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Build Guide by Thamradhel

My AD Ezreal

By Thamradhel | Updated on March 2, 2011

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[icon] => Spell_SummonerIgnite.png [level] => 10 [cooldown] => 210 [range] => 600 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 13 [last_comment_ts] => 2016-07-12 02:55:20 ) [1] => Array ( [summoner_spell_id] => 2 [client_id] => 6 [display_name] => Ghost [url] => ghost [description] => Your champion ignores unit collision and has 27% (+1% per champion level) increased Movement Speed for 10 seconds. The movement speed bonus ramps up over the first two seconds. [icon] => Spell_SummonerGhost.png [level] => 1 [cooldown] => 180 [range] => 0 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 12 [last_comment_ts] => 2016-07-30 04:25:56 ) ) ) ) [item_builds] => Array ( ) [ability_builds] => Array ( [0] => Array ( [display_name] => [ability_ranks] => Array ( [0] => 1 [1] => 3 [2] => 1 [3] => 1 [4] => 3 [5] => 4 [6] => 1 [7] => 3 [8] => 1 [9] => 3 [10] => 4 [11] => 3 [12] => 2 [13] => 2 [14] => 2 [15] => 4 [16] => 2 [17] => 2 ) [description] => [display_order] => 1 ) ) [threats] => Array ( ) [champion] => Array ( [champion_id] => 47 [display_name] => Ezreal [url_str] => ezreal [title] => The Prodigal Explorer [key] => Ezreal [description] => Born and raised in a wealthy neighborhood of Piltover, Ezreal was always a curious child. His parents were renowned archaeologists, so he became used to their long absences from the family home, often fantasizing about joining them on their travels. He loved hearing tales of high adventure, and shared their desire to fill in the blank spaces on every map. He was often left in the care of his uncle, the esteemed Professor Lymere. The professor did not enjoy having to wrangle such a rash and unruly child, and assigned the strictest tutors to teach him subjects including advanced cartography, hextech mechanics, and the ancient histories of Runeterra. But the boy had a knack for simply absorbing information, and found studying a waste of time. He passed assessments easily, with little or no preparation, infuriating his uncle and giving himself more time to roam the university grounds. Ezreal took great pleasure in evading the campus wardens, navigating the tunnels beneath the lecture halls as easily as the library rooftops. He even practiced lockpicking, sneaking into his teachers’ offices and rearranging their belongings for his own amusement. Whenever Ezreal’s parents returned to Piltover, his father in particular would tell him all they had seen, and their plans for future expeditions—none more ambitious and secretive than the search for the lost tomb of Ne’Zuk, a Shuriman tyrant who was said to be able to jump instantly from one place to another. If Ezreal’s father could learn whatever sorcery Ne’Zuk had possessed, he joked that wherever he was traveling, he would simply drop into Piltover for dinner with his son each night. As the boy grew older, the time between his parents’ visits grew longer until, one year, they did not return at all. Professor Lymere tearfully admitted that they had most likely perished, somewhere out in the desert. But Ezreal could not accept that. They had been too careful in their preparations. They must still be out there, somewhere… Abandoning his reluctant studies, the budding explorer would strike out on his own. He knew, if he was ever to find his mother and father, he had to start with the final resting place of Ne’Zuk. He spent weeks secretly gathering supplies from the university—celestial diagrams, translations of runic sigils, guides on the burial rites of Shurima, and a pair of protective goggles. Leaving a note of farewell for his uncle, he snuck onto a supply ship bound for Nashramae. Following his mother’s meticulous field notes, he crossed the Great Sai with merchant caravans heading south. For many months, he delved into cavernous ruins beneath the shifting sands, relishing the freedom of the unknown, facing unspeakable horrors that guarded hidden chambers. With each step, Ezreal imagined himself following his parents’ path, drawing ever closer to solving the mystery of their disappearance. Finally, he managed what they evidently had not. Beneath the newer mausoleum of some unnamed emperor, he uncovered the tomb of Ne’Zuk. The great sarcophagus lay empty, save for a gleaming bronze gauntlet, with a bright, crystalline matrix at its center. As soon as Ezreal laid his hands upon it, the tomb itself seemed to turn upon him, with cunningly wrought traps and wards laid down thousands of years ago. With scarcely a thought, he donned the gauntlet and blasted his way through, even teleporting the last hundred yards back to the hidden entrance before the whole structure collapsed in a plume of sand and masonry dust. Breathing hard, Ezreal looked down at the gauntlet as it hummed along with his heartbeat. He could feel it siphoning and amplifying his own essence. This, he realized, was a fearsome weapon of a previous age. A weapon fit for a god-warrior of Shurima, and the perfect tool for an explorer. Soon after returning to Piltover, Ezreal found himself bounding from adventure to adventure. From lost cities to mystical temples, his nose for treasure-seeking led him to places most university professors could only read about on maps, and his reputation began to grow. Naturally, to Ezreal’s mind, these tales rarely conveyed the true scope and scale of his exploits… but they did give him an idea. If he could make a name for himself as the greatest adventurer in the world, then his parents would surely return, and seek him out in person. From the untamed borders of Noxus and Demacia, to the seedy depths of Zaun, and the frozen wilderness of the Freljord—Ezreal chases fame and glory, uncovering long-lost artifacts and solving the riddles of history. While some may dispute the details of his anecdotes, or call his methods into question, he never answers his critics. After all, they’re clearly just jealous. 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[ranked_description] => Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times. [description] => Hitting a target with any of Ezreal's abilities increases his attack speed by 15% for 5 seconds (Max Stacks: 5). 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[ranked_description] => Ezreal fires a bolt of energy that deals {15/40/65/90/115} (+1.1 per attack damage) {0.3} physical damage and applies on-hit effects. If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1.5 seconds. [description] => Ezreal fires a bolt of energy, if it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second. 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Detonating with an ability refunds the cost of that ability plus 60 mana. [ranked_description] => Ezreal fires an orb that sticks to first champion, epic monster, or structure hit for 4 seconds. Hitting the orb with an ability or basic attack detonates it, dealing {80/135/190/245/300} (+ 60% bonus AD) (+ {70/75/80/85/90}% of ability power) magic damage. Detonating with an ability refunds the cost of that ability plus 60 mana. [description] => Ezreal fires a fluctuating wave of energy, damaging and reducing enemy champions attack speed, as well as healing and increasing allied champions attack speed. 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[ranked_description] => Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing {80/130/180/230/280} {0.75} (+0.5 per bonus attack damage) magic damage. Arcane Shift prioritizes enemies affected by Essence Flux. [description] => Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit. 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[ranked_description] => Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal {350/500/650} (+1.0 per bonus attack damage) {0.9} magic damage to each enemy unit they pass through. Minions and non-epic monsters take 50% reduced damage. [description] => Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 8% less damage to each unit it passes through). 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Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Ghost

Ghost

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ADC Role
Ranked #39 in
ADC Role
Win 50%
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Introduction

This is my AD Ezreal build I hope I can give some tips to people who want to learn how to play Ezreal and it's always nice to see what people think of the way I play Ezreal so maybe I can learn a thing or two from your comments.

I want to say before I start my build: I am Dutch so please forgive me if my English is not perfect.
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Skills


Rising Spell Force is Ezreals passive. It gives him extra attack speed for each target hit by his spells. stacks max. 5 times


Since you are playing AD Ezreal you should max your Mystic Shot first.
the best part of this spell is that it procs all on hit effects, such *** Sheen,Trinity Force, Red Buff and The Black Cleaver. Also lifesteal is applied here

I recommend taking no points in Essence Flux because it simply doesn't do any damage and it costs a lot of mana. Although, if you are laning agains a dps champion like Miss Fortune you can take a point in Essence Flux. The attackspeed debuff on this ability is pretty nice against Miss Fortune and other dps champs.

After your Mystic Shot is maxed, put all points in your Arcane Shift ability. even when you are not AP ezreal it still does some nice damage.
if you want to kill someone unexpected. jump over his minions with your Arcane Shift and then attack him while spamming your Mystic Shot. most mid champions are relatively squishy and will die fast with this method
VERY IMPORTANT
Do not waste this ability for harassing, because it is your escaping ability from ganks from enemy junglers. only use it if you are going for the kill.

take points in your ultimate at levels 6,11 and 16.
Trueshot Barrage can be used in many different ways.
1. fire it in a straight line to wards enemy base so it hits several minion waves. this makes it alot easier to farm or push.

2. finishing off a low HP enemy. most people in lane recall directly next to their turret, so if you see an enemy with low HP walking back to his turret to recall try and snipe him down.

If an enemy escapes from you with low health fire it after him. most people are stupid enough to walk in a straight line.

3. Your ultimate is also your late game team fight initiation move. if you fire it at the team fight it gives 5 stacks on your passive and also 5 assists if you hit them all.
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Runes


Greater Mark of Desolation.
simple: it makes your attacks do more damage

Greater Seal of Clarity
I think its necessary for Ezreal to have some Mana Regen. because then you can spam your spells for harrasment.

Greater Glyph of Celerity
Important for Ezreal is to be able to cast his Mystic Shot as much as possible due to the fact that it is his main damage skill and also that his Mystic Shot reduces the cooldown of his other skills if it hits a target, so Cooldown reduction is good for him.

Greater Quintessence of Desolation
Same as my marks.
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Items

The items on the top of the page is my core build and can be completed by the items in my "optional items" chapter

In my opinion Ezreal is best if he goes mid, he is very strong there and he can pick up first blood very quick if you know how to do it. I start with a Doran's Blade because it is a good starting item if you want to play aggressively begin-game.
Altough if you are laning against a champion that is harassing all the time (like karthus) you can also start with a Doran's Shield.

If you do well you can get level 1 boots and The Brutalizer at your first trip back (1687 gold)

The Brutalizer is just ridiculous on Ezreal: Cooldown reduction (makes you spam your Mystic Shot even more), Armor penetration ( makes your hits do even more damage) and the attack damage is a nice buff on your Mystic Shot.

if your have enough money at your second trip back, finish your boots and buy a BF sword. If you don't have enough money, pick up a Vampiric Scepter and save the rest of your money for your BF.

Make The Bloodthirster on your next shopping moment.

Another BF will make you even stronger.
You can decide for yourself what you do with the second BF. Either you can make another Bloodthirster or you can make The Black Cleaver if the enemy is stacking armor.

If you get focussed a lot ( and you will if you play well) Guardian Angel could be very convenient for late game team fights. I usually get this as my last item

If you finished this and the game still isn't over you can sell Doran's Blade and get one of the items below
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Optional Items


Banshee's Veil
If the enemy team has much magic damage you could buy this item for some more survivability.
and on top of the magic resistance and health it also blocks one spell.

Madred's Bloodrazor
If the other team has a lot of beefy champions besides their tanks, like Xin Zhao or Renekton, this is a good item to take them down much quicker.

Sword of the Occult
in my opninion not such a great item for AD carries but on Ezreal it can be a very rewarding item, your ultimate can hit all five enemy champions in a team fight which means 5 stacks on your occult if your team wins the fight even if you don't make a kill.

Trinity Force
personally not my cup of tea, but the effect does proc on your Mystic Shot ability which gives you some nice extra damage.
In case you take this item you should skip The Brutalizer and go straight to a Trinity Force

Manamune
If you are below level 20 or just haven't bought runes yet I think manamune would be a good item to buy, otherwise you will be out of mana the whole time. I personally don't like this item because it slows me down early game. I have to spend almost 1000 gold on Tear of the Goddess which doesn't give me any damage.

Berserker's greaves
If you like the extra attack speed buy these boots, it is pretty hard to land your Mystic Shot in team fights so the extra attack speed could be convenient.

Sorcerers Shoes
The magic penetration will make your ultimate and your Arcane Shift do some more damage.
although your ultimate also stacks with physical damage now it still does magic damage.

Mercury's Treads
Always pay attention to how many CC the enemy team has. If they have a lot of disables you should take these boots
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Summoner Spells


Ignite
probably the best spell for Ezreal. I have made countless kills by just ingniting someone in the fight.

Ghost
I just like ghost.
good for chasing:, Ezreal stands still for a short moment when he fires his Mystic Shot, ghosts makes up for this loss
good for escaping: Use you Arcane Shift and then ghost and you can probably escape from any jungler gank.

Other good choices:

Clairvoyance
check the HP of running enemies so you can judge whether or not to fire yout ultimate on them.

Flash
Double flash makes it almost impossible to catch you.

Exhaust
since Ezreal has no CC its is pretty nice to have a slow.
also it shuts down enemie DPS for a few seconds.
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Pros and Cons

Pros
harassing skill with his Mystic Shot
escaping ability with his Arcane Shift
can finish off running enemies with his ulti
his passive can give him pretty amazing attack speed

Cons
very squishy
no CC
hard to learn skillshots.

Pros of AD over AP
well I think AD is better because if you play him AP you have to constantly wait for cooldowns like on every other caster. I have played AP Ezreal quite a lot and I think its harder to focus 1 person down with AP. your Arcane Shift shoots at the closest target which is not always the target you want, with AD you can simply jump around the fight and take down one their range carry.

Due today's change of his ultimate I think there is one more reason to play AD.
100% of his bonus damage is added to his ultimate.
League of Legends Build Guide Author Thamradhel
Thamradhel Guide

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My AD Ezreal