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Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Threats & Synergies
Draven
Very strong all-in champion, as long as he keeps his axes up he will out dps you. You want to maintain your distance at all times and farm safely. Avoid trading with him. Once out of lane when you complete two items you can constantly harass him with your superior range by spamming Q.
Champion Build Guide

Pros & Cons
Pros:
• Great Scaling
• Great Itemisation (


• High Mobility
• Strong Self-Peel With

• Long Range Poke





Cons:
• Weak Early Game
• High Mana Usage
• Skill Shot Reliant
• Has Unwinnable Matchups
• Hard To Comeback








Why and when should you pick Ezreal ?
Why Ezreal ?





When to pick Ezreal ?







Lethal Tempo
Damaging an enemy champion begins a 1.5 second timer. Upon completion, you gain 40-110% (based on level) attack speed for 3 seconds. Attacking a champion while the effect is active will extend the duration to 6 seconds.
Lethal Tempo helps increase Ezreal's dps by increasing her attack speed for a short duration and this rune scales the best out of all the other ones. This is by far the best rune choice. Allowing us to maximise our DPS.
Presence of Mind
Takedowns restore 20% of your maximum mana or energy and increase your maximum mana by 100 (up to 500) or your maximum energy by 10 (up to 50). This scales extremely well and is by far the most broken rune at the moment, which will most likely be nerfed in the near future. Not only will it allow you to keep spamming your abilities, it scales well with

Legend: Bloodline
Gain 0.6% life steal for every Legend stack (max 20 stacks) for a maximum of 12% life steal. This is by far the best out of the other 2 options, because it scales the best, providing the most value. We can have attack speed in our build but very rarely do we get to build life steal as an ADC(Unless you are really ahead). So it is very important to have some form of life steal to sustain during mid to late game.
Coup De Grace
Deal 8% increased damage to champions below 40% maximum health. This rune goes well with ADCs in general pick this over cut down when there are no tanks on the enemy team.
Cut Down
Deal 5%-15% bonus damage vs champions with 10%-100% more max health than you. I usually run this over coup de grace when there are any high HP opponents.
Nimbus Cloak
Casting a summoner spell grants the ability to pass through units and provides a bonus of 15 - 35% movement speed (based on summoner spell cooldown) for 2.5 seconds.
The extra movement speed whenever you use a summoners spell is massive, for example when you try to escape by flashing, sometimes the enemies can still catch up to you, but with nimbus cloak the extra movespeed you gain will ensure they do not catch up. Or when you are trying to flash forward to chase dow enemies, it will sure you secure the kill.
Transcendence
Gain 10% cooldown reduction at Level 10.
Additionally, you gain either 1.2 bonus Attack Damage or 2 Ability Power (Adaptive) for every 1% Cooldown Reduction in excess of the cap.
Guaranteed 10% CDR when you need it, especially when you do not want to go lucidity boots. You can go for Ninja Tabi or Mercury's Treads without losing that 10% CDR which is extremely important on Ezreal.

Ezreal's Passive
Every time Ezreal hits an enemy unit with one of his abilities, he gains 10% bonus attack speed for 6 seconds, stacking up to 5 times for a maximum of 50%.

Ezreal's Q
Cooldown: 5.5 / 5.25 / 5 / 4.75 / 4.5 Cost: 28 / 31 / 34 / 37 / 40
Ezreal fires a bolt of energy in a line, dealing physical damage to the first enemy hit, applying on-hit and on-attack effects and healing off life steal.
If Mystic Shot successfully hits an enemy, Ezreal's abilities cooldowns are reduced by 1.5 seconds
Side Note:
You pretty much spam this ability all game, every game you play on ezreal, this will pretty much be the same as your autoattack but much longer range. This is the reason Ezreal is super strong when Ezreal does not die he will keep dashing out damage. You can be spamming this, dealing damage while keeping in safe distance.
Ezreal's W
Cooldown: 12 Cost: 50
Ezreal fires an orb that sticks to first enemy champion, epic monster, or structure hit for 4 seconds.
Hitting the target with a damaging ability or basic attack detonates the orb, dealing Magic damage magic damage.
The more damage you can pack in one go to activate this ability to higher the damage you can get out of this ability.
Side Note:
You can use this ability when you look to trade, it will go through minions, then E slightly forward to instantly activate essence flux for that high burst damage.
Ezreal's E
Cooldown: 28 / 25 / 22 / 19 / 16 Cost: 90
Ezreal blinks to the target location, firing a homing bolt that deals magic damage to the nearest enemy and briefly reveals them.
Arcane Shift prioritizes targets hit by Essence Flux Essence Flux.
Side Note:
A free flash essentially, allows you to play a little more forward and aggressive, but keep in mind that this does have a very low cooldown if you do use it and you may be punished by your opponents.
Ezreal's Ultimate
Cooldown: 120 Cost: 100 MANA
Ezreal fires a wide energy projectile in the target direction, which briefly reveals the area it flies through and deals magic damage to enemies it passes through.
Side Note:
The way you want to fully combo is, starting off with your ultimate in a brush so the enemies cannot react to your abilities. R > W > E > Q. You do more damage than anyone will expect.
In-depth Mechanics
Reduce Cooldown
This is your bread and butter damage ability, you almost always want to be spamming it, either on the minion wave, dragon, jungle camp or enemy players. One of the reason why you would want to do that is because whenever you hit your



Essence Flux Proc






Ultimate Combo
This is the highest DPS you can do on






General Ultimate Usage
You may see in pro plays, they would use their ultimate on a minion wave, or start off a fight for dragon or baron even though the cooldown is relatively long and may not 100% be a hit. Well as I have explained with


Laning With Ezreal
Laning phase is usually the weakest stage for





Outside of Laning
Outside of laning phase,






In the video above I talk about the following concepts:
- Respecting Fog of War
- Hitting/Starting Objectives without a Reason
- Dealing with Assassins
- Knowing what good fights to take and what bad fights to avoid
It is recommended that, you take one of those tips and attempt to apply it in your next game to reap its benefits. Make sure you only do one at a time if it is too overwhelming, otherwise you will not learn from it. Even playing in a normal game will help, it need not be ranked.
In the video above I talk about the following concepts:
- Level 2 Power Spike
- How to punish your enemies with this power spike, or respect it and back off of it
- Knowing how many minions it takes to reach level 2 first in a duo lane
- 3 Clips of 3 Different ADCarry; Tristana, Caitlyn and Ezreal show casing what we have mentioned above.
Make sure you test this out in a normal game first before attempting it in ranked. It is okay to make mistakes, go all out and learn from your mistakes. Best to record with some sort of software so you can go back and watch your own replay to analyse what has happened.
This video is not owned by me but I think it is very well detailed on how to teamfight in general as a carry.
- Direct Initiate
• Create fight or flight response.• Go in 1v5 if you have to.
• Carries DO NOT go in.
- Follow Up Initiate/Hit Tanks
• Tank pressure backline, or tankline.• Forces everyone to use cooldowns/abilities
• Carries stay OUT until tank cooldowns/abilities are used.
- Hit Tanks
• Hit tanks after tank cooldowns/abilities are used.• Forces out backline cooldowns/abilities
• Carries in range of 1 person.
- Kill Backline
• APC flash on backline or finish off tanks.• ADC can dive if no enemy burst cooldowns/abilities are up.
• Tanks can make a flash play.
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