you want to deal, heal and be able to take some harassment. It is very good at low poke champions such as Tristana (early-game)
Berserker's GreavesBest boots out there for Ezreal, in my opinion. Mercury also works well, but they dont provide you with the extra attack speed that you want. Especially if you don't have your ultimate ( Trueshot Barrage) to stack you up. It is really useful in teamfights.
The BloodthirsterIs an AMAZING item for Ezreal! It's +AD is insane and the life steal will almost improve your efficiency by 200%. People will remember who you are with this item! It'll allow you to farm with ease.
Last WhisperIs and will most certainly stay like this for a while, the better version of Black Cleaver, because it doesn't need to be stacked and overall lets you deal more damage.
Infinity EdgeThis is my favorite item after The Bloodthirster because of its properties. It allows you to do 70 more damage and increases your crit-damage from 200% to 250% and increases your crit-chance by 25, which is extremely good.
Mercurial Scimitaris another great AD item, it also has the awesome ability to remove all debuffs from your champion. I simply must say that I love this item because of the mobility it offers you + extra tankyness against casters + more damage output yourself. Just great! For several occasions!
Statikk Shivis a great tool for farming and minor AOE damage in teamfights. during a good teamfight it can deal up to 2000 damage (That is really insane) if not even more?! But hell.. You should get this item directly after The Bloodthirster
ManamuneI do not enjoy this item. But I've added it to my guide because I see a lot of people who do. The reason this is such a popular item is because of the mana it provides. I recommend this item if you feel like you are terrible at mana control.
Infinity EdgeMakes a huge difference for your auto attacks, so it's basically a necessity late game. The reason I buy this last, again, is because my main source of damage comes from Mystic Shot, which, unfortunately, cannot deal critical damage.
The Black CleaverThe The Black Cleaver is an item you can purchase instead of Last Whisper if you feel like it. I do not recommend doing this at all, as Last Whisper simply provides you with better stats, but if you want to try something new, go ahead.
Mercurial ScimitarThis item is amazing, I buy it instead of Guardian Angel all the time. It gives you a decent amount of magic resist and an amazing active for a quite low price. The active will help you position yourself properly as well as making you almost ungankable. Highly SPACESPAC!recommended.
Banshee's VeilA viable choice when the enemy team have a lot of CC initiates, or a Karthus. The mana on this will benefit you a lot. The spell shield, though, is the main reason we choose this item. The passive effect on this item blocks an incoming spell after going on cooldown.
Guardian AngelGuardian Angel is an item I always used to purchase because of its amazing passive. Guardian angel has lost its charm, and the only case you should buy this instead of the Mercurial Scimitar would be if you don't know how to properly position yourself.
If you have no clue at all in what order you should be buying your items, here's some examples.
B. F. Sword
Tear of the Goddess
Ionian Boots of Lucidity
The Black Cleaver
Today most of the setups are using the Summoners Barrier + Flash for the AD Carry and Exhaust + Flash on the Support. Players used to pick Heal on the AD Carry untill they realized that they maybe should take Ignite instead to add some killing potential in the lanes and counter Heal. Usually paired with a support with an ability that can heal the AD Carry (F.ex. Triumphant Roar on Alistar) or some kind of CC (Crowd-Control).
A lot of people that there is an ultimate bot lane that burst-"beats" sustain, sustain beats poke, and poke beats burst.
A good example of a burst lane would be Ezreal + Taric, an example of sustain would be Ezreal + Soraka, and an example of a poke lane would be Ezreal + Sona.
Depending on which of these you pick or meet, it doesn't mean you have lost your lane or instantly won it. No, it more or less you need to adapt to the situation and play more differently than before.
Sustain vs Burst
When you're playing a sustain lane versus a burst lane, you need to know when to trade and when to back off. Ideally you would want to trade a little damage and then back off until you're healed up. This may seem like a simple tactic, but many players seem to fail to understand the concept of this.
And if you play as the burst lane, your job is the other way around, use all your burst at once and try to pick off a kill. If you fail it's likely you want to go back as the sustain duo will just heal up and it will be difficult for you to lane efficiently.
Poke vs Sustain
ay you are a poke lane versus a sustain lane. This is probably one of the most difficult counters to go against, unless you basically turn the lane the other way around, and get a bit more aggressive.
A good example of this is Janna. She isn't necessary known to be involved in kill lanes, but it's very possible still. Getting knocked up and getting a lot of burst with her shield combined with your Mystic Shot can result in a kill. So this is probably the best way for you to deal with a sustain lane as a poke lane.
Burst vs Poke
Burst versus a poke lane has to be fairly obvious. Try to get a kill before they poke you down, however, too much can be hard against champions like Alistar or Janna, as the amount of CC they can provide can make it difficult to get some kills.
When laning about 90% of your deaths will be from a Taric, Leona or Alistar killing lane. This is mostly because of poor bush-control. If you're going to play with or against these supports it's vital that you know what bush control is, and how to get it.
Bush-Control is basically if you have vision inside that bush or players standing inside the bush to reveal the area. Just one Sight ward is enough to ward the whole bush and a small area outside of it, allowing you to increase your map control and awareness. This makes it easier to avoid unexpected ganks and CC's (stun, root, etc). But TRUE bush-control means that you are standing in the bush "controlling" it, if you can, you should "plop" down a Vision Ward inside the bush to hinder the enemy-team to be able to see what is going on in that bush, this makes it extremely easy to zone the enemy AD Carry into getting little or no CS, and might end up with them getting greedy and then getting caught, allowing you an easy kill.
Now that you know what bush-control is and how important it is for you to stay alive, I can learn you how to get it. Most usually the lane with the most CC or more agressive early-game tries to gain control of the bushes, and it will definitely be easier for them to get it too. However, if they get control of the bush, it isn't the end of laning. You don't have to run in trying to get CS and dying, or you don't have to run mid lane complaining about your support.
There are two options; you can buy some Sight Wards yourself, ward the bush and take back control of it, or your support can do it (Which is often better).
Taking down a Turret
Some information about when to take down the tower, when to lock the lane and when not to etc. There is something called lane mechanics.
One of the most common mistakes can be killing the tower too early. In my oppinion, you shouldn't kill a tower before at least 12 minutes have passed, or at least before you feel you can put some significant pressure elsewhere on the map, as when you've killed the bottom tower it's likely you'll want to go mid and take that one as well.
Freezing the lane
It is probably easiest to freeze bot-lane because you have a support that can help you to tank the minions and give you sustain.
If there is an entire minion wave comming at your tower hold it just before the tower, tank the minions until yours come back. Of course, if they notice this and attempt to stop you, it's not worth dying for it.
Last-Hitting under Turret
Usually on a mage minion, hit the minion once, then let the tower deal the next hit. This will leave the minion with very low HP, allowing you to take the last hit.
On the melee minions, let the tower hit it twice, this will leave them with very low HP, allowing you to take the last hit.
On the siege minions you'll simply have to wait and calculate in your mind when to shoot.
Warding is the job of your support, but if he's not doing it, you SHOULD do it in his stead or keep reminding him about it.
On purple side the main ward you want is in tri-brush, however people can still run down river to gank since you won't have vision there, this can be easily fixed by just placing 2 wards, one at tri brush and one at dragon.
Obviously you have to be conservative with your wards though so don't place them randomly, if you see the jungler top that means you usually won't need a ward for now, you'll just have to think where he is going to be and at what timeframe he could be bot.
Alot of junglers can also gank through the lane using the bushes as cover, IMO the strongest junglers for this are: Amumu, Rammus, Malphite, Maokai and Jarvan IV. You'll notice all these junglers are tanky with high cc, make sure to keep the relevant ward coverage if you are against these junglers.
Warding as the BLUE team
Warding as the PURPLE team
Teamfight / Combinations
Positioning in teamfights are crucial if you want to play Ezreal effectively, and to know all the different combinations to maximise your damage output.
It is very important as an AD Carry to know your focus, but if it'll mean your death just by poking the weakest target, you shouldn't engage on that player. Then you'll just poke whoever you can. EVEN if it's Malphite with Frozen Heart. Just keep a safe distance, and dont WASTE your Arcane Shift ;)
When attacking you should stay as far away as possible from the enemy, but still be able to auto attack. (And poking with Mystic Shot). Even if this is not a very realistic goal, because you have so much to focus on, such as skillshots and cooldowns, but if you can achieve this. My friend, Good Job!
Imagine there is a scale (<–|–|–|–|–|-|–|–|–|–>) on the left side there is auto-attacking, and standing in the danger-zone (in enemy teams range), and on the right side you move around, dodging skillshots, and dealing damage with your skillshots and autoattacks. The more you are to the right the more you can do in a fight.
The good thing as an AD Carry is that it's not only your job to stay alive but it is your entire teams job to make sure you can do that. (Of course you can't blame them if you die because of bad positioning). The support isn't the only player who will defend you (as adressed above), for example if you have a Nautilus jungle (Not likely with the latest patch), he is awesome at protecting his teammates, he has a lot of CC (Crowd Control). The more CC your team has the longer you can stay away from damage and bring down your enemies. In other words, stay behind your tank and other champions, to avoid damage.
There are many combinations with Ezreal, but some are better than others. ObviouslyYou should be using the good ones.
The most basic combo, being: Arcane Shift >>> Mystic Shot
This is one of the agressive initiates that allows you to position yourself properly with Arcane Shift.
Another is: Arcane Shift >>> Essence Flux >>> Mystic Shot
This combo is good if you want to stack up your Rising Spell Force quickly. (The reason we cast Essence Flux first is because of the cooldown reduction from Mystic Shot).
Another way to stack your Rising Spell Force quickly, is just to launch Trueshot Barrage into a cluster of enemy units. (which is the best way to do it, IMO).
Keep in mind that you can do any of these combinations without casting Arcane Shift. Mostly if you are already in position, or just want to save it for later use, such as escapes and picking up kills.
Your ultimate, Trueshot Barrage, can be used on two good ways during teamfights (that I am aware of).
The first one, probably my favorite initiate, is just to throw it in the bunch as soon as the teamfight initiates. Most of them will be too busy to dodge it and therefore granting you tons of damage and stacking your Rising Spell Force to five immediately when it hits an Enemy. This gives you a great advantage during the fight.
The second option is to save it until the teamfight is over. I don't recommend doing this unless you're sure your team will win the fight, as using option one can win you the whole fight. When saving it until after the teamfight, you will be able to pick off surviving enemies trying to escape. This can easily grant you a kill or two if you're lucky.
Tips & Tricks
I will go over a couple of tips and tricks you can use to max out Ezreal's viability.
- Your Mystic Shot decreases the cooldown of every spell you have (Except Summoner Spells), use this as much as you can when your mana is no longer a problem (usually mid- and late-game).
- Mystic Shot can be used to check bushes, if you see the projectile stop and you hear the hit sound after shooting it into a bush, there is someone there.
- Essence Flux is a great way of stacking your Rising Spell Force, as it can grant you multiple stacks.
- Essence Flux can be used to poke enemies taking cover behind minions.
- Essence Flux is awesome for pushing down towers, as it grants both your allies and yourself ( Rising Spell Force)increased attack speed.
- Save your Arcane Shift for getaways or chases, never use this to engage on an enemy unless you are completely sure you can kill him without anyone interfering.
- Arcane Shift can be used to jump over walls, this can be used to steal buffs, Dragon or Baron safely if you have your Flash up. Arcane Shift in, throw a spell/auto attack or two, Flash out if needed, and if you're lucky, you'll have a free Baron or Dragon.
- Use Arcane Shift to help line up your other abilities, but avoid using it in situations that would leave you vulnerable.
- Trueshot Barrage is global (this means it can go over the whole map), use it to snipe enemies low on health or steal buffs. It has a short cast time which cannot be interrupted, so if you're in a fight and you know you're getting stunned, throw this in so you don't lose any DPS.
- Trueshot Barrage is a great way to clear minion waves when you're not close enough to do it with your auto attacks, or if you simply have to get a wave down quickly. (I love it for this purpose).
- Trueshot Barrage can be used in the beginning of a teamfight on the enemy team to instantly stack your Rising Spell Force to its max potential, this will also deal a lot of AoE damage.
- Use Trueshot Barrage when the enemy has no vision of Ezreal, so they will be unable to warn their teammates.
- Blue- and red-buffs are both great on Ezreal, grab these as often as you can. The blue buff will provide you with mana regen and cooldown reduction, making you better overall. The red buff procs on his Mystic Shot, making it slow and DoT the enemy hit.
- You are very fragile, make the enemies come to you instead of rushing in on them.
Special Thanks to:
jhoijhoi- Guide on how to make a guide, and making this possible.
(Making a Guide)