Ezreal Build Guide

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Ezreal; Hybrid Carry

written by LZ06

Ezreal Build

Table of Contents

  • Introduction

    I just published an Ezreal guide on solomid.net and I probably won't be checking into leaguecraft much at all anymore... also, I strongly recommend you check out the champion guides on solomid.net ... if you are ever serious about picking up a champion, all of the "Featured Guides" on that site are written by 2k+ elo players...

    Disclaimer: [Ezreal; Hybrid Carry] is less of a "how-to Ezreal" and more of a hybrid Ezreal design with a few tips to get you started. I recommend, for any champion, that you experiment with different builds until you find what works best for your play style and then practice with that champion to come up with your own style and techniques. If you happen to have any suggestions, or specific questions about my play style, or are having trouble playing effectively with my guide, feel free to leave me a comment and I will respond the next time I check up on my guide.

    Hi, my summoner name is LZ06. I wrote and published a guide for a hybrid-style Ezreal in the beginning of November (2010). Since then, quite a lot has changed in how I play this champion. So much has changed, in fact, that I deleted my former guide and published this one.

    This is a team-oriented Ezreal guide and is intended for Summoner's Rift; solo lane and will only be truly effective with an experienced player.

    Ezreal is a damage dealer and his buff/debuff is wonderful for team fights and pushing turrets. In my humble opinion his design should be focused entirely on utilizing his devastating damage output.

    A few things about me... I am a college student majoring in instrumental music education. In case you don't know, this means I don't have a lot of time and simply can't play League of Legends religiously. However, I have put much time into comparing different items and calculating the efficiency of different designs in game. My Ezreal design does not rely on being fed at all, (only well-farmed) is well thought-out mathematically, and is STILL the most efficient way to deal as much damage as possible with this champion. ;)

  • Guide Summary

    So, you're not interested in reading all of my guide? or maybe you're already in champion select and need a quickie? That's fine by me. This is my hybrid Ezreal design boiled down to one section.


    x2 Greater Quintessence of Strength
    x1 Greater Quintessence of Desolation
    x9 Greater Mark of Desolation
    x5 Greater Seal of Resilience
    x4 Greater Seal of Replenishment
    x5 Greater Glyph of Warding
    x4 Greater Glyph of Clarity

    x9 Greater Seal of Resilience
    x9 Greater Glyph of Warding

    Standard Summoner Spells

    Starting Item
    Doran's Blade

    Skilling Order

    Standard Build
    01. Tear of the Goddess
    02. Boots of Speed
    03. Manamune
    04. Vampiric Scepter
    05. Bilgewater Cutlass
    06. Sorcerer's Shoes
    07. Hextech Gunblade
    08. Guinsoo's Rageblade (optional; buy this if you need to deal more damage with auto attacks)
    09. Rabadon's Deathcap
    10. Guardian Angel/ Banshee's Veil/ Randuin's Omen/ Frozen Heart

    -see [A Few Things You Need to Know]-

  • Change Log

    -added Disclaimer to [Introduction]

    -guide completed
    -changed almost every section, the entire guide lines up with the information from the former [Guide Summary] section

    -added/changed much of the text in [Guide Summary]
    -adjusted format of [Guide Summary] slightly
    -adjusted masteries slightly
    -reverted back to Doran's Blade for starting item
    -inserted Guinsoo's Rageblade after Hextech Gunblade

    [Guide Summary]
    -adjusted masteries and runes
    -changed standard summoner spells
    -changed starting items

    * Mystic Shot now has an additive 0.2 ability power ratio
    * Trueshot Barrage now scales additively with both attack damage and ability power

    -changed Masteries in [Guide Summary]

    -added [Disclaimer] section
    -added some text to [Guide Summary] under Standard Build


    -Doran's Blade buff? Why thank you Riot...


    -changed title of first section to [Guide Summary] and reworked the text to fit the title ;)

    -deleted a few sentences from opening section
    -deleted the section discussing the change to Trueshot Barrage

    -changed Standard Build and Runes in the opening section and discussed the Standard Build change
    -added [Current thoughts on the change to Trueshot Barrage]


    -started editing to match new playstyle (got bored, will finish later)

    -added two items (AP+CDR) to Situation #2 in [Items (Situational Changes)]

    -edited [let's have a little chat... (summary of what is to come)] to match the changes I have made most recently

    -added [let's have a litte chat... (summary of what is to come)]
    Expect a slight rework in the early-game aspects of this design over the next few days!

    -changed rune setup very slightly
    -added two paragraphs to [Masteries + Runes] discussing the recent patch and the effects it had on my design.


    No changes for this patch. Nothing affected my Ezreal design whatsoever.


    -added a brief paragraph to [Introduction] mentioning my Alistar guide!

    -added [Items (Situational Changes)], text is taken entirely from the former [Items] section.
    -changed [Items] to [Items (Standard Build)] and changed/edited a lot of text
    -added text to [Masteries + Runes]

    -reverted [Change Log] to begin with most recent changes

    -replaced Zhonya's Ring with Rabadon's Deathcap
    -added a paragraph discussing my decision
    -added Zhonya's Hourglass to Situational Items #1
    -removed [Upcoming Changes: how my guide could be affected] entirely
    -adjusted rune set-up very slightly


    -added a paragraph to [Closing Notes] mentioning my YouTube channel

    -added a paragraph to the beginning of [In-Game Tips and Strategies] (http://www.youtube.com/user/TheLZ06)

    -added [Change Log]
    -added [Upcoming Changes: how my guide could be affected]
    -deleted a few paragraphs concerning information discussed in [Upcoming Changes: how my guide could be affected]
    -deleted a few sentences here and there to try and minimize any redundancy throughout my guide
    -added an unnecessary, opinionated paragraph right before the end of [let's take a little trip down AD Ezreal lane...]
    -added [Hybrid Items You Should NOT Buy]

    Guide published on 21/12/2010; [v1.0.0.107]

  • A Few Things You Need to Know

    00. Take the mid lane. If you can't have a 1v1 lane, choose a different champion.
    01. Be aware of your opponent's armor. It will usually be 20 or less, but this is not always the case.
    02. Be aware of your opponent's summoner spells. Exhaust and Flash can both give your opponent one clean escape, and Exhaust/Ignite means they might be looking for the best time kill you.
    03. Zone and/or kill your opponent consistantly.
    04. Last hit like crazy! and do your best to do it with auto attacks. Mystic Shot should be used primarily for harassing during the laning phase until you are building up ToG or Manamune.
    05. Take Blue whenever your jungler can spare it. Red is very nice as well, but it is not a necessity.
    06. Your presence in team fights is a necessity! Your damage output will devastate anyone who crosses your path mid game.
    07. Your presence when pushing turrets is a necessity! Leveling Essence Flux raises your damage output significantly, but it also increases its buff and will enable you and any number of teammates to demolish turrets in no time.
    08. Don't forget about your lifesteal and spell vamp! I am frequently able to take on two or more opponents if they try and kill me when they are at low health.
    09. Your goal is to destroy the opposing Nexus. There are times when my dying gets my team to an inhibitor or the Nexus. Your k/d/a is not the most important thing in this game. Do not hold back because you want a perfect score.
    10. Purchase resistances when necessary. If the enemy team is focused into one type of damage, OR the enemy team is being carried by a champion who focuses a certain type of damage, buy a Chain Vest or Negatron Cloak and turn it into whatever is best for the game.
    11. Enjoy being the strongest Ezreal in existence. This is a "glass cannon" build that maximizes Ezreal's total damage output... it is up to you to learn how to use it.

  • Masteries + Runes


    -if you have a jungler that isn't ever going to be able to spare blue, the [Mastery_Text=Utility Mastery] might not be worth it
    -the last few points in the offense tree were pretty pointless, imo, and having the teleport buff, health/mana regen, bonus XP gain, mana regen AND extended buff duration... if you ask me, this is way better than the 21/9/0 setup I was running. it helps early game by keeping your mana up after you zone mid, and mid game by getting you one level higher a little sooner and keeping blue buff much longer.

    x2 Greater Quintessence of Strength
    x1 Greater Quintessence of Desolation
    x9 Greater Mark of Desolation
    x5 Greater Seal of Resilience
    x4 Greater Seal of Replenishment
    x5 Greater Glyph of Warding
    x4 Greater Glyph of Clarity

    -if you feel that the mana regeneration here is unnecessary, feel free to use all Greater Seal of Resilience and Greater Glyph of Warding. The choice, as always, is yours. ;)

  • Summoner Spells


    -I enjoyed the Exhaust/Ignite combo for a while, but I have been playing against more competent players recently... and (unless you are against a pretty bad mid) I think it is better to have Teleport for mid and late game.
    -If the opposing team has a solo-lane champ (Mordekaiser, for instance) that is easily dominated by Ezreal, I would use Exhaust and Ignite and shut that champion down.
    -Teleport/Exhaust is my favorite combination of summoner spells for this champion. Any combination of these
    would work beautifully as well. This choice really depends on your own unique play-style. Experiment with any of these and decide which is best for you.

  • Abilities

    Rising Spell Force
    Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5)
    This is something you need to be aware of: for every target you hit with an ability, you get a stack.
    Therefore, both Essence Flux and (especially) Trueshot Barrage can easily give you full stacks in one cast. You will always be at full stacks during a fight, so this is +50% attack speed built in to this champion. This (as well as his AD scaling abilities) is why you never see any attack speed Ezreals.

    Mystic Shot
    Ezreal fires a bolt of energy dealing 35/55/75/95/115 (+) physical damage (applies on-hit effects). (now has a (+0.2) ability power ratio)

    Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.

    Cost: 30/35/40/45/50 Mana
    Range: 10000

    This is a ranged, single-target skill shot that will be dealing heavy physical damage with the aid of Armor Penetration and Attack Damage.

    A few things...

    1) Learn exactly where the hit-box is. You need to be able to slip this past (around or through) minions and into your enemy in the laning phase to keep them harassed.

    2) Do not last hit minions with Mystic Shot until AFTER you have a Tear of the Goddess or Manamune. If you do, you will be constantly out of mana and will need trips back that you would not otherwise need. Trust me, just learn to last hit with auto-attacks. Not recalling and being at least the same level or a level ahead (plus the advantage in last hits and experience) makes a significant difference for his devastating mid-game.

    3) Not only does Ezreal have +50% attack speed from his passive, he has massive CDR from this ability. One full second reduced on ALL ability cooldowns EVERY TIME this hits a target. This makes taking out jungle camps mid-game even more useful...

    Essence Flux
    Ezreal fires a wave of energy that damages all enemy champions it passes through for 80/130/180/230/280 (+0.7) magic damage. Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds.

    Cost: 70/80/90/100/110 Mana
    Range: 10000

    This is not to be cast to harass before you have Tear of the Goddess/Manamune. It should only be cast early game (before Tear of the Goddess/Manamune) when you are going to either kill your enemy in the lane or at least force them to recall.

    This ability has three primary purposes:

    1) Damage: adding damage to your combo (total nuke), damaging all enemy champions during a team fight, and harassing AFTER you have enough mana to do so.

    2) Buff: when pushing a turret with your allies, make sure they know to line up in such a way you can buff all of them. Each one will get bonus attack speed and for every one of them you buff you get +10% attack speed as well. Turrets will be gone in no time. =] (Tip: When destroying a turret, Essence Flux is most efficient on non-physical damage dealers, characters with built-in AD [Gragas, Dr. Mundo, etc], and physical damage dealers that focus AD and NOT attack speed.)

    3) Debuff: many times you will be using this to buff and debuff at the same time. For example, in a team fight, ideally you would want to hit EVERYONE with it... this is not always possible. But it is certainly not impossible. Anyway, you can use this solely for the debuff to save an ally. If your ally manages to put himself in a sticky situation and you're the only one that can show up and you CAN'T punish your enemies for trying to kill your ally, just debuff them and escort your teammate out of there. (If at all possible.)

    Pro Tip: I read in many guides that it is better to use this for the buff rather than the debuff. Uhm, yeah, maybe when it healed your entire team for hundreds of health... but now it doesn't. Instead, they're suggesting you buff your team INSTEAD OF giving your enemies an EQUIVALENT debuff AND damaging them for hundreds of magic damage a piece. Isn't the choice obvious? I think so...

    Arcane Shift
    Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 75/125/175/225/275 (+0.75) magic damage.

    Cost: 90/90/90/90/90 Mana
    Range: 10000

    This is not to be cast to harass. EVER. This should be used as a damage spell ONLY when assassinating someone. (This is for your own good.)

    Basically, this has two uses:

    1) Positioning: because of this ability, you can wait behind a wall for the right time to open with maximum damage to a team fight and simply appear and deal lots and lots of damage to the enemy team. Also, this can position you for an Essence Flux+Mystic shot your enemy did not expect or maybe just further away from death. ;)

    2) Damage: I use this spell for damage for only two reasons... the primary reason being to KILL the enemy I'm hitting with it. If the enemy isn't going to die, (or at least have to gtfo and recall) I do NOT waste this ability. The other reason is early game when aiming for a kill in the laning phase... it is also worth it to force them to recall even if you couldn't manage to get the kill.

    Trueshot Barrage
    Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+0.9) and (+) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).

    Cost: 150/150/150 Mana
    Range: 20000

    Yay global ulti! Simple: global skill shot that deals a lot of damage but loses 8% of its initial damage for each target it hits along the way. The channeling time AND the travel time on this ulti make it a bit of a challenge to hit moving targets... typically you do not want your enemy to know you are casting it... you might consider being in the bushes or stepping into the fog of war so they won't know to respond.

    Try not to cast this with too many minions or monsters in between you and your intended target. "It's just 3 minions, that's no big deal..." yeah, dealing only 76% of the initial damage is a pretty big deal. After damage reduction it will probably be somewhere around 60% of the damage specified in the tool-tip.

    Do not save this ability to steal kills from a team fight. CONTRIBUTE to the team fight by casting it as soon as you can deal the most damage with it! It makes a significant difference, trust me... the ideal game is one that ends in your team destroying the opposing Nexus, NOT obtaining a score like 9001/0/0. People tend to forget that...

  • Skilling Order

    -this might seem random, but the difference between a level 3 and level 5 Mystic Shot really isn't that great, whereas the difference between a level 1 and level 3 Essence Flux is huge. I adjust my q/w leveling from game to game. An adequate gank and level 3 Essence Flux... you might be surprised at just how fast a turret can go down.

  • Items

    00. Doran's Blade
    01. Tear of the Goddess
    02. Boots of Speed
    03. Manamune
    04. Vampiric Scepter
    05. Bilgewater Cutlass
    06. Sorcerer's Shoes
    07. Hextech Gunblade
    08. Guinsoo's Rageblade (optional; buy this if you need to deal more damage with auto attacks)
    09. Rabadon's Deathcap
    10. Guardian Angel/ Banshee's Veil/ Randuin's Omen/ Frozen Heart

    -the core items here are Manamune, Boots of Speed, and Vampiric Scepter. Manamune is extremely necessary if you are interested in harassing with Essence Flux during mid game. (if you aren't interested in that, you should be)
    -You might have noticed that Sheen is nowhere to be found. This is not a mistake. Sheen is viable, but this is stronger, more reliable, and will get you to the truly important items even sooner. Naturally, a lot of people disagree with what I just said. I might write a section dedicated to my view on Sheen, as it is such a controversial topic, but if you want to know, for now, just leave me a comment and I will get back to you as soon as I am able.
    -I frequently buy resistances in my games but only when necessary and usually only after my Hextech Gunblade. What defensive items you purchase depend entirely on the enemy team comp and who's doing well and what your team needs... I only listed a few, but there are many great options.
    -I usually follow this order exactly as stated. One thing that is very common for me is to build these items in this order... but with a Chain Vest or Negatron Cloak thrown in to counter their primary damage dealer's damage type.
    -I recommend having a specific slot for your Hextech Gunblade. (It happens to be slot #4 for me) This way, using the active is just like using any other ability.

  • Closing Notes

    Thank you for reading my guide. My goal was to create a guide that informs its readers of what I strongly believe to be the most effective way to win games as hybrid Ezreal and I think I succeeded (more or less).

    I am not trying to convert the world to my way of thinking. I am not trying to create the highest rated guide on this site. I took the time to write this guide in order to document my research publicly and put the most viable hybrid Ezreal design in the hands of anyone willing to use it.

    Thanks again. I hope I was at least slightly helpful to at least one of you. =]


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