Ezreal Build Guide

The Real Ezreal Build

Uploader FYA Umashi
Updated 4 years ago
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 5
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 4
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 1
    Greater Quintessence of Attack Damage (+2.25 attack damage)
  • 2
    Greater Quintessence of Life Steal (+1.5% Life Steal.)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

This guide is targeted at teaching you two things. [.]If you don't know Ezreal, I'll teach you how to play him. [.]If you do know Ezreal, I'll teach you how to play him better. and [.]Iceborne Gauntlet + Spirit of the Elder Lizard is very, very over-powered on Ezreal. First, let me introduce you to Ezreal. Ezreal is generally played as an ADC (Attack Damage Carry) at bot lane with a support. He can also be played at mid lane quite effective with both this build, other popular builds, and as an AP (Ability Power) champion. For the most part I'll try and stick to the current FotM build which is extremely effective and easy to use. Ezreal's specialty as an ADC is that he is extremely safe. His passive gives him free attack speed, his Q is a skill-shot, low cool-down, poking spell, his W is an AoE skill-shot damage/attack-speed boosting spell (not important), his E is a low cool-down, short range, blink, and his ultimate is a high damage, global, AoE skill-shot on a low cool-down. His Q also lowers the cool-down of his other spells whenever it hits a target. The concept of the Ezreal build in this guide is to get Ezreal to 40% CDR (Max Cool-down Reduction) without sacrificing damage. Doing so gives him super low cool-downs on Q, E, and R and Q lowers E and R even lower. This allows him to spam his skills and put out more damage, safely at a range. You then add the Iceborne Gauntlet on top and he also has basically a permanent slow added to his poke. The advantages of the build over a standard build are Ezreal's poke and survivability are massively increased as well as his Mid-Game damage. His early-game suffers minorly and his late-game suffers a bit but by the time it reaches late-game you can swap out for different, more superior late-game items. Such as Blade of the Ruined King and Infinity Edge, if you deem it necessary to have more damage and less survivability. According to LoLKing I have gone 7-0 with this build in the past week alone. [imgext=http://puu.sh/2MrhE.jpg] [imgext=http://puu.sh/2MriI.jpg] If you don't believe me yet on the viability of this build here are some results from ProBuilds.net. Although, it is mostly losses it still shows people are interested in the build. Go look Ezreal up yourself right now and see what results you get! [imgext=http://puu.sh/2NyVf.jpg] Now you might notice a lot of people are building Tear of the Goddess and even Blade of the Ruined King early. I'll discuss in the "Item Builds" section!

[imgext=http://puu.sh/2Ok1c.jpg] This would be your standard "sustain" ADC rune-page. [.]9x Attack Damage Marks (Flat) [.]4x Magic Resist Glyphs (Flat) [.]5x Magic Resist Glyphs (Scaling) [.]9x Armor Seals (Flat) [.]2x Lifesteal Quintessences [.]1x Attack Damage Quintessence I'd like to address two things first. [.]1. A lot of people like to run one critical strike Mark or Glyph on the chance they get a random crit to win a lane. It's a perfectly acceptable adaptation to this page. Replace one Mark or Glyph with a Critical Strike Chance rune if you'd like. I recommend replacing a glyph. [.]2. Take 2x Lifesteal Quints and have an additional Attack Damage Quintessence; this gives enough AD to 1 shot ranged creeps under turret once the turret hits them. Now, this page gives you a balance of defense both early and late, sustain, and damage. 8.5 additional attack damage helps with trading and last hitting early. 13 armor is necessary when playing bot lane because you're generally going to be against another ADC. the split magic resistance runes are to provide a little early defense plus a lot more late-game defense becoming +20 Magic Resist at level 18. Finally, the Lifesteal Quintessences are for sustain because often you will not be buying a Vamp Scepter early. 6% Lifesteal on 80 AD gives you nearly 5 health back per hit. Combined with a Doran's Blade it gives you a lot of early laning sustain and Lifesteal scales well as the game progresses. [highlight]In the situation you want to run AD Quintessences instead of Lifesteal I highly recommend buying an early Vamp Scepter.[/highlight] [highlight]You do not need to run the exact Magic Resist Glyphs I show. Just run any Magic Resist Glyphs you have.[/highlight]

[title][img=skills/ezreal/p.png] Passive: Rising Spell Force[/title] [title]Explanation:[/title] This passive increases Ezreal's attack speed by 10% for every spell hit, up to 50% additional attack speed. [.]Can apply from W hitting allies. [.]When your W/R hit multiple targets you receive multiple stacks. [.]If you hit an enemy in the fog of war you will still receive the passive effect. [.]Opening a Team Fight with your Ultimate or W can instantly max out the bonus effect for more damage. Mainly, you don't think about this passive very much unless you're checking bushes for enemies. It's a benefit from spamming your spells and aiming well. To get maximum benefit in team-fights use it at beginning of the fight and try to hit as many enemies as possible. Combined with one cast of W you should get 5/5 stacks every time! [title][img=skills/ezreal/q.png] Q: Mystic Shot[/title] [title]Explanation:[/title] Ezreal's Q is a long-range short cool-down skill-shot that applies on-hit effects. [.]Can be blocked by spell-shields. [.]Functions like an auto attack and therefore will not benefit from Spellvamp or Rylai's. [.]Cannot critically strike. [.]Mystic Shot's cool-down reduction on hit applies to all spells, including itself. As it's your main skill and by mid-game you have plenty of CDR and mana, feel free to spam it for harass even if you miss quite a bit. [imgext=http://stream1.gifsoup.com/view1/4665006/ez-q-o.gif] With Lizard Elder and Iceborne Gauntlet 1 Q should kill a ranged minion/small wraith. That should give you an idea of the damage range it has. With the Iceborne Gauntlet if you're kiting aim for the biggest group of enemies. The slow is AoE and will make them all easy targets. When a target is slowed by Iceborne your next 2 Q's are basically free unless something gets in the way (meaning you can Q somebody endlessly until some out-side force intervenes.) [title][img=skills/ezreal/w.png] W: Essence Flux[/title] [title]Explanation:[/title] Ezreal's W is a skill-shot that increases allies Attack Speed while dealing Magic Damage. [.]The attack speed buff does not benefit Ezreal even if he flashes into the skill-shot. [.]Usually, this skill is skipped because of the mana cost and lack-luster bonuses early-game. [.]When pushing turrets, doing dragon, or doing Baron send the spell through allies to increase their damage. Honestly, don't think about this skill too much beside when your team is doing Baron/Dragon or pushing turrets. In most cases in team-fights just spam it off cool-down wherever the largest group of champions are (enemy and ally!) [title][img=skills/ezreal/e.png] E: Arcane Shift[/title] [title]Explanation:[/title] Ezreal's E blinks him to a nearby location and deals damage to the nearest enemy. [.]Can go over walls larger than the blink distance. [.]Make sure to use the damage in early scrimmages to maximize kill potential. [.]With CDR + Q Spam it has around a 4 second cool-down. [.]Cannot be cancelled by disables. [.]Even if hit by something like Blitzcrank's Q you will still finish blinking if you already started. This is pretty much a go-to get me where I need to go spell. It goes over walls, even very thick walls, it gets you in better positions in team-fights, it allows you to endlessly chase people with Q + Iceborne + Lizard Elder. Don't think of it like most escapes when it comes late-game. It's a damaging, low-cool-down, repositioner. [title][img=skills/ezreal/r.png] R: Trueshot Barrage[/title] [title]Explanation:[/title] Ezreal's R is a low cool-down, global skill-shot nuke. [.]Can only hit individual enemies once. [.]Cannot be cancelled by disables despite having a channel time. [.]If Ezreal is moved by something such as Blitzcrank's Q the spell will still come from where he started casting it. [.]With 40% CDR and Q spam Ezreal's R can have a 28 second cool-down. [.]Provides temporary vision. [.]The cool-down is low enough it is perfectly acceptable to use it to farm. This skill will not one shot creep waves unless you're ridiculously fed. It can be good for picking up 3-5 creeps from base if you need gold, damaging a big wave so your team can push (or stop somebody else from pushing as hard), but mostly you'll find yourself using this as your opener in team-fights and as a burst spell for picking up kills.

[imgext=http://puu.sh/2N0da.png] [.]Max Q first as it is your main damaging spell. [.]Don't level W until 8 at the earliest, the damage is negligible and the AS bonus is wasted in lane. [.]Max E second for lower cool-down. [.]A point in R whenever possible. At max rank Q has a cool-down of 4 seconds and deals 115 damage before added damage and resistances. At max rank W deals 250 damage with a cool-down of 9 seconds. Essentially, they come out to nearly the same damage. Q becomes stronger once you add in AD scaling and the much lower mana cost (40) compared to W's 90. Overall, it's a waste of mana to level W, Q provides much more for much less. Leveling E second is recommended as it brings the cool-down from 19 to 11 with CDR it becomes insanely low.

This build mostly focuses on one specific build which is popular right now. For the most part, when this build is no longer viable and neither are its spawns (updated versions) this guide will no longer exist. I will not cover other item builds but rather cover adaption of this build and situations. Don't expect me to tell you when to buy a Phantom Dancer or Statikk Shiv on Ezreal, I won't do it. [title][center]Item Analysis[/center][/title] [number]*In alphabetical order[/number] [title][img=items/blade-of-the-ruined-king.png]Blade of the Ruined King:[/title] I see some Ezreal's building this instead of Bloodthirster. I think that this is a better option if the enemy team has lots of health stacking going on. If they don't, get the Bloodthirster now and if necessary make your 6th item this. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/dorans-blade.png]Doran's Blade:[/title] Just the standard starting item. Combined with Lifesteal runes it lets you heal 10 per auto/Q at level 1 which gives you the sustain you need to stay in lane and trade/harass your opponents and gain dominance in your lane. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/frozen-fist.png]Iceborne Gauntlet:[/title] A portion of the core build. It allows Ezreal to max out his CDR and endlessly spam Q on opponents slowing them continuously until they're either saved or killed by your endless barrage of poke damage. Seriously, this item is really good on Ezreal, endless slows and poke. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/infinity-edge.png]Infinity Edge:[/title] A strong 6th item if the majority of the enemy team is squishy but otherwise I would avoid purchasing it. Having no other crit items makes it not as effective a purchase as it could be. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/ionian-boots-of-lucidity.png]Ionian Boots of Lucidity:[/title] These are purchased just to easily max out your CDR. It's not worth it to sacrifice masteries/runes to do so. You give up too much damage running full utility and magic resist while not being required is very strong. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/last-whisper.png]Last Whisper:[/title] A necessity on any ADC because the enemy team will build armor once they see you deal damage. Simply, it allows you to kill tanks without a problem. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/manamune.png]Manamune:[/title] See Tear of the Goddess. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/spirit-of-the-elder-lizard.png]Spirit of the Lizard Elder:[/title] Another core piece of the build. Allows you to reach max CDR without giving up damage. Is cost effective at 2796G for only 2000G before adding in the jungle passive or the true damage passive. It gives as much AD as a BF Sword for 2000G along with many other stats. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/tear-of-the-goddess.png]Tear of the Goddess:[/title] I do not recommend purchasing this early in bot lane. In mid lane it is a fine purchase. In bot lane you can purchase this item after you get your Lizard Elder and it will start charge quickly. If you buy it before that you give up a lot of your strength in lane. Naturally, if you're ahead you can use the extra gold to buy it. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/the-black-cleaver.png]The Black Cleaver:[/title] This is a strong 6th item if your team is AD heavy. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/the-bloodthirster.png]The Bloodthirster:[/title] This is my usual purchase after the core build. It provides sustain and damage which are both good. Replace it with Blade of the Ruined King if the enemy team is getting very tanky. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=items/warmogs-armor.png]Warmog's Armor[/title] In the situation you find yourself dying a lot and your team doesn't need more damage you can buy one of these and it will make you neigh immortal. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][center]Item Builds:[/center][/title] [number]*Boots 1 should be bought when you have the gold, during early laning they aren't necessary but don't wait too long.[/number] The core build should for the most part never be changed, although the build order can be changed slightly. [img=items/spirit-of-the-elder-lizard.png]-->[img=items/frozen-fist.png]-->[img=items/ionian-boots-of-lucidity.png] Often, I find myself buying my upgraded boots with my sheen. Try not to get your upgraded boots before you have some extra mana. After this I usually end up going with BT and LW [img=items/the-bloodthirster.png] and [img=items/last-whisper.png] I usually don't need Lifesteal before this point because of my runes. If I'm against extra tanky teams I change my build order slightly and build a Blade of the Ruined King over Bloodthirster. [img=items/last-whisper.png] --> [img=items/blade-of-the-ruined-king.png] For my last item I'll go BotRK if I went Bloodthirster earlier and the enemy team is getting bulkier, Black Cleaver if the enemy team is super tanky and I already bought Blade of the Ruined King (I'll often end up selling Lizard Elder later because Black Cleaver maxes my CDR and picking up a Infinity Edge), or Infinity Edge if the enemy team isn't very bulky. Rarely, if ever, do I buy Warmogs or Guardian Angel and I'd almost always buy Warmog's long before Guardian Angel. Now, in the situation you want a tear of the goddess I recommend you build more like this: [img=items/spirit-of-the-elder-lizard.png][img=items/tear-of-the-goddess.png][img=items/ionian-boots-of-lucidity.png][img=items/frozen-fist.png][img=items/manamune.png] You give up too much lane control at bot-lane if you go for the tear too early. In mid-lane if you buy it early it's perfectly acceptable because it's easier to control mid-lane (only one opponent!) It doesn't take too long to charge though, especially with Ezreal's spam, so don't worry about it too much. In this case my end build would probably look more like this: [img=items/spirit-of-the-elder-lizard.png][img=items/ionian-boots-of-lucidity.png][img=items/frozen-fist.png][img=items/manamune.png][img=items/last-whisper.png][img=items/blade-of-the-ruined-king.png] No matter what I'd probably always go Blade of the Ruined King if I had a Manamune because in this situation you're focusing a lot more on your on-hit damage potential rather than your base damage potential. Whether you go tear or no tear it doesn't change much beside how much you can spam. It mostly comes down to preference and I suspect most people will prefer tear.

Early-game Ezreal is played just like Ezreal is always played which isn't too difficult. The most important thing as Ezreal is to be able to land his Q's, if you can land his Q's you're already good, if you can land trick Q's (through the center of the creep wave, etc) then you're a beast! But overall, playing early-game Ezreal is playing any ADC's laning phase except you have Ezreal's skills. You have to harass, trade, and CS. [highlight]Harassing:[/highlight] Harassing is the easiest between the three. For the most part there are two good ways to harass the enemy ADC. The first one is just to Q him for free, it's simple and efficient. The second way is when he walks forward (into range) to go take a CS you harass him. He then has to choose whether or not he wants to CS or harass you. A smart played will harass you back making it a trade. [highlight]Trading:[/highlight] Trading can be defined as playing aggressively with the intent to do more damage then your enemy. A good trade doesn't mean you took no damage, it means you put more "effective" damage then your opponent. Effective damage meaning they don't out-sustain you and win later because they healed up and you didn't. Trading and CSing kind of compete with each other. When people try to harass you when you go for CS it's almost 100% of the time better to trade with them instead because chances are they walked closer to your creeps meaning when they hit you they will take creep damage, combine that with your damage they will take more. Once an enemy is low they automatically lose CS from having to play defensively and you can take lane control and put out a CS lead. If you go for CS and take free harass then you end up just falling behind and getting zoned. [highlight]CSing:[/highlight] CSing for the most part is simple. As most ADC's it's ideal to keep the creeps near the center of the lane so you last hit until the wave starts pushing toward you then you attack a bit more (but make sure to still get the last hits) so the lane will stay near the center. This is not true for champions like Ashe and Caitlyn who actually benefit from pushing because of their range. Ezreal does benefit from pushing but his Q gives him enough kill potential it's more beneficial in most cases to keep the creep wave in a position where you will not be ganked and you can harass them and trade with them. It's very important as an ADC to not miss free CS though. If you have trouble CSing go into a custom and play a champion to 10 minutes over and over until you can get over 100 CS at 10 minutes, or 228 CS at 20 minutes if you want a real challenge. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- Almost always you will want to start Doran's Blade with Q. If you're on blue side you should always try to start double golems for the experience advantage over the enemy bot lane. Share experience with your support because having two people at level two is more useful than one person at level two. Play aggressively early using your level advantage and make sure to delay the enemies level two as long as possible. It establishes dominance in lane and gives you a small CS lead which intimidates enemies. If you're on purple side what I just explained above will probably happen to you. Ezreal has the advantage of being able to use Q to CS and harass from a-far. Force your enemies behind their creep wave by harassing them with auto's and Q's when they aren't close together (if they are you'll just take two players spells + autos) or if you can't use your Q to CS until they push and you can reset the lane and trade with them properly. Generally, there are gold amounts that are preferred for backing at. 900 = Boots, Doran's Blade #2, + 2 Health Potions 1150 = Boots, Spirit Stone, + 3 Health Potions 1550 = Boots, Spirit Stone, Long Sword, + 3 Health Potions 2000 = Spirit of the Lizard Elder (get boots later) In most cases try to avoid backing on a wave with a Cannon Minion. It takes longer for the turret to kill and sometimes the enemy team will be able to easily push two entire creep waves into your turret. When your opponents back it is usually a good idea for you to go back as well otherwise you'll fall behind in items (even if you have the level advantage) and they may be able to re-claim some of their power in lane if they're behind and if they're ahead they'll probably just dominate you harder. The laning phase usually ends in Solo Queue when the first bot lane or mid lane turret goes down or sometimes during the first dragon fight. Usually, teams do not communicate enough to end the phase earlier than this.

[title][center]Counters[/center][/title] Ezreal is not really countered by any lone ADC or Support. Rather he is countered by certain combos. Usually, aggressive champions with CC. Supports like Lulu and Sona. ADCs like Draven and Miss Fortune who are aggressive are also very effective. Melee supports like Blitzcrank and Leona aren't quite effective against Ezreal because his E avoids their initiates. [title][img=champ/draven.png]Draven:[/title] Ezreal cannot beat Draven through standard means. Draven is the king of laning phase and will always out-damage you. The nice thing is that Draven sucks in team-fights (in most cases) and therefore is forced to play over-aggressive in lane to make up for it. This forces him to put himself into positions where he can take free harass (Q's.) Just whittle him down and rely on your support to harass as well, if he gets low and it's safe you can go for the kill. In most cases against a good Draven you will simply have to wait until the laning phase ends. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=champ/missfortune.png]Miss Fortune:[/title] Miss Fortune beats Ezreal because she has high base-stats and strong all-in potential. This forces Ezreal to play defensively because he cannot beat her in a fair fight. Just like explained with Draven, and MF usually plays aggressively. Harass her slowly until you get an opening to kill her. If there is no opening just focus on CSing and try to become more useful in later phases of the game. While MF does have strong AoE for team-fights she doesn't have the ability to position as easily and as well as Ezreal. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=champ/lulu.png]Lulu:[/title] Lulu is very good at playing aggressively and has a few tricks that are strong against an Ezreal. Her E+Q harass in general is very strong but the slows provided on her Q, W, and even her ultimate are what really hurt Ezreal. During laning his E is on a high cool-down and if she can render Ezreal immobile it is easy for an ADC to take advantage of his squishiness. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=champ/sona.png]Sona:[/title] Sona is strong against Ezreal because she deals high damage and Ezreal is relatively squishy. Her ultimate once she reaches 6 gives an ADC enough time to easily burst him down. Sona does rely on her ADC a bit more than other choices but she can harass hard enough that if you make any mistake you can die to her alone quite easily. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][center]Allied Supports[/center][/title] Ezreal is a very open and versatile champion when it comes to his supports. Almost anybody works but here are his top three in my opinion. [title][img=champ/nami.png]Nami:[/title] Nami is in my opinion Ezreal's best support. Her E functions with his Q allowing him to get all three hits off easily. During laning this makes for godlike harass. Nami has two forms of AoE CC (Q and R) which makes it easy for her and Ezreal to stack ultimates to put out tons of damage. I find Nami's Q + E combined allow Ezreal to beat out even the toughest opponents (Draven!) Her W which is both heal and harass is just a wonderful, absolutely wonderful, bonus. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=champ/sona.png]Sona:[/title] Sona, like Lulu, is good at playing aggressively. While Sona does not have the advantages of slows and being able to make Ezreal a tank, she does put out more damage than any other support (consistently!) and her ultimate combined with Ezreal's ultimate gives very high kill potential at level 6+. Ezreal + Sona is known to be a very scary "poke" lane. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][img=champ/leona.png]Leona:[/title] Ezreal is very good at positioning and spamming. Leona's passive and all-in ability allows Ezreal to play the lane very aggressively. In the situation Leona hits somebody Ezreal can proc every single one of her passives very easily (even on two targets) and this gives them a massive amount of in-lane burst. Ezreal is also safe enough that if all goes wrong he can get out and leave Leona to die. ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- [title][center]Special Mention[/center][/title] [title][img=champ/lulu.png]Lulu:[/title] Lulu has stacked slows as well as a shield and a health buff. She can take Ezreal's squishiness and make him feel much bulkier. Her slows make it easy to land Ezreal's skill-shots and she has naturally high base damages so Ezreal + Lulu are fantastic for poking down opponents. Lulu is in general the go-to support that works with everybody.

Mid-game is the phase after the laning phase (early-game) but before late-game (full or near full item builds.) Often during mid-game there is a lot of contest over buffs in the jungle, dragon, and any turrets that are left up. Teams will also group up and attempt to catch enemies out of position to gain position to make plays on something else (Turret, Dragon, Buff, More Kills.) At this point Ezreal should be reaching godlike status. Usually, I find early-game ends around the point I have Lizard Elder and Sheen, sometimes even CDR Boots (although, I only buy these if I have around 700g when I buy my sheen or I am forced to back.) With those items at this point it's very easy to play aggressively and gain map dominance. Ezreal has one of the best mid-games of all ADCs. If your team is willing to communicate with you often times it's a good idea to seige mid either as 4 or 5 depending on your top laner (somebody like Jayce should 100% group while somebody like Jax can benefit more from split pushing), however, if your team doesn't want to communicate simply try to force it by pushing bot lane and then roaming elsewhere to apply pressure and try to force the enemy team to group, which will make your team group. If you get any control on the map at all forcing a dragon is often the best move to make. It can force a team-fight in your favor and if your jungler isn't trash at smiting Ezreal can kill the Dragon quite fast with this build and secure an easy 1k gold between the team. This is Ezreal's time to shine so you should try to make the best of it.

Late-game is when your build should be getting finished. Your build at the minimum should look something like this: [img=items/ionian-boots-of-lucidity.png][img=items/spirit-of-the-elder-lizard.png][img=items/frozen-fist.png][img=items/the-bloodthirster.png][img=items/last-whisper.png] and usually you'll have one of Infinity Edge, Blade of the Ruined King, Warmogs, or Guardian Angel depending on what you needed for the game at hand. ADCs finishing their build is usually the marker for the beginning of true late-game because ADCs often find themselves with the most gold on a team and therefore the most items (even if they are expensive items!) Late-game revolves mostly around team-fights, however, what leads to those team-fights also makes up late-game. Late-game revolves around... [.]Baron [.]Grouping [.]Tower Pushing [.]Jungle Buffs [.]Sieging/Poking Most of which can be defined by the term "applying pressure". You always want to make the other team feel like they're pressured to stop you, not like they're pressured to do anything else. Make their main focus to stop your team and your team will come out ahead. If the enemy team is more worried about you doing baron than you are about them doing baron then you are in a very good position. Overall, you have a full build so you cannot ward. Make sure your team keeps Baron warded at all times. Never over-extend without your team, always wait for creep waves to push in and make sure your team doesn't over-extend too much either. Going bottom can be risky because if the enemy team gets baron, while it's not game-ending it is a big advantage to them for four minutes. Use your ultimate to deal with waves at bot lane. If the enemy team are going to get anything for free (dragon, baron, turret) try to get something else to counter-act it. Any time the other team gets anything 100% free because they force you to respond otherwise you lose more, that's a huge loss for your entire team. If you cannot take anything, just make sure you don't lose anything, eventually somebody will slip up and just hope it isn't one of your teammates.

While poking with this build is fun team-fights are where it will really shine. By the time real "team-fights" start you should have decent items. Otherwise, it's usually the enemy ganking your team or a skirmish. Rarely, if ever, is there a real "early-game team-fight" in solo-queue. In the situation you do run into an early-game team-fight just remember that Ezreal has very good damage but if you waste your E you can easily be screwed over by somebody diving onto you. In late-game team fights your damage is your Q, E, and auto attacks mainly, but you should be spamming just about everything. Your Q is on a 1.4 second cooldown so spam it every single time it's available. Between every Q you should be auto attacks, and using W if it's up. Use your ultimate either to finish off a target before they escape OR to hit multiple targets early into the fight (this is recommended because it maxes your passive quickly.) At any time when your E is up if there is a superior position to be in (there almost always is) you should use it. Unlike other escapes, or even early-game, Ezreal's E comes down to around a 4 second cooldown which means there is almost no harm in spamming it (unless you waste it before getting dived on, which will not happen if you're moving to a better position in the fight!) Ezreal, unlike some other ADCs, is not a back line ADC. He does not require or expect protection from his team and he is not expected to be standing in the back either. If two bruisers are after you, you're perfectly allowed to dive into the background and kite them around (not even an Olaf can chase you down with this build! Just remember to keep casting), however, in the situation two bruisers are not diving onto you, Ezreal is a front-line ADC. A front-line ADC is basically an ADC that positions to the sides of the team-fight rather than hiding behind his team-mates. This allows you to his more targets with your W/R as well as use your Q's and auto-attacks on squishier targets most of the time. The low cool-down on your E allows you to stay in safe positioning (away from AoE, skill-shots, and anything deadly) while still putting out high amounts of damage on the enemy team. It can be seen better in the video provided in the "Videos" section but here's an interested point in the game. [imgext=http://stream1.gifsoup.com/view3/4665010/ez-tf-o.gif] I have E up, if E toward my team, I have my team but I have Blitzcrank and Tristana hitting me. Tristana has good items and if she gets a crit or two I'm likely to die. On the other hand if I E away from my team (which I did) I only see one visible enemy hitting me, Blitzcrank, even though Syndra shows up I manage to kill her because I had just enough health! I went further into the fight to avoid taking damage. The goal is always to take as little damage as possible while putting out as much as possible, that's what makes Ezreal strong, he can get in a position to do both at once.

[title][center]Game 1[/center][/title] I chose this game to upload because it's a losing game (at bot lane) which shows more "mechanical skill and capabilities" than a winning game. It turns into a winning game which shows the effectiveness of the build both when behind and when ahead. It's a balanced game and therefore it is just about the best I can provide. [imgext=http://puu.sh/2Nydk.jpg] [youtube]http://www.youtube.com/watch?v=RIkgA2qTFEQ[/youtube] [imgext=http://puu.sh/2NydZ.jpg]

5/6/2013 - Updated Runes, Masteries, Introduction.

I'd like to thank a few people. Jungie - I've always looked up to this guy for his ADC skills. I wouldn't be as good as I am today if I never played with him. Blind7sin - Always there to help me out when I need it, and I guess she's kind of good at ADC but she sucks at Ezreal so that doesn't matter. Slater Von Jager - This guy understands what guide writing is all about! And a few other thanks... ProBuilds.net - I took a picture. Lolking - I took a picture. Puu.sh - I used this to take those pictures. Lastly, I'd like to self promote myself. [highlight]Please follow me on twitter/twitch![/highlight] http://www.twitch.tv/FYAUmashi https://twitter.com/ggLA_Umashi I promise I'll stream LOTS soon, I'm getting a new PC ASAP!!! ~ Dated May 5th, 2013 (For like, proof and stuff <3)

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