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

Until I expand my knowledge of

Regarding Twisted Treeline, Proving Grounds, and Dominion
Until I finish the guide based on



Update history
No updates have been applied since this guide has been published.
This guide is incomplete, so don't give judgement on the obviously incomplete parts.
Why pick Ezreal?

- Does the enemy team have good poke?
- Does the enemy team have reasonable CC?
- Does the enemy team have relatively low defense?





Pros- Nice early/mid game burst with ![]() - Very good escape - Decent sustain late game - Easy to learn |
noooo |
Cons- Squishier than most ADCs - Almost all skillshots - Requires skill - Hard to last hit early game |
Runes and Masteries
Here's an elaboration on the runes and masteries I specified at the beginning of this guide.
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+6.75 attack damage - This is what you should always use on an AD carry, the bonus damage is invaluable for last-hitting and helps a lot with poking. +8.55 attack damage - Here you have the choice: either attack damage marks, or armor penetration marks. Typically, I go with AD, for the simple reason that it is more effective in the entire game then arm. pen. ones, which are only really useful early/mid game. Read the spoiler below for more information about this statement. +12.69 armor - You should always take these, all ADCs should after all. Ezreal already starts with lower armor than other ADCs. +12.06 magic resist - The glyphs can be very flexible. The magic resist is useful to take less (almost no) damage from the enemy support, and is also useful late game in teamfights. If you normally have a hard time laning with mana management, you can also use a few flat or scaling mana regeneration glyphs. For a total of +15.3 attack damage |



+5 attack damage and ability power while






+15 attack damage at level 18
+4 attack damage to minions


+4% attack speed
+5% attack damage on turrets




+6 armor penetration (and +8% armor penetration)
+5% critical damage
+5% attack damage to targets below 50% health



+2 health regeneration per 5 seconds
+108 health at level 18
+5 armor
Picking Spells
There's a few things that are specific about

Recommended Spells
This is a vital spell for all champions, used for all kinds of situations. Escaping, chasing, ganking, repositioning, and even stealing baron/dragon.
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This is amazingly useful in most cases for ADCs, as it increases your damage output. If you use it at the last second (before you or the enemy dies), it can prevent them from escaping with that 1 health remaining.
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If the enemy ADC deals more damage early game (and/or counters you), I recommend you take this. Since it takes 1 second to channel your ult (more than enough for the enemy team to deal quite enough damage, you can also consider this.
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Possible Spells
Since Ezreal already has a nice escape with
![]() |
I am very unsure about this spell, but consider this if you like spamming your
![]() |
Discouraged Spells
Forget about this, your support will get it most of the time anyways.
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Only use this on very early account levels, and/or leave it for your support.
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Any other spells do not concern the bottom lane.
Ability Sequence




And of course, take focus on

Now then, I think it's time you learn about what to build on Ezreal. He's an incredibly versatile champion (he can be built as an AP Caster) and can use the various items available to his advantage while still carrying the team. Here's an explanation for the build described above:
At this point in the game, the boots' bonus stats and movement speed will give you a great advantage.
Here are some example builds you can follow in various situations (a note on the lucidity and ninja boots: I don't recommend to always take them in those situations, I just put them here, for the sake for showing them in a build).
Game Start
A typical start for the AD Carry is a pair of Boots of Speed and three Health Potions. This gives you good lane sustain, ease to dodge skillshots, and good escapes. As Ezreal, you don't necessarily need to get these unless you know you'll have trouble because of ![]() ![]() |
If you're satisfied with the fact that you're lane will be easy, get straight to a Doran's Blade. |
Early Game - Core Items
Get a vampiric scepter the first time you recall, you'll need it to farm. Get a second one after upgrading to the ![]() ![]() |
Upgrade your ![]() ![]() Active: Deals 100 magic damage and slows the target champion's movement speed by 25% for 2 seconds. Don't forget to use this, ie. if you are hiding in the bush and they are moving towards you, activate it and deal as much damage as possible. Hopefully your support also has some CC. |
You can't skip this item, it's what makes an ADC an ADC. It gives you lots of early game damage and can be upgrades into various items, such as ![]() ![]() ![]() |
Pick Your Boots
At this point in the game, the boots' bonus stats and movement speed will give you a great advantage.
This is what is typically built on an AD Carry, since the bonus attack speed helps you deal 25% more damage! It also helps you get into teamfights quicker. |
I rarely take these, and if I do, it's only temporary. If you're at the mid game point and still pushing the bottom lane (up to second/third turret), I build these to help me push more and repel enemies with my more frequent ![]() |
If you already have lots of damage but still get to low health quicker than you should, take these. You should not take these to defend your turret, since you need to clear the minions as quickly as possible. |
This lets you kite enemies and chase them down when they have low health. If you're loosing, take ![]() ![]() |
Core Items - Mid Game
You should take these first, all the stats it gives you grants you amazing sustain in lane, mostly if you have a second ![]() |
With the ![]() |
Preparing for your ![]() ![]() |
Situational Items - Mid Game
Now this is quite a weapon. It increases nearly all your stats by a fair amount, making farming easier and makes your ![]() |
If you're loosing, you should consider taking this so you can clear out the attacking minions waves much quicker. Don't take it if you have ![]() |
If you're winning and plan to get all the core items, but don't need any defense, buy this instead of ![]() ![]() |
Core Items - Late Game
This item proves extremely useful the entire game, as the large amount of armor penetration can help you deal around 20% more damage to non-tanks, and about 10% to tanks. |
This is another important item for all ADCs, since it lets you farm twice as fast and deals tons of damage each 4 attacks on the enemy by itself! |
If you build nothing but the core items, you should take this as it provides your only defense. Don't take it if you have ![]() ![]() |
Situational Items - Late Game
If you're loosing and need more defense, take this. It gives you both damage and magic resistance, along with a nice passive (similar to ![]() ![]() ![]() |
If you're loosing and need more defense, also take this. It gives you both health and armor, going along well with the ![]() ![]() |
Example Builds
Here are some example builds you can follow in various situations (a note on the lucidity and ninja boots: I don't recommend to always take them in those situations, I just put them here, for the sake for showing them in a build).
Take this if both teams have a typical composition and you're either winning or tied with the enemy. |

Defensive Build![]() ![]() ![]() ![]() ![]() ![]() |
If your team is loosing the game and you're struggling to defend, use this build. |

Take this your team is winning and/or has an advantage over the entire game. |

Even Game Build![]() ![]() ![]() ![]() ![]() ![]() |
If the game is even and you aren't too sure who will gain advantage, take this build. |
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