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Ezreal Build Guide by yannispro

AD Carry Ezreal FULL guide

AD Carry Ezreal FULL guide

Updated on December 21, 2012
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League of Legends Build Guide Author yannispro Build Guide By yannispro 5,195 Views 3 Comments
5,195 Views 3 Comments League of Legends Build Guide Author yannispro Ezreal Build Guide By yannispro Updated on December 21, 2012
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Before we start

(OBS! I quit Moba, and this build is far from the best out there, So slowly i will be updating it, so please no comments about it being outdated, since I'm working on it. I removed all the 5 build and made a brand new. This it the one i use all the time.)

Hello everyone just a quick heads-up before we continue.

Lately I've been noticing that a lot of registered MobaFire members are trollvoters and their only purpose is to downvote your build so his/his friends build can overtake your position. This is very irritating and for me that's been very difficult to handle, so I ask you my dear readers, please comment and vote and write why, you upvoted/downvoted so I can get better and make this guide even better. Another thing that I'd like to say is that you should at least work your way through the guide before you vote it and don't just vote because you don't like the items, check out why i get those particular items.
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Introduction

Ezreal - The Prodigal Explorer


Thank you for visiting my simple Ezreal guide. I would really appreciate if you could give me a vote/comment about how good my guide is. As always if you have any suggestions, just tell me, I'm open for any constructive criticism.

And now I'm gonna talk about how I started playing Ezreal. It's actually pretty random how I bought him. However, me and my friends were playing a 5vs5 full premade when suddently a wild and fed Ezreal appeares.

He completely melts down our entire team 5vs1 and scores an incredible Penta-kill! That's when I realised that I wanted him! I had just saved up to 6300 IP so I could buy a new champion. First I didn't know who to buy, but after this game it became so clear. I just love his amazing abilities, all of them are skillshots and fit my aggressive playstyle very well.

I don't recommend Ezreal to a new player, He is kinda hard to get used to and if you are new it WILL take a lot of time to get used to his skillshots. However if you are a decently experienced League of Legends player and looking for a different kind of AD Carry then Ezreal is the champion for you!

I also suggest testing Ezreal on a friends account or waiting for him to become free because if you don't like him you'll end up wasting 6300 IP/975 RP for nothing. Thanks my two cents about Ezreal and i hope you enjoy this build!
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Pros / Cons

Pros / Cons



Pros



+ Great range with Mystic Shot and Essence Flux.
+ Good finisher/opener with Trueshot Barrage.
+ Free Flash with Arcane Shift which also deals a good amount of damage.
+ Insane burst damage early in the game with Mystic Shot.
+ Awesome harass combo with Mystic Shot and Arcane Shift.
+ Can kite like a boss with all of his abilities.
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Cons



- Ezreal is fragile no matter what you say, as he's a carry he will be focused.
- He has no Crowd-Control Effetcs (CC) at all.
- Since he's squishy he is very vulnerable to CC.
- Requires some training since 3 of his abilities are skillshots.
- Spammable spells which leads to mana depletion.
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Masteries

Masteries














SPAACE
Tier 1

1/1 Summoner's Wrath - Increases your Ignite's power. You gain some AD & AP when Ignite is on cooldown, which is a totally OK mastery. Worth putting a point in.

3/3 Brute Force - Extra attack damage means more damage means easier to farm and get kills, so generally a very good option especially for the early game.

2/2 Butcher - Increasing your damage done to minions can help your minion farming even further, this is a great thing to get if you decide to start with Boots of Speed.
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Tier 2

4/4 Alacrity - A small amount of attack speed, this isn't very good for early game since you should be waiting for the minions to get low on HP and not just auto-attack, but we really need the mastery that branches out of it. So even if you don't find this mastery very good then still fill it in so we can get Weapon Expertise .
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Tier 3

1/1 Weapon Expertise - This is a goodie, a must have. It penetrates 10% of your opponents armor, so if your foe has 100 armor you will deal as much damage if he would have gotten 90 armor, great, huh?
~~~~*~~~~

Tier 4

2/3 Vampirism - Great with extra lifesteal now that the 3 major lifesteal item have been nerfed, it grants a little bit more survivability early game but you can place these points anywhere else also 2% isn't the whole world but it's decent.
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Tier 5

2/3 Sunder - Extra armor penetration means more damage, which means more kills, and etc.
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Tier 6

1/1 Executioner - Makes up for a good finish tool when you're sniping down someone with Trueshot Barrage or just autoattacking someone to their grave.



SPAACE
Tier 1

2/3 Hardiness - Increased armor means increased survivability overall, since most current META teams run 3 ADs and 2 APs (Mid and Support).
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2/2 Tough Skin - Reduced minion damage for when you're fighting/chasing through a minion wave, I think at some point the caster minions will deal zero damage to you.
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Tier 2

4/4 Durability - Scaling increased HP/level. Really I only take these so i can get Veteran's Scars .
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Tier 3

1/1 Veteran's Scars - My weakness as an ADC is my laning phase/early game, and therefore I go 21-9-0 instead of 21-0-9 like most Ezreal's would do. It's your choice, early game survivability or more utility to spam spells, more movement speed etc.




Utility

Tier 1

0/1 Summoner's Insight - This is great for reducing the cooldown of Flash, which can save your life if you have it 15 second earlier.

0/3 Expanded Mind - I chose mana/level over 10% less time spent dead because you shouldn't die and I find that extra mana a bit more viable.
~~~~*~~~~

Tier 2

0/4 Swiftness - Ezreal has a really low base movement speed and therefore it's good to have some extra to get around the map quicker.

0/3 Meditation - Increases your mana regeneration by just a little bit, it might be the difference in living or dying if you have enough mana for an Arcane Shift.
~~~~*~~~~

Tier 3

0/1 Runic Affinity - One of the best masteries in my opinion, increases buff duration is great, maybe that can mean the difference of living or dying when you have to dodge an Enchanted Crystal Arrow with Arcane Shift.

Read Veteran's Scars in Tier 3 Defense if you wanna know why I run 21-9-0 on Ezreal and not 21-0-9 like many of you would seem to do/think.
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Runes

Runes



RUNES

Greater Mark of Armor Penetration
9
Greater Mark of Attack Damage
9
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Greater mark of desolation: Arm Pen so you don't have to buy too many Arm Pen items unless it's really necessary.
Greater Mark of Attack Damage: Early attack damage to ensure some more lasthits, your base damage just won't do it.
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RUNES

Greater Seal of Armor
9
Greater Seal of Mana Regeneration
9
Greater Seal of Scaling Mana Regeneration
9
S
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Greater Seal of Scaling Mana Regeneration/ greater seal of replenishment: Ezreal is a very Mana dependant champion, and if you find yourself out of mana too often, then consider these runes.
Greater Seal of Armor: My favorite Seals, extra Armor at because you're going bottom lane and there you will be facing another AD Carry. Really these runes work on any champion.
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RUNES

Greater Glyph of Magic Resist
9
Greater Glyph of Mana Regeneration
9
Greater Glyph of Scaling Mana Regeneration
9
Greater Glyph of Scaling Magic Resist
9
G
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Greater Glyph of Scaling Mana Regeneration/ greater glyph of replenishment: Having Mana problems? Get these!
Greater Glyph of Magic Resist/ Greater Glyph of Scaling Magic Resist: Extra Magic Resistance? Yes Please! The MR/lvl scales better into late game, but MR is way better early game.
spa
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RUNES

Greater Quintessence of Armor Penetration
3
Greater Quintessence of Attack Damage
3
Q
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spa
Greater Quintessence of Attack Damage: Also very good in synergy with your Greater Mark of Attack Damage to get a high attack damage at the lower levels, with grants more ease to lasthit and harass.
greater quintessence of desolation: You could run these to, they're really good but i don't own 3 of these, so that's the reason I don't use them.
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Summoner spells

Summoner Spells



Recommended Summoner Spells


Flash - Teleports your champion toward your cursor's location.
The ultimate "get away free card" that you can use just about every fourth minute to save your life, catch up, position in a team fight or just dodge a skill like Enchanted Crystal Arrow. This is one of the used summoner spells if not the most popular spell. Because it can be used both defensively and offensively.

Ignite - Ignites target enemy unit, dealing 70-410 true damage over 5 seconds and reduces healing effects on the target for the duration.
Another great spell, however not my favorite on an AD champion. Good for taking down those armor/magic resist stacking ***** tanks, since it deals true damage it ignores all armor and magic resist. If you use this in a 1vs1 the opponent won't notice it and well probably don't care to lose 300 hp without knowing it.

Heal - Restores 145-570 Health to your champion and 50% of that to nearby allies.
This spell can be used to save teammates, bait people to towerdive you at low level, survive spells like Requiem and such. I like this spell as it benefits your teammates aswell, it's can be used both defensively and offensively, this spell works great in 1vs1s or 1vs2s. But remember to use it early in the fight if you know that your opponent(s) has an Ignite.


Viable Summoner Spells


Ghost - Your champion ignores unit collision and has 27% increased Movement Speed for 10 seconds.
My favorite spell on the low levels, tho I think that it's not as viable anymore as I thought before. Although it can be used to comlpement Ezreal's slow base movement speed, but after you get your Tier 2 boots and Trinity Force you should have enough movement speed to keep up with your team or roam across the map. I myself just think that Flash is a whole lot better. Ghost on the other hand is good when you're far from your base and in a lane, but Flash is better in the jungle.

Exhaust - Exhausts target champion, reducing their Movement Speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds.
Leave this to the support. because if the support goes Heal or Ignite, you WILL be healed for less when she uses it and she will more likely to end up with the kill if she has the Ignite. However Exhaust has the same effect even if she does it to an enemy, so that's why I only have Exhaust as viable and not recommended.
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Skill set

Skill Set






Rising Spell Force (Innate) Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times. Thanks to this spell we can focus more on attack damage items instead of attack speed. This ability stacks up to 5 times. You gain 5 Stacks after casting Trueshot Barrage.


Mystic Shot (Q) Ezreal fires a bolt of energy that deals 35 / 55 / 75 / 95 / 115 (+1.0 per attack damage) (+20% of ability power) physical damage and applies on-hit effects. If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second. Your main ability, it's nowadays on a low CD and a low mana cost at all levels.


Essence Flux (W) Ezreal fires a fluctuating wave of energy at a targeted area. Any enemy champions it passes through take 70 / 115 / 160 / 205 / 250 (+80% of ability power) magic damage, while any allied champions it travels through have their attack speed increased by 20 / 25 / 30 / 35 / 40 % for 5 seconds. Don't spam it, it has a very high manacost.


Arcane Shift (E) Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 75 / 125 / 175 / 225 / 275 (+75% of ability power) magic damage. A truly epic spell that will save you from certain death multiple times, if used wisely. Has a pretty long cooldown so only use it when you absolutely need it.


Bullet Time (R) Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal 350 / 500 / 650 (+1.0 per bonus attack damage) (+90% of ability power) magic damage to each enemy unit they pass through. However, it deals 8% less damage for each additional unit it hits (30% minimum damage). Useful ultimate, global. Remember to use in beginning of teamfights and not to ks kills.
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Skill Sequence - Explained

ABILITY SEQUENCE
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



> > > R > Q > (E) > (W)

Mystic Shot (Q): Take it at level 1, 3, 5, 7 and 9. It deals the most damage of all your basic spells and applies on-hit effect for massive Life-Steal or damage via Sheen. It also reduces cooldowns while it still has a low cooldown.

Essence Flux (W): I Take it at level 4 just to have it. Then I max it last and getting it at level 14, 15, 17, and 18. You can max this before Arcane Shift if you think that you'll benefit more from the Attack Speed buff rather than a short cooldown-damagedealing Flash.

Arcane Shift (E): Your escape/damage spell. Take it at level 2 and max it second. You also get it at level 8, 10, 12, and maxing it at level 13. I max this before Essence Flux because of the increased damage and shortened cooldown.

Trueshot Barrage (R): The ultimate skill of denial! As it's your ultimate you max it first and you ALWAYS get it at level 6, 11 and maxing it at level 16. This is really the definition of Ezreal.
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Item Choices

Standard AD Carry Tri-Force Ezreal



25% Attack Speed, Enhanced Movement 2. The best boots to get on any AD carry champion early game. Attack Speed for greater damage output and for more ease when lasthitting. A solid pair of boots, offers better mobility higher damage and better feeling when playing a champion.

30 Ability Power, 30 Attack Damage, 30 Attack Speed, 15 Critical Strike Chance, 250 Health, 250 Mana, 12 Movement Speed Multiplier. UNIQUE Passive: 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, increases your base Attack Damage by 150% for one attack. Well what can I say? An item that's so hated but oh so powerful!

60-100 Attack Damage, 12-20% Life Steal..

40% Armor Penetration, 40 Attack Damage. Armor Penetration items for when the enemies are beggining to stack armor. Around Middle to Late Game. This item penetrates a precentage of the enemies armor, veru useful for enemies with 125+ armor. For enemies with armor lower than 125 get The Black Cleaver.

68 Armor, 38 Magic Resistance. UNIQUE Passive: Revives your Champion upon death, restoring 750 Health and 375 Mana. This effect can only occur once every 5 minutes. A great defensive item that's very popular in all kinds of ELO ranges, meaning it's an item that works anywhere, and with every champion I guess.

80 Attack Damage, 25% Critical Strike Chance, +50% Critical Strike Damage. A standard core item on almost every AD carry just because of it's synergy with another great Ad carry core item the Phantom Dancer. These items together deals a ton of damage but has no lifesteal. That's why these 2 items + The Bloodthirster becomes great for any AD carry.
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Gameplay

Early Game

Now you should be heading to bottom lane (or if you have a jungler that's getting ganked, go help him out), hopefully with a support. Early game you should really only be focusing on lasthitting and keeping your lane freezed (keeping the minion-wave just a little bit on your side, not to close to you tower though, so the tower doesn't eat up your minions.) This makes ganking your lane so much harder for the enemy jungler. You should really not push your lane and destroy the turret in the early game, like many others think.

My personal goals for farming is
75 Farms - 10:00
100 Farms - 15:00
150 Farms - 20:00
200 Farms - 30:00 (Now you should head up to fight teamfights and dragon, therefore you will most often lose some farms).
After that it just depends on how the game goes.


Mid Game

Keep farming and help out your team with Dragon and maybe even Baron. Ask your jungler for Red Buff, which is extremely powerful on AD Carries. Push ur turret/lane and go gank the other lanes. Don't push the waves to hard without wards when there are several enemies missing. Focus on getting you Trinity Force and start working on your The Bloodthirster, try to finish it before late game. At the later stage of mid game you should group up with your team and stay that way so you don't get ganked.


Late Game

Group up with your team and get ready for a lot of teamfights and Baron Nashor. Buy Wards and ward the map for better vision, get pink ward at Baron Nashor. The most important thing as an AD Carry is to do the thing your team benefits the most from. So if you see that your team is losing a major teamfight, then back to defend creepwaves and such. You should have the highest damage output in your entire team and therefore your positioning is crucial. Remember to focus their highest damage threat that is available for you to reach, so even if you see their AD Carry in the back you shouldn't run over to kill him, because you will most probably die before you can kill him. So what I'm saying is that you should focus the closest high damage threat. This can be hard and will require some practice, but keep practicing and you will get it, that I can promise!


This is not complete yet and more information will be added from time to time.
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Change Log

I Live in Sweden [Timezone = GMT +1:00]
From Oldest to Newest.

2012/03/13
- Uploaded to MobaFire. Still doing the final things, checking grammar fixing colours and other small things, writing the "boots" section, (should be done by tomorrow). Also I'm planning a "gameplay"
2012/03/14
- Made 4 entirely new builds, planning some other chapters and the layout of those, added runes, masteries and such.
2012/03/20
- Build reached 2nd place with 88%! Thanks a lot guys for all your comments and votes it's thanks to you that this build can be as successful as this. Remade Starting items, planning "boots" chapter, Grammar BBCoding etc.
2012/03/24
- 50 Votes! Thank you so much guys! And now I got 88%, only 2 percent lower than the top one!
2012/03/26
- Reached 89%! But I got a downvote directly after that, but my record is now 89% :D
2012/03/27
- Major Update! Remade the 4 builds to be more instructive in the cheat sheet, wrote item descriptions in "Item Choices", starting to work on "choice of boots". Prepare for a major update! Added new chapter "Ezreal's Match History".
2012/04/01
- Reached 100.000 Views! Thank you so much guys for your interest in my guide. Made a slight change to the guide title, added more match histories, plus some small adjustments too.
2012/04/06
- Reached 89% Votes! Also I made some changes, grammar, renewing the builds yet again, changing in the 2 item sections.
2012/11/06
- Remade build, reupload and remake.
2012/11/07
- Reached 2.000.000 (2 Million) Views! This is an incredibly milestone for me.
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Match History

Here are some scores!

McDonaldsSuck
This is me, and these are just typical stats for me.



Slimjimo10
This guy is very new to Ezreal and these are his first scores with Ezreal:




Viate
This guy is also new to Ezreal and these are one of his first scores with Ezreal:
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Summary

As a summary I'd like to thanks the MobaFire community and all of my friends who supported me into making the build, and I strongly like anyone that votes/comments this build, both negatively or positively, as long as it's in a constructive meaning.

And my biggest thanks goes to JhoiJhoi who taught me everything I know about making guides and I learned it all from reading her guide Making a Guide. If you are new into making guides and would like to make your own, I REALLY recommend you to check this out. Also, JhoiJhoi, I borrowed your line dividers, and here is my thank you on that one as well.
Thanks!

Also tell me if you find any grammar-fails or a misspelling, and also feel free to send in your own match history with Vayne, just upload the image to TinyPic or something similar.
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