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

Hey guys, this is my second build. Obviously, it's for Ezreal. He is one of my favorite AD carries, and I prefer AD over AP on him. I'll explain that later, but as for right now, I hope you guys enjoy my build and if you have any suggestions, please write them in the comments. I'm always open to new ideas, and don't down vote right away! I know it IS a different take on an AD Carry, but trust me, it's just as effective.
Pros
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Cons
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greater mark of desolation Although some people would like to have some extra AD at start, I prefer these since you want to hit through armor rather than have armor deter you from the full damage you could be dishing out. 15 Armor Penetration is already hitting through someone with 9
Greater Seal of Armor.
greater seal of vitality I pick Vitalities over the others since having a bit extra HP is always helpful. Having armor here is also not so bad. These are really just up to what you prefer. I don't grab mana regens since your mana should be fine. You're also not extremely dependent on mana since you're going AD. You just need to make sure you always have 90 mana for
Arcane Shift.
I pick these since MR is always good in to late game. Since they are per level, when you hit 18 you'll have an extra 25 MR which is basically a
Null-Magic Mantle Believe me, the extra MR WILL be useful. Survivability > Damage.
I choose these since Ezreal has a pretty low basic attack speed. These are also just up to what you prefer though. So anything goes for these.

greater seal of vitality I pick Vitalities over the others since having a bit extra HP is always helpful. Having armor here is also not so bad. These are really just up to what you prefer. I don't grab mana regens since your mana should be fine. You're also not extremely dependent on mana since you're going AD. You just need to make sure you always have 90 mana for




Offense - 9
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Defense - 21
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So all in all, Survivability is what really helps you win out in a fight. SURVIVABILITY > DAMAGEEEEE!! I can not repeat this enough. And I know, I know, this is a mastery page for an AD CARRY, but you have to remember that Ezreal mostly does MAGIC damage with his skills, so that's why you need

Preferred![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Viable![]() ![]() ![]() |
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DON'T GET IT!![]() ![]() ![]() And the rest... |














Other items!













This is why you really don't need any flat AS items like



Ezreal fires a bolt of energy, dealing 35/55/75/95/115 (+1.0) (+0.2) physical damage (applies on-hit effects).
Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
Cost
28/31/34/37/40 Mana
Range
1150
This is an AD Ezreal's most important skill to master. It IS disrupted by minions, so use it wisely to conserve mana. Find an opening and shoot it through, try to zone the enemy out with it. If the enemies are smart, they'll hide behind minions, but if YOU'RE smart, you'll find a way around it. It uses an extremely low amount of mana, so don't be TOO scared to use it either. Just don't spam it and miss every time. Ezreal takes a bit of time to master, but it's well worth the effort of making every single hit on his skillshots. Another good perk about this skill though is if you hit, all your cooldowns are shortened by 1 second. SO if you hit it a lot, you can nearly spam your ultimate. Not literally, but it will come back nearly faster than any other ultimate in the game due to this effect. It also helps with making sure everything else in on CD and ready to be used at a moment's notice.

Ezreal fires a wave of energy that damages all enemy champions it passes through for 70/115/160/205/250 (+0.8) magic damage. Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds.
Cost
50/60/70/80/90 Mana
Range
1000
Although you're not an AP Ezreal, this skill can still be used to harass quite nicely since it's path can not be impeded by a minion. The main usage of this skill though, is for it's utility. Since it slows enemy AS and increase your teammates', this makes it a nice skill to know when to use it. It will help with taking down towers, it will help in a team fight, and even if it doesn't do much damage late game, it still helps proc Triforce.

Ezreal teleports to a target nearby location and fires a homing bolt at the nearest enemy unit, dealing 75/125/175/225/275 (+0.75) magic damage.
Cost
90 Mana
Range
475
This is what makes Ezreal a highly mobile champion. Again, it won't do much damage since you are an AD Carry, but it will proc Triforce and it's mostly there for it's utility, just like


Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+1.0) (+0.9) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).
Cost
100 Mana
Range
20000
Ezreal's global ult is really quite useful. It does more damage than Ashe's ulti since it scales off of AD. The only sad side is that it doesn' have the stun that Ashe's ulti has. That's ok though, this skill can be used for sniping people. It can be used to badly hurt the enemy team. Although the damage is weakened by every target it hits, it's still such a great ultimate. It is also on short cooldown so that makes it that much more useful!
FARM FARM FARM! LAST HIT LAST HIT LAST HIT! That's the key to being a good AD Carry. You have to make the most of the laning phase. Don't waste your support's efforts to make you OP by giving all the farms to your creeps. If you didn't know, that concept of last hitting is simple. Walk around until you see a minion with low HP. You then strike it with ONE autoattack to kill them and gain the gold for killing that minion. Why last hit? It doesn't PUSH your lane. If you continuously autoattack the enemy minions, your minions will come in faster than theirs are. This means that your group of minions will be larger and the balance falls. Your minions move forward in the lane, which means YOU have to move forward in lane, which means your are more exposed to getting ganked by the enemy since you are further up in the lane and further from your turret. If you last hit, the minions will generally stay in the same spot and this means less opportunities for an enemy gank, and you are safe. Although this may not always be true since some enemies are able to turret dive at early levels. You should always have map awareness and make sure your support is warding. If he/ she is not, then you must take the initiative. Yes yes I know, you don't want to "waste" money on wards, but it will only benefit you. Trust me.

I know this is an image for top lane, but it's basically bot lane flip-flopped, so just follow this to stay safe in lane. Try to keep minions in the orange area and only get in the orange area to last hit then immediately back off again. Safety comes first when in lane!

I know this is an image for top lane, but it's basically bot lane flip-flopped, so just follow this to stay safe in lane. Try to keep minions in the orange area and only get in the orange area to last hit then immediately back off again. Safety comes first when in lane!
So there's my build for Ezreal! I hope you guys enjoy trying it out and I hope you find success! If you have a good score, send me pictures at hmoobzephyr@gmail.com. I'll be sure to post them up! I'll try posting pictures of my good games soon. Good luck! :)
Credits: Thanks to jhoijhoi for helping me get started :)
link: http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
Credits: Thanks to jhoijhoi for helping me get started :)
link: http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
9/27/2012 [1:01AM]:
- Build Guide created/finished
9/28/2012 [7:40PM]:
- Updated grammar/spelling issues
- Tweaked Offense Masteries
- Updated "Masteries Why 9-21?" to be coherent with Masteries tweak
- Tweaked "Runes" wording a bit
9/29/2012 [3:56PM]:
- Added "Results!~~" page
- Fixed small icon for GA in "Items" Chapter
- Added Maw of Malmortius to "Items" Chapter
- Added Ezreal's passive to "Abilities" since I had forgotten it
9/30/2012 [8:37AM]:
- Edited wording in "Masteries Why 9-21?" Chapter
- Added QSS to "Items" Chapter
- Added Cleanse to "Summoner Spells" chapter
- Build Guide created/finished
9/28/2012 [7:40PM]:
- Updated grammar/spelling issues
- Tweaked Offense Masteries
- Updated "Masteries Why 9-21?" to be coherent with Masteries tweak
- Tweaked "Runes" wording a bit
9/29/2012 [3:56PM]:
- Added "Results!~~" page
- Fixed small icon for GA in "Items" Chapter
- Added Maw of Malmortius to "Items" Chapter
- Added Ezreal's passive to "Abilities" since I had forgotten it
9/30/2012 [8:37AM]:
- Edited wording in "Masteries Why 9-21?" Chapter
- Added QSS to "Items" Chapter
- Added Cleanse to "Summoner Spells" chapter
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