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Spells:
Exhaust
Ignite
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
PS: Just to show that I am not as terrible as you probably think I am here's my recent match history (not my best though :P)
Pros:
+ // Amazing harraser in lane
+ // Easy farmer
+ // Crazy damage dealer
+ // Great lane sustain with Bloodthirster or even just a vampric scepter early game.
+ // Excellent escape artist with his "E"
Cons:
- // Is not as viable late game.
- // Gets easily outclassed by other AD carries if not played correctly. (This, unfortunately, is ezreals greatest flaw)
+ // Amazing harraser in lane
+ // Easy farmer
+ // Crazy damage dealer
+ // Great lane sustain with Bloodthirster or even just a vampric scepter early game.
+ // Excellent escape artist with his "E"
Cons:
- // Is not as viable late game.
- // Gets easily outclassed by other AD carries if not played correctly. (This, unfortunately, is ezreals greatest flaw)
Runes
Greater Quintessence of Attack Damage: // For extra damage in order to harass with that "q" of yours.
Greater Mark of Attack Damage: // Simply to compliment this^
Greater Glyph of Scaling Magic Resist: // To fill the gap in ezreals weak armor and magic resist stats.
Greater Seal of Armor: // The same same as above ^
I have chosen two offensive and two defensive runes in order to equalize the ratio between 0ffense: Defense as having the best of both worlds is always great :). With the greater quintessence of strength and mark of strength laning in mid and constantly harassing your opponent with your "q" will be significantly easier as it will do a lot more damage, this along with exhaust and ignite is a killer combination if used effectively. What you'll want to do is "q" then auto attack (if possible) then "q", quick exhaust and ignite and then finish. This combo at levels 1,2,3 will grant you an easy first blood. The seals and glyphs of resilience and shielding are mainly selected due to ezreals weak armor and magic resist during early and mid game. These runes fill the gap and rectify ezreal's base stats.
Masteries
I have chosen to go for a 21/0/9 mastery page as I feel the 21 points in offense can be utilized to overwhelm your opposition in lane. I focus on critical hits, armor penetration, damage cool downs and magic penetration. In the utility tree, I get the bonuses to regeneration and increased experience gain. (Along with runic affinity for a jungle ez).
This is a no brainer. As I said, I am going for a full glass cannon ezreal as I feel any other way of playing ezreal just doesn't cut it. Start off with a dorans blade, pick up first blood. On your first blood (or first kill) recall and grab your boots. After doing so build your Trinity force and start to build either lifesteal (your bloodthirster) or basically everything (infinity edge). This is your choice, personally I like using lifesteal first, however inifinity edge also works. After this pick up a last whisper during mid-late game in order to really give those tanks a run for their money.
Ability Explanation
PASSIVE ABILITY ONE ABILITY TWO THREE FOUR
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Rising Spell Force: // Ezreal has a decent passive, if you spam spells you get rewarded with attack speed. < I seriously think thats how I would sum it up.
-
Mystic Shot (Q): // A killer skillshot, use to harras, last hit (if you have mana regen) and simply pick off near dead champions. This scales with your AD, so wont be very effective if you dont play an AD ez.
-
Essence Flux (W): // Such a stupid ability, scales off your AP. Please do not use in desperate situations...
-
Arcane shift (E): // Amazing ability, a mini kassadin ult. With this ability you can teleport to target location AND deal damage to the closest target among you. Killer for setting up a mystic shot harass.
-
Trueshot Barrage (R): // A faster ashe arrow- the stun.
To be honest, any skill sequence with ezreal is fine. Just MAKE SURE NOT TO PICK UP YOUR W UNLESS YOU HAVE TO! And pick up your ultimate when you have the chance. The reason you should never use your "w" early game is simply because the mana cost for the practicality and usability of the spell is too high. It can only hit champions and does less damage than ezreals "q" ability which is significantly cheaper in terms of mana when compared to his "w". The reason you should however pick up ezreals "e" is due to the fact that you become a mini kassadin with this. This is basically ezreals version of kassadins ult and is great to escape from ganks. (As well as deal damage and make space to land ezreals "q" ability).
Ability Sequence Order
//To be honest, any skill sequence with ezreal is fine. Just MAKE SURE NOT TO PICK UP YOUR W UNLESS YOU HAVE TO! And pick up your ultimate when you have the chance. The reason you should never use your "w" early game is simply because the mana cost for the practicality and usability of the spell is too high. It can only hit champions and does less damage than ezreals "q" ability which is significantly cheaper in terms of mana when compared to his "w". The reason you should however pick up ezreals "e" is due to the fact that you become a mini kassadin with this. This is basically ezreals version of kassadins ult and is great to escape from ganks. (As well as deal damage and make space to land ezreals "q" ability).
Summoner Spells
[Ignite]: // A great spell for that extra damage to burst down a target early game, greatly compliments all of your abilities. (As they happen to be 100% offensive) |
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[Exhaust]: // Great for picking up first blood. Constantly harassing your targets with your "q" and then hitting the exhaust button will assure you an easy first blood. |
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[Flash]: // Use if only necessary. Flash is a great spell, dont get me wrong. However I find it unnecessary when playing ezreal as he already has his "e". However, if you want that extra security when escaping ganks or failed team fights then by all means use flash. |
Viable spells:
Exhuast - Great spell to pick up and secure kills early game
Ignite - Compliments Exhaust and is great for bursting down a target early game
Flash - Also viable with ezreal. Just not my preference.
NO NO'S:
Cleanse - Just doesnt make sense, ezreals "E" allows him to escape from most life threatening situations
Clarity - You shouldnt have to recklessly spam your spells in the first place as they deal significant damage early game.
Heal - You should no why.
And the rest.
I have carried a few ranked games in the past. Although I would NOT recommend ezreal for ranked play simply because he gets outclassed in lane by simply "better" AD carries. If riot were to buff ezreal up a bit he may become viable in ranked play once again. However, there are a few players who are just so pro that they can carry with ezreal any way and are just beasts. If you happen to be one of those players then by all means play ezreal in ranked. I can tell you now, I am one of them ;)
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