Build Guide by tinolas
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.







Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Ezreal Build
Ability Sequence





Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Masteries

Ezreal, The Provident Explorer
Hello, my name is tinolas and here's my guide of Ezreal. AD Ezreal is a unique champion who relies on his key ability, Mystic Shot, and his standard attack.
Pros
+Damage-Output
+Carrys your team
+Very mobile with Arcane Shift
+Interesting Gameplay
Cons
-No natural CC
-Squishy
-Skillshots?!
Skills

Rising Spell Force
Hitting a target with any of Ezreal's abilities increases his attack speed by 15% for 6 seconds (Max Stacks: 5).You'll get 40% Attackspeed for free. Don't under- or overestimate it though.

Mystic Shot
Ezreal fires a bolt of energy dealing 40/65/90/115/140 plus his attack damage as physical damage (applies on-hit effects).Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
Use it to harass your opponents, to lasthit minions, to reduce the cooldown of your other spells or to kill the opponents. Basically spam it, it is your key skill.
Cooldown
6/5.5/5/4.5/4 seconds
Cost
30/35/40/45/50 Mana
Range
1000

Essence Flux
Ezreal fires a wave of energy that damages all enemy champions it passes through for 75/125/175/225/275 (+.6 per ability power). Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/23/26/29/32% for 5 seconds.Use it to increase or decrease the attack speed of nearby champions.
Cooldown
10 seconds
Cost
70/80/90/100/110 Mana
Range
600

Arcane Shift
Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 80/130/180/230/280 (+.75 per ability power) magic damage.Use it to escape dangerous situations, to position yourself for your other skills or to guarantee kills. However don't waste it 'cause it has pretty long cooldown. Priotize the escape ability over offensive uses.
Cooldown
19/17/15/13/11 seconds
Cost
90 Mana
Range
600

Trueshot Barrage
Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+.7 per ability power) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).Use it to open up in teamfights with heavy damage, to help allies from distance or to kill runners. Priotize teamfights over solo actions.
Cooldown
100 seconds
Cost
150 Mana
Range
Global
Summoner Spells

Cleanse - Makes you able to counter CC allowing you to escape/survive.

Ghost - Makes you able to position yourself, to catch someone or to flee.

Flash - Makes you able to escape dangerous situations fast.
Masteries & Runes
Masteries
We'll use a standard caster mastery build. We'll get the Magic Penetration from the Offense tree and increased XP gain, Mana Regen, Utility Mastery and Movement Speed from the Utility tree.
Runes
Greater Mark of Desolation - Armor Penetration



Items
Itembuild
Core-Ezreal



Bloodthirster-Ezreal





Bloodrazor-Ezreal






Other possible choices:








Start off with buying



At your first return to base, you should purchase at least

Build




Upgrade your boots to


In the next step you start building




Item Explanation

This will solve your mana problems and also give you some great attack damagea.

This important item gives you some Magic Resist. In mid lane you'll often face casters.

This is a great item for Ezreal because it has everything Ezreal needs (Attack Damage, Armor Penetration and Cooldownreduction) and it's cheap, too.

You get a chance to slow your opponent, the Trinity Force proc (130 Damage @LvL18) and you'll move faster.
Bloodthirster or Bloodrazor?!
What should you get? First of all that a really difficult decision.






This item will give you a lot of Attack Damage and some nice Life Steal, too. Good choice if you're looking for pure Attack Damage. Almost impossible to finish though.
OR

This item will give you a nice on-hit-effext: 4% of the target's health in magic damage. This is a really great choice), regardless of their Magic Resist. The Attack Damage and Armor are also a nice bonus.
AND

This item will give you some nice Life Steal. Buy the Vampiric Scepter early if you feel you need it.
Theorycrafting
Bloodthirster-Ezreal Chalice of Harmony; Mercury's Treads; The Brutalizer; Trinity Force; The Bloodthirster
Bloodrazor-Ezreal Chalice of Harmony; Mercury's Treads; The Brutalizer; Trinity Force; Madred's Bloodrazor; Vampiric Scepter
Example 1: 50 Armor; 50 Magic Resist; 2000/4000 HP
1) 140 (Mystic Shot Base Damage) + 247 (Total AD) + 132.6 (Tri-Force Proc: 130% of 102) = 519.6 Physical Damage
50 (Target's Armor) - 33 (Armor Penetration) = 17 Armor -> 15% Damage Reduction
519.6 * .85 = 442 Damage dealt
2) 140 (Mystic Shot Base Damage) + 177 (Total AD) + 132.6 (Tri-Force Proc: 130% of 102) = 450 Physical Damage
80/160 (4% of 2000/4000HP) Magical Damage
50 (Target's Armor) - 33 (Armor Penetration) = 17 Armor -> 15% Damage Reduction
50 (Target's Magic Resist) - 15% (Magic Pen Mastery) = 42,5 Magic Resist -> 30% Damage Reduction
(450 * .85) + (80/160 * .7) = 439/495 Damage dealt
Example 2: 100 Armor; 100 Magic Resist; 2000/4000 HP
1) 140 (Mystic Shot Base Damage) + 247 (Total AD) + 132.6 (Tri-Force Proc: 130% of 102) = 519.6 Physical Damage
100 (Target's Armor) - 33 (Armor Penetration) = 67 Armor -> 40% Damage Reduction
519.6 * .6 = 312 Damage dealt
2) 140 (Mystic Shot Base Damage) + 177 (Total AD) + 132.6 (Tri-Force Proc: 130% of 102) = 450 Physical Damage
80/160 (4% of 2000/4000HP) Magical Damage
100 (Target's Armor) - 33 (Armor Penetration) = 67 Armor -> 40% Damage Reduction
100 (Target's Magic Resist) - 15% (Magic Pen Mastery) = 85 Magic Resist -> 46% Damage Reduction
(450 * .6) + (80/160 * .54) = 313/356 Damage dealt
Example 3: 200 Armor; 200 Magic Resist; 2000/4000 HP
1) 140 (Mystic Shot Base Damage) + 241 (Total AD) + 81.6 (Sheen Proc: 80% of 102) = 462.6 Physical Damage
200 (Target's Armor) - 33 (Armor Penetration) = 167 Armor -> 63% Damage Reduction
519.6 * .37 = 192 Damage dealt
2) 140 (Mystic Shot Base Damage) + 177 (Total AD) + 132.6 (Tri-Force Proc: 130% of 102) = 450 Physical Damage
80/160 (4% of 2000/4000HP) Magical Damage
200 (Target's Armor) - 33 (Armor Penetration) = 167 Armor -> 63% Damage Reduction
200 (Target's Magic Resist) - 15% (Magic Pen Mastery) = 170 Magic Resist -> 63% Damage Reduction
(450 * .37) + (80/160 * .37) = 196/226 Damage dealt
So what did we learn today? Well, Madred's Bloodrazor is a great item for Ezreal. It deals equally or higher amounts of damage depending on the opponent. You'll also get some Armor. This item is awesome for those endless games and really good for normal games, too. However it is quite expensive, so you should think about it.
Other possible choices:

This item will penetrate 40% of the target's Armor. Purchase it if you face a lot of Armor and you are playing AD-Ezreal 1. It's very important for him.

This item will give you quite some Magic Resist (+ HP/Mana) and help you to counter CC.

This item will give you HP, Health Regen and Armor. Use it if you have troubles with Physical Damage.

This item will give you Armor and a Physical-Damage-Carry-countering passive. Useful for those endless games.

This item will give you Armor and Magic Resist. A good choice if you feel you need both Armor and Magic Resist.

If you prefer large mana regeneration over a large mana pool, this is a better choice than Manamune.
Sight Wards
Start buying Sight Ward if you want to win your games. They're pretty damn cheap and help you turn the course of games. Start to ward dragon/baron by the 15/25 minute mark. I can't tell you how many games I have won "lost" games by ganking the other team doing baron, scoring an ace and getting the baron buff.
Gameplay
General Gameplay Tips
- Position yourself defensively
- Get the Lizard Buff whenever possible - the slow makes it easier to hit with your skills
- Stay with your team
- Get the Lizard Buff whenever possible - the slow makes it easier to hit with your skills
- Learn to adapt your entire playstyle - DO NOT stick to a single build
- Be aware of the map - let the minimap and sight wards help you
- Learn to hit with your Skillshots
Laning/Farming Phase
Your main goal should be to farm gold. You might get some kills but don't die for a kill. Remember you're squishy. You should adapt your skillorder if necessary, however you should max Mystic Shot first.
Use Mystic Shot to lasthit minions, to harrass or to kill opponents.
Use Essence Flux to increase/decrease the attackspeed of allies/opponents.
Use Arcane Shift to escape dangerous situations or to position yourself for your other abilities.
Use Trueshot Barrage to kill the opponents or to turn the course of fights.
In Teamfights
You are the carry. You have to stay alive and to kill the opponents to lead your team to victory. In order to do so you have to stay back and put out your damage from afar.
Use Mystic Shot to damage, to kill or to harass opponents before the teamfight breaks out.
Use Essence Flux to to increase/decrease the attackspeed of allies/opponents.
Use Arcane Shift to escape focus fire or to position yourself for your other abilities.
Use Trueshot Barrage to open up teamfights.
|
|
You must be logged in to comment. Please login or register.