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Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
- Introduction -


I have played 500+ games with

I would like constructive criticism or feedback on my guide, since it is my first. Without further ado, enjoy the guide and good luck on the Summoner's Rift!
Pros
+ High poke potential
+ Can use
Arcane Shift into
Flash for high mobility
+ Attack speed steroid passive (up to 50%)
+ Can give allies attack speed buff for getting objectives
+ Great killing potential
+ Global Ulti
Cons
- No CC
- Hard to play and master
- Dem skillshots
- Really squishy
- Farm dependant
+ High poke potential
+ Can use


+ Attack speed steroid passive (up to 50%)
+ Can give allies attack speed buff for getting objectives
+ Great killing potential
+ Global Ulti
Cons
- No CC
- Hard to play and master
- Dem skillshots
- Really squishy
- Farm dependant




The masteries are quite simple and basic, 21/9/0, but instead of putting points in
lethality and
Frenzy
, since you will be building absolutely no crit, what is the point of putting enhancements on it when you aren't going to be using it? So instead, I put points in
Blast
and
Arcane Knowledge
for the extra ability power and magic penetration because all of
Ezreal's abilities base off AP. Then for the defence tree I put a point in
Summoner's Resolve
for the extra 20 shield on my barrier, which is enough to save your life.






The item choice I had previously got a lot of feedback, and I am updating the build with new items. Thank you all of those people who helped.
Starting Items:
Doran's Blade gives you and extra ten damage for last hitting and a whole lot of sustain in lane with the +80 HP, with the 5 HP per hit PLUS your
Greater Quintessence of Life Steal to regain your health. I really think the
Doran's Blade is one of those the best, if not the best starting item for
Ezreal or any AD Carry out there right now. For the secondary starting items, the
Long Sword and two
Health Potion s, is alright, but is more for if you are going to be against a harsh kill lane or a poke lane that harasses you every time you go up to farm since you wont be able to proc the
Doran's Blade passive if not being able to hit creeps, instead regaining you HP by using the pots.
Core: When building the core, I rush the
Tear of the Goddess and either
Boots or
Vampiric Scepter. The
Tear of the Goddess gives me a ton of mana early game so I don't run OOM every five minutes in lane while the enemy has tons left, while you are vulnerable to potential ganks or deaths and that I can stack it early so that I don't have to go with the pain of stacking it later game after the nerf to it so that it stacks a lot slower. My next buy is the
Bloodthirster, it gives me TONS OF DAMAGE and works well while I'm stacking the tear, so its easier farming for stacks while I can spam
Mystic Shot on creeps to get stacks on both items at once. Next I go for the
Sheen which procs my
Mystic Shot and works really well stacking my
Tear of the Goddess because the passive counts as a spell. So instead of using an ability and getting 4 mana, you get 8, which really helps and allows you to build your
Muramana a lot quicker.
Mid Game: After I finish building my
Tear of the Goddess,
Bloodthirster, and
Sheen, I build my
Manamune ONLY IF I AM CLOSE TO FULLY STACKING THE
Tear of the Goddess. I only do it because of the toggle and passive on the
Muramana. It is that extra damage on your abilities and auto attacks that mean everything. Plus, when the
Manamune is barely stacked, the passive does barely any, so I really find not much of a benefit as to stacking it fully before purchasing the full item. The extra 1000 mana on
Muramana allows you to spam your abilities like there is no tomorrow, or at least let you not run OOM every five minutes. Since the toggle does 6% of your total mana on abilities and auto attacks, and you have around 2300-ish mana, that is around an EZ-TRA (punsofdamage) 130 or so physical damage per hit! 130 damage is a lot considering that your auto attacks at mid game - late game do around 250-300, plus the passive grants you another EXTRA 2% of your 2300-ish mana, that is another 45 or so AD. The toggle also works on your
Mystic Shot so you can spam it with your CDR from your
Ionian Boots of Lucidity for high poke potential. The next item I build is the
Iceborn Gauntlet which has an AOE slow and damage passive which is really great for kiting enemies or poking. It also grants you an extra 70 armor which helps you since you are an AD Carry, very squishy with little survivability and sustain, as well as 500 extra mana which adds additional AD with your
Muramana passive, and 30 extra ability power for the extra bit of damage on your abilities.
End Game:
Last Whisper which gives you 45 extra AD, and the OP 35% armor penetration. The
Last Whisper is great for killing enemies that are building armor, or stack items like
Thornmail,
Frozen Heart, and
Randuin's Omen, or even those AP Carries with
Zhonya's Hourglass. I usually start building this item quickly because you really don't know when people are going to start building armor against you. My last item I get is a defence item, the
Frozen Mallet because it gives me high sustain and the slow also works with my
Mystic Shot for kiting. After building this, you also have your
Muramana and
Iceborn Gauntlet that proc with your
Mystic Shot. That is three whole passives working with one ability helping you kite. You have the extra damage from the
Muramana, the slows and some more damage from the
Iceborn Gauntlet, and the Icy passive slow on the
Frozen Mallet. Damn.
Optionals: With the optionals, you can choose from more sustain/attack damage/attack speed. The two I will focus on are the
Statikk Shiv and
Spirit of the Elder Lizard. Those two proc on hit effects. Which means that they will apply more things with your
Mystic Shot for poke and kiting. Those two are great items that you could build and still have high kiting potential. I won't go too much in detail of the other items, they should all work with
Ezreal and are optional, you can use them if you would like.
Starting Items:







Core: When building the core, I rush the










Mid Game: After I finish building my












End Game:














Optionals: With the optionals, you can choose from more sustain/attack damage/attack speed. The two I will focus on are the




Flash is one of the spells that I take with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Barrier is another one of those "must have" summoner spells because it so great at saving your life if somebody ![]() ![]() ![]() ![]() ![]() |
Ignite is a great summoner spell that not many people use to this day in the meta, but it is still very viable. Ignite on ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
I rarely ever use ![]() ![]() ![]() ![]() ![]() ![]() |
With
Ezreal in the lane phase, you want to be constantly farming and harassing with your
Mystic Shot. When they come up to farm, use your
Mystic Shot to deny farm. I like to keep my goals at 90 CS at 10:00, and 130 CS at 13:00, and 180-200 CS at 20:00. With
Ezreal you want to keep farming and poking the enemy, when they try to engage a fight on you, you want to
Arcane Shift back and keep poking with your
Mystic Shot and lining then up and dodging enemy skillshots with your
Arcane Shift. Early game, you have to be very moderate of your mana because you have a lot of problems without your
Tear of the Goddess. After you get your
Tear of the Goddess, keep moderate of the enemy's position, mana, and health. For example, in a lane where you have
Thresh, and the enemy has
Miss Fortune and
Lulu,
Miss Fortune is very mana dependant and can't do much without it. Try doing a hard engage on her and monitor the map for ganks. Engaging a fight on them when they have no mana or little HP is a great way to get a kill, or even catching them in a bad position.
In teamfights, with
Ezreal or any AD Carry, you want to be in the back dealing damage. Keep spamming
Mystic Shot into the enemy team and getting in a position where you can hit the whole team where as you are just poking the tank while the opposing team crushes yours. Use
Arcane Shift to line up your
Mystic Shot to proc the
Iceborn Gauntlet passive, and then keep poking and kiting if they want to advance, and use your
Trueshot Barrage in the beginning of the fight instead of the end because they will all be scattered and you have a higher chance of missing. The enemy team will most likely be focussing you, so use your
Arcane Shift to move back further for 475 units, while your
Mystic Shot has a 1100 range. If you have the chance to clean up, use your
Arcane Shift to secure a kill as to using your
Mystic Shot first. Your
Mystic Shot reduces the cooldown of your other abilities, so take advantage of that, and use your
Arcane Shift wisely because of its long cooldown.













In teamfights, with












- Save your
Arcane Shift as an escape move instead of using it to engage, which is the worst thing that you could do. (unless it is one person and you are securing a kill)
- If your
Mystic Shot hits a target, it reduces all the cooldowns of your abilities by 1 second. Spam this a lot when you have your
Tear of the Goddess.
- If you are low and trying to get away, use
Arcane Shift to leap over a wall, and use your
Mystic Shot to proc a slow from either the
Iceborn Gauntlet or the
Frozen Mallet, and then use flash over another wall to surely get away.
- Once you hit level 6 or post level 6, use your
Trueshot Barrage to clear waves of minions before going back for some extra gold.
- If your enemy AD Carry is missing, use
Trueshot Barrage to push the minions to the tower so they lose xp and gold.
- Once you catch an enemy that is low, use your
Trueshot Barrage to snipe them since it is a global ultimate which goes all the way across the map.
- Use your
Trueshot Barrage to its fullest potential by using it in the beginning of a teamfight instead of later on because it is both easier to hit the enemy team as to later on when they are scattered, and that you get stacks on your
Rising Spell Force for that extra attack speed and DPS.
- Use smartcasting on
Ezreal
- Line up your other abilities with
Arcane Shift
- Use your
Essence Flux on teammates while pushing towers whilst it gives them an attack speed buff.
- Using
Essence Flux is a really easy way to get
Rising Spell Force stacks.
-
Essence Flux goes through targets, so use it when poking enemies whilst they are behind their minions.
- Use
Trueshot Barrage when you are in the Fog of War so they don't see it coming.
- Instead of face-checking brushes, use your
Mystic Shot to see if anybody is there, if there is an enemy, you will hear a noise and will gain one stack in
Rising Spell Force
-
Trueshot Barrage does 10% less damage per each unit it hits, so use
Arcane Shift (or simply walk) over to an angle where it wont hit minions or any other units to maximize its potential.
-
Arcane Shift fires a bolt of energy to its nearest target, so use that to deal extra damage to the enemy when they are close to you.

- If your


- If you are low and trying to get away, use




- Once you hit level 6 or post level 6, use your

- If your enemy AD Carry is missing, use

- Once you catch an enemy that is low, use your

- Use your


- Use smartcasting on

- Line up your other abilities with

- Use your

- Using


-

- Use

- Instead of face-checking brushes, use your


-


-

-
Blitzcrank is my favourite support to go with
Ezreal. His
Rocket Grab is great for picking up kills, and his high CC that helps me line up skillshots without getting hit or them dodging it with an ability. His
Rocket Grab +
Power Fist combo allows
Ezreal to land a lot of skillshots, and even his
Trueshot Barrage in most cases.
-
Taric is another one of my really adored supports to go with
Ezreal,
Taric's stun grants
Ezreal to hit a lot of skillshots and deal TONS OF DAMAGE! His high defence and armor buffs are really nice in the lane phase as well.
-
Leona is similar to
Taric, both very tanky and have high sustain. But with leona, you can do hard engages and in most cases safely use
Arcane Shift to deal damage and lane loads of your abilities.
-
Soraka is a really good sustain support, her unlimited mana is really good on
Ezreal because during early game he cant spam his
Mystic Shot to poke/farm, her
Wish is really nice in teamfights or even saving you from
Caitlyn's
Ace in the Hole when she is in the fountain. [[soraka]'s high sustain is really great.
-
Janna is a support I have played
Ezreal with quite a lot. Her
Howling Gale immobilizes the enemy, allowing you to kite/kill/disengage quite easily. Her
Monsoon also grants you extra AD while healing you, it also zones them out so you can spam your skillshots while they are coming back trying to kill you. Even in teamfights it is something great to have, dat aoe healing.
-
Sona is a champion that I also highly adore as a support. Her constant heals and poke to the enemy champions to zone them out while I can farm freely is great. Her
Crescendo also is a high burst ability that allows you to spam your abilities like there is no tomorrow, while securely landing them all. You can also use
Trueshot Barrage while they are stunned by her
Crescendo which is a great combo.
- All other supports are great like
Alistar,
Nunu & Willump and such, but the ones that I mentioned above have high potential with
Ezreal







-




-



-






-




-




- All other supports are great like



Thank you for reading this guide, you are now ready to own some people on the Field of Justice! You have officially graduated from Heliiix's Ezreal Academy.
I would like to thank all of those who gave me feedback and help, also to jhoijhoi for her guide on How to Make a Guide
Have fun summoners :3
I would like to thank all of those who gave me feedback and help, also to jhoijhoi for her guide on How to Make a Guide
Have fun summoners :3
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