Hello and welcome to
Embracing's fifth guide on MOBAFire. This will be a brief but concise guide on
Ezreal. Hopefully my guide will contain my valued experiences and help you all improve as an
Ezreal or ADC player.
First off, before I get into the details, we must first understand
Ezreal as a champion and why we would pick him.
In comparison to other AD carries,
Ezreal serves as an all-around versatile ADC that excels in many areas. He has a safe early game due to his long harass from his Q and his escape with E. He also can situationally outtrade enemies with his
Mystic Shot and all-in with his
Arcane Shift to reposition for his
Mystic Shots. However, he has a distinct weakness in trading with autoattacks, so generally speaking
Ezreal cannot outtrade enemies when minions are blocking.
This early game then transitions to a stronger mid game, where he has insane poke damage, mobility, and damage in teamfights. Later, however, his damage falls off (in comparison to other crit-scaling AD's) and all that remains for him is his strong kiting abilities.
Ezreal focuses on more of his abilities than flat-out autoattacks for his damage output. His Q is his primary tool for damage. Essentially, his Q is used for kiting the enemy (along with damage), and his autoattacks are used to follow-up with damage. This, however, does gimp his damage late game, because he will have to use his abilities to come into full effect, which limits potential crits, while other carries can simply autoattack and crit. Furthermore, his small range forces him to act like an AD caster to poke from a distance. Also, do note that
Ezreal does poorly against tanks because of his AD caster style. Whenever tank metas come
Ezreal is rarely seen or picked, while hypercarries or utility carries shine more.
Also,
Ezreal has an
extremely high skill cap. It's not hard to play
Ezreal well, but to maximize his damage in fights and skirmishes while also living is what's truly difficult. The key to success as an
Ezreal player is the ability to recognize one's maximum damage potential.
Ezreal has the ability to outplay many other AD carries due to his ability to easily reposition, which can mitigate a lot of damage from skillshots if played well. Decent players, in teamfights, will choose to simply
Arcane Shift away from the fight. Better players, however, will find the optimal damage zones that keep him safe from damage threats while also being able to maintain damage output.
Masteries
The 21 points in offense provide the damage output a carry needs. The above masteries maximizes damage output from the tree.
The 9 points can be placed into utility, defense, or both. If opting for utility your ability to trade will be gimped but your lane sustainability will be much stronger. If opting for defense you will have more problems with mana but you will be much stronger in trades. Generally speaking, as of now, placing the 9 points into defense is ideal because of the buff to supports and nerf to ADs.
Runes
|
|
9 AD marks allow for strong last-hitting and lane control. ArPen is weak on minions because they have extremely low armor values which pose ArPen as unnecessary. Armor is essential for tanking minions and enemy auto attack harass. 9 MR glyphs, 5 MR + 4 Mana Gen, 5 MR/lvl + 4 MR, and 5 MR + 4 AS are all good. The MR mitigates damage from magic damage in the lane, mostly damage from supports, and the Mana Gen helps greatly with mana in lane. The AS helps greatly with trading in lane and became a much more valued stat since the nerfs to AD, armor, and LS runes. Scaling MR also gives you that small extra boost mid game when enemies have lower magic damage in lane. 1 AS quint is great for lane presence for the same reasons as the AS glyphs, and the 2 AD quints help with last hitting as well as Mystic Shot poke in lane.
|
Summoner Spells
Skillset
R
|
|
This ability is extremely strong in skirmishes. Later on however, it is used as more of a clearing and poke tool. When you're pushing a lane and another lane of yours is getting pushed, you can use Trueshot Barrage to clear it instead of being forced to go back. This ability can also be used to snipe low health champions that you have vision of. Note that the ability does take time to travel and can be relatively difficult to aim.
|
Sequence
|
|
Starting with Doran's Blade gives you lane presence and sustain. No other item can assure you a safe and strong laning phase. Getting an early Tear of the Goddess sets you behind in lane by 700g if the enemy is able to purchase more AD, but it allows for a stronger mid game power spike. Getting an early Sheen helps with stronger poke in lane, as it allows for strong short trades. Phage is also great due to the fact that the movement speed and health helps a lot with manipulating damage control. You'll be forced to play passive most of the time, even if you get an advantage early on, until you're able to get Trinity Force components
Trinity Force is the first primary item as the buffs made it an all around great item. Normally at this point, when the game is even, upgrading your boots is a good option. Ezreal is pretty versatile when it comes to boots. You can go Ionian Boots of Lucidity for more poke with your Mystic Shot, Mercury's Treads when you're behind and the enemy has a lot of fatal magic damage / CC, or you can go Berserker's Greaves, which helps you in duels and consistent damage output in teamfights via autos. Then aim to finish your Manamune for faster stacking and a Muramana that's available once you hit 750 stacks. Next, aim for Last Whisper third. Note that even if enemies don't have any armor items in their inventory you must consider their potential gold amounts because they may buy armor on a recall, so aiming for a Last Whisper will always be good. After that your build is more lenient, and purchasing Blade of the Ruined King or Bloodthirster is better for more damage. If you want consistent damage get the former, and if you want more burst damage to carries get the latter..
|
If you're going blue build, you'll probably try to finish Manamune and then aim for Iceborn Gauntlet. Until you get Sheen or Iceborn Gauntlet your engaging and trading options are extremely limited. After you get Sheen you can start trading with Mystic Shot pokes. After Iceborn Gauntlet you can fully start to kite enemies around. After this aim to get a large damage item like Bloodthirster or Blade of the Ruined King. Both are potent items, though Bloodthirster does more burst damage but does less damage after the tanks get more armor. Blade of the Ruined King is good when enemies start to build up their health and armor. If you farm well, normally Muramana will finish sometime in between your completion of the damage item, else it'll normally finish after Iceborn Gauntlet. Note that with blue build you reach full build a lot quicker than most other champions.
Generally, if wanting to purchase a defensive item, it will be best near fifth or sixth purchase. Each has its own purpose. Banshee's Veil is great against burst because of the resistances + passive and also helps dealing with unmanageable AP poke. However most of the time you'll be wanting Mercurial Scimitar, as it provides a decent amount of damage along with an instant Cleanse which helps greatly for re-positioning and escaping against hard stuns that you can cleanse out of.
|
|
|
Lane Phase
Ezreal has an extremely safe early game though not an extremely strong one. Earlier on
Mystic Shot and an auto-attack gives decent harass only if given the opportunity to do so.
Ezreal is extremely strong at poking from afar so most supports will choose to stay relatively far from you. Keep in mind to not go too far as enemies can easily counter-harass you. Generally a good marker is where the minions are at. In most situations you will always aim to stay behind large waves of minions when harassing or going all-in. Minion block really messes up
Ezreal's trade, however.
If pressured heavily (from jungler or ADC/ support) you can also choose to play defensively, last hitting with your
Mystic Shot from a distance. Once you hit level 6 your all-in potential increases by a great deal.
Trueshot Barrage is a great damage tool for cleaning up enemies or initiating a skirmish.
Supports
Ezreal is extremely versatile and meshes along with all types of supports, as he doesn't shine early game. With passive supports,
Ezreal can choose to farm at ease with the occasional trades that you can sustain. With aggressive supports,
Ezreal can also get kills by gapclosing with his
Arcane Shift to then get damage done with his
Mystic Shot and autoattacks.
Lane Control
Lane control is very important as an ADC. Your prime objective is to push to their tower so they'll lose cs, experience, and vision of what you're doing. However, when enemies try to freeze the minion wave outside their tower range, continuing to farm will only leave you susceptible to enemy ganks. As such, pretending to leave lane will leave the enemy to push the wave because they will have thought you went back to base. When enemies leave the lane it's best to push to their tower so that you can force them to lose CS. Also, when pushing heavily reminding the support to ward further away will help you get better vision of enemies incoming to gank. Always aim to push the enemy tower down, and when you do so, you can choose to roam mid lane to gank or push the mid lane turret down, or farm the jungle (potentially red buff). Pushing the tower down will give you a lot of leniency because you will not be forced to stay at bot lane. However do go back down when the wave is pushed to your tower because you don't want to miss out on the experience and farm.
Teamfights
As an ADC, you will always want to stay in a position that you can easily avoid danger during teamfights. Prior to fighting, whenever you can, without leaving your safe zone too far, aim to poke enemies down with
Mystic Shot. This is especially important if you're going blue build, as the slow that gets proc'd with your
Mystic Shot can greatly help in poke damage, disengaging, and picking enemies off. When enemies are obviously wanting to engage on you, back out, unless you're sure you can survive the onslaught and still be present to deal damage / poke. Positioning is relatively easier on
Ezreal because once enemies dive you you can just use
Arcane Shift and start kiting again.
You will want to be near your team while attacking anything you can. Often times your main focus will be the tanks and bruisers because to focus carries you will need to leave your safe zone and get in range of enemy tanks and bruiser who could easily CC you down. Use your
Trueshot Barrage either before a teamfight you know would be tough so your passive will be proc'd or after a teamfight to snipe down running enemies.

Ezreal is weak
This is probably the most commonly seen statement by most ADC players. I don't know why you'd be reading this guide if you think
Ezreal's weak, although there is merit to the statement. The truth is,
Ezreal has a passive early game and an extremely weak late game. The former is because
Ezreal's abilities are all skillshots and in lane it's hard to trade with someone when they're in between minions.
Ezreal is also weaker compared to bursty AD's like
Graves because of the difference in spell damage. The latter is because
Ezreal has an extremely difficult time against tanks and he has a short auto range due to his reliance on skillshots. Late game when armor and health is stacked,
Ezreal's skillshots will simply do less damage to tanks than champions with steroids like
Vayne,
Jinx, and
Tristana.
Ezreal also has less flat out burst, as his
Mystic Shot damage comes from a consistent few hits, unlike
Graves or
Jinx who can use two or three abilities and instantly assist their team in bursting someone down in teamfights.
However, what
Ezreal does excel at is the mid game. As long as you survive early game and maintain consistent farm, mid game
Ezreal can out-duel most carries, and poke down most enemies during sieges or skirmishes. The catch, though, is that you have to know when exactly should you position aggressively and in the enemy's damage range, and when should you stay back.
Ezreal has a lot of damage potential during that time, which is why it's common to see a lot of
Ezreal highlight reels.

Flash on a Blink Champion
Some people believe champions with blinks can forgo
Flash for another "useful" summoner spell, but that's 100% incorrect. The utility from
Flash is worth way more than another summoner spell. Having
Flash along with
Arcane Shift allows for more aggressive positioning when necessary and essentially opens up potential to juke enemies around. People ask "Why take Flash", but I'd ask them "Why not?" Other spells give way less than
Flash does.

Maxing Essence Flux First
Some people believe that maxing
Essence Flux first is viable because
Mystic Shot is easily blocked by creeps. However doing so will only gimp your damage. Maxing
Essence Flux will only allow for certain levels of harass through minions.
Essence Flux has an extremely short range and also costs a huge amount of mana. Okay,
Essence Flux has, to a certain degree, "more reliable" harass. What after that? You lose your consistent damage output and ruin your own presence, which is something people definitely do not want.
Ezreal is strong for his consistent follow-up damage output. Maxing
Essence Flux first takes that away.

Why not -Fill in another item- ?
Runaan's Hurricane - ADCs have most of their damage output from crits, which this item does not have. There are not items replaceable for this item, which is why people choose not to take it. It's not a bad item, but it's simply worse than all the other ADC items. Also very overpriced and inefficient as ADCs hardly benefit from its components.
Zephyr - Gives way too less stats for an item slot. Tenacity is also not necessary because you will pretty much be dead if you cannot instantly remove the CC on you. You don't autoattack a lot anyways.

Selling Boots late game
There is absolutely no reason to sell boots on
Ezreal, especially since the season three updates on enchantments. The key concept of ADCs is to be able to kite enemies around with mobility and range. Without boots you simply cannot do so. People say
Statikk Shiv /
Phantom Dancer /
Zephyr gives enough movement speed, but
Ezreal doesn't even buy those items to make it effective.

Focusing in teamfights
Apparently some people believe that ADCs should "focus the carries" or "focus the tanks". Contrary to popular belief, both are incorrect. ADCs should attack anything they can attack in safety. There will be priorities of focuses of course. If there was an mis-positioned carry and bruiser both in your safe zone of attacking, of course focusing the carry would be better. However, since most of the times the carries will be in the back, you will need to burst down any champion diving you or tanking the front line of the enemy team. The ADC will always be the tank-shredder and the front-line shredder, which is why teams without ADCs can never deal with bruisers.
That's it for the
Ezreal guide. Special thanks to
astrolia for the banners and dividers.
Hopefully this guide has opened your eyes to something new or reaffirmed some of your previous thoughts on
Ezreal!
Stream / Social Media
You must be logged in to comment. Please login or register.