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


As I said, I think Ezreal is just brilliant. His burst against squishy to moderate champions is amazing, he has a ridiculously good ult Trueshot Barrage(a must for me), And good AP ratios on his skills. Also, his Arcane Shift is amazing, allowing you to finish of bush-dodgers, catch stealthed champions (like akali), avoid ganks and basically anything you'll ever want to do. He's got some issues. He's really quite squishy (but what AP caster isn't??) and he is painfully slow (that can be offset though). In general though I love Ez, I would say everyone should play him, but then, I wouldn't get to. Y'all get the point though.

The item choices you make for your champion are the most important decisions you will make in a game. You can have the best rune page and masteries but if your build sucks then you're not going to get any kills and you're just gonna sit there and cry (like I almost did when I built Malady on LeBlanc my first time.) With the right build however, you can dominate a game.











of your AP. You should be running above 300 AP now.




useful for minion farming :) your ult maxes out this effect.

Range: 1100
Projectile Speed: 2000
Cost: 30 / 35 / 40 / 45 / 50 mana
Cooldown: 6 / 5.5 / 5 / 4.5 / 4 seconds
Physical Damage: 35 / 55 / 75 / 95 / 115 (+1.0 per attack damage) (+0.2 per ability power)
Less useful to AP Ez till late game for damage but don't forget to spam it for the CDR, every time it hits it reduces all your cooldowns by 1 second. Once you build lich bane this skill will actually do a good amount of damage too, and once you've got some good AP, this skill can deal real damage.

Cooldown: 9 seconds
Range: 900
Cost: 50 / 60 / 70 / 80 / 90 mana
Magic Damage: 80 / 130 / 180 / 230 / 280 (+0.7 per ability power)
Attack Speed Buff/Debuff: 20 / 25 / 30 / 35 / 40%
Your money skill. The wonderful thing about this is that it passes through minions. That way there is no hiding behind minions for the other player. it has good base damage and it also has a nice range, set it up with your E if you like :) Since the nerf this skill is hard to hit and does a good bit less damage.

Cost: 90 mana
Teleport Range: 475
Arrow Range: 750
Cooldown: 19 / 17 / 15 / 13 / 11 seconds
Magic Damage: 75 / 125 / 175 / 225 / 275 (+0.75 per ability power)
A wonderful, wonderful skill. This is your own personal flash. you can use it to avoid ganks if you want, it's really good for that. Or you can kill a stealthed character you is hiding from you (the arrow is homing irregardless of whether or not the target is stealthed. I particularly like to use it to jump in, W, maybe Q, and then run out. Great harrass use.

Cost: 100 mana
Cooldown: 80 seconds
Range: Global
This is the best ultimate in the game. Infinite range, high speed, high damage. It can, and should be used either at the start of a teamfight, to guarantee wins, or at the end to grab a kill. With this skill you can snipe players returning to base with ease(I just played a game today where I got a double kill as Vayne and Olaf were b'ing in a bush I saw them run into). You can steal dragon, baron, anything you want. Just remember to use your Q to lower the cooldown.
the highest damage you'd get would be:
Arcane Shiftto a lone enemy ->
Essence Flux ->
Mystic Shot -> and then landing the kill with
Trueshot Barrage




My rune choices are pretty standard. Since you'll be going mid (you really should, though you don't have to), it's important to have some magic resist built in, ergo the nine glyphs of warding. Secondly, you're an AP caster. Get magic pen. End of story. The one main difference I have with most AP guides i've seen as far as runes go is the seal. Most people will go with greater seals of clarity. This doesn't jive with me though. It gives 0.065 mana regen per level, quite shabby if you ask me. by the time they're useful you should have enough mana/mana regen from your item build to take care of yourself. So instead I get nine greater seals of replenishment, which help you early game, when you actually need it. Also, a lot of people will complain that I have no base AP runes, but, I've found that they don't help that much early game, and do almost nothing late game. Magic pen on the other hand, never gets old.
So, in conclusion:
Greater Glyph of Warding - Magic resist
Greater seal of replenishment - Mana regen
Greater Mark of Insight - Magic Penetration
Greater Quintessence of Insight - More Magic Pen
So, in conclusion:




Pretty standard. I sink 21 points into offense (like most AP champs), 1 into defense, for a little magic resist, and then 8 into utility because I like me some mana/mana regen.
So as my conclusion:
Standard AP offense, Ability power, Magic Penetration, and cooldown reduction.
Mana/mana regen utility
and that's pretty much it.
So as my conclusion:
Standard AP offense, Ability power, Magic Penetration, and cooldown reduction.
Mana/mana regen utility
and that's pretty much it.
Pros
Great range
Great mobility
he's really fun
(what with the skillshots and all)
Amazing burst
Cons
Slow, slow, slow
So squishy (but then, so are all AP's)
terrible farmer
In my opinion, the Pros far outweigh the cons. Ezreal ftw! Seriously though. His cons can be offset by item choice and smart playing. And you can boost your feed by using your Q and getting pentakills with your Ult.
Great range
Great mobility
he's really fun
(what with the skillshots and all)
Amazing burst
Cons
Slow, slow, slow
So squishy (but then, so are all AP's)
terrible farmer
In my opinion, the Pros far outweigh the cons. Ezreal ftw! Seriously though. His cons can be offset by item choice and smart playing. And you can boost your feed by using your Q and getting pentakills with your Ult.
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