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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction

Greetings, and welcome to my




This guide is aimed towards you who are new to playing

In this guide I will detail what either makes or breaks an

At the end of this guide, I aim to help you gain understanding and hopefully teach you enough about


Please take your time watching Ciderhelm's "Don't Feed Ezreal" video, as this is very rich of information and tactics, presented to you in a more enjoyable way.
Let's get started.


Even though


![]() PROS ![]() ![]() + Great mobility with ![]() ![]() + The burst you gain from your spellkit Wis Winsane early- and mid-game. + His kiting is just silly. |
![]() CONS - Lack of crowd control. - Pretty high skillcap, since all his abilities Ware skillshots. - Needs decent mana control to be viable Wearly- through mid-game. - Very vulnerable to CC due to his Wsquishyness. |

Runes




Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration |
|
Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration Greater Mark of Armor Penetration |



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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


STARTING ITEM CHOICES:
![]() ![]() ![]() |
![]() ![]() ![]() Filler |
As the ADC, you're going to want to do some damage, take some damage, and heal from some damage. Doran's Blade returns life (HP) on hit, allowing trades. I recommend starting with this if you're up against a character whose poking ability or early game is low, such as
![]() |

ITEM EXPLANATION:
![]() ![]() ![]() ![]() ![]() ![]() |
If you feel that you need more attack speed, or simply don't want the amazing tenacity ![]() ![]() ERFILLERFILLERFILLER ERFILLERFILLERFILLER ERFILLERFILLERFILLER ERFILLERFILLERFILLER Filler. ERFILLERFILLERFILLER ERFILLERFILLERFILLER |
These are a viable substitute for
![]() ![]() ![]() ![]() FILLER ILLERFI LLERFILL ERFILLER ILLER RFILLER |



CORE EXPLANATION:
This is simply amazing on ![]() ![]() ![]() ![]() ![]() |
Also an amazing item on ![]() ![]() Filler Filler Filler Filler |
After a lot of testing, I came to the conclusion that ![]() ![]() ![]() Filler Filler |

SITUATIONAL ITEMS:
Offensive:
I usually NEVER grab this, but I've included it in my guide since a lot of people seem to enjoy using it, and I understand them. The reason this is such a popular item is obviously because of the mana it provides. I actually recommend this item if you feel like you are terrible at mana control. |
This is usually my last item. It does make a huge difference for your auto attacks, so it's basically a necessity late game. The reason I buy this last, again, is because my main source of damage comes from ![]() FILLER |
The
![]() ![]() ![]() Filler Filler |
Defensive:
This defensive item is purely amazing, I buy it instead of ![]() Filler filler |
A viable choice when the enemy team have a lot of CC initiates, or a ![]() filler |
![]() ![]() ![]() |


If you have no clue at all in what order you should be buying your items, here's some examples. Please refrain from building the exact same items I put in these after the core, as they should be situational. Copying example #1 up until the

Example #1:
Item Sequence






Health Potion
50

Health Potion
50

Phage
1100

Boots
300

B. F. Sword
1300

Sheen
900

Mercury's Treads
1250

Vampiric Scepter
900

Trinity Force
3333

Bloodthirster
3400

Last Whisper
1450

Quicksilver Sash
1300

Mercurial Scimitar
3200

B. F. Sword
1300

Infinity Edge
3450
Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Doran's Blade
450

Sheen
900

Phage
1100

Berserker's Greaves
1100

The Brutalizer
1337

Vampiric Scepter
900

Trinity Force
3333

Bloodthirster
3400

Black Cleaver
3000

Guardian Angel
3200

B. F. Sword
1300

Infinity Edge
3450

My main choice of summoner spells,





Another possible choice of spell combo, grab this if the enemy team has a lot of heavy crowd control,




A very viable combo of spells if you want higher survivability, exceptional when your support doesn't have a way of healing you. Allows for great sustain, which lets you get fed easier. This can also make a big difference in team fights, and can even turn around games if used correctly.


The only thing


I also took a couple of seconds to list other viable supports under the more complex ones to give you a basic understanding of which ones you will do great with, and which ones you can live with.
Blitzcrank - One of my absolute favorite supports, probably because my friend mains him, therefore, I've been playing a lot with
Blitzcrank. His massive CC, burst and pull complements
Ezreal's burst very well.
Leona - One of the best supports
Ezreal can have. Her charge and stun ability complements
Ezreal like butter with bread. Her passive,
Sunlight is procced by your
Mystic Shot, an overall great combination.
Alistar - Again, crowd control. An
Alistar initiate and CC together with
Ezreal's burst equals to an almost guaranteed kill every time.
Janna - More crowd control. As you may have understood by now, crowd control is key to winning a lane with
Ezreal, her
Eye of the Storm also increases your AD while shielding you, allowing for great trades.
Taric - Even more cc, along with sustain. His passive on
Shatter helps you trade better. He much deserves his spot as one of the best supports to go along with
Ezreal.
Other viable supports are:
Soraka - Great sustain.
Sona - Best poking combo in the game.
Nunu & Willump - His movement and attack speed bonuses complements
Ezreal very well, as you're not building much attack speed.


I'm going to go over some basics and general rules for


Summoner spells
Most setups nowadays are running













Match-ups
Now I want to talk about match-ups. Some people think there's an ultimatum for bot lane that burst beats sustain, sustain beats poke, and poke beats burst.

An example of a burst lane would be






What I'm going to tell you about this is that if you have a burst lane and they have a poke lane, that doesn't mean it's instantly GG, and that you're going to die a hundred times; it just means you have to play in a completely different way than before.

Sustain lane VS Burst lane
If you're playing a sustain lane versus a burst lane, you need to know when to trade and when to back off. Ideally you want to trade a little damage and then back off until you're healed up. This may seem like a simple tactic, buy many seem to fail to grasp the concept of it.
Obviously, if you are 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 lane VS Sustain lane
Say 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 lane VS Poke lane
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
99% of the time you are going to die to a



Bush control is basically if you have vision or players inside of the bush or not.
A simple sight ward can help you get a little control over the bush and make it easier to avoid stuns correctly, but true bush control means being inside the bush, if you can, place a

So now I've told you how important bush control is, and I'm going to tell you how to get it, or get it back. Usually the lane with more CC or with more aggressive early game will try to get bush control, 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.

Taking down the tower
So you might want to know 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. We will talk about that now.
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 too.

Freezing the lane
Freezing the lane can be even easier on bot lane than on top, as you have a support helping you do it.
Say there's an entire wave coming straight towards your naked tower, hold it just before the tower, tank the minions until yours come back and laugh as your enemies lose exp and gold. Of course, if they notice this and attempt to stop you, it's not worth dying for.


Last-hitting
I can't really give advice on last-hitting, you'll just have to practice. What I can teach you about it, though, is how to do it under towers. Early in the game, if you have to last hit under the tower, let the tower hit the minions first.
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.

Being aggressive
Don't be aggressive without wards. Please.
If you want to be aggressive my advice is to look where the junglers are on the map. If you see the enemy jungler top or your jungler bot, you can instantly go aggressive on bottom lane knowing you most likely won't get ganked, or can get help from your jungler if you do.
Going aggressive at the wrong time can just get you killed by their jungler the same way that overextending will do.
The jungler will see this and take advantage of your overextending and owning their lane. Another thing you should know if you're winning the lane, 90% of the time if you're on top ELO, they are going to be complaining to their jungle for ganks. Once again, 90% of the time he will come and gank you. Make sure you have the correct wards up.

Trading
Now I want to talk about trading. You may not realize it, but there's two sets of creeps in this game. Most people only keep track of the enemy creeps, when one is going to go low, they last-hit it. Simple, right?
If you're also looking at your own creeps, you'll get a distinct advantage knowing exactly when the enemy carry's auto attack will be on cool-down. You can easily take advantage of this by forcing a trade at that moment, which will almost always give you the advantage in a trade.
Considering that, if you're playing



Wards
Warding is the standard job of your support, but if he's not doing it, you SHOULD do it in his stead.
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, in my opinion the strongest junglers for this are:






This picture should give you a basic understanding* of where to put wards:




This chapter will be about positioning and combos during teamfights. Firstly I'd like to say a few things about playing AD Carry, after that I'll go into some more detail and explain


Focusing
One of the biggest misconceptions about playing AD Carry is who you should be focusing. I've seen it countless of times when playing on different accounts or talking to friends that people are saying things like "OMG 

This is completely incorrect. As an AD Carry your primary job should be auto attacking and spamming




Positioning
Ideally, the dream of an AD Carry should be auto attacking from the greatest range possible. Obviously this isn't realistic as you have things like skill-shots, stuns and the state of your cool-downs to worry about, but it should be the star of what you're trying to achieve.Imagine a scale. (<===============>) On one end there's not auto attacking or moving at all, and at the other end there's auto attacking from the furthest range possible and as much as you possibly can. Depending on how far you are towards the latter of the scale, the more difference you're making in a teamfight.
As an AD, it isn't only your job to keep you alive; it's the job of your entire team also. However I would say that you have the largest factor on if you stay alive or not. Sometimes it doesn't have to be just your support protecting you, say you have a


Combos
There are several combos you should be using, the most basic one being





If you want to stack up your







The same combos can be used without the




The first option, my favorite, is to throw it right in the middle of the bunch of enemies the second the teamfight initiates, as they will all be too busy to dodge it. This will also stack up your

The second option is to save it until the teamfight is over. I do not 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.


In this chapter I will go over a couple of tips and tricks you can use to max out

- 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.
- Your
Mystic Shot decreases the cooldown of every spell you have (excluding summoner spells), use this as much as you can when your mana is no longer a problem (usually mid- and late-game).
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.
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.
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
Arcane Shift to help line up your other abilities, but avoid using it in situations that would leave you vulnerable.
- You are very fragile, make the enemies come to you instead of rushing in on them.
- Smartcast is a great way to increase your damage output and burst, if possible, use this at all times. It can be discussed if this is viable when using
Trueshot Barrage, therefore, learn to smartcast using your shift.
- 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.
Essence Flux is a great way of stacking your
Rising Spell Force, as it can grant you multiple stacks.
Essence Flux is awesome for pushing down towers, as it grants both your allies and yourself (
Rising Spell Force)increased attack speed.
- Use
Trueshot Barrage when the enemy has no vision of
Ezreal, so they will be unable to warn their teammates.
Essence Flux can be used to poke enemies taking cover behind minions.
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.


Lore:





One of






''There's little time to study musty tomes when you're busy crawling around where the musty tomes originally came from.'' Such is


Fun facts:
Ezreal's dance is called Hare Hare Yukai, and is taken from the ending of an anime called "The Melancholy of Haruhi Suzumiya". (As seen below)
- Every time you play non-pulsefire
Ezreal, people will be confused at your unknown skin.
Ezreal is named after Colt "Ezreal" Hallam, the Riot employee. (He also designed the champion)
- When
Ezreal is picked in the champion select, he is heard saying "Time for a true display of skill.", likely a reference to all his abilities being skillshots.
Ezreal found the
Wriggle's Lantern on one of his archeological expeditions to ***ungu.
Ezreal is the only champion at the current time to have a Theme(skin).
- Pulsefire
Ezreal's AI is named PEARL.
Ezreal is the first champion to have a Champion Spotlight on Riot's YouTube channel, though it is unlisted, it can be viewed here.
Ezreal is the third champion to feature 2 champion spotlights due to significant changes to his kit. The others being
Lee Sin and
Sivir.
- Nottingham
Ezreal is a reference to Robin Hood, an archer of legendary skill, famous in English folklore.
- Pulsefire
Ezreal is called "Méga Ezreal" in the French version. It is a reference to the main character from the Megaman/Rockman games. This skin's release was delayed because, according to Riot, it "wasn't quite what they wanted". Even before this decision, the skin was used in the MLG. The skin is still in the game files under the name "CyberEzreal" in SIU.
Ezreal was the first 6300 IP Champion released after the official launch of the game in October 2009.
- Pulsefire
Ezreal is the first skin to change its appearance depending on the champion's level.
Ezreal's armor upgrades at levels 6, 11, and 16.
- Pulsefire
Ezreal's taunt, asking about power levels, is a reference to Dragon Ball Z. Coincidentally,
Ezreal's voice actor, Kyle Hebert, also voiced Adult Gohan and a number of others in DBZ. A comparison can be viewed here.
- "You belong in a museum!" and "Noxians... I hate those guys..." lines are both references to Dr. Henry Walton "Indiana" Jones, Jr., Ph.D. from the Indiana Jones franchise.
Ezreal bears several striking resemblances to protagonists from several popular anime series. The bow, for example, is often compared to the first bow of the Quincies from Bleach. He has some resemblances to the character Yosuke Hanamura, from Shin Megami Tensei: Persona 4.
- On the test realm,
Ezreal's /joke was "My age exceeds your IQ... significantly." and the taunt - "Just the thought of killing you will likely cause it." These were changed on live release.
- The stone in his guantlet is likely a reference to the "atlamillia" from the dark Cloud series
Ezreal's
Essence Flux used to heal allies, and slow the enemies attack speed.
- Pulsefire
Ezreal's quote upon recall "Leaving the grid" is a reference to the Tron franchise.
- Pulsefire
Ezreal's quote "Grim dark future, eh" is a reference to Warhammer 40K's universe's tagline "in the grim darkness of a far future, there is only war"
- Pulsefire
Ezreal's dance is possibly a reference to the hologram usage in the Star Wars franchise, due to him shooting out a dancing hologram of himself.
- When
Ezreal does his /taunt, he motions flipping a coin and shooting at it. This action requires great accuracy and is often seen in Western films.
- Listening to the theme of Pulsefire
Ezreal makes you a better player.
Credits goes to:
jhoijhoi - Providing guide information and tips. (Making A Guide)
AwesomeFusion - Laning/Teamfights chapter.
Leagueoflegends Wiki - Providing some of the fun facts.
Ezrea1 - Basically taught me playing Ezreal with his guide in the beginning. (Hare Hare Ezreal)
PsiGuard - Item tips and help with my current build.
jhoijhoi - Providing guide information and tips. (Making A Guide)
AwesomeFusion - Laning/Teamfights chapter.
Leagueoflegends Wiki - Providing some of the fun facts.
Ezrea1 - Basically taught me playing Ezreal with his guide in the beginning. (Hare Hare Ezreal)
PsiGuard - Item tips and help with my current build.
2012-12-24
- Guide Published.
- Adding more chapters as they're lacking. (Support combos added, game phases added.)
- Added a different starting option after receiving a suggestion in the comments.
- Added a "Build examples" chapter.
- Replaced
Black Cleaver with
Last Whisper, and
Guardian Angel with
Mercurial scimitar. - Added more information about pushing during early game.
- Updated the runes to bulk you up a little, the old ones are listed as secondary options in the runes chapter.
- Added more in-depth information about Laning and Teamfights, these chapters replaced the previous "Phases" chapter.
- Updated the overall look of the guide with new banners and dividers.
- Still ideal.
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