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Choose Champion Build:
-
Ezreal: AA Heavy
-
Ezreal: Old build
-
Ezreal: Original Blue Ezreal
-
Ezreal: Muramana + Triforce
Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Brief Note: Who am I and why a guide about Ezreal.

My in-game summoner name is Wlyf, I'm currently Gold III but I don't usually play ranked, at all. That's because I don't really have much time, due to University duties, so I just rather enjoy some peaceful Normal games than stressful Ranked ones.
I'm aware that I'm not as experienced or as good as other players with


As a final note, I wanna apologize in advance for my bad english. I'm Portuguese, so English is not my main language. Feel free to help me improve either the guide or the grammar in it. Feedback is really important to me. Hope you enjoy this guide!
Pros
|
+ Amazing passive. + Poke/Damage/Brush checking/Cooldown Reducing ability. + AS team steroid. + Best escape tool of any AD Carry. + Global Ultimate. + Works well with ANY team composition. + Fun to play. + Best skin in the game! |
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Cons
|
- Squishy. - You will be focused down, hard. - Damage can fall off late game, depending on how you build him. - All skill shots, needs skill and patience to learn them properly. - No CC. - No wave clearing abilities except for ![]() - If you're laning with Taric support, you know you'll hear jokes about it... Damn you LoL community! |
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Now it's time for us to look at
Ezreal's kit, shall we.
Here and there I've been talking about his abilities in this guide, how versatile he's, how he excels at poking and kiting, etc. Well, now it's time for us to look in-depth to a huge part of why that's true. His abilities.
Rising Spell Force
"Hitting a target with any of
Ezreal's abilities increases his attack speed by 10% for 5 seconds, stacking up to 5 times."
Pretty simple and straightforward passive. More stacks, more attack speed. Early game this passive can really come handy, since you can stack it easily with your
Mystic Shot due to the low mana cost at all ranks. I got some tips on how you can take the best advantage of this.
Mystic Shot
"Active:
Ezreal fires a bolt of energy in a line that will deal physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreal's cooldowns will be reduced by 1 second. Physical Damage: 35 / 55 / 75 / 95 / 115 (+ 110% AD) (+ 40% AP)."
My favorite ability in the game, hands down. The low mana cost on this ability allows you to spam it at all ranks, especially if you take Runes & Masteries that include mana regen. Your primary tool for damage early to mid game. Also comes with a great asset: Each time
Mystic Shot hits a target reduces all
Ezreal's abilities. Max it first, for obvious reasons.
Essence Flux
"Active:
Ezreal fires a wave of energy in a line. Any enemy champions it passes through are dealt magic damage, while any allied champions it travels through have their attack speed increased for 5 seconds. Magic Damage: 70 / 115 / 160 / 205 / 250 (+ 80% AP)."
This ability used to be OP as heck, from what I read about. But, as usual, RIOT nerfed it and nowadays pretty much isn't half as important as it was before. That's why we max it last, it simply don't bring too much to the table.
Arcane Shift
"Active:
Ezreal instantly teleports to a nearby target location and fires a homing arrow at the nearest enemy unit within 750 range, dealing magic damage to it. Magic Damage: 75 / 125 / 175 / 225 / 275 (+ 75% AP)."
Oh, this ability. God, I love
Arcane Shift. This is a better version of flash, if we may refer it as such. Easier to go through walls with smooth casting, deals damage to the closest enemy (Trust me, this does hurt a lot) and it's in a low cooldown compared to flash. Can be even lower, if you use constant
Mystic Shot's on targets. Max it second.
Ezreal can use
Arcane Shift to get over. (I found it by Google, if someone knows from where it is, tell me, please.)

Trueshot Barrage
"Active:
Ezreal charges for 1 second to fire a powerful broad energy missile that travels in a line across the whole map, dealing magic damage to each enemy unit it passes through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt. Magic Damage: 350 / 500 / 650 (+ 100% Bonus AD) (+ 90% AP)."
This is a daaaaaaaarn good ultimate. It's global, deals Tons of Damage (Get it, guys? Guys?), it makes your
Rising Spell Force stacks get max'ed with ease and it's great for either finishing close range kills, or just snipe low level champions across the map. It's an ultimate so, take it whenever you can. (Levels 6, 11 and 16)

Here and there I've been talking about his abilities in this guide, how versatile he's, how he excels at poking and kiting, etc. Well, now it's time for us to look in-depth to a huge part of why that's true. His abilities.
PASSIVE

"Hitting a target with any of

Pretty simple and straightforward passive. More stacks, more attack speed. Early game this passive can really come handy, since you can stack it easily with your

Tips and Tricks
- In the laning phase, if your jungler is about to gank or your support is about to initiate try to have max stacks. Use your
Mystic Shot to stack it. DON'T use
Essence Flux or
Arcane Shift. Too expensive in terms of mana, not worth using them for this purpose.
- If you don't have the stacks before the jungler/support engage and your enemy is CC'ed, use your
Trueshot Barrage to instantly max your stacks so you can do full DPS possible.
- In team fights, use your
Trueshot Barrage to get max stacks early in the fight, so you can keep them max'ed with
Mystic Shot's or other abilities. If your
Trueshot Barrage is not available, use your
Essence Flux early trying to hit as much champions as possible to get most stacks.
Q Ability

"Active:

My favorite ability in the game, hands down. The low mana cost on this ability allows you to spam it at all ranks, especially if you take Runes & Masteries that include mana regen. Your primary tool for damage early to mid game. Also comes with a great asset: Each time


Tips and Tricks
Mystic Shot has a 1100 range. This is a great range for a single target ability, abuse this fact for your poking.
- Use
Mystic Shot to check the fog of war, instead of face checking yourself. This can really save you from hard situations.
- After you get
Sheen your
Mystic Shot damage gets a huge boost. So, even if you don't wanna build
Trinity Force early, get
Sheen. It's a good item to have, nevertheless.
Mystic Shot does not go through minions.
- Sometimes, in lane, you have two minions about to die at same time. No problem, use your
Mystic Shot for it. It's low mana cost, low cooldown.
Mystic Shot does proc
Life Steal, since it's a physical damage spell. Other
Ezreal's abilities don't, keep this in mind.
- This is a personal thing I've noticed, can help you clean minion waves kinda faster. After you get a
Trinity Force your
Mystic Shot can kill a
Caster minion by itself, no AA needed. For
Melee minion you'll need a
Mystic Shot and a AA.
W Ability

"Active:

This ability used to be OP as heck, from what I read about. But, as usual, RIOT nerfed it and nowadays pretty much isn't half as important as it was before. That's why we max it last, it simply don't bring too much to the table.
Tips and Tricks
Essence Flux goes through minions and champions. You can hit multiple champions with it, causing equal damage to all. You can only damage champions with this ability.
- When doing objectives like
Towers,
Dragon,
Baron Nashor try to align your
Essence Flux to hit as much allied champions as possible to give general team buff. It does help A LOT.
Essence Flux does not immediately proc the
Trinity Force passive, but you can use it and then AA to take advantage of the passive. Use this trick when your
Mystic Shot is in cooldown and you can't use it to make the most DPS you can.
- As off Patch 4.12 this ability now works on Ezreal as well if you get hit by it. You can proc this by casting
Essence Flux and cast
Arcane Shift right after in the same direction. You'll get hit by Essence Flux and receive the AS buff.
E Ability

"Active:

Oh, this ability. God, I love


Tips and Tricks
- Similar to
Essence Flux,
Arcane Shift does not immediately proc the
Trinity Force passive, but will empower the next AA with some extra damage.
- You can use this to re-position and use your skill shots in a more effective way.
- DO NOT INITIATE TEAM FIGHTS WITH THIS ABILITY! I see some
Ezreal's make this mistake, and when they do, it's pretty much a free kill to my team.
- This ability costs 90 mana at all ranks. Try, in the laning phase, to keep your mana always over 90. So, if you get a surprise gank you'll have the escape mechanism. This is important for lane safety.



R Ability

"Active:

This is a daaaaaaaarn good ultimate. It's global, deals Tons of Damage (Get it, guys? Guys?), it makes your

Tips and Tricks
- First tip is the most important one to me. This ability can not be interrupted by any CC type after you cast it. Even if you get, per example,
Rocket Grab'ed by
Blitzcrank or
Death Sentence'd by
Thresh your ultimate will work from the spot you casted it.
- When casting
Trueshot Barrage, to max out your damage output, try to not hit any minion or monster in the way. That will decrease your damage and can be the difference between a kill and a low hp escape from your enemy.
- Try to cast your
Trueshot Barrage where your enemies can not see you. That will create the element of surprise and might help you hit them before they can even react to it.
- Needless is to say that you can try to snipe objectives like
Buffs,
Dragon and
Baron Nashor.
- Psst, little secret. Are you going back to base and still have
Trueshot Barrage and 100 mana left? Cast it on the wave and clean it up. I see some
Ezreal players forgetting this and it's pretty simple but can give you an extra gold and pushes the lane to your opponents
Tower, allowing you to lose less minions before you get back to lane.
Summoner Spells
Best Choices for
Ezreal


This item is necessary to any AD Carry. I understand that



This summoner spell got buffed! Yes, it's true. This season the summoner spell

- Try to use it only in situations you are sure you can make it out alive, don't waste it when you're certain you'll most likely die.
- When possible, try to save your teammates from tough spots with the movement speed buff it now gives to the most wounded ally nearby your cursor.
- Care for the part where the healing effect it's diminished when other summoner spell heal was recently used. If you and your support wanna both take
Heal, it's better you take
Barrier in this case. The healing effect will not be reduced, and you'll get a bigger shield.
Viable Choices for
Ezreal


This is a great summoner spell for AD Carries. Gives a small shield that scales with level, having many good uses for it. It's the most common pick along with


- Gives you a bit more durability in fights, can be crucial in winning or losing a 1vs1.
- Can protect you for many spells that, without
Barrier, would most definitely kill you. Per example:
Karthus
Requiem,
Zed
Death Mark, etc.
- Can work as a bait if correctly timed.
Heal right now is a better option due to the movement speed, but barrier it's better in the early game as we see from the bigger shield that it offers. Despite that, I still recommend
Heal over
Barrier.


This is an EXCELLENT spell against Heavy CC teams. Removes all the debuffs from you and reduces the duration of the following ones. This can really save you from tricky situations where you get attacked by heavy CC. I'll list a few things that you may or may not know about this spell:
- It does remove the
Ignite true damage effect.
- Removes every form of cc except: "Suppression, knock-ups, knock-backs, grabs and flings".
- Finally, if you don't wanna take this item but you're aware that, somewhere in the game, you'll need this type of spell, buy a
Quicksilver Sash. Has a similar effect, lower cooldown but the bad thing is that takes an item spot and does not reduce the effects from the following disables or debuffs. You can later upgrade it to a
Mercurial Scimitar, which I had put previously in item alternatives for our build.




Well, this sector of the guide was pretty easy for me to do since... I'm a support main myself. I've played these match-ups a lot, so I kinda know the other side of the coin. However, all of them are based on my knowledge and opinion. If you disagree and have an opinion why it's not how I say it is, I respect that, and would consider a change if I agree with it as well. But enough talk, let's go to the important stuff.
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Synergy: Godlike. Weaknesses: Squishy; Mana hungry. Strengths: Poke; Sustain; AoE stun. Explanation: ![]() ![]() ![]() ![]() |
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Synergy: Great. Weaknesses: Squishy; No sustain. Strengths: AD Steroid: Safe support; Great disengage. Explanation: ![]() ![]() ![]() |
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Synergy: Great. Weaknesses: No hard CC; There are better picks currently. Strengths: Big damage early game; Movement Speed + Shield is great to make you even harder to catch. Explanation: As a support main myself, I love to play ![]() ![]() ![]() ![]() ![]() |
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Synergy: Good. Weaknesses: Squishy; If she fails to land ![]() Strengths: Sustain; Disengage. Explanation: I'm gonna be honest and say that I hate ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Synergy: Good. Weaknesses: Squishy; Will be highly focused in laning phase. Strong Points: Amazing damage; Amazing CC; Scales into a secondary AP champion lategame. Explanation: This guy is a monster in terms of damage. His poke damage in the lane is insane and his ult even at lvl 6 does massive damage. The reason why I think he's a good support for ![]() |
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![]() Deadly Bloom ![]() ![]() ![]() |
Synergy: Good. Weaknesses: Squishy; Will be highly focused in laning phase. Strong Points: Amazing damage; Decent CC; Scales into a secondary AP champion lategame. Explanation: ![]() ![]() |
![]() Deadly Bloom ![]() ![]() ![]() |
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Synergy: Decent. Weaknesses: Squishy; No hard CC; Hard poke to land. Strong Points: Godlike sustain; AoE silence. Explanation: Before ![]() ![]() ![]() ![]() ![]() |
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Synergy: Decent. Weaknesses: Squishy; Works better if built full AP. Strong Points: Great lvl 1,2 and 3; Decent slow; Amazing ultimate to save someone. Explanation: ![]() ![]() |
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Synergy: Decent. Weaknesses: Lackluster CC; Not the strongest heal; There are better picks. Strong Points: Amazing armor buff; Ultimate gives fantastic buffs to the whole team; Armor shred with ![]() Explanation: ![]() ![]() ![]() |
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Synergy: Decent. Weaknesses: No sustain; Weak poke; Better with all-in ADC's. Strong Points: 3 second binding; ![]() Explanation: Whenever I'm against a single target cc heavy team, I pick ![]() ![]() ![]() ![]() |
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Synergy: Decent. Weaknesses: No sustain; Works better with all-in champions; Lackluster poke. Strong Points: Really hard CC; Amazing peel; Best support in the game for every situation. Explanation: ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Synergy: Decent. Weaknesses: No sustain; Lackluster poke. Strong Points: Tons of CC; Amazing peeling ability with ![]() Explanation: I remember when ![]() ![]() ![]() ![]() |
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Synergy: Decent. Weaknesses: No sustain; Focused hard in the laning phase; Not a common support. Strong Points: Great poke; Decent CC; Underrated shield; Ultimates have amazing synergy. Explanation: Well, the typical "I don't wanna support so... Imma just pick ![]() ![]() ![]() |
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Synergy: Decent. Weaknesses: No sustain; WTF VEIGAR? Strong Points: 2,5 seconds stun; Ability to zone and entire team; Ultimate chunks the enemy AP carries even without building damage. Explanation: Okay... I'm going to be honest, even before this was a pick in Korea and other regions I tried it for myself and I actually thought it was pretty strong. The reason for that is that you provide a zoning that excels with a POKE team. If you get your stun down, it's pretty much a sure thing that your team skillshots will hit, right? That's what makes ![]() |
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Synergy: Bad. Weaknesses: No poke; Works better with all-in champions. Strong Points: Uber tanky; Ok sustain in laning; Good peeler. Explanation: Even though ![]() ![]() |
![]() ![]() ![]() ![]() ![]() |
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Synergy: Bad. Weaknesses: No poke; Works better with all-in champions. Strong Points: One of the best tank supports; Great CC and initiation; Can dominate the lane if ahead. Explanation: Similar to ![]() ![]() ![]() ![]() |
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Synergy: Bad. Weaknesses: Works better in all-ins; Focused in the laning phase. Strong Points: Can stun the whole enemy team with one ability; Has a decent poke in laning. Explanation: ![]() ![]() ![]() ![]() |
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Synergy: Bad. Weaknesses: Hit or miss champion. Strong Points: Dominates if his skillshots hit; Great at picking someone off position. Explanation: ![]() ![]() ![]() |
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This was my guide for
Ezreal, the Prodigal Explorer. I hope it was helpful to you this little bit of knowledge that I just shared, and hopefully wins you games!
I'll try to keep this guide as updated as possible, and I'm always open for suggestions.
Thank you, once more!

I'll try to keep this guide as updated as possible, and I'm always open for suggestions.
Thank you, once more!
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