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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Threats & Synergies
Pyke
Pyke is super scary, you can't poke him because of his grey health, he can hook you from massive range and if you blink away from that he can engage with his stun, and you're squishy enough for him to burst down and execute very fast.
A little bit about me
I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!
If you enjoy playing, or want to learn more about Ezreal, you can read and discuss more over at
/r/EzrealMains.
The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction.
Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.
Kleptomancy is the go-to rune for Ezreal no matter what role he's in. He relies on his abilities, more than his AA's, to deal damage. It's easy to proc from a safe distance, and enables him to accrue gold extremely fast, and sustain longer in lane if he procs health and/or mana pots. Kleptomancy offers a lot of item utility, including extra ward drops, and damage increasing consumables. |
Magical Footwear is the best rune to take, saving you an extra 300g by not having to buy boots, enabling you to get your core items faster. |
Biscuit Delivery helps your sustain in lane, and increases your mana cap by 50 anytime you consume or sell a biscuit, which is imperative on a champion that relies on spamming spells for the majority of his damage. |
CDR is extra important on Ezreal, he needs as much up time on his Mystic Shot as possible, along with Trueshot Barrage snipes, and decreasing his summoner spell CDs. |
As we've established, Ezreal is a champion where most of his damage comes from abilities, expending his mana quickly. Manaflow Band helps us staunch the flow by increasing our maximum mana, and restoring 1% every 5s after reaching 250 bonus mana. We're poking the enemy constantly, so you can stack Manaflow Band extremely quickly, breaching the gap before you buy your Tear of the Goddess. |
Transcendence synergizes well with Cosmic Insight, offering us extra AP for each % of CDR that exceeds the cap, passively increasing our damage. |
|
Ionian Boots of Lucidity > CDR Very good synergy with Cosmic Insight and Transcendence, offering us more CDR, which converts into AP with Transcendence, and reducing the cooldown on our summoner spells, enabling more escapes and kill pressure. Mercury's Treads > TENACITY/AP RESIST If the enemy team has a lot of CC, or a lot of AP damage, you can trade other boots out for these. They offer +25 magic resist, along with reducing the effect of stuns, slows, taunts, fears, silences, blinds and immobilizes by 30%. Sorcerer's Shoes > DAMAGE A good pick up for going against a team with a lot of tanks, or champions that will be building magic resist. Helps deal a bit more damage, but at the cost of CDR. |
Manamune > DAMAGE/SUSTAIN Manamune is Ezreal's core item, increasing his damage based on maximum mana ( Manaflow Band, Biscuit Delivery!), refuding 15% of mana spent and up to 750 extra max mana. Ezreal relies on his abilities for damage, exerting a lot of mana, so the more the better. After you have spent 750 mana while holding Tear of the Goddess, this transforms into Muramana, which your single target spells consume 3% of current mana, to deal bonus physical damage equal to twice the amount of mana consumed. Mystic Shot is only single target, so this benefits us greatly. TLDR; mana is good! |
Iceborn Gauntlet > DAMAGE/UTILITY Iceborn Gauntlet is another core item for Ezreal, increasing our mana and helping us become a bit more tanky with +65 armor. Ezreal creates an icy patch on the ground after using Mystic Shot, slowing enemies by 30% for 1.5s, enabling our team to secure easier kills. |
Trinity Force > DAMAGE If you don't feel like you need the utility of Iceborn Gauntlet, or you're very ahead, you can take Trinity Force instead (you can only take one!). This increases our damage by a lot. The passive that comes with Sheen is doubled for taking Trinity Force, causing our next basic attack after using an ability, to deal physical damage equal to 200% of base attack damage. |
Luden's Echo > DAMAGE/CDR Another good item to take for insane extra burst damage, hitting up to 4 targets, along with helping wave clear, something with Ezreal lacks. Luden's Tempest has become a meta item for Ezreal, his Mystic Shot annihilates enemies when building high amounts of AP. You gain extra CDR, and also increases your mana pool. Mana = good! As of 9.16, Ezreal's AP damage has been nerfed, this may not be the best item to take as core, and to focus on AD items more for now |
Hextech Gunblade > DAMAGE/UTILITY/SUSTAIN Another item that has become meta on Ezreal, substantially increasing his burst from Mystic Shot, and healing him for 15% of damage dealt, increasing our survivability. The active deals damage, and slows the target enemy by 40% for 2s, helping our team, or ourselves, run down an enemy easier. As of 9.16, Ezreal's AP damage has been nerfed, this may not be the best item to take as core, and to focus on AD items more for now |
Blade of the Ruined King > DAMAGE/SUSTAIN A good item to build if you're vs tanks, dealing damage based on 8% of the target's current health. Also steals MS when using the active, which has good synergy with our other slowing items we have chosen to take from above. Also helps our sustain due to the life steal. Generally not taken on Ezreal support, in favour of AP items. |
Zhonya's Hourglass > UTILITY/DAMAGE A niche item on Ezreal as it is, but if you're getting focused by a Zed or Kayn, you can negate their ultimate damage by popping Zhonya's, enabling you to live longer and continue to dish out high burst damage. |
Maw of Malmortius > SURVIVABILITY/DAMAGE If there's a lot of AP on the enemy team, or they have deadly AP abilities, you might find yourself wanting to pick up Maw of Malmortius, which increases our damage, while offering magic resist, and a passive that grants us a shield, that absorbs up to 350 magic damage, which giving us lifesteal and again, increasing our damage. |
Quicksilver Sash > UTILITY/SURVIVABILITY You gain magic resist, and have an active Cleanse ability. Can be upgraded into Mercurial Scimitar for increased damage and life steal, while retaining the Cleanse active. |
Rising Spell Force (Passive) |
INNATE: Every time Ezreal hits a 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%. |
Mystic Shot (Q) RANGE: 1150 COST: 28 / 31 / 34 / 37 / 40 mana COOLDOWN: 5.5 / 5.25 / 5 / 4.75 / 4.5 |
ACTIVE: Ezreal fires a bolt of energy in a line, dealing physical damage (+30% AP) to the first enemy hit, and applying on-hit effects. If Mystic Shot successfully hits an enemy, Ezreal's abilities' cooldowns are reduced by 1.5 seconds.
|
Essence Flux (W) COOLDOWN: 12 RANGE: 1150 COST: 50 mana |
ACTIVE: Ezreal fires an orb that sticks to the first champion, epic monster, or structure hit for 4 seconds. Hitting the target with an ability or basic attack detonates the orb, dealing magic damage (+60% bonus AD) (+90% AP at max rank). Detonating with an ability refunds the cost of that ability plus 60 mana. |
- Essence Flux counts as a single-target ability for effects such as Muramana's shock.
Arcane Shift (E) RANGE: 475 EFFECT RADIUS: 750 COST: 90 mana BASE COOLDOWN: 25 / 22 / 19 / 16 / 13 |
ACTIVE: Ezreal blinks to the target location, firing a homing bolt that deals magic damage (+50% bonus AD)(+75% AP) to the nearest enemy. |
- Arcane Shift prioritizes target hit by Essence Flux
- Arcane Shift's homing projectile can target and hit stealthed units and units hidden in fog of war.
- Arcane Shift's cast time cannot be interrupted by anything other than Ezreal's own death. He will still suffer any crowd control effects, duration permitting, after it ends.
Trueshot Barrage (R) TARGET RANGE: Global COST: 100 mana COOLDOWN: 120 |
ACTIVE: Ezreal fires an energy projectile in the target direction, dealing magic damage (+ 100% bonus AD)(+ 90% AP) to enemies it passes through. Minions and non-epic monsters take 50% reduced damage. |
- Can be used to steal Baron Nashor, dragon's and jungle buffs.
- Can be used for sight over an area in fog of war, such as an unwarded Baron pit.
You generally take Mystic Shot first, as it's your main source of damage, poke and proccing Kleptomancy. If you get caught out in an invade, you can take Arcane Shift instead of burning your Flash, but you completely give up lane pressure this way.
Your aim of laning phase is to use Mystic Shot to poke down your enemies, zoning them from taking CS, and proccing your Kleptomancy. You can throw Essence Flux through minions, then detonate it with a Mystic Shot or a basic attack. Mystic Shot will hit minions, so try to position around them, make sure you're not inadvertently pushing the wave, but be aware when facing an enemy such as Morgana, who also needs to be casting her Dark Binding around minions.
Try not to use Arcane Shift liberally, as Ezreal is very squishy, and you don't want to be getting caught out or having to burn your Flash. It can be used to juke abilities, or to play mind games with opponents, making them think you're going to fire a Mystic Shot from your position, but then blinking over somewhere else and hitting them as they try to juke. If you get hit by a CC such as Dark Binding as you have cast Arcane Shift, it will still blink you to your target destination, but on arrival you will be rooted for the rest of the duration!
Level 6 you can be looking around the map for potential Trueshot Barrage snipes, giving you an assist or sniping a kill from an enemy that got away. You can also help out your jungler taking objectives that are at risk of being stolen, or you can try to steal them from the enemy team. Trueshot Barrage does proc Essence Flux, so you can chunk down an enemy easily if you hit it!
You still want to be sticking to your ADC as much as possible, looking for easy kills with your high burst damage, and you're still very squishy, so it's always good to be in a pair. You do have the advantage of Arcane Shift if you're caught out in a bad position while looking to ward, low elo players generally do not stick together to help the support ward! Help your team siege towers, Essence Flux sticks to towers and inhibitors, enabling you to do a nice chunk of damage when detonating it.
Your general rule of thumb for teamfights is attacking whoever is closest to you! Priority targets do include squishy supports and ADC's, and with your Arcane Shift you are able to position easier to get to them and burst them down. Do not put yourself in inherent danger just to try and take them out, prioritize the closest, safest target. Use Iceborn Gauntlet to help you slow the enemies, kiting away from them with your long range and blink.
You can use Mystic Shot to check brushes, you'll know if it hits someone and you also get a Kleptomancy proc. As mobile as Ezreal is, if he gets caught in a hard CC, he's most likely going to end up dead.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).
If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
- 08/06/2019 - Published Guide.
- 08/14/2019 - Reflected 9.16 changes.
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