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Runes:
Precision
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
Abilities
Rising Spell Force [Passive]
Innate: Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10% for 6 seconds (stacks up to 5 times).
Mystic Shot [Q]
Cost: 28 / 31 / 34 / 37 / 40 Mana Cooldown: 6.5 / 6 / 5.5 / 5 / 4.5 Range: 1150
Active: Ezreal fires a bolt of energy, dealing physical damage (applies on-hit effects).
Ezreal's cooldowns are reduced by 1.5 seconds if Mystic Shot hits a target.
Physical Damage: 20 / 45 / 70 / 95 / 120 (+120% total) (+15%)
Essence Flux [W]
Cost: 50 Mana Cooldown: 12 Range: 1150
Active: Ezreal fires an orb that sticks to the first champion or objective hit for 4 seconds.
Hitting the orb with an ability or attack detonates it dealing magic damage. Detonating with an ability refunds the cost of that ability plus 60 Mana.
Magic Damage: 80 / 135 / 190 / 245 / 300 (+60% total) (+70 / 75 / 80 / 85 / 90%)
Arcane Shift [E]
Cost: 90 Mana Cooldown: 25 / 22 / 19 / 16 / 13 Range: 475 | 750
Active: Ezreal teleports to a nearby location and fires a bolt at the nearest enemy, dealing magic damage.
Arcane Shift will prioritize targets stuck with Essence Flux.png Essence Flux.
Magic Damage: 80 / 130 / 180 / 230 / 280 (+50% total) (+75%)
Trueshot Barrage [R]
Cost: 100 Mana Cooldown: 120 Range: Global
Active: Ezreal winds up for 1 second to fire a long-range missile that deals magic damage to each enemy it passes through.
Deals 50% damage to minions and non-epic monsters.
Magic Damage: 350 / 500 / 650 (+100% bonus) (+90%)
Pros
+ High mobility & hard to gank (always has an extra flash to dodge skillshots)
+ Great poke damage
+ High range & safe to farm with
+ Easier to play if accustomed to casters and not traditional ADC's
+ Ult does great AoE damage and can secure kills from far away
+ Great sayings & quips! ("Lot of good mages out there! None of them are this hot")
+ If you can land skillshots then Ezreal is very safe & very powerful
Cons
- Squishy!
- Harder to carry with than other hyper-carry ADC's, especially when behind
- Loses 1v1 fights with most ofther ADC's, unless ahead
- Less effective VS healers as they negate much of Ezreal's poke
- Must land skillshots (3 out of your 4 abilities are skillshots)
Laning
Ezreal is one of the weaker ADC's during laning phase, especially in straight up 1v1 fights. The best way to win your lane is to play safe early, farm well using your Q, and then once you get Sheen and Tear of the Goddess starting poking the enemy like crazy. Of course this does depend on what kind of support champion you have. If you have a champion that can set up plays for you like Thresh/Leona/Blitz/Galio then follow their lead when they engage and get kills. If you have more passive poke/heal supports like Sona/Soraka/Zyra then just farm and land poke when you can, then when the enemy is low you can use your W>E>Q>AA combo to get a kill on them.
Innate: Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10% for 6 seconds (stacks up to 5 times).
Mystic Shot [Q]
Cost: 28 / 31 / 34 / 37 / 40 Mana Cooldown: 6.5 / 6 / 5.5 / 5 / 4.5 Range: 1150
Active: Ezreal fires a bolt of energy, dealing physical damage (applies on-hit effects).
Ezreal's cooldowns are reduced by 1.5 seconds if Mystic Shot hits a target.
Physical Damage: 20 / 45 / 70 / 95 / 120 (+120% total) (+15%)
Essence Flux [W]
Cost: 50 Mana Cooldown: 12 Range: 1150
Active: Ezreal fires an orb that sticks to the first champion or objective hit for 4 seconds.
Hitting the orb with an ability or attack detonates it dealing magic damage. Detonating with an ability refunds the cost of that ability plus 60 Mana.
Magic Damage: 80 / 135 / 190 / 245 / 300 (+60% total) (+70 / 75 / 80 / 85 / 90%)
Arcane Shift [E]
Cost: 90 Mana Cooldown: 25 / 22 / 19 / 16 / 13 Range: 475 | 750
Active: Ezreal teleports to a nearby location and fires a bolt at the nearest enemy, dealing magic damage.
Arcane Shift will prioritize targets stuck with Essence Flux.png Essence Flux.
Magic Damage: 80 / 130 / 180 / 230 / 280 (+50% total) (+75%)
Trueshot Barrage [R]
Cost: 100 Mana Cooldown: 120 Range: Global
Active: Ezreal winds up for 1 second to fire a long-range missile that deals magic damage to each enemy it passes through.
Deals 50% damage to minions and non-epic monsters.
Magic Damage: 350 / 500 / 650 (+100% bonus) (+90%)
Pros
+ High mobility & hard to gank (always has an extra flash to dodge skillshots)
+ Great poke damage
+ High range & safe to farm with
+ Easier to play if accustomed to casters and not traditional ADC's
+ Ult does great AoE damage and can secure kills from far away
+ Great sayings & quips! ("Lot of good mages out there! None of them are this hot")
+ If you can land skillshots then Ezreal is very safe & very powerful
Cons
- Squishy!
- Harder to carry with than other hyper-carry ADC's, especially when behind
- Loses 1v1 fights with most ofther ADC's, unless ahead
- Less effective VS healers as they negate much of Ezreal's poke
- Must land skillshots (3 out of your 4 abilities are skillshots)
Laning
Ezreal is one of the weaker ADC's during laning phase, especially in straight up 1v1 fights. The best way to win your lane is to play safe early, farm well using your Q, and then once you get Sheen and Tear of the Goddess starting poking the enemy like crazy. Of course this does depend on what kind of support champion you have. If you have a champion that can set up plays for you like Thresh/Leona/Blitz/Galio then follow their lead when they engage and get kills. If you have more passive poke/heal supports like Sona/Soraka/Zyra then just farm and land poke when you can, then when the enemy is low you can use your W>E>Q>AA combo to get a kill on them.
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