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Build Guide by Ezreality

Tapeside's - Wriggles Trinity Rush

By Ezreality | Updated on February 9, 2011
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[icon] => Spell_SummonerExhaust.png [level] => 4 [cooldown] => 210 [range] => 650 [is_classic] => 1 [is_dominion] => 1 [is_deprecated] => 0 [is_deleted] => 0 [comment_count] => 6 [last_comment_ts] => 2011-09-23 06:20:03 ) ) ) ) [item_builds] => Array ( ) [ability_builds] => Array ( [0] => Array ( [display_name] => [ability_ranks] => Array ( [0] => 1 [1] => 3 [2] => 1 [3] => 3 [4] => 1 [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). [icon] => [cooldown_rank_1] => 0 [cooldown_rank_2] => 0 [cooldown_rank_3] => 0 [cooldown_rank_4] => 0 [cooldown_rank_5] => 0 [cooldown] => 0 [cost_rank_1] => 0 [cost_rank_2] => 0 [cost_rank_3] => 0 [cost_rank_4] => 0 [cost_rank_5] => 0 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 0 [range_rank_2] => 0 [range_rank_3] => 0 [range_rank_4] => 0 [range_rank_5] => 0 [keybind] => Passive [video_url] => [display_order] => 0 [range_type] => self [target_type] => passive [comment_count] => 1 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2011-08-25 02:25:14 ) [1] => Array ( [ability_id] => 235 [champion_id] => 47 [display_name] => Mystic Shot [unranked_description] => Ezreal fires a bolt of energy that deals physical damage and applies on-hit effects. If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1.5 seconds. [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 {75/125/175/225/275} (+ 60% bonus AD) {0.7} 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. [icon] => [cooldown_rank_1] => 12 [cooldown_rank_2] => 12 [cooldown_rank_3] => 12 [cooldown_rank_4] => 12 [cooldown_rank_5] => 12 [cooldown] => 0 [cost_rank_1] => 50 [cost_rank_2] => 50 [cost_rank_3] => 50 [cost_rank_4] => 50 [cost_rank_5] => 50 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 1150 [range_rank_2] => 1150 [range_rank_3] => 1150 [range_rank_4] => 1150 [range_rank_5] => 1150 [keybind] => W [video_url] => [display_order] => 2 [range_type] => self [target_type] => passive [comment_count] => 3 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2013-07-27 18:31:32 ) [3] => Array ( [ability_id] => 237 [champion_id] => 47 [display_name] => Arcane Shift [unranked_description] => Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit. [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. [icon] => [cooldown_rank_1] => 19 [cooldown_rank_2] => 17.5 [cooldown_rank_3] => 16 [cooldown_rank_4] => 14.5 [cooldown_rank_5] => 13 [cooldown] => 0 [cost_rank_1] => 90 [cost_rank_2] => 90 [cost_rank_3] => 90 [cost_rank_4] => 90 [cost_rank_5] => 90 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 475 [range_rank_2] => 475 [range_rank_3] => 475 [range_rank_4] => 475 [range_rank_5] => 475 [keybind] => E [video_url] => https://lolstatic-a.akamaihd.net/champion-abilities/videos/mp4/0081_04.mp4 [display_order] => 3 [range_type] => self [target_type] => passive [comment_count] => 5 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-07-29 10:41:13 ) [4] => Array ( [ability_id] => 238 [champion_id] => 47 [display_name] => Trueshot Barrage [unranked_description] => Ezreal channels for 1 second to fire a powerful barrage of energy missiles that deal damage to each enemy unit they pass through. However, it deals 8% less damage for each unit it hits (30% minimum damage). [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. However, it deals 10% less damage for each additional unit it hits (30% minimum 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). [icon] => [cooldown_rank_1] => 120 [cooldown_rank_2] => 120 [cooldown_rank_3] => 120 [cooldown_rank_4] => 120 [cooldown_rank_5] => 120 [cooldown] => 0 [cost_rank_1] => 100 [cost_rank_2] => 100 [cost_rank_3] => 100 [cost_rank_4] => 100 [cost_rank_5] => 100 [cost_type] => mana [attack_range] => 0 [range_rank_1] => 20000 [range_rank_2] => 20000 [range_rank_3] => 20000 [range_rank_4] => 20000 [range_rank_5] => 20000 [keybind] => R [video_url] => https://lolstatic-a.akamaihd.net/champion-abilities/videos/mp4/0081_05.mp4 [display_order] => 4 [range_type] => self [target_type] => passive [comment_count] => 9 [is_deleted] => 0 [is_deprecated] => 0 [last_comment_ts] => 2012-09-01 09:15:10 ) ) [threat_counts] => Array ( [0] => 0 [1] => 0 [2] => 0 [3] => 0 [4] => 0 [5] => 0 ) [leaguespyStats] => Array ( [status] => 1 [data] => Array ( [champion] => Array ( [id] => 81 [mobafire_id] => 47 [name] => Ezreal [url] => ezreal [free_to_play] => 0 ) [lane] => ADC [laneAlt] => ADC Role [rank] => 39 [rankings] => 11 [rankingsCount] => 44 [winRate] => 49 ) ) ) 1

Spells:

LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Exhaust

Exhaust

LeagueSpy Logo
ADC Role
Ranked #39 in
ADC Role
Win 49%
Get More Stats

Updates

Last Updated 2/10/2011

*NOTE - The Item Build Portion of this text guide has become outdated. I will update shortly, for now please refer to the mobafire guide above
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Introduction

Important things to note about AD Ezreal.
(1) Ezreal lacks any kind of natural CC.
(2) Most of Ezreal's damage comes from his Mystic Shot spell, besides auto attacks.
(3) His damage output is reliant on the player's accuracy with Mystic Shot as well as having a clear path to the target. Which means his damage output can vary greatly depending on the situation, such as in messy team fights where he is unable to focus fire. However, given ideal circumstances, AD Ezreal has among the highest raw DPS output coupled with the ability to kite effectively.


Ezreals Abilities:


Rising Spell Force
Excellent passive that meshes extremely well with AD Ezreal. You can basically get up to +75% attack speed (the equivalent value of approximately 2000 gold) at any time, which is incredible for a passive! The passive stack is incremented and the timer renewed every time you hit anything with any of Ezreal's skills, ensuring ease in maintaining stacks of it.



The foundation and core of AD Ezreal because of how good it is. As such, beefing up Mystic Shot is key to being successful. Doubtful? Then let's analyze why it's so good:

-At max level with max cooldown, this skill has a cooldown of approximatly 1.4 seconds if you hit something!
-Its damage is incredibly potent, starting at approximatly 100 damage at level 1 and up to around 600 damage mid to late game.
-It has around 1100 range, meaning it out-ranges all other non-skill shot single target spells in the game! And its projectile speed is very fast, as well
-Its extremely low mana cost allows you to spam it indefinitely all game long
-It procs on-hit effects like sheen, life-steal and slows, but not crits.
-As if that's not enough, this spell also reduces the cooldown of all 4 of Ezreal's skills (including Mystic Shot) by 1 second every time you hit something

What does all this mean? It means using a single spell AD Ezreal is capable of spamming 600 damage per shot every 1.4 seconds with 1100 range! Extremely effective for sniping targets during tower sieges or before team fights begin.

Important: Mystic Shot deals physical damage



Before, it was an overpowered aoe heal + aoe damage + aoe attack speed buff on teammates + aoe attack speed de-buff on enemies all packed into a single spell with relatively low cooldown. But now its just a shadow of its past with everything heavily nerfed except for its aoe damage component. In other words, this spell is no longer as good as it used to be, and should therefore be neglected on AD Ezreal.



A blink (600 range) with an added damage component that strikes the nearest target within 700 range of your landing point (which means this spell has a strike range of 1300!)

This is Ezreal's survival and semi-initiation spell. With it you can blink out of reach of the enemy's spellcasters in team fights or hop over walls to escape a chase. For initiation purposes, this spell allows you to get in range to dish out some damage. Its cooldown is reduced by 2 seconds for every level, which is very useful.

Keep in mind that blinking while a homing projectile is heading towards you will not prevent the damage, unlike flash.


Ezreal fires bolt with global range that damages anything it passes through. Excellent ultimate with many many uses. Never be afraid to use your ultimate unless a team fight is imminent. The cooldown is low and is further reduced every time you use mystic shot. As such, you should be spamming mystic shot on anything you can hit whenever your ultimate is on cooldown.
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Summoner Spells

Summoner Spells

+

Standard Ranged carry spells. Helps get positions and flash out if your blink is on cool down.

+

Works well as you have a free blink anyway.

+
The new exhaust Is very good as a dmg reducer against a 1v1 mid and rendering a target almost useless in a team fight, as you have no cc it's good as a slow to chase and a slow to escape. make sure you put a point in masteries if you plan to use it.
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Mastery Tree

Mastery Tree:

This mastery tree is a 21/0/9 mastery tree which attempts to maximize:
    crit chance
    cool downs reduction
    attack rate
    armor pen
    magic pen
    and base and magic damage

in the offensive tree while grabbing a couple points in Utility for:
    health
    mana regen
    experience
    and increased buffs
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Item Build

Note* This item build has become out dated. Will soon corect

Item Build:

/Dorans Blade If you choose vampiric scepter, during your first couple of levels you should be playing passive. Unless your enemy has a brain the size of a pea than he will exploit your weakness (Your damn squishyness at low levels!) If you choose the blade you will be a bit behind in rushing the wriggles lantern but will be very strong out of the gate. Extra health damage and 3% life steal mean you can trade blows wit the best of em.

These two starting items will give you excellent lane staying power for your early levels and replenish health every time you hit a minion. Low on health? Q a couple minions! Not enough mana? Remember to last hit and mostly auto attack at this point.
As if this wasn't great enough this item conveniently also builds into our next amazing item Wriggle's lantern!

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At 1.1k or 1.45k (boots) Gold pick up..

Okay, so here's the deal. After you have about 1.1k gold.. If your opponent goes back for any reason you should match him and also return to base. Pick this item up immediately! You now have a 1/5 chance of instantly killing enemy minions. This makes you a minion killing beast! But wait... It gets better. That 500 damage you deal to instantly kill the minion... It gets returned to you via life steal.. This means that for every 5 hits on minions, your life steal will be returning
approximately 62.3 health (depending on if the minion is at full health) back to you based on the 14% life steal you know have. This means that if you insta-kill a minion at-least once every five seconds you are now regaining about 747 health every minute just from the passive ability of this item alone. Not to mention the beautiful active this item has. Placing a 3 minute ward on the field will help prevent those nasty ganks and save you 150g. In addition this item will allow you to jungle with ease on downtime while running through jungle. This means you can easily snag red or blue while the enemy is porting back to base to heal. Being buffed throughout the game as a ranged carry or caster is essential and also made possible to you with Wriggles.

If you have the extra 350g from when you went back to get Wriggle's than also pick up these. Movement speed is always good and should be an early game item.

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At 1565 Gold pick up..

/ [/color] This is important because your characters speed is very key, getting in an out of fights effectively is crucial and attack speed will ensure that you are life stealing and hitting hard at all times. . This item is always situational however and can be substituted for Mercury Treads for those CC or Magic heavy lanes on rarer occasions.

and

Although this item is under ability power it will give us a bit of mana and increase our base damage by 80% when we use our Q. This can only be applied once every 3 seconds. So poke intelligently. It will keep your Q hitting hard.
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At 2.810k Gold pick up..

Trinity Force is an all around balanced item that complements everything Ezreal needs. It gives a whole bunch of interesting bonuses including attack speed, attack damage, ability power, critical strike chance, health, mana, and movement speed. The most interesting thing though is this items passive. More chances to slow enemies with auto-attack and an increase in base attack damage by 130%. That's huge!

From Here items are flexible. Choose whatever fits your needs and try and build to counter your opponents. Might I suggest a Madred's Bloodrazor for those tank Heavy Games, and The Black Cleaver to lower your opponents armor. Bloodthirster for Attack Damage and life-steal. Possibly Infinity for very late game. Items are limitless.. Up to you.. :D
League of Legends Build Guide Author Ezreality
Ezreality Guide
Tapeside's - Wriggles Trinity Rush