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Ezreal Build Guide by Booshido

Booshido's AD Ezreal

By Booshido | Updated on October 28, 2012
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[icon] => Spell_SummonerFlash.png [level] => 8 [cooldown] => 300 [range] => 425 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 36 [last_comment_ts] => 2018-09-12 12:27:03 ) ) ) ) [item_builds] => Array ( ) [ability_builds] => Array ( [0] => Array ( [display_name] => [ability_ranks] => Array ( [0] => 1 [1] => 3 [2] => 1 [3] => 2 [4] => 1 [5] => 4 [6] => 1 [7] => 3 [8] => 1 [9] => 3 [10] => 4 [11] => 3 [12] => 2 [13] => 3 [14] => 2 [15] => 4 [16] => 2 [17] => 2 ) [description] => [display_order] => 1 ) ) [threats] => Array ( ) [champion] => Array ( [champion_id] => 47 [display_name] => Ezreal [url_str] => ezreal [title] => The Prodigal Explorer [key] => Ezreal [description] => Born and raised in a wealthy neighborhood of Piltover, Ezreal was always a curious child. His parents were renowned archaeologists, so he became used to their long absences from the family home, often fantasizing about joining them on their travels. He loved hearing tales of high adventure, and shared their desire to fill in the blank spaces on every map. He was often left in the care of his uncle, the esteemed Professor Lymere. The professor did not enjoy having to wrangle such a rash and unruly child, and assigned the strictest tutors to teach him subjects including advanced cartography, hextech mechanics, and the ancient histories of Runeterra. But the boy had a knack for simply absorbing information, and found studying a waste of time. He passed assessments easily, with little or no preparation, infuriating his uncle and giving himself more time to roam the university grounds. Ezreal took great pleasure in evading the campus wardens, navigating the tunnels beneath the lecture halls as easily as the library rooftops. He even practiced lockpicking, sneaking into his teachers’ offices and rearranging their belongings for his own amusement. Whenever Ezreal’s parents returned to Piltover, his father in particular would tell him all they had seen, and their plans for future expeditions—none more ambitious and secretive than the search for the lost tomb of Ne’Zuk, a Shuriman tyrant who was said to be able to jump instantly from one place to another. If Ezreal’s father could learn whatever sorcery Ne’Zuk had possessed, he joked that wherever he was traveling, he would simply drop into Piltover for dinner with his son each night. As the boy grew older, the time between his parents’ visits grew longer until, one year, they did not return at all. Professor Lymere tearfully admitted that they had most likely perished, somewhere out in the desert. But Ezreal could not accept that. They had been too careful in their preparations. They must still be out there, somewhere… Abandoning his reluctant studies, the budding explorer would strike out on his own. He knew, if he was ever to find his mother and father, he had to start with the final resting place of Ne’Zuk. He spent weeks secretly gathering supplies from the university—celestial diagrams, translations of runic sigils, guides on the burial rites of Shurima, and a pair of protective goggles. Leaving a note of farewell for his uncle, he snuck onto a supply ship bound for Nashramae. Following his mother’s meticulous field notes, he crossed the Great Sai with merchant caravans heading south. For many months, he delved into cavernous ruins beneath the shifting sands, relishing the freedom of the unknown, facing unspeakable horrors that guarded hidden chambers. With each step, Ezreal imagined himself following his parents’ path, drawing ever closer to solving the mystery of their disappearance. Finally, he managed what they evidently had not. Beneath the newer mausoleum of some unnamed emperor, he uncovered the tomb of Ne’Zuk. The great sarcophagus lay empty, save for a gleaming bronze gauntlet, with a bright, crystalline matrix at its center. As soon as Ezreal laid his hands upon it, the tomb itself seemed to turn upon him, with cunningly wrought traps and wards laid down thousands of years ago. With scarcely a thought, he donned the gauntlet and blasted his way through, even teleporting the last hundred yards back to the hidden entrance before the whole structure collapsed in a plume of sand and masonry dust. Breathing hard, Ezreal looked down at the gauntlet as it hummed along with his heartbeat. He could feel it siphoning and amplifying his own essence. This, he realized, was a fearsome weapon of a previous age. A weapon fit for a god-warrior of Shurima, and the perfect tool for an explorer. Soon after returning to Piltover, Ezreal found himself bounding from adventure to adventure. From lost cities to mystical temples, his nose for treasure-seeking led him to places most university professors could only read about on maps, and his reputation began to grow. Naturally, to Ezreal’s mind, these tales rarely conveyed the true scope and scale of his exploits… but they did give him an idea. If he could make a name for himself as the greatest adventurer in the world, then his parents would surely return, and seek him out in person. From the untamed borders of Noxus and Demacia, to the seedy depths of Zaun, and the frozen wilderness of the Freljord—Ezreal chases fame and glory, uncovering long-lost artifacts and solving the riddles of history. While some may dispute the details of his anecdotes, or call his methods into question, he never answers his critics. After all, they’re clearly just jealous. 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[ranked_description] => Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times. [description] => Hitting a target with any of Ezreal's abilities increases his attack speed by 15% for 5 seconds (Max Stacks: 5). 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[ranked_description] => Ezreal fires a bolt of energy that deals {15/40/65/90/115} (+1.1 per attack damage) {0.3} physical damage and applies on-hit effects. If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1.5 seconds. [description] => Ezreal fires a bolt of energy, if it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second. 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[ranked_description] => Ezreal fires an orb that sticks to first champion, epic monster, or structure hit for 4 seconds. Hitting the orb with an ability or basic attack detonates it, dealing {80/135/190/245/300} (+ 60% bonus AD) (+ {70/75/80/85/90}% of ability power) magic damage. Detonating with an ability refunds the cost of that ability plus 60 mana. [description] => Ezreal fires a fluctuating wave of energy, damaging and reducing enemy champions attack speed, as well as healing and increasing allied champions attack speed. 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[ranked_description] => Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing {80/130/180/230/280} {0.75} (+0.5 per bonus attack damage) magic damage. Arcane Shift prioritizes enemies affected by Essence Flux. [description] => Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit. [icon] => [cooldown_rank_1] => 19 [cooldown_rank_2] => 17.5 [cooldown_rank_3] => 16 [cooldown_rank_4] => 14.5 [cooldown_rank_5] => 13 [cooldown] => 0 [cost_rank_1] => 90 [cost_rank_2] => 90 [cost_rank_3] => 90 [cost_rank_4] => 90 [cost_rank_5] => 90 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 475 [range_rank_2] => 475 [range_rank_3] => 475 [range_rank_4] => 475 [range_rank_5] => 475 [keybind] => E [video_url] => [display_order] => 3 [range_type] => self [target_type] => passive [comment_count] => 5 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-07-29 10:41:13 ) [4] => Array ( [ability_id] => 238 [champion_id] => 47 [display_name] => Trueshot Barrage [unranked_description] => Ezreal channels for 1 second to fire a powerful barrage of energy missiles that deal damage to each enemy unit they pass through. However, it deals 8% less damage for each unit it hits (30% minimum damage). [ranked_description] => Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal {350/500/650} (+1.0 per bonus attack damage) {0.9} magic damage to each enemy unit they pass through. Minions and non-epic monsters take 50% reduced damage. [description] => Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 8% less damage to each unit it passes through). [icon] => [cooldown_rank_1] => 120 [cooldown_rank_2] => 120 [cooldown_rank_3] => 120 [cooldown_rank_4] => 120 [cooldown_rank_5] => 120 [cooldown] => 0 [cost_rank_1] => 100 [cost_rank_2] => 100 [cost_rank_3] => 100 [cost_rank_4] => 100 [cost_rank_5] => 100 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 20000 [range_rank_2] => 20000 [range_rank_3] => 20000 [range_rank_4] => 20000 [range_rank_5] => 20000 [keybind] => R [video_url] => [display_order] => 4 [range_type] => self [target_type] => passive [comment_count] => 9 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-09-01 09:15:10 ) ) [threat_counts] => Array ( [0] => 0 [1] => 0 [2] => 0 [3] => 0 [4] => 0 [5] => 0 ) [leaguespyStats] => Array ( [status] => 1 [data] => Array ( [champion] => Array ( [id] => 81 [mobafire_id] => 47 [name] => Ezreal [url] => ezreal [free_to_play] => 0 ) [lane] => ADC [laneAlt] => ADC Role [rank] => 39 [rankings] => 11 [rankingsCount] => 44 [winRate] => 50 ) ) ) 1


LoL Summoner Spell: Exhaust


LoL Summoner Spell: Flash


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ADC Role
Ranked #39 in
ADC Role
Win 50%
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Updating this over time, with working ezreal builds, for fed/farmed / behind situations.

Ezreal - The Prodigal Explorer.

Thanks to Searz for the awesome guide format!

I will not go through what the abilities do. It can easily be learned by reading the ability tooltips and simply using the spell.

Mouse-over any items or abilities to see their tooltip.


(for any abbreviations you don't understand)

This is a guide on how I play AD Ezreal.

This is my AP Ezreal, not as viable.

Booshido's AP Ezreal

Really appreciate comments and helping me reach great ezreal builds, keep up the commenting and tell me what you think on my item changes!
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Pros & Cons


Spammable skills.
Great escape.
Great early game Nuke.
Usefull Ult.
Sexy skill animations.
Best dance in the game.


No CC!
Vulnerable to CC.
Targeted first.
Some difiiculty to master.
Slight mana issues.
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What and why

This is a short guide on how I play Ezreal. I play him as a ranged DPS carry, focusing on farming early game, ganking, sniping, carrying, through mid and late game. Having strong early game burst while being a safe keep away character with amazing late-game damage from auto attacks as well as his Mystic Shot
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So 21 in Offence will always be the best, the question is what to do with the other 9 points?

Well, you can do 9 in defence:
Summoner's Resolve x1
Hardiness x3
Durability x4
Veteran's Scars x1
You Can also go 9 in Utility:
Summoner's Insight x1
Expanded Mind x3
Improved Recall x1
Meditation x3
Runic Affinity x1

Or something between the two, whatever you are more comfortable with.

"Why no points in Sunder mang?" Well, I prefer Havoc 1.5 % dmg > 6 armour pen. When you have AD marks and quints, why bother with mastery, getting LW anyway.

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Greater Mark of Desolation Greater Mark of Desolation
Probably the best Marks in the game, allows your auto attacks to penetrate armour, aswell as Mystic Shot

Greater Seal of clarity
Let's be quite honest Ezreal has very poor mana regen, and hes a champion that can spam spells, this helps. Flat Armor is also a good choice
Greater Glyph of Clarity
People say it's a waste, but it's what I use. Flat magic resistance and Flat Cooldown Reduction is also good.

Greater Quintessence of Desolation Greater Quintessence of Desolation
More Armour Pen! Movespeed or Flat health are also two great choices.

Greater Mark of Strength
Flat AD, good all stages of the game, great for csing, and Q dmg. Mystic Shot

Greater Seal of Resilience
Flat Armour, Early game defence against your enemy AD / Creeps.
Greater Glyph of Warding
Same as Seals really, reducing damage from enemy skills and mid mage ganks.

Greater Quintessence of Strength
Same as Marks.

Mix n' Match
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Summoner Spells


Move speed boost and can move through units, allows to chase, escape, position, etc.

Best Summoner spell in the game by far, chase, escape, get positioned, flash walls, flash out of certain ults.

Cleanse much shorter cooldown then and this with ghost or Flash and your Arcane shift, you have everyform of escape.

Reduces 80% of targets damage. Deny nuke/ult/aoe champs from killing everything. Allows you to 1v1 champs that get into melee range of you.

True Damage nuke, Halfs healing, great with Exhaust to secure First Blood.
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Skills & Skill Sequence

Level 1 Mystic Shot

Trueshot Barrage Max

Mystic Shot Max

Arcane Shift Max

Essence Flux Max

Mystic Shot Single target skill shot, hits everything, applies on hit effects e.g. lifesteal / Sheen. All skills get their cooldown reduced if this skill hits something even Mystic Shot itself.

Essence Flux In an AD build this is used for the buff / debuff of attack speed great to 1v1 other dps champs slowing their attack speed or using it on your team that's pushing the tower with you. (gives passive stacks per person encounterd, regardless of team)

Arcane Shift Flash / Blink / Get out of jail free card. Can blink over certain walls.

Trueshot Barrage Across map ult, Sniping skill, though as this is a AD build and this based on AP you won't get it's full damage. good for clearing minons to push you're lane or to clear minions pushing one of you're towers. relatively short cooldown.
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Standard items

Last Whisper
I Build this a lot, gives insane % Penetration for your auto attacks and Q really increases your damage when champions start stacking armour.

Ionian Boots of LucidityCooldown Reduction, 15%, More allows more spam of skills, altough Mystic Shot already reduces cooldowns.

The Brutalizer
Bought for armour pen with your Q, cd reduction early/mid game. sold late game as Youmuu's Ghostbladeisn't great for ranged Carries (Active doesnt reset, 4secs max).

B. F. Sword
Not BF Sword as much the 3 important items it builds into:
Infinity Edge The AD carry item. Crit dmg/high AD/crit chance.
The Bloodthirster Highest AD When fully built, great life steal that can keep you staying out a long time, I would only choose this for the lifesteal part of the item, you will lose the stacks if you die and can be a real pain.
The Black Cleaver Shred armour on hit, attack speed and semi decent AD, good for lowering tank armour for team.

Banshee's Veil
Thee defence item.

Quicksilver Sash
If you are not taking Cleanse then this item must be taken instead of Banshee. A gamechanging stun or suppression wont be game changing.

Trinity Force
no need for explain what this does, build from
Phage Makes you're Mystic Shot hit that much harder, ultimate ezreal item. AD, Slow, Mobility, MP, HP, Crit.
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Optional items

Doran's Blade
Building two or even three on rare occasions is a good idea.

This has to be rushed ASAP to be quite viable throughout the game, if you dont have mana regen runes i suggest building this item, it's Cheap for the AD you get out of it, and ezreal is quite good at building the manapool due to his spam.

Wriggle's Lantern
Cheap, Insane Sustain throughout the game, armour, ad, lifesteal, on hit effects (Q) etc etc.. this items op no matter how much its nerfed.

Berserker's Greaves
Gives good Attack speed combined with your passive, your items aim for damage so this is a key attack speed part of your item build.

Mercury's TreadsHeavy CC team? Heavy AP Team? Know they will do anything they can to focus you? Get these!
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Laning phase

Buy a You're Item / 's and prepare to cover you're teams jungler at the main entrances to Blue golem and Lizard.

Curret Meta: Bot Lane with support.

Last Hitting / CS

Last hitting and creep score is the most important thing you can do early game. This is done simply by only auto attacking or the creep when it has a small bit of life left. This will get you the majority of all the creeps giving you more gold, and this will stop you from pushing to the enemy tower leaving you with room for getting ganked by the enemy jungler. if you can keep this up then you are well on you're way to getting the items you need.
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Teamfights and lategame

By now you should have Boots, atleast one full item and building others and ganking and helping other lanes should be what you're trying to fight towards. make sure mid is pushed a lot before you decide to leave mid to help the team. Always Ward dragon if you're team has not. Make sure you have cover/help from bot lane(duo lane) when attempting dragon, this will provide support if the enemy team approaches, leave it if you are outnumbered. Push mid and bot lane with you're team and provide constant DPS on towers and champs but not getting too close

1v1's and Kiting
Ezreal is a very good 1v1 champ providing it's not against a champion that can close the gap like you should be getting the lizard buff past lvl 6 when you're jungler may not need it. Lizard buff or allow you to kite the enemy with ease, simply unload on them if they get too close, away and keep pounding on them, slowing their attack speed with essense flux and you should have no problems.

Hextech Gunblade Active, allows for amazing kiting with the insane slow.

Clear creep waves on towers, last hit the runners, and aim just behind tower if fog of war for the noob returning there, as this is not an AP build Trueshot doesn't give you all it's damage but it still provides a decent amount with the 15% spell pen mastery.

Team fights
Never intiate as Ezreal you are here to ***inate their ranged carry. Don't Arcane shift into the fight unless you are 100% sure the enemy team won't all suddenly focus you. At the start of a team fight to give you max stacks on you're passive, giving you an extra 50% attack speed in a team fight.
Mystic shot when you can at the enemy but it is you're auto attacks that kill the enemy carry in a couple of seconds, Mystic shot is there to give you more attack speed from youre passive, it will hit their meat shield most of the time in a team fight, losing key damage on the squishies.
If anymore then 1 person focuses you in a team fight simply out then run back in when they have left you alone.

-Warding baron is more of a priority then dragon at this stage.
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Testing. Thoughts. Changes. Patches.

Build 1 - Doran's Blade - Boots of Speed - Madred's Razors - Wriggle's Lantern - Ionian Boots of Lucidity - Recurve Bow - Madred's Bloodrazor - Last Whisper - Trinity Force - Banshee's Veil

Build 2 - Doran's Blade - Boots of Speed - Madred's Razors - Wriggle's Lantern - Berserker's Greaves - Trinity Force - The Black Cleaver - Madred's Bloodrazor - Banshee's Veil

Need to try a Complete AD build - I.E - Last Whisper - Black Clever - Bloodthirster.

Build 3 - Doran's Blade - Serk greaves - Tri force - IE - Last Whisper - Bloodthirster - Banshee.

Build 4 - Doran's Blade - Zerks - Sheen - Brut - Thirster - Whisper - Banshee - Thirster.

Build 5 - Doran's Blade - CD Boots - Triforce - IE - Banshee - Whisper - Other

Build 6 - Doran's Blade - CD boots - Manamune - Sheen - Brut - Madreds Brzor - sell brut - Banshee - Tri force - Gunblade

Build 7 - Boots, 3Pots - Manamune - CD Boots - Vamp Scepter - Triforce - Gunblade - Banshee - Madred's Bloodrazor.

-Stopped listing builds.

Imporant Ezreal Buffs.

[Trueshot Barrage now scales with bonus attack damage at a 1.0 ratio]
[Mystic Shot now has an additive 0.2 ability power ratio]
[Trueshot Barrage now scales additively with both attack damage and ability power]

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Play safe.
Last hit.
Don't over extend.
Buy wards.
Don't stay OOM (out of mana)

Thanks to Searz for theory crafting and guide layout.

13/12/2011: Unarchived, and gradually updating =]
10/02/12: Editting builds. Editting text. Simplyfing. Removing pointless ****.