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Spells:
Ignite
Flash
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
This guide isn't for beginners, or new players to Ezreal. You'll need some experience to use this build effectively. Also, this build won't make you unstoppable, or invincible, only YOU can do those things by working on your:
1 - Team Communication
2 - Teamwork
3 - Warding
4 - Assisting lanes
5 - Ganking
6 - Map awareness
7 - Skill usage
8 - Last hitting
9 - Not overextending
And the list goes on, but I don't want to make this guide to explain how to do all those things, it comes with experience. I want to make this guide to give all the Ezreal users a nice new spin on their builds. You don't have to follow every last bit of this build, feel free to mix it up and try new things and leave me a comment down below on things I should try or change. I'll be happy to test your thoughts and ideas and create an option portion of the guide for your improvements to the guide. Thanks again, enjoy!
I personally use Magic Penetration Marks, Mana Regeneration per Level Seals, CDR per Level Glyphs, and Armor Penetration Quintessences.
I use these because I'm mostly a late game person, I play safe and last hit at the start and dominate mid-late game. If you are more of a early game person, go for flat Mana Regen Seals and flat CDR Glyphs.
I use these because I'm mostly a late game person, I play safe and last hit at the start and dominate mid-late game. If you are more of a early game person, go for flat Mana Regen Seals and flat CDR Glyphs.
I go pretty heavy in the offensive tree because Ezreal is a very offensive champion! The Havoc mastery makes Hybrid Ezreal who he is! I also get the Ignite mastery for that 10 extra AP early game, it helps a lot with early harassment and kills.
The points in the Utility tree are pretty basic, but I want to explain why I get Good Hands over Perseverance. How many games do you have on your Match History that you have 0 deaths? None. (Most likely none anyways, if not, GOOD JOB!!!!) 10% Death Timer reduction can help SO much late game, it can save your tower, save your Nexus, save a teammate from certain death! Perseverance increases your Health and Mana regen by 2/3/4%, Say you have 3 points into it, and you have 100 mana regen per 5. That's only a 4 mana regen increase! It's honestly not worth the 3 points, 1 is sufficient. So please, be a sport and take out those points from Perseverance! You'll be glad you did.
The points in the Utility tree are pretty basic, but I want to explain why I get Good Hands over Perseverance. How many games do you have on your Match History that you have 0 deaths? None. (Most likely none anyways, if not, GOOD JOB!!!!) 10% Death Timer reduction can help SO much late game, it can save your tower, save your Nexus, save a teammate from certain death! Perseverance increases your Health and Mana regen by 2/3/4%, Say you have 3 points into it, and you have 100 mana regen per 5. That's only a 4 mana regen increase! It's honestly not worth the 3 points, 1 is sufficient. So please, be a sport and take out those points from Perseverance! You'll be glad you did.
Ah! Down to the item build, I start off with a mana crystal and 2 health potions. The extra mana really helps with your early mana problems, you can also start off with a Meki Pendant if it suits your play style and you like too spam your Q early.
I lane until I have enough for my TotG and boots. If you're lucky, you can save enough to get a pickaxe while you're there. I then start building into my Guinsoo's Rageblade, IMO it's one of the best items on any Ezreal. It pretty much doubles his passive (Kinda like getting a Chalice of Harmony of Veigar) and gives him some nice AP and AD to boot!
Now you're gonna need some lifesteal, so I grab a Vampiric Scepter then finish off my Bligewater Cutlass and finish my CDR boots as well. After that I start building into my Hextech Gunblade, such a helpful item on Ezreal. I also love the Active on it, really helps with faster champion chasing.
After Hextech, I finish my Manamune and grab a Blasting Wand and Meki Pendant and work towards my Archangels staff. Archangel's staff syncs SO well with Manamune, especially on Hybrid Ezreal. And pretty much fixes your mana problems.
And now we get down to your 6th item slot. For the most part, you'll want to get a Banshee's Veil. But some games you should get a Guardian Angel for more AD Teams or if they always focus you first. GA is such a great late game item, (One of the best IMO) cause Late Game, living or dying is a game maker or breaker.
I lane until I have enough for my TotG and boots. If you're lucky, you can save enough to get a pickaxe while you're there. I then start building into my Guinsoo's Rageblade, IMO it's one of the best items on any Ezreal. It pretty much doubles his passive (Kinda like getting a Chalice of Harmony of Veigar) and gives him some nice AP and AD to boot!
Now you're gonna need some lifesteal, so I grab a Vampiric Scepter then finish off my Bligewater Cutlass and finish my CDR boots as well. After that I start building into my Hextech Gunblade, such a helpful item on Ezreal. I also love the Active on it, really helps with faster champion chasing.
After Hextech, I finish my Manamune and grab a Blasting Wand and Meki Pendant and work towards my Archangels staff. Archangel's staff syncs SO well with Manamune, especially on Hybrid Ezreal. And pretty much fixes your mana problems.
And now we get down to your 6th item slot. For the most part, you'll want to get a Banshee's Veil. But some games you should get a Guardian Angel for more AD Teams or if they always focus you first. GA is such a great late game item, (One of the best IMO) cause Late Game, living or dying is a game maker or breaker.
Maxing your Q and Ult over all else is quite common with Ezreal. but I do take a point into my W at level 4, why? Because if you have a carry doing well, you'll want to increase his AS (Damage output) as much as possible. That extra bit of AS can go a long way and ensure some well needed skills. Even pushing towers or killing baron for buffs, helping your jungler at times too. It's well worth the point.
I like Ignite and Flash, there are thousands of combinations of spells you can use on Ezreal, but I find Ignite and Flash really shine on him. Having any champion with 2 flashes is just bad news bears, if you know what I mean. Ignite helps with those early kills and with that 10 extra AP while it's on CD from your masteries helps harass well and with your overall damage output. Some people say, "Oh well, it's JUST 10 AP" I say "They could have lived with 10 hp"
Enough said.
Enough said.
Yes, and so we reach the end of the Guide. I hope you enjoyed it, and please, don't troll downvote without actually trying it. It'd mean a lot to me to hear what you have to say, I also would like to apologize for adding the "Require Comment To Vote" feature. Just trying to prevent the trolls from doing what they do best, trolling. If you leave a comment with your ideas and other thoughts on the guide, I'll be sure to test them out and add a Optional portion of the guide. Thanks again!
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