Ezreal Build Guide
Ezreal, Make them wanna RAGE (AP and AD)written by Kill4death5
Table of Contents
|Masteries + Runes||3|
|Pros / Cons||5|
This is my guide. I will insert my opinions and ideas on how to play Ezreal well. Let me tell you know, I am not the best player out there. My experience is limited, only lvl 22 as of now. Don't judge me by that level. My four past games with Ezreal since writing this guide have been: 8-0, 10-0, 9-2, and another 10-0. Playing Ezreal well makes them wanna RAGE.
Oh and btw, I play Attack Damage Ezreal, although Ability Power works well too. I will focus on both.
Rising Spell Force Hitting a target with any of Ezreal's abilities increases his attack speed by 15% for 5 seconds (Max Stacks: 5).
Great passive. Has much more synergy with Attack Damage Ezreal, and Guinsoo's Rageblade. When you're pushing a tower, you wanna hit the minions with your Mystic Shot to get that increased attack speed.
AP Ezreals don't have to worry about this.
Mystic Shot Ezreal fires a bolt of energy, if it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second.
Ezreal fires a bolt of energy dealing 40/60/80/100/120 plus 100% of his attack damage as physical damage (applies on-hit effects).
Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
Cooldown 6 seconds
Cost 30/35/40/45/50 Mana
The skill that makes Ezreal's heart beat. This is a Class-A harassment skill. Great damage early and mid game, late too if you have enough items, with amazing range.
Shoots very fast, hard to dodge if you're good at skill shotting.
You're going to be spamming this early game. Low mana, low CD, high damage.
REMEMBER This stacks with Attack DAMAGE. It stacks amazing with Attack Damage.
Also hitting creeps or champs with this reduces your cool downs by one second, including Mystic Shot. Spam it if you think you will need to use another skill again soon.
You will level this first.
For farming, keep spamming this at the creeps if you've got the mana.
You can also shoot this in a bush to see if anyone's there. You will hear a distinct sound if you hit someone, and you will get one stack of your passive.
Spam this, love this, eat this, worship this. This is your core skill.
This will be referred to as 'Shot' from now on.
Essence Flux Ezreal fires a fluctuating wave of energy, damaging and reducing enemy champions attack speed, as well as healing and increasing allied champions attack speed.
Ezreal fires a wave of energy that heals all allied champions and damages all enemy champions it passes through for 75/125/175/225/275 (+0.6). Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds.
Cooldown 10 seconds
Cost 80/90/100/110/120 Mana
Okay skill. Only hits champions, could be good or bad depending on how you look at it. If the champion is surrounded by creeps and need a little push to finish them off with Trueshot Barrage, use it.
Healing is okay, use it if your partner is going to die, otherwise it costs too much mana early game.
Stacks well with AP, usually your main form of damage with AP Ezreal.
AD Ezreal does not use this too much.
Don't use this in the beginning, too much mana.
You will level this last.
This will be referred to as 'Flux' from now on.
Arcane Shift 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) magic damage.
Cooldown 17 seconds
Cost 100/100/100/100/100 Mana
Great skill with a variety of uses.
Getting ganked? Use it.
Getting stunned? Use it.
Getting away? Use it.
Getting closer? Use it.
Stacks pretty well with AP, although 100 mana is a blow that hurts in the beginning. Don't use it too much early game, unless you really need to. Beware of the pretty heavy cooldown. Use it carefully when you have very low health in the jungle. You may hit a creep and have it attack you.
Trueshot Barrage Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+1) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).
Cooldown 100 seconds
Cost 150/150/150 Mana
Excellent ulti. AP Ezreals love this. Remember, this travels through the whole map, but it loses power as it hits more minions or champs. Don't fire this down a straight line of creeps. I always get two or three, sometimes four kills with this just from firing it at a running champions. Sometimes I fire it into the Fog of War (The part you can't see) and get a kill. You can also use this on a teamfight early to get five passive stacks.
Stacks with a 1:1 AP ratio, just great. AP users can hit 1000+ with this skill.
Masteries + Runes
Let's see, Masteries... Masteries..
I like going a good 21-0-9, or maybe 9-0-21. Stay away from Defense, none of those abilites is going to really help you.
Mastery Tree 1: http://www.leaguecraft.com/masteries/3001400132330100000000000000103040010000000
Mastery Tree 2: http://www.leaguecraft.com/masteries/3001400100000000000000000000103040132030301
Of course, feel free to use your own favorite masteries. Some work better if you're going to be playing AP or AD.
AP Ezreal: I would go Health Marks, Mana Regen Per 5 Glyphs, and Health Seals. I would probably go for Health Quints.
Reasoning behind this: Ezreal is one of the squishiest heroes. All those extra health runes give tons of bonuses. Substituting some for Magic Penetration or something else is fine. I'm not really an expert on runes. Although, AP Ezreal usually has enough Magic Penetration from items.
AD Ezreal: I would go Attack Damage Marks, Mana Regen Per 5 Glyphs, and Health Seals. Maybe Attack Damage Quints or Health Quints.
Reasoning: Substitute your favorite if you'd like, although being squishy I would get health. Damage is always helpful in the beginning, and mana regen is also nice.
***Do not get Health Runes per Level. You need that extra health in the beginning much more than you do in the end***
Of the summoner abilites to pick from, I usually go with Teleport and Clairvoyance/Clarity. Ezreal is pretty slow, so less walking is a good thing. Getting in your lane faster in the beginning is extremely helpful.
Teleport - Better lane coverage, respond quicker. Long cooldown.
Clarity - More mana is always great. Ezreal is pretty mana hungry.
Clairvoyance - You can use it to land a Trueshot better. Looks in bushes.
Heal - Heal is always nice in the beginning.
Cleanse - Getting out of a stun and Shifting away is very helpful. Also Mordekaiser ignite/Children of the Grave Combo is deadly. Cleanse gets you out of it.
Exhaust - A slow is nice, turn away a twitch. Short-ish range.
Ignite - Little extra damage. I don't use this or exhaust because if you get in range of using it, other champions do heavy damage on your squishy self.
Ghost - Works okay with Shift if you're running away.
Fortify - Someone needs to get it. If no one else is willing...
Rally - You usually need to be upfront/in the middle of your team to use this, stay near the back.
Flash - You have a built in flash, what's the point of another?
Smite - Not really a useful skill for anyone... maybe Warwick.
Revive - I try not to die, not lessen the consequences.
Pros / Cons
Pros of AD Ezreal:
Amazing Harassment Early and Mid game
Good Synergy between passive and core skill
Good at sniping (Staying near the back of the fight)
Better health than AP
Has a good slow
Needs less mana than AP early on
Misses out on scaling other abilities.
Needs a good initiator
AP has a better nuke
Still pretty squishy
Pros of AP Ezreal:
Okay Harassment Early and Mid game
Better slow than AD
Does incredible damage with ulti
Good Magic Penetration
Great scaling with abilites (Other than Shot)
Bad synergy with passive
Bad synergy with core skill until buying Lich Bane
Less Health than AD
Worse at sniping than AD
Needs lots of mana early on
Still pretty squishy
A bit worse farming than AD
Skilling Order for AP and AD.
1. Mystic Shot
2. Arcane Shift
3. Mystic Shot
4. Essence Flux
5. Mystic Shot
6. Trueshot Barrage
From here on out, skilling preferences are:
Trueshot > Mystic Shot > Arcane Shift > Essence Flux
This means that Trueshot is most important to level, followed by Mystic Shot, then Arcane Shift, and last Essence Flux.
Found this cool tool:
I usually start out an AD Ezreal game with:
Meki's Pendant + 2 Health Potions
Upgrade Meki's to Chalice
Boots of Swiftness
Upgrade Phage into Frozen Mallet
Game usually ends by now
Bloodthirster or Guardian Angel if game continues
Meki's Pendant + 2 Health Potions
Meki's into Chalice
Start Building Void
Game usually ends by now
You can see I stay away from snowballing items Ex: Sword of the Occult Mejai's Soulstealer.
And clickable items: Ex: Deathfire's Grasp Zhonya's Ring
Ezreal doesn't jungle too much. Although AP Ezreal could go for Golem's Buff and AD go for Lizard's Buff. Have a Warwick or Jax help you if you need it.
Ezreal's weakness. Ezreal has no real AoE that can jungle, so he relies on Shot and normal attacks to farm.
I think all four of Ezreal's skills are pretty unique.
Mystic Shot has nice range and low mana, low cooldown, high damage.
Essence Flux has a heal, but can't heal himself. Also damage with a weird side effect. (Lower Attack Rate)
Arcane Shift is a nice flash, with a homing missle to the nearest enemy.
Trueshot Barrage travels the entire map, hits minions and get weaker has it hits more guys.
Last 3 stack amazing with AP, first stacks only with AD. And his passive is for AD Ezreal
Ezreal is a one-of-a-kind champion and one of the deadliest in the hands of a good player. You need to stay on your toes, and make the enemy stand on theirs. You're a hard hitting, fast moving, wrecking machine and nothings gonna stop you know. You're gonna make them wanna RAGE.
Submitted by Kill4death5
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