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3v3 Ezreal, The Twisted






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Spells:
Ghost
Flash
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
With this build you will obtain close to maximum CDR, and high burst damage.
Pros
- Long Range
- Burst and Dps
- Mobility
- Takes towers down nicely, and can AS buff team.
- Capable of Kiting
Cons
- Squishy
- Targeted
- No CC
- Pretty useless without team around

This passive is why Ezreal is most commonly built AD. It gives him a lot of pure power. This passive helps you kick towers down pretty fast. Not much to say other than that.

A very powerful harassing tool, and your main source of damage. This lowers all of your cool downs(including



This skill is used primarily to build up your passive. However it can be used to increase your dps if you have extra mana at disposal, and can also be used to buff/debuff during teamfights. Use this skill on teamates while pushing into towers, it not only helps them but it also helps you. For every this skill passes through your passive gains one stack.

Escape, chasing, kiting, and general mobility mechanism. Try not to burn this skill up during the laning phase. You can switch from the middle of top lane to the bottom lane in about 4 seconds with this skill. This gives your opponent almost zero time to react, at the cost of only mana.

A somewhat powerful ultimate. The cool down is very low for the damage it deals. Remember that your


Marks: Standard Armor penetration. Do not take anything else.
Seals: Mana regeneration per level. This allows you to spam skills easier. I suppose they could be switched out for Flat armor runes, but i feel like these are more valuable to Ezreal. These runes help

Glyphs: More Mana regeneration per level. More skill spamming. Faster ultimate. Could be switched for flat cool downs or flat magic resistance.
Quintessence: Armor penetration for higher damage output. Could be switched out for flat hp, for an easier early game. I personally never have much trouble in my early game, so i feel they are unnecessary.
Secondary viable tier: 21/9/0
The main reasons for Going deep into the utility tree is for:
-
Meditation (Mana Regeneration)
-
Utility Mastery (Buff Extension)
-
Quickness (Move Speed)
-
Intelligence (CDR)
- Combined with the items in my build you will have a total of 31% cool down reduction.
The main reasons for the Defense Tree are:
- Resistance (Magic Resistance)
- Hardiness (Armor)























This is the end of the core build. The core build to this guide is very small, because i find that these are the main items that i always get regardless of the game. As most 3v3s are short lived, i feel this should be the only main core.


choose one


As you have no CC you will want AT LEAST one slow and one stun on your team. Without some decent CC on your team you will most likely get stunned to death.
These champions are all good picks. This is how they should be paired:
- Tanky Caster + Bruiser
- Tank + Bruiser
- Tanky Caster + Tank
Some good team combos i like alot for TT is:

With alot of my suggested team comp. you should be the one in the solo lane.
You need to be last hitting every minion you possibly can, while maintaining a basic lane dominance. Dominating the solo lane with Ezreal is'int too hard so long as you didint pick


Any time an enemy steps away from the minion wave




Warding Dragon and Red buff are the most important, as those areas have the most information you can gain with a ward.

Killing the dragon is a very important part of the game, as it buffs your entire team, and leaves them deprived from the buff.
-
The Buffs on the map should be divided like this:
- Red buff(Slow & Burn): Ranged Dps (Ezreal)
- Green buff(AD & AS): Bruiser or melee dps
- White buff(movement): Anybody
Use your skills on minions while hitting a tower, it will make you attack faster from your passive. If a teammate is also pushing a tower with you, use

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