[2.0.0] Ezreal Guide - Ez Ezreal
Best Build Guide for Ezreal
Item Build Description
Additional information on the items
The reason you want to go Muramana and a Sheen item every game is because they both interact with your Mystic Shot . Each Mystic Shot you send out is proccing the muramana and sheen which means some massive damage.
I have provided the early game build path in the starting items section.
Then move on to Death's Dance for extra survivability.
You can build Blade of the Ruined King and Last Whisper against tanky comps. Last Whisper is also useful against compositions that arent very tanky but have lots of sustain like Xin Zhao as it has Grievous Wounds. If you are building it for the Anti-Heal then you should obviously build Executioner's Calling first.
Against AD assassins build Guardian Angel and/or build [Ionian Statis] instead of [Ionian QuicksIlver ].
Against AP assassin's the same is suggested as Guardian Angel 's passive and the AD it provides at that price is too good to pass on.
With the recent nerfs, Ionian Boots of Lucidity is shaping up to be a great alternative as it really makes up for the longer [ezreal:3] cd.
Best Runes for Ezreal
Conqueror gives a lot of damage and you cant pass up on it. Gathering Storm is a good scaling rune, providing you about 20 AD at 20 minutes, Triumph and Ravenous Hunter can be considered but they aren't really that good. Hunter Titan gives an extra 100 HP and 20% tenacity at full stacks which is good. With manaflow band you will quite literally never run out of mana which is great for you. There is also the bonus that it actually adds to your muramana damage. Sweet Tooth is good against lanes like Miss Fortune.
How to distribute skill points
When to take which summoners
Ezreal Matchups & Counters
Detailed information on how to play matchups and counters
Miss Fortune is a pain to lane against because of her oppressive Double Up which makes her trade pretty well in lane. Save your Arcane Shift so that you can dodge her Bullet Time . A good Miss Fortune is a nightmare to lane against.
You can dodge his Curtain Call , dodge his Deadly Flourish , dodge his Captive Audience . However he is still going to be a pain to deal with because he is the second best early game botlane bully which is bad news for you since your early game is terrible.
Pros and Cons
- A lot of damage
- Great scaling
- Insane mobility
- Long range
- Hybrid Damage
- Much tankier than normal ADC's since he can build part tanks.
- Fast at killing turrets
- Safe pick
- Lack of cc
- Weak early game
S1 - This is your main damage source and poke in lane. Use it for cs'ing if you're getting zoned.
S2 - Another poking tool that can be utilized with your Auto and Q.
S3 - Your escape tool and follow up skill. Make sure not to directly engage with this skill most of the time and try to hold onto it as much as you cant.
S4 - Great finisher. Your Q will make sure that you get it back fast so dont hold onto it much. You can snipe people when they're running away. You can provide support to other lanes, steal kills from them or finish off the enemy laner if your laner failed to completely kill them and they escaped with 100 HP. Hence paying attention to the map is a must. Using ult on a large group of enemies also means that you can instantly stack your passive.
Tips and Tricks
- Use your S1's while walking back to lane. You dont need to hit anyone, just keep using it to stack manamune.
- Use S2-S3-S1 to make maximum use of the cool down reduction inbuilt in ezreal's S1. S1-S2-S3 means that you arent gonna benefit much from that 1.5 second CDR in his S1.
- Remember to weave in aa's between your skillshots.
- Use your S3 for kiting rather than just jumping into the middle of the fight.
- Detonating Essence Flux with an ability fully refunds the cost of that ability and restores 60 mana.
- Every ability or basic autoattack consume Essence Flux.
- You can use Essence Flux also on towers.
- Arcane Shift got auto-aiming to detonate Essence Flux
Team Fighting with Ez
When it comes to team-fighting as an ADC, there is one golden rule which is the most basic team-fighting rule of all, and yet makes you an infinitely better team-fighter if you start following it; attack whoever's closest to you. If you stand at the back, behind your frontline, and just auto-attack whichever enemy is absolutely closest to you, you have the best possible positioning, as you'll only be in focus range of whoever's diving you, or whoever you're attacking. It's recommended in general to take down the enemy carries before the tanks, but as the ADC if you try to attack a carry then you're in range of every single member of the enemy team, and if they all focus you then you'll go down in under a second. By keeping your distance and attacking just whatever's closest, you'll be hardest to kill, and can therefore output maximum DPS by just staying alive and being able to auto-attack all fight long. The only time you should attack the enemy team's carries is when there's no other enemies standing between you and them, or if they are horribly positioned.
But sometimes you need to turn the safety notch up another level and straight up walk away from someone that could be a threat to you. For example, if you're playing vs Zed, you cannot be one of the ones trying to focus him down while he still has enough cooldowns and HP to be a threat. Even if he's the only person in range of you, and you have 3-4 team-mates around you, you still can't be auto-attacking him until the threat he presents has been neutralized ( Death Mark goes on CD, or he gets so low that he'd die before he could burst you. All the skill and mechanics in the world won't stop him bursting you down in half a second if he gets near enough. And you not only need to stay out of his Death Mark range, you also have to account for the extra distance he can cover with Living Shadow, Youmuu's Ghostblade and Flash, and how quickly they can help him close the gap.
When you're playing against Zed and you see him running in your direction, you stay as far the f**k away from him as you can get. Don't help your team kill him, that's not your job. The assassin's job is to kill you, your job is to not die to him, and your team's job is to protect you from assassins by killing them. If the assassin commits their cooldowns onto someone else when they realize they can't get to you, that's when it's safe for you to walk back into the fight. Or if the assassin gets CC'd and blown up uselessly before they get to do anything, then it's also safe!
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Realize your strengths.
With Ezreal you can poke half the enemies HP out before you actually go in. Use that to your advantage. Don't go jumping into fights and realize/accept the fact that you have the best self peel tool Essence Flux in the whole game. Add on the fact that you can build partly like a tank and get away with it, which means that you should be dying very little in lategame as compared to other champions.