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Ezreal Build Guide by Onisky

Ezreal, The Mystical ADC

Ezreal, The Mystical ADC

Updated on February 2, 2015
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League of Legends Build Guide Author Onisky Build Guide By Onisky 2,086 Views 0 Comments
2,086 Views 0 Comments League of Legends Build Guide Author Onisky Ezreal Build Guide By Onisky Updated on February 2, 2015
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Recommended Items

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Items

This is the first damage item (high priority poke)
Movement helps
Get this ASAP
Let's get some life steal shall we
(Ez)really offensive choices
Take this for CC/Health
Attack Speed is the way to go

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Really stupid build for an Ezreal, huh? Not so much

There is a lot of speculation on the builds that Ezreal can partake in, and personally, this one suits my playstyle the best, the mix between a really hard hitting poke while getting the hell away from a chasing Warwick or a Cait that has that absurd range is always complemented by the fact that Ezreal has some really nice escape mechanisms. Due to that fact, I thought, "why can't i just stick with the huge damage that trinity provides while still having some CC on this" and so I went and took out Frozen Mallet, that sweet *** piece of slowing metal that provides the adc with a slow with each auto-attack (and in Ezreal's case his Q) while giving that burst of HP not usually found on an adc making it a menace to chase/get chased, if you ever encounter this blonde explorer.
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Runes

The runes provide that balance between "I need to take out this guy fast so here is a "Sheened" Q to the face" and "**** I should save up mana I've been spamming to many Q's" while still letting Ezreal stay in lane with those really helpful 6% lifesteal from both the runes and the doran's blade.
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Ranked Play/Summoner Spells

What can I say, I have been, let's call it bombarded by the same questions over and over again about taking ignite over heal and not going for the blue build. But here is the thing, ignite was once taken by the adc's, I simply like to cut out the healing done by both the Heal Summoner Spell, and the lifesteal or healing abilities/spells the opposite team brings, plus Riot took out Executioner's Calling so in terms of getting healing efects cut out, in the adc scene only Varus can do it atm. Do i get flammed constantly for bringing a different build to the table? Hellz Yes, doesn't mean I'm going to stop doing it, because it has been shooting out some really nice results, and if I can say so myself, a lot of adc's have been stuck trying to figure out how to play against such an agressive poke in the early stages while on late game they are getting the same poke but at that point Frozen Mallet is providing me with the perfect "cage" for taking them out in a 1 on 1 situation.
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Pros / Cons

Well I've talked about the Pros already if you took the time to read all this. Let's get to the Cons. I have experienced bad games (like everyone else) and most of those bad games tend to come from THE DAMN SUPPORT NOT DOING HIS JOB (hah joking, it's my fault if I screw up). These bad games usually come from the lack of gold that this build requires, if you can muster a couple of early kills and get that trinity as soon as possible, you are set ( as long as you don't get ganked every 4 minutes), but while my farming skills are, a little below average let's call it that, I have never found any problems besides the fact that tanks with a lot of armor, are the hugest kryptonite to this build usually, I cannot say that HP tanks are better, but they are certainly more acessible to finish off (not every tank has armor people, I'm talking about 300 armor and above).
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Team Work

Team Work wise, I find this build to help out a lot, since I can dish out some slows to either help my team mates catch our prey, or help out a team mate run away from a rampaging Rolling Rammus/Ulting Singed/Ulting Mundo, while maintaining that safe distance that I need to not get caught and eventually help out in a future team fight.
DUring the team fights just do what Ez is required to do. Ulti as many as you can, take out the squishy ones, position yourself in a way where you can't get caught, and well basically do what any ADC needs to do and take out something ahah
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