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Choose Champion Build:
- ADC
- APC
Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
Note: GUIDE UNDER CONSTRUCTION
Ezreal is one of the best AD carries when it comes to everything. His mystic shot applies on hit effect and it also cools down his rest of his spells by 1 second every time he lands it. Although his essence flux scales AP it buff's his team's attack speed while forcing towers. However it's the only utility he's got. He can also jump over walls saving flash to escape, or kill secure. Ezreal's global ultimate completes him. His combination of physical damage " Mystic Shot" and magic damage " Essence Flux, Arcane Shift, and Trueshot Barrage" makes him hardly sustainable simply because his ultimate scales both ability power and physical damage.
AD Ezreal
greater mark of armor penetration Armor penetration is used for early game harassment.
Damage is okay for Ezreal and can be used for a better farming potential.
Although you'll be building a Last Whisper Armor penetration marks are highly recommended since you'll benefit more in your early game if you were playing with a hard cc support for early game kills.
Armor seals are the typical seals for all champions. Ever since the masteries changed armor is no longer available for a maximum of 9 defense points.
Flat magic resist might not be necessary since you'll be laning vs AD laners. I personally have 5 flat magic resist glyphs in case of champions like Sona Annie and such champions with high AP harassment potential
Magic resist/level is probably in your best interest for roaming phase and teamfight phase where you'll take a lot of magic damage.
I'd personally go for 1 life steal quintessence. Might not be enough for his early game health regeneration but he will need his other 2 slots for Attack damage quintessence to get balanced.
AP Ezreal
greater mark of hybrid penetrationI barely find anyone with hybrid penetration rune pages. They might be hard to afford but they make some assassins even stronger like Evelynn and Akali since they scale both AD and AP.
Now the same applies to Ezreal. His combination of AD and AP will allow a great early game harass when it comes to auto attacks and Mystic shots
PS: If you by any chance happened to main akali, evelynn, Elise. Corki, Jax, Kayle, Kennen, Nasus, Nidalee, Poppy, Rammus, Shen, Shyvana, Skarner, Warwick. You might want to consider buying greater mark of hybrid penetration hybrid penetration runes and I promise you wont regret it even if you had 2 rune pages.
You can also use these runes if you cannot afford the hybrid penetration or if you're low on rune pages or if you're saving up for a new champion.
Armor seals are the typical seals for all champions. Ever since the masteries changed armor is no longer available for a maximum of 9 defense points.
You'll need flat magic resist glyphs for the early game trading phase, or else you won't be long before you go back.
Ability power Quintessence are probably the best unless you want some extra penetration otherwise you can go for that.
AD Maximizing your mystic shot since it's the only basic ability that scales AD and applies on hit effect
Then comes your because it reduces the cool down.
"Situational: If you're forcing towers early game you might want to max your essence flux which would be a great attack speed utility for your whole team"
Last comes essence flux which you might need to use on your team rather than your enemies, it would be much more beneficial.
Dorans sword provides offense and defense but it takes lifesteal runes for it to scale back to the normal regen. Highly Recommended |
Long sword gives 10 damage for only 360 gold which will leave you with enough for 3 potions of your choice. And its an ingredient for another item. |
Boots of speed are the least common starters for AD carries. Ezreal's Arcane Shift replaces his urge for early game movement speed. "Not Recommended" |
After the Trinity Force buff it became cheaper to afford and provides him with all the utility he needs |
If laning VS a combination of high mobility and high burst, you should go for an Iceborn Gauntlet The defensive stats and cc balances will balance his game.Used VS high AD burst Damage. |
Blade of the Ruined King deals 5% of the target's current health in physical damage which scales with his Mystic Shot's on hit effect as well as the attack speed bonus scales with his passive Rising Spell Force |
Bloodthirster gives extra life steal and physical damage which will also scale with his Mystic Shot. |
A Frozen Mallet can be used to provide Ezreal with sustain, damage, and a high kiting potential. Same concept as Iceborn Gauntlet but with a single target, no cool down slows. |
Guardian Angel provides Ezreal with armor and magic resist. The passive is very useful if you know how to use it right. In this meta Guardian Angels are the 6th item for every AD carry. |
Mercurial Scimitar has a high recipe cost but it comes with damage, magic resist, and a debuff remover. It's much better than cleanse since cleanse can't stop Malzahar's or Warwick's ultimate. And it comes with a much lower cool down and it comes with a movement speed buff. Used vs heavy CC champions. |
Banshee's Veil repels the first spill you get hit by and it provides with high HP bonus and magic resist, although the cool down is slightly high. Used vs heavy burst AP champions. |
Farming phase might not be the easiest but it isn't the hardest. Some supports with high harass potentials like annie will nuke you. Its okay if you miss out on some creeps and let them push you so you can farm on tower. But make sure you don't get lower creep score than 5/minute otherwise there's no way you can compete with anyone. I recommend using mystic shot to last hit the creeps that you can't hit only and try staying and farming in lane as long as you could.
At level 6 there are some exceptions for you to ulti the creep wave if you were about to go back but it might as well cost you. I DON'T RECOMMEND IT.
Never under any circumstances should you stop attacking in a teamfight. Ezreal's Mystic Shot allows you to do damage from a long range, and it's better for you to do that than completely leaving the fight. That doesn't mean that you're the team's punching bag. Keep distance. Do whatever you could to stay until the end of the team fight. That's the AD carry's job. Constant damage. Goodluck. Hope this guide helps you.
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