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Choose Champion Build:
-
Classic AD Ezreal
-
AP Ezreal
-
Jungle Carry [Outdated]
-
BLUE Build
Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
NOTES
- THIS GUIDE IS STILL UNDER CONSTRUCTION!


This guide is aimed at players with very little knowledge about how to play
It this guide I will highlight the things that makes
At the end of this guide I hope that I have learned you a thing or two about how to play
I put a fair amount of effort into this guide, so I do implore you to reconsider any downvotes pending the actual trial and testing of my guide that I imagine you are planning to do. And above all, thank you for taking the time to read this

PROS:
+ Great mobility with
+ Insane damage with your skill-rotation, early-mid-game.
+ Can pretty much take down anyone by kiting them, poking with auto and
CONS:
- Lack of CC (Crowd Control).
- High Skillcap. Pure skillshot champion- Mana control. (Easily burns mana)
- Very vulnerable to CC due to his squishyness
Mystic ShotLevel it up it as often as you can. This ability is amazing enough to proc on-hit effects such as Sheen and lifesteal. What makes this really amazing is that it reduces all your cooldowns by 1 second very time it hits an enemy (even its own cooldown), while already having a very low cooldown. Scales very well with AD, and relatively good with AP. |
Essence FluxAlmost useless after the nerf, I usually grab this at level 8. It's good for stacking up |
Arcane ShiftThis is the only spell that gives you any mobility/survivability whatsoever. It also deals relatively high damage. Therefore, take it at level 2. The main reason you max this second is because of the reduced cooldown on your Arcane Shift (Almost Free and improved |
Trueshot BarrageThis is what makes Ezreal the best (IMO). Like every other ultimate you get this at level 6, 11 and maxing it at level 16. Ezreal wouldn't be much without it. Scales of both AD and AP, AP being the dominant one. AD still increases its damage a lot. |


Since
Blitzcrank
One of my absolute favorite supports, probably because my friend mains him, therefore, I've been playing a lot with
Leona
One of the best supportsyour
Alistar
Again, crowd control. An
Janna
More crowd control. As you may have understood by now, crowd control is key to winning a lane with
Taric
Even more cc, along with sustain. His passive onOther Synergies
Soraka
When in a lane
Sona
Lulu
WithCounters

Weak Against
Graves
If you face
Draven
He isn't just strong, he is really strong. He can either poke you hard from level 2 or poke even harder from level 4.
Caitlyn
A
Miss fortune
Good Against
Ashe |
Blitzcrank |
ThreshPlaying against |
NamiNot much more to add here, more than that you can dodge pretty much all of her CC abilities with your |
- NOTE: The build in the picture is an OPTIONAL build!
Fury
To spice up your Attack speed! You can also go with Sorcery but I chose not to because Attack Speed is superior on
Deadliness
Simply adds more Attack Damage and unlocks
Blast
Adds minor Ability Power to your W and E, since your E and R scales quite well with AP it is very nice to have that extra damage. It also unlocks
Weapon Expertise
It is good for helping you to take down heavily armored players, such as Malphite.
Arcane Knowledge
Same as Weapon Expertise but for players with magic resist.
Lethality
Adds critical strike damage for those high crits we want and unlocks
Brute Force
This will help you last hit early game, as well as boost your overall damage.
Frenzy
Attack speed after critical hits are just amazing, since you will be dealing a lot of critical strikes.
Sunder
Further increases your armor penetration. Which is great for
Executioner
This will make a HUGE difference mid-late-game, as it increases your damage by 5%. It will make your ultimate the perfect sniping tool.
Summoner's Insight
Will reduce the cooldown on your
Meditation
It is great for the extra sustain you'll get! this makes it possible to snipe more often with your
Runes
Marks -
Seals -
Glyphs -
Quintessences -
I'm only going to go trough the most important Summoner Spells to know as an ADC.
GhostUnlocked: Summoner Level 1Supported Game Modes: Classic, ARAM (All Random] and Dominion.Either you want a powerful engage, escape or chase this is a great spell to pick. People often stand between this summoner and Rating: 9/10 |
HealUnlocked: Summoner Level 1Supported Game Modes: Classic, ARAM (All Random) and Dominion.There is absolutely no shame in taking Rating: 6/10 |
CleanseUnlocked: Summoner Level 2Supported Game Modes: Classic, ARAM (All Random) and Dominion.This spell is very situational and fits best with champions that doesn't have a proper escape ability, facing an opponent with a lot of CC. Due to the high cooldown it makes it like so that you can't use it as a "get away" spell all the time, you need to conserve it for situations where you are caught unaware and can not otherwise get away. This spell is often picked by solo-top or jungle players but it works well with any champion that has the need of getting out of CC quickly. NOTE: This summoner only removes stuns, slows, taunts, fears, snares, blinds and silences. Not suppression. Rating: 7/10 |
BarrierUnlocked: Summoner Level 6Supported Game Modes: Classic, ARAM (All Random) and Dominion.This spell is mainly used by AD carries or by Solo-Top players. It is especially great against any player with ignite and high damage output. Allowing you to stay longer in fights is always great especially when you play the role as a AD carry, because you will often be your teams greatest damage output and your enemies major target. By timing it properly it can both save you and the situation. Rating: 9/10 |
ExhaustUnlocked: Summoner Level 8Supported Game Modes: Classic, ARAM (All Random) and Dominion.A gankers best friend. This is a extremely useful spell when it comes to pinning a high priority target or to stop that low health champion to barely escape while your team catches up. In a 1v1 situation this spell will often let you get your opponent in the ground before he does (Assuming you had an advantage to begin with). Or it might just save you when getting ganked from the jungler. Rating: 8/10 |
IgniteUnlocked: Summoner Level 8Supported Game Modes: Classic, ARAM (All Random) and Dominion.While this summoner spell is used (often combined with burst combo) to get the kill, often a runner or when you have used all your abilities to do the last 10% of damage you need to get the player down to 0. The two primary roles who takes this summoner spell is AP and AD carries to get off those early kills they need. It can also be used in other useful situations for example in teamfights to kill their prime damage. Rating: 9/10 |
FlashUnlocked: Summoner Level 12Supported Game Modes: Classic, ARAM (All Random) and Dominion.This is probably the most useful summoner spell in the League. This spell allows you to "teleport" from one location to another, in less than the blink of an eye. Despite its range nerf quite a while back it offers just too much utility to ignore it. It can change the heat of a game, by allowing a key player jump over the walls out of danger or to dodge life threatening abilities. Best served as a getaway spell. Rating: 10/10 |
Other Summoner Spells
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|
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|
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Doran's Blade
Is a nice item for any AD carry. Especially if you want to deal, heal and be able to take some harassment. It is very good at low poke champions such as
Berserker's Greaves
Best boots out there for
The Bloodthirster
Is an AMAZING item for
Last Whisper
Is and will most certainly stay like this for a while, the better version of Black Cleaver, because it doesn't need to be stacked and overall lets you deal more damage.
Infinity Edge
This is my favorite item after
Mercurial Scimitar
is another great AD item, it also has the awesome ability to remove all debuffs from your champion. I simply must say that I love this item because of the mobility it offers you + extra tankyness against casters + more damage output yourself. Just great! For several occasions!
Statikk Shiv
is a great tool for farming and minor AOE damage in teamfights. during a good teamfight it can deal up to 2000 damage (That is really insane) if not even more?! But hell.. You should get this item directly after
Offensive
Manamune
I do not enjoy this item. But I've added it to my guide because I see a lot of people who do. The reason this is such a popular item is because of the mana it provides. I recommend this item if you feel like you are terrible at mana control.
Blade of the ruined KingPersonally I think that this item is great, especially of you are up against a team with lots of Hit-Points/Health, which makes it even more enjoyable! It also provides you with the necessary AD, Attack Speed and Life Steal you need to function properly throughout the game. It's Active allows you to take on more damage head-on than you otherwise would, and it deals a fair amount of damage as well. Great item, very underrated. |
The Black Cleaver
TheDefensive
Mercurial Scimitar
This item is amazing, I buy it instead of
Banshee's Veil
A viable choice when the enemy team have a lot of CC initiates, or a
Guardian Angel
If you have no clue at all in what order you should be buying your items, here's some examples.#Example 1
Item Sequence
B. F. Sword
1300
Bloodthirster
3400
Avarice Blade
800
Statikk Shiv
3000
Berserker's Greaves
1100
Pickaxe
875
Last Whisper
1450
B. F. Sword
1300
Quicksilver Sash
1300
Mercurial Scimitar
3200
B. F. Sword
1300
Cloak of Agility
600
Infinity Edge
3500
#Example 2
Item Sequence
B. F. Sword
1300
Bloodthirster
3400
Tear of the Goddess
400
Sheen
900
Ionian Boots of Lucidity
900
The Brutalizer
1337
Manamune
2900
Iceborn Gauntlet
2900
Black Cleaver
3000
Banshee's Veil
3000
#Example 3
Item Sequence
Health Potion
50
Health Potion
50
Phage
1100
Boots
300
B. F. Sword
1300
Avarice Blade
800
Berserker's Greaves
1100
Vampiric Scepter
900
Statikk Shiv
3000
Bloodthirster
3400
Last Whisper
1450
Quicksilver Sash
1300
Mercurial Scimitar
3200
B. F. Sword
1300
Infinity Edge
3500


Summoner Spells
Today most of the setups are using the Summoners

Matchups
A lot of people that there is an ultimate bot lane that burst-"beats" sustain, sustain beats poke, and poke beats burst.
A good example of a burst lane would be
Depending on which of these you pick or meet, it doesn't mean you have lost your lane or instantly won it. No, it more or less you need to adapt to the situation and play more differently than before.

Sustain vs Burst
When you're playing a sustain lane versus a burst lane, you need to know when to trade and when to back off. Ideally you would want to trade a little damage and then back off until you're healed up. This may seem like a simple tactic, but many players seem to fail to understand the concept of this.
And if you play as the burst lane, your job is the other way around, use all your burst at once and try to pick off a kill. If you fail it's likely you want to go back as the sustain duo will just heal up and it will be difficult for you to lane efficiently.

Poke vs Sustain
ay you are a poke lane versus a sustain lane. This is probably one of the most difficult counters to go against, unless you basically turn the lane the other way around, and get a bit more aggressive.
A good example of this is

Burst vs Poke
Burst versus a poke lane has to be fairly obvious. Try to get a kill before they poke you down, however, too much can be hard against champions like

Bush-Control
When laning about 90% of your deaths will be from a
Bush-Control is basically if you have vision inside that bush or players standing inside the bush to reveal the area. Just one Sight ward is enough to ward the whole bush and a small area outside of it, allowing you to increase your map control and awareness. This makes it easier to avoid unexpected ganks and CC's (stun, root, etc). But TRUE bush-control means that you are standing in the bush "controlling" it, if you can, you should "plop" down a
Now that you know what bush-control is and how important it is for you to stay alive, I can learn you how to get it. Most usually the lane with the most CC or more agressive early-game tries to gain control of the bushes, and it will definitely be easier for them to get it too. However, if they get control of the bush, it isn't the end of laning. You don't have to run in trying to get CS and dying, or you don't have to run mid lane complaining about your support.
There are two options; you can buy some Sight Wards yourself, ward the bush and take back control of it, or your support can do it (Which is often better).

Taking down a Turret
Some information about when to take down the tower, when to lock the lane and when not to etc. There is something called lane mechanics.
One of the most common mistakes can be killing the tower too early. In my oppinion, you shouldn't kill a tower before at least 12 minutes have passed, or at least before you feel you can put some significant pressure elsewhere on the map, as when you've killed the bottom tower it's likely you'll want to go mid and take that one as well.

Freezing the lane
It is probably easiest to freeze bot-lane because you have a support that can help you to tank the minions and give you sustain.
If there is an entire minion wave comming at your tower hold it just before the tower, tank the minions until yours come back. Of course, if they notice this and attempt to stop you, it's not worth dying for it.

Last-Hitting under Turret
Usually on a mage minion, hit the minion once, then let the tower deal the next hit. This will leave the minion with very low HP, allowing you to take the last hit.
On the melee minions, let the tower hit it twice, this will leave them with very low HP, allowing you to take the last hit.
On the siege minions you'll simply have to wait and calculate in your mind when to shoot.


Warding
Warding is the job of your support, but if he's not doing it, you SHOULD do it in his stead or keep reminding him about it.
On purple side the main ward you want is in tri-brush, however people can still run down river to gank since you won't have vision there, this can be easily fixed by just placing 2 wards, one at tri brush and one at dragon.
Obviously you have to be conservative with your wards though so don't place them randomly, if you see the jungler top that means you usually won't need a ward for now, you'll just have to think where he is going to be and at what timeframe he could be bot.
Alot of junglers can also gank through the lane using the bushes as cover, IMO the strongest junglers for this are:
Warding as the BLUE team

You always want to ward the river (1)! A great spot to do this is the crossing between Dragon and blue, because then you both get vision from ganks coming through your jungle or from mid, you'll also get "free" vision of Dragon.
And since you warded so far up it will cost you one more ward, but is worth it. Place that one in the tri-bush (2) so that you can spot the jungler before he comes in after taking red. If you don't do this you won't be able to spot him before he is in your face, and you most likely will burn all your summoners and/or die.
Other useful places to put down your wards are in the lane-bushes (3). Now you can place one in each bush or just one. I marked the low bush in this case because we don't want to be pushed too hard and neither do we want to be surprised when we walk into their bush.

Warding as the PURPLE team

When warding as the Purple team you want to ward the river (1) in the cross section OR as advised earlier (for blue team). The reason you want to ward there is either because you are short on wards or you don't expect any ganks from the river, anytime soon. This cross section is a good spot if you are pushed far and can't push them down to their turret.
And since you warded so far up it will cost you one more ward, but is often worth it. Place that one in the tri-bush (2) so that you can spot the jungler before he comes in trough your jungle. If you don't do this you won't be able to spot him before he is in your face, then you will most likely burn all your summoners and probably die.
Other useful places to put down your wards are in the lane-bushes (3). Now you can place one in each bush or just one. I marked the high bush in this case because we don't want to be pushed too hard and neither do we want to be surprised when we walk into their bush.
Positioning in teamfights are crucial if you want to play 
Focusing
It is very important as an AD Carry to know your focus, but if it'll mean your death just by poking the weakest target, you shouldn't engage on that player. Then you'll just poke whoever you can. EVEN if it's

Positioning
When attacking you should stay as far away as possible from the enemy, but still be able to auto attack. (And poking with
Imagine there is a scale (<–|–|–|–|–|-|–|–|–|–>) on the left side there is auto-attacking, and standing in the danger-zone (in enemy teams range), and on the right side you move around, dodging skillshots, and dealing damage with your skillshots and autoattacks. The more you are to the right the more you can do in a fight.
The good thing as an AD Carry is that it's not only your job to stay alive but it is your entire teams job to make sure you can do that. (Of course you can't blame them if you die because of bad positioning). The support isn't the only player who will defend you (as adressed above), for example if you have a

Combinations
There are many combinations with Ezreal, but some are better than others. ObviouslyYou should be using the good ones.
The most basic combo, being:
This is one of the agressive initiates that allows you to position yourself properly with
Another is:
This combo is good if you want to stack up your
Another way to stack your
Keep in mind that you can do any of these combinations without casting
It is very risky to use your

Trueshot Barrage
Your ultimate,
The first one, probably my favorite initiate, is just to throw it in the bunch as soon as the teamfight initiates. Most of them will be too busy to dodge it and therefore granting you tons of damage and stacking your
The second option is to save it until the teamfight is over. I don't recommend doing this unless you're sure your team will win the fight, as using option one can win you the whole fight. When saving it until after the teamfight, you will be able to pick off surviving enemies trying to escape. This can easily grant you a kill or two if you're lucky.
I will go over a couple of tips and tricks you can use to max out
- Your
Mystic Shot decreases the cooldown of every spell you have (Except Summoner Spells), use this as much as you can when your mana is no longer a problem (usually mid- and late-game).
Mystic Shot can be used to check bushes, if you see the projectile stop and you hear the hit sound after shooting it into a bush, there is someone there.
Essence Flux is a great way of stacking your
Rising Spell Force, as it can grant you multiple stacks.
Essence Flux can be used to poke enemies taking cover behind minions.
Essence Flux is awesome for pushing down towers, as it grants both your allies and yourself (
Rising Spell Force)increased attack speed.- Save your
Arcane Shift for getaways or chases, never use this to engage on an enemy unless you are completely sure you can kill him without anyone interfering.
Arcane Shift can be used to jump over walls, this can be used to steal buffs, Dragon or Baron safely if you have your
Flash up.
Arcane Shift in, throw a spell/auto attack or two,
Flash out if needed, and if you're lucky, you'll have a free Baron or Dragon.- Use
Arcane Shift to help line up your other abilities, but avoid using it in situations that would leave you vulnerable.
Trueshot Barrage is global (this means it can go over the whole map), use it to snipe enemies low on health or steal buffs. It has a short cast time which cannot be interrupted, so if you're in a fight and you know you're getting stunned, throw this in so you don't lose any DPS.
Trueshot Barrage is a great way to clear minion waves when you're not close enough to do it with your auto attacks, or if you simply have to get a wave down quickly. (I love it for this purpose).
Trueshot Barrage can be used in the beginning of a teamfight on the enemy team to instantly stack your
Rising Spell Force to its max potential, this will also deal a lot of AoE damage.- Use
Trueshot Barrage when the enemy has no vision of Ezreal, so they will be unable to warn their teammates. - Blue- and red-buffs are both great on
Ezreal, grab these as often as you can. The blue buff will provide you with mana regen and cooldown reduction, making you better overall. The red buff procs on his
Mystic Shot, making it slow and DoT the enemy hit. - You are very fragile, make the enemies come to you instead of rushing in on them.
- Add more in-depth information: Counters / Synergies, Items and Masteries
- Improve coding and layout
- In-depth for more play-styles
- When to effectively use each build
- Examples from Example games
- Explain Item Sequence
- More in-depth overall..
- Add a rating system
If you notice that I've missed something or you want anything changed, please PM/post a comment about it and I'll take a look into that matter.

Special Thanks to:
- jhoijhoi- Guide on how to make a guide, and making this possible.
(Making a Guide) - The Golden Monkey- Giving me inspiration and ideas. Good constructive criticism. (Check out his Olaf guide: Viking Guy Olaf (In-Depth))
- meiyjhe- For providing me with things to do and a nice overview of what I should and shouldn't improve. Thanks.

05/12/2013
- Added new section: Change Log
- Added new build: Striker Ezreal
- Changed notes for Starter items: Classic AD Ezreal
- Removed Maw of Malmortimus: Classic AD Ezreal
- Added Blade of the Ruined King: Classic AD Ezreal
- Changed name from "Frosted Ezreal" to "The Prodigal Poker" (Build 2)
- Changed name from "Striker" to "Survivability" (build 3)
- Added new build: "BLUE" Ezreal.
- Changed the skin from: "Frosted Ezreal" to "Explorer Ezreal" (build 2)
- Edited Synergies Coding.
- Removed "Karthus" from the "Counters" Section and Added "Thresh" instead.
- Changed the appearance of the "Change Log". (Daily Struktured instead of Hourly).
- Added: Masteries, Runes and Ability Sequence (Build 4).
05/13/2013
- Added: "The Golden Monkey" to "Credits". Thank you !
- Added "Lore"
- Replaced "Nunu" with "Lulu": Synergies.
- Added text to "Other Synergies".
05/14/2013
- Added description for counters.
- Edited the name of "Survivability" to "Vs a Heavy Team" (Build 3).
05/23/2013
- Added: To-Do List
- Added Section-Headlines above: To-Do List, Credits and Change Log
05/25/2013
- Improved "Warding" image in the section: Laning
- Added more in-depth about warding.
- More proper explanation on Summoner Spells
- Replaced Infinity Edge with BotRK in the section: Situational Items
05/26/2013
- Add/Edit Builds [2][3]
06/12/2013
- Removed C2V
08/07/2013
- Refreshed some builds.







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