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Introduction
Hi, I am a LoL player who has been playing for about 1.5 years now. I have written one other guide on Mobafire, here. AD Carries are my main role, and Ezreal is one of my favourite champions, especially since the recent surge of the blue build.
What is Ezreal?
Ezreal used to be played as a traditional AD carry, but now the blue build has become more common and I feel more effective. Think of him as an AD carry but with a fun twist.
Pros
-Synergises well with many support champions.
-Counters enemy supports with hooks like



-Allowed to spam skills to farm, allowing for easy farm laning phase.
-Blue build allows massive-kiting power, including damage over time and slow
-Short cooldowns, with the total 25% CDR, and not to mention

Cons
-Requires practice, first time usually never works out
-Ulti (

-Heavily skillshot based (3/4 skills)
This guide will show how I play Blue Ezreal, and hopefully help you out in succeeding with

Runes






This is the standard rune page for Blue Ezreal, and for many other AD Carries as well.
Quintessences
For Quints, flat





Marks

For Marks, you should go flat Attack Damage. My personal preference is to have 1

Seals

For seals, go with the standard flat

Glyphs

For glyphs, you should always go with Magic Resist. Whether you get MR per level glyphs or flat MR usually does not make much difference, but if you are afraid of the enemy support being too painful then just go with flat MR. It is the safest anyway.
Offense (21)
These are pretty much standard offense runes for an AD carry, with damage increasing options taken. However, I want to touch on a certain mastery that I feel work only for Blue
Ezreal.
Blast
, which provides 1AP/level (18AP at level 18) is a good choice as all 4 of Ezreal's skills scale off AP. Despite
Mystic Shot and
Trueshot Barrage scaling off AD more, the AP/level masteries will give you a slight edge and a little bit of damage for
Essence Flux and
Arcane Shift, which only scale off AP.
Arcane Knowledge
simply amplifies the effect of
Blast
.
Defense (9)
Defense runes provide
Ezreal with the durability required in lane.
Summoner's Resolve
helps increase
Ezreal's
Barrier effectiveness, while the others like
Veteran's Scars
focus on making him tankier early game. Although you can't really see the effect of masteries lategame, these early game defense options really make a huge difference.
These are pretty much standard offense runes for an AD carry, with damage increasing options taken. However, I want to touch on a certain mastery that I feel work only for Blue








Defense (9)
Defense runes provide





Standard Spells
Flash is essential on almost all champions now, maybe except for some top laners. It is required to secure kills, to close up gaps, to bait/juke the enemy and most of the time, to escape.
Barrier has now become the more prominent choice over
Ignite for AD carries. Not only giving you a shield, it allows you to make unexpected plays (eg. by baiting enemy with your low hp) or simply to survive a snipe-style ulti (eg.
Ace in the Hole,
Whirling Death or
Final Spark. Simply put, it WILL save your life and may help secure kills.
Alternatives
In Blind Pick, you cannot see what the enemy team is picking so you should just stick with
Flash and
Barrier. However, in Draft Pick (eg. Ranked games), if you see the enemy team has truckloads of CC (eg.
Amumu,
Leona,
Sona,
Malphite) etc, you may want to consider taking
Cleanse if you don't wish to build
Mercurial Scimitar or just to be safe. However, if you are skilled enough,
Cleanse is not really necessary.
A less common spell, despite being able to secure kills and provide a +5AD/AP boost on CD,
Ignite's purpose is defeated by its range. AD Carries are almost always attacking from a range further than Ignite, and using
Ignite requires you to get quite up close.
Barrier is a better choice.
Ghost should be a replacement for
Flash below Level 12, since you do not have
Flash unlocked.








Alternatives

In Blind Pick, you cannot see what the enemy team is picking so you should just stick with










A less common spell, despite being able to secure kills and provide a +5AD/AP boost on CD,







Abilities
Passive
Q
W
E
R
Ability Sequence
At Level 1, I add
Mystic Shot. This allows access to easy farm/harass very early on. Following up with
Arcane Shift allows quick escapes if you get caught or to catch up and harass even more. Following that,
Essence Flux is added at level 4 for that very slight amount of damage it provides to champions.
Mystic Shot is then prioritized, maxing it whenever you can except at levels 6, 11 and 16 where you add points into
Trueshot Barrage. Following
Mystic Shot,
Arcane Shift is maxed next because of the lower cooldowns after maxing it.
Passive
Rising Spell Force is Ezreal's passive. Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10%. This effect lasts for 5 seconds and stacks up to 5 times (50%). This passive, can be used for quick pushing or to gain the upper hand in a fight. While pushing turrets or clearing objectives like
Dragon, note that
Essence Flux on an teammate not only gives the teammate extra Attack speed but it also adds to
Rising Spell Force. Every teammate hit adds 1 stack.
Tips
Utilise
Rising Spell Force early game to make farming an easier job. When clearing objectives,
Essence Flux through as many of your teammates as possible.
Q
Mystic Shot is Ezreal's Q skill. It is his main source of damage, with a 100% AD ratio and 20% Ap ratio. It fires a bolt of energy in a line, hitting the first enemy with physical damage and on hit effect. If
Mystic Shot hits a target, Ezreal's cooldowns will be reduced by 1 second.
Tips
Mystic Shot is a very utilizable skill. Early game, use it to farm, and spam it whenever you can after you acquire
Tear of the Goddess. The -1 second cooldown when
Mystic Shot hits should be well-abused, so use this skill to farm creeps, to farm neutral monsters and to kill. With normal CDR and this, all your skills, including
Trueshot Barrage will be off cooldown very quickly. When running from a fight, and
Arcane Shift is exhausted, kite with your
Mystic Shot to slow them using
Iceborn Gauntlet and to lower the cooldown of
Arcane Shift to allow you to make your escape.
W
Essence Flux is Ezreal's W skill. It shoots a projectile that passes through all champions hit. If it strikes an enemy champion, it deals magic damage. If it strikes an allied champion, it provides (20-40)% attack speed for the ally.
Tips
Essence Flux should be used when pushing turrets or clearing objectives on your ally, as mentioned above.
Essence Flux is not your primary damage tool, but you can still use it to get some decent damage on enemies. Typically the
Ezreal 1, 2, 3 punch involves landing your Q, E and W. Landing this combo really devastates the enemies.
E
Arcane Shift is Ezreal's E, and it teleports
Ezreal to a nearby location (can be through a wall) and fires a bolt to the nearest enemy unit, dealing magic damage. It is not only a second, more reliable
Flash that
Ezreal can use, but it deals some damage and allows you to close up gaps, escape or make some jukes.
Tips
Arcane Shift can be used as an escape. Generally, when during team-objectives like
Baron Nashor or
Dragon, I always stand closer to the back so I can
Arcane Shift out should the need arise. Just use
Arcane Shift as you would use
Flash.
R
Trueshot Barrage is Ezreal's ulti. It fires a wave of energy in a line, travelling through the whole map and dealing tons of damage to enemies it hits, but doing slightly less per target travelled through, down to 70% damage.
Tips
Trueshot Barrage can be used to secure kills. See a fleeing enemy, try to predict his path and fire. Your top/mid laner got his enemy low, but he got away? Same thing. Snipe him. Although difficult, when pulled off your team will be happy and it is a free kill. In teamfights, remember to get
Trueshot Barrage down on as many of them as possible as free damage. Also, don't hesitate to use
Trueshot Barrage to get some farm due to its low cooldown.





Ability Sequence
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At Level 1, I add







Passive





Tips
Utilise


Q



Tips








W


Tips



E





Tips






R


Tips



Starters
Early recall
Optional (If struggling/losing)
Core Items
Late Game Anti Tank
Enchantments
Viable
NOTE: all of these items replace
Spirit of the Elder Lizard.
Consumables
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Early recall
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Getting the 2
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Getting
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Now that we are done with the starters, we will focus on our first core item. This is just bought because it builds into it, but if you have enough just go straight to
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Optional (If struggling/losing)
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If you are struggling or losing your lane, a 2nd
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Core Items
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(
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Late Game Anti Tank
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Enchantments
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Viable
NOTE: all of these items replace

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With the slight -10AD nerf on
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Take
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Consumables
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Ezreal has no CC, and no escape once
Arcane Shift is burned. A good counter against him would be champions with high range or high poke which allows a tough early laning phase, or high CC bot lanes which can prevent
Ezreal from utilizing
Arcane Shift well and to stop his skillshots.
Easy Matchups
Ashe, besides
Volley and her AAs, have no other damaging abilities. You should be able to counter her in lane very easily.
Quinn has very short range, which allows her to get close to harass you. This usually allows you to land a
Mystic Shot on her. Since your will be using your skills more than your auto-attacks for damage, Quinn's
Blinding Assault will not have as much of a bad effect as it would against other ADCs.
Vayne is easy to counter for
Ezreal. With
Arcane Shift, it is very easy to escape from
Vayne as she lacks any form of real CC.
Medium Matchups
Caitlyn would be considered a not-easy, but definitely not impossible fight against. With her superior range, she can easily poke you down before you are even able to land
Mystic Shot in range. Her traps also are easy targets for you to
Arcane Shift into, and note that
Arcane Shift does NOT cancel CC.
Draven would be in the hard tier, but ever since the nerf to his passive now I would say he is a medium matchup.
Spinning Axe has more damage than Ezreal's skillshots, and can be caught back by
Draven which means it essentially has no cooldown. His
Blood Rush may allow him to continue chasing with the aid of the slight slow and 'knock-aside' from
Stand Aside even after you
Arcane Shift away, and Draven's
Whirling Death is essentially a
Trueshot Barrage that comes back to him, dealing 2-way damage.
Miss Fortune is also in medium, due to the fact that she has slow from
Make it Rain, high poke power allowing her to trade with
Ezreal comfortably, and her passive,
Strut, allowing her movement speed which may aid her in dodging your skillshots. Definitely not an easy matchup, but not too difficult either.
Varus is medium to counter for
Ezreal. With
Arcane Shift, he can just escape Varus's
Hail of Arrows or even
Chain of Corruption if timed/used correctly. This means Varus's skills will just go to waste anyway. However, he has more range with
Piercing Arrow and
Hail of Arrows, however small it is, still is a form of CC that can hinder your escape progress. His ulti,
Chain of Corruption is also a more potent skill in the late-game phase.
Hard Matchups
There is almost no need to explain why
Sivir is a hard matchup for
Ezreal.
Ezreal is heavily-reliant on his skills, not his autoattacks, and
Sivir's
Spell Shield pretty much just shreds that down. Your
Mystic Shot ends up being free instant mana pots for
Sivir, and your
Trueshot Barrage goes to waste, not quite hitting
Sivir due to her spellshield. These are all why
Sivir against
Ezreal is insanely tough.
Graves can deal more burst damage in a short time with the same amt of gold/items because of his early build and scaling.
Buckshot hurts more than
Mystic Shot,
Collateral Damage hurts more than
Trueshot Barrage,
Quickdraw can help him catch up to your
Arcane Shift, giving him %AS and
Smoke Screen clouds your vision, preventing you from landing skillshots.



Easy Matchups












Medium Matchups




























Hard Matchups

There is almost no need to explain why




















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