Ezreal General Guide by McDubbs
Not Updated For Current Season
Not Updated For Current Season
Ezreal is a solid AD carry. with a strong early-game and a fairly potent late-game.
Pros of Ezreal:
Brings extremely high damage output to the table.
Is a very slippery champion when his nearly game breaking E is off cooldown.
Can farm safely from a distance with his long range Q.
Can completely zone out lanes when played correctly.
Ultimate can be shot to any place on the map, allowing you to KS, turn the tides of a small team fights or can even be used to check Baron (gives vision in the fog of war if it passes through an enemy unit.
Cons of Ezreal:
Requires smart positioning in team fights in order to not get instantly focus'd down.
Is very vulnerable while his E is on cooldown.
Comes with no inherent crowd control (fixed by Iceborn Gauntlet which procs off of his Q causing the full 35% slow in an area about the size of a Xerath ultimate for a few seconds, but I'll cover this item more in the Item Build section.)
Has a less potent late game then some choice adc's, such as vayne or cait. (SO SECURE THE GAME EARLY WITH YOUR OP EARLY-TO-MID GAME!!!) ;)
Standard adc rune page, you can run full ad but I find having a mix of armor pen / attack dmg to be more effect vs most lanes, espcially versus tanky ad's such as Graves and his OP passive :P (note that I have two of my marks as ad so it evens out to 9 armor pen and 8.6 attack dmg.)
Summoner spells explanation
Pretty self explanatory, ignite is op for kill securing and killing those who have a lot of HP Regain or Life steal. Flash is now, and will always be one of the best escape and chasing spell in the game (even after the range, and now cool-down increase nerfs). There is also room for variation, take cleanse if you feel you need it, and heal can work extremely well too. I guess it comes down to personal preference.
Passive: Rising Spell Force
This passive is great, just remember that landing each of your spells grands 15% attack speed stacking up to 75%! Also keep in mind that you gain the attack speed for hitting minions as well as champions, so make sure your spells land, whether or not its on an enemy champion. :S
Q: Mystic Shot
This item is what makes Iceborn Gauntlet op, mainly because it applies all on hit effects @.@ that's right it will apply the 35% slow debuff and sheen proc to any thing it hits (not reduced to 25% like phage and frozen mallet) use this item before it gets nerfed, and trust me it will. (I'll rant more about this item in the Item Build section) :P Also remember that it reduces the cool-down of all of Ezreal's other skills by one second, including itself. If you acquire blue buff spam your Q on EVERYTHING you see, seriously shoot one at the wolf camp as you walk by even if you don't have time to do them. After getting Iceborn Gauntlet spaming your Q constantly will allow you to fire off signification more ultimate, almost every thirty or so seconds late game >:O.
W: Essence Flux
Really not that great of a spell anymore, ever sense the attack speed debuff to enemy champions its only good for giving your allies an attack speed buff for pushing turrets and causing your next attack to apply sheen. Take one point into after you aquire sheen and max it lasttttttt.
E: Arcane Shift
Max this baby second for the reduced cool-down to an OP escape mechanism. Also don't use it for aggression unless you are sure you can make it out alive, IE: don't use it to jump into the middle of a team fight just to get focus'd down immediately, as an ez main it makes me want to cry every time I see someone do this.
R: Trueshot Barrage
Ezreals ultimate can be shot too any point on the map, use it to secure some kills, help out teammates in small skirmishes where you are no one near, you can also use this to scout objectives on the map such as Baron or Dragon. Use this wisely but don't be afraid to use it to farm, push lanes or save turrets from afar. Late game the cd will be much shorter so don't avoid the "R" button, in fact try become close friends with it. :D
Explanation: Max your ult when you can (high damage, map pressence) next your Q (DAMAGE BRO, lower cd = lower cd for all skills, applies your op on-hit effects, need I say more?) Next up is your E (once again lower cd = live longer, more damage when you have the opportunity to use it is always a plus) and last your W (only good for sheen proc, and pushing turrets, otherwise is just a plain mana drainer, do NOT use it to harass in lane not even close enough damage for it to be worth it.)
Part 1 of -ICEBORN GAUNTLET- :Item Overview
Now lets talk -ICEBORN GAUNTLET- and why I find it to be so useful on our Prodigal Explorer, Ezreal. Lets have a look at its description first, then I'll break down each section of it. "40 Ability Power, 60 Armor, 15 Cooldown Reduction, 500 Mana. UNIQUE Passive: Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 125% of your base attack damage to surrounding enemies and creates a field for 3 seconds that slows enemies inside by 35% (2 second cooldown).:
1st off: 40 AP, extra damage on your W, E, and R, is always a plus but not even close to the most important aspect of this item.
2nd off: 60 Armor, extra resist is always a great thing, will help deter damage from your opposing adc and pesky bruiser top lanes who can't get enough of you -_-
3rd off: 15% cdr, great for spamming ultimates and keeping enemies at bay with your Q, compliments the cool down reduction that your Q offers and works amazingly with Elixir of Brilliance lategame.
4th off: 500 Mana, mana is far to often a thing looked over by most adc. I promise you it will benefit you more then you know. More mana = more Q's which in turn means more cool-down reduction, you will also never be caught with your E on cool-down nor with zero mana to cast your E, will also compliment your plethora of cdr for more often use of your ultimate, which is actually pretty mana intensive at early levels.
5th off: Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 125% of your base attack damage to surrounding enemies and creates a field for 3 seconds that slows enemies inside by 35% (2 second cooldown), this is the bread and butter of this item, the bees knees, that cats...well you get the point, this passive is currently one of the best in game. It slows in an aoe for 3 seconds (roughly the size of a xerath utilmate) reducing enemy movement by 35%, and applying a buffed vestion of sheen (125% of your base attack damage instead of just 100%). Recently RIOT nerfed phage for ranged attacks to slow for only 25% instead of 35%, fortunately Iceborn Gauntlet does not have this nerf....yet.
Part 2 of -ICEBORN GAUNTLET- : Common misconceptions
"This item is only for AP casters and tanky AP."-FALSE: Just because an item has stats which aren't main focus' of a certain role does not in any way mean it doesn't greatly benefit the champion or so wholly round out some of its common faults.
Part 3 of -ICEBORN GAUNTLET- : Trinity Force vs Iceborn gauntlet
Trinity Force stats: +30 Attack Damage +30 Ability Power +30% Attack Speed +15% Critical Strike Chance +12% Movement Speed +250 Health +250 Mana UNIQUE Passive: Your basic attacks have a 25% chance to slow your target's Movement Speed by 35% for 2.5 seconds (25% slow for ranged attacks). UNIQUE Passive: After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage (2 second cooldown). Does not stack with Sheen or Lich Bane. Total Price: 4070 Gold.
1st off: 30 attack damage, while this is very nice to have, ultimately you won't see a huge difference in damage delt.
2nd off: 30 AP, 10 less then what Iceborn gives you. You do the math :x.
3rd off: 30% attack speed, 15% crit chance, 12% move speed, very good stats indeed, although you can just build a zeal after building Iceborn, for about as much as the total recipe price of Trinity force. Also you will have the choice of upgrading to Phantom Dance, which you don't have with Trinty Force.
4th off: 250 Hp, very nice to have but I value the 60 armor a great deal more for durability then the 250 hp. Although this comes down to preference and personal expereince.
5th off: 250 Mana, half of what Iceborn gives you, need I say more??
6th off: "UNIQUE Passive: Your basic attacks have a 25% chance to slow your target's Movement Speed by 35% for 2.5 seconds" (25% slow for ranged attacks)" - Only a 25% chance to proc a 35% slow on your basic attacks (nerfed to 25% slow for ranged) is nothing when compared to a 100% chance(considering that you will always be using ablilites) to cause a 35% slow, even for ranged attacks, this is unarguably far better then the passive 25% chance of a 25% slow.
7th off: "UNIQUE Passive: After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage." This is the biggest difference in viability between these two items. 150% of attack damage versus 125% of attack damage dealt, sure with Iceborn you will be dealing 25% less damage to single targets, but when you take into consideration that your Iceborn Gauntlet can hit ALL FIVE of the enemy teammates there really is no contest here. Iceborn Gauntlet wins the day.
Black Cleaver: Currently one of the most OP items in the game. Get this if you want early cdr/armorpen/small hp boost. Won't be a top item choice for ez after the nerf.
Last Whisper: Build this if they start stacking armor, if not i would still get this as your third or fourth teir 3 item.
The Bloodthirster:I get this item 99% of the time, I tend to get it after boots/dorans/sheen but its personal preference, get it before if you feel you need time to get your stacks stacked.
Infinity Edge: Get this bad-*** mofo of an item if you want you're enemies health bars to disappear.
Phantom Dancer: Build this if your Q pokes aren't getting the job done, if you have a nunu support/jungle don't even think about getting this item, it would only serve to be a waste of space.
Guardian Angel: Get This if you are getting insta-gibbed in teamfights and don't even have time to E to safety.
Poke your enemies and farm with your Q, last hit when you are tying to keep the lane unmoved, push when they push. Watch for ganks, look for opportunities to gain the upper hand on your lane opponent. Don't stop farming.
Push to turret, try to help out your team with map control (IE: dragon, buffs, etc). Never stop farming.
Get involved in team fights, but stay safe, and use your head. Wait for your team to use cc so they are bunched up and ult / Q Q Q Q Q Q Q Q Q, auto attack and burn down other carries when you have the chance. Save your E for escape, so you can come back and poke/cleanup. SERIOUSLY NEVER STOP FARMING, I DON'T CARE IF YOU ARE AT THEIR NEXUS ^^
Q everything, even if you don't have time to kill a jungle camp do a drive by Q to lower your CDs, remember every advantage helps. When you stack cdr with this build you will notice a huge increase in overall success, but never ever over look your damage items, Iceborn is useless with out at least one big damage item such as: Last Whisper, Bloodthirster, Infinity Edge, or The Black Cleaver. Good luck and have fun out there summoners, remember that you can't win them all and never to let yourself get discouraged. :DDD
-I will be uploading several full game-plays on Youtube soon, also be on the look out for montages and such in the near future ^^