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Choose Champion Build:
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Standard ADC
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IBG Ezreal
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Beginner ezreal
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Change log
Take a good look, its the last you are going to get.
-Ashe
I think i made a mistake to release an un compelted guide lol.
-8.04pm 17.1.13 decided to archive because of negative feed back
-9pm 17.1.13 , guide has been archived,
-Rerelease of guide by 23 jan, wed
-6.39pm 23.1.13 SRY, the guide still incomplete. will release the following day

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Hello Mobafire, I'm Abnermtj and this is the guide about how I play ezreal. This is my first guide in Mobafire and I hope you find this useful. I am at 1.1k ELO right now(yeah i know its low, my 1st 10 games didn’t go too well) and I played ezreal for quite some time now and I have quite a liking to him. I didn't like ezreal at first because I played like bruisers like ![]() |

*Please do not downvote this guide for reasons such as, "I think triforce is better". Or "why build this item on ez, no one builds this items on ez] 1stly, this is a iceborn ez guide NOT a tri force guide. And please read the items section on why I choose certain items over others. If you really feel you should down vote, please go to comment why. I will check it out and treat it as an area of improvement. And hopefully when you reread my guide in the future, you would change your mind :D.

Pros / Cons
Pulsefire Pros
+ Extremely safe champion to play due to long range and ![]() + Powerful attack speed boost to give to team mates + Great burst damage + High AOE dmg with ![]() + Great throughout the game + Able to get kills out of the lane with ![]() blank * Ezreal has unmatched early game damage because of his mystic shot. This means that it is important to be able to land skill shots you want to be better with ezreal. When one gets the iceborn gauntlet he is able to perma slow a target. |
Chilling Cons
- Ezreal is squishy like all ad carries and tends to be focused- Extremely low dmg output if skill shots miss - Not extremely good attack speed boost - Q does not crit - Doesn't do a lot of damage if behind blank blank *every ad carries get focused if possible, but no fear iceborn gauntlets is here! With this the it will be impossible for poeple like irelia to kill you, the perma slow will be too much for them. Combined with arcane shift, you are super safe :D. Unless, the enemy team lock you down with all their stuns.In which case, you will die XD. |

runes
Runes













Greater mark of armor penetrationis a nice alternative for a stronger late game power. If you can. farm without the extra ad go ahead and get these runes over mark of ad.


Greater quintessence of armor penetration are definitely viable. Damage done to squishies pate game are insane if you get these runes. I reccomend taking a mix ad and armor pen runes for a balanced early and late.
* there is no exact rune page you have to follow, change these to suit your needs or personal preferance.

masteries
Skill Sequence
>
>
>
Mystic Shot is taken at 1,3,5,7,9 as it is your main damage source and the most spammable among all the skills and should be maxed immediately.
Essence Flux is taken at 4,15,17,18 as being able to reposition quicker should be taken over utility and iS thus maxed last.
Arcane Shift is taken at 2,8,10,12,13 because constant repositioning is what makes ezreal really hard to catch, especially combined with IBG.
Trueshot Barrage , like all ultimates, should be taken at lvl 6,11,16. Ezreal will have stronger wave clear and will be a stronger force in team fights
Ezreals’ Skills
Rising Spell Force hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times. A very strong passive throughout the game, easily to stack to 5 using your ulti and easy to keep at 5 stacks. Insanely op early game if you manage to get 5 stacks, just 5% lower than a PD!
Mystic Shot 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. This is what makes tri force or ibg ez so powerful. The extreme range, the fact that it procs on hits allow and short cool down + low mana cost allows ezreal to constantly poke powerfully while being relatively. Your consistency on hitting the intended target shows just how good of an ezreal you are.
Essence flux 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. Powerful AS boosts for you teammates and does decent dmg. Not very useful early game though. You should try to combo this with mystic shot in lane. In team fights, try to line this up with both your teammates and enemies for maximum potential. Hitting an ally with this also adds stacks of rising spell force.
Arcane Shift 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.Your repositioning , chasing and escaping skill, it has an insanely low cool down with the total cdr in this build combined with your mystic shot. In team fights, save e to reposition for the perfect ult. In lane, you can e>q>w to surprise your enemy laners.
Trueshot Barrage 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). a global ultimate which is very powerful early and mid-game and scales of ap and ad.in team fights , try to save it until you see a good opportunity to to hit 4/5 poeple with it. Note, this ultimate CANNOT be cancelled. If there is a opportunity to snipe someone from another lane take it but do not do it in front of the enemy laners face, they will warn their low hp friend. Also, it is perfectly ok to use this skill to farm although it won't clear the whole wave









Ezreals’ Skills










Recommended
Flash - Teleports your champion toward your cursor's location.
This spell is extremely popular and is well known for saving your butt in those close to death situations. It is exactly like your arcane shift but without any delay. Combine this with arcane shift and you will teleport a extremely long distance.
Ignites target enemy unit, dealing 70-410 true damage (depending on champion level) over 5 seconds and reduces healing effects on the target for the duration.
Another common spell, it adds quite a bit of damage to your burst and the dot can be used to secure kills. With summoners wrath, one will get bonus 5 ad and ap when on cd which totals to 6 additions damage to
Mystic Shot. Be sure to use this on people such as dr.mundo,
Swain,
Fiddlesticks,
Sion as the healing debuff will hurt them a lot
Restores 100-355 Health (depending on champion level) to your champion and to nearby allies.
Better than barrier in my opinion, only 90 s longer. Why? Because is can heal your allies as well. This can save you from global ults such as
Requiem, u mad karthus? You can bait the enemy into thinking they would win the fight and suddenly popping in heal. Be sure to use this when you are not ignited.
Viable
Your champion ignores unit collision and has 27% increased Movement Speed for 10 seconds.
The difference between this and flash is that flash is instant and can be used over walls. It can be used to kite like a boss. You can't really do those sick plays as you could with flash.
Exhausts target champion, reducing their Movement Speed by 30%, Attack Speed by 50%, attack damage dealt by 30%, and ability and item damage dealt by 30% for 2.5 seconds.
This skill cripples all adc's and will improve your 1v1 power. Unlike ignite it can be used offensively and defensively. But, supports usually take this spell and 1 is more than enough for the team
Shields your champion for 95 + (20 per level) for 2 seconds.
Just like heal except it only shields you. Since ignite is so popular, heal has been less effective making barrier more popular as the shield cannot be halves by ignite.
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds. (Does not remove the healing reduction from ignite)If the enemy team has a lot of cc, it is advised to take this. Thing can protect you from dot champs,eg singed, or remove the exhaust or muni ice ball debuff. Take note that this removes ALL debuffs.
Troll spells
These spells speak for themselves, do i need to explain?

This spell is extremely popular and is well known for saving your butt in those close to death situations. It is exactly like your arcane shift but without any delay. Combine this with arcane shift and you will teleport a extremely long distance.

Another common spell, it adds quite a bit of damage to your burst and the dot can be used to secure kills. With summoners wrath, one will get bonus 5 ad and ap when on cd which totals to 6 additions damage to





Better than barrier in my opinion, only 90 s longer. Why? Because is can heal your allies as well. This can save you from global ults such as


Viable

The difference between this and flash is that flash is instant and can be used over walls. It can be used to kite like a boss. You can't really do those sick plays as you could with flash.

This skill cripples all adc's and will improve your 1v1 power. Unlike ignite it can be used offensively and defensively. But, supports usually take this spell and 1 is more than enough for the team

Just like heal except it only shields you. Since ignite is so popular, heal has been less effective making barrier more popular as the shield cannot be halves by ignite.

Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds. (Does not remove the healing reduction from ignite)If the enemy team has a lot of cc, it is advised to take this. Thing can protect you from dot champs,eg singed, or remove the exhaust or muni ice ball debuff. Take note that this removes ALL debuffs.

Troll spells


These spells speak for themselves, do i need to explain?
Starting items
Boots of speed and 3x health potion are a very standard start. Helps dodge skill shots, gives you an easier time to last hit and makes you much harder to gank. blank blank blank |
Long sword and 2x health potion are taken if you know it is going to be an easy lane or farm lane (enemy/ally Soraka). OR if you are rushing an early BT. As get you boots ASAP if you start this way, on your first trip back. blank |
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This start gives a person Godly sustain in lane. And extra ward to be extra safe. I have not seen any Adc start with this but it is getting popular in both mid and top lanes. However, that’s it. It does not help you rush any item and is solely for sustain. |
Laning Items
Vampiric scepter lets you sustain in lane forever as well as trade better. If you decide to combine this with 2 dorans, you gain about 25 health per AA! Beast sustain. blank |
2x Doran's Blade gives you all the health, damage and sustain you need during the laning phase. It is important to get this so that your damage does not fall off as you are slowly getting your core items. |
Berserker's Greaves are not as necessary as before because of the nerfs on its movement speed and attack speed. If you can, try to rush your core before you upgrade your boots to these. It is still decent in lane. |
Possible cores
Bloodthirster give 100 effective ad and 18% life steal at max stacks. This item is super cheap and provides the most ad in the entire game at max stacks. Having a bloodthirster over an opponent’s infinity edge would definitely put you at a advantage because of the life steal and not to mention is a lot cheaper. |
The infinity edge is a monster if you want more damage output on auto attacks. This items does not benefit you as much as the ![]() blank |
Iceborn gauntlets is really fun on ezreal. It goes with his poke kit really well and lets him follow up because of the slow. One can perma slow targets with this if you successively land ![]() blank |
Offensive items
The black cleaver was very strong item since season 3. Synergies extremely well with the iceborn gaunlets because the aoe damage is physical and will apply a stack every time. It boosts your teams overall physical damage, so don't take this if your team is ap heavy (logic). The cool down reduction and defensive stats combined with the iceborn gaunlets is extremely powerful. blank blank |
You get last whisper for mega armor shred. Probably all you will ever need in the whole game. Getting this would mean either your team is ap heavy, in which case black cleaver won't be very effective, or you want cheap armor penetration as you are behind and you need to get most cost efficient items. This item however does not provide the cdr and Health BC offers but gives immediate penetration unlike the Bc needs to be stacked. |
Adc usually get the Phantom dancer with the ![]() blank blank blank blank blank blank |
Situational damage
Blade of the ruined king is a decent alternative to bloodthirster. And can dish out some serious damage late game. According to my calculations, targets need to have above 3000 health for blade of the ruined king to have the same dps as a blood thirster. However do not get this item if you are planning to get a high crit chance, this is because the passive does not crit. blank blank blank blank blank |
Trinity force is getting less popular on ezreal since its nerf and introduction of ibg . It provides the Attack speed , crit chance and attack damage which ibg does not provide. Overall a better item for higher damage output but of course, less utility. Always build in this order ![]() ![]() ![]() ![]() blank blank blank blank blank |
Manamune,I really favor this item, although most of the mobafire community does not. Fully stacked and combined with the mana from IBG adds to a whooping 70AD(20base+50). What’s more, it deal 6% of your current mana on hit. We have 2.5k mana with IBG + MANAMURA + BASE MANA at lvl 18, translating to 150 Bonus magic damage on your mystic shot! Do not use this item when poking the enemy; instead activate the active as soon as the team fight has started. blank |

Defensives
Guardian angel is a really sweet item, because it encourages assassins or the whole enemy team not to aim you. Assasins like ![]() |
Banshee's veil when the enemy has strong bursters or assasins like ![]() ![]() blank blank |
Mercurial Scimitar is the only defensive item in the game which provides AD. The quick silver active is really helpful to get out of sticky situations. Eg. Thersh's ![]() ![]() blank blank blank |

Laning phase/ early game
You have a strong early game and getting ahead of the enemy laner would put you in a very strong advantage. In the laning phase, farm as much as possible and remember farm>harass. Don't miss Cs to harass the enemy. Early game, make sure to use your e wisely, it has a fairly long cool down and using it aggressively will put you into danger.
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Late game/Team fights
Before team fights, you want to be positioned behind your tanks and bruisers and poking the enemy with mystic shots. You don't want to be in trapped by enemy initiators. Take red buff whenever possible it make your mystic shot hurt and greatly increases your kiting potential. Never use your ultimate to engage, it will probably hit only 1-3 people. Instead, save it and wait for the perfect opportunity to hit 4-5 people. If people start chasing you, try to kite them while your team tries their best to kill them before he can reach you. When using Essence flux, try to aim it at your bruisers and junglers at they benefit the most from the AS buff. Try to keep your teammates buffed at all times. During the team fights, try to aim the closer targets and use your q on their carries and auto attack the closer targets.
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