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EZREAL BUILD GUIDE: How to be Cereal King! by Patienze

by Patienze (last updated over a year ago)

107,499 Views 22 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
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mastery 1 mastery 1 0/1
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mastery 3 mastery 3 0/3
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mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Rising Spell Force
QMystic Shot
WEssence Flux
EArcane Shift
RTrueshot Barrage
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Rising Spell Force
QMystic Shot
WEssence Flux
EArcane Shift
RTrueshot Barrage

Champion Matchups

Introduction

First of all, Ezreal (I call him Cereal) is a really fun AD Carry.
He has a really strong poke in lane, and is pretty safe, due to his . He is really powerful in lane and mid game, but he may (compared to some other AD Carries) fall of a bit late game.

Ezreal was really strong ("OP"), but is now nerfed (no AS reduction on W, and Phage/ TF slow is nerfed). But he is still really powerful, and his potential is great.

Pros:

  • Nice poke
  • Global AOE ult
  • 2. Flash
  • AS stereoid
  • Q applies on-hit effects (kiting and catching)
  • Really knows how to dance

Cons:

  • Squishy
  • No CC
  • Pretty low AA range
  • 3 AP scaling abilities
  • Might fall of late game
  • Playing him may make you feel 10 % more gay

Addition:

  • VERY skill based. May be good, may be bad.


This is a detailed guide, where I will go through:

  • Masteries
  • Runes
  • Summoner Spells
  • Skills
  • Skill Order
  • Item Builds
  • Supports
  • Smartcast
  • Early Game
  • Mid Game
  • Late Game
  • Team Fights
  • The Author

I hope you will enjoy this Guide. - Patienze.

Masteries

[http://i49.tinypic.com/1nxxra.png]

Explanation:

The offense tree part, is pretty obvious. I don't see any reason not to get these 21 points. Only change could be taking away the point in Summoner's Wrath, if you don't have .

I think the 9 points in the defensive tree is the best way to spend your last points. This actually makes you a lot more tanky in earlt fights. And i feel the health is important, since Ezreal is one of the champs with the lowest base health.

But you could also go 21/0/9, focusing on the mana and buff duration. The mana regen makes you able to poke more (especially if you tend yo use ). And the buff duration is nice to have, especially since all 3 buffs are great on him.

If you have , or , you should sacrifise the 1 point in MR.

Runes

[http://i50.tinypic.com/2vm7pyh.png]

Explanation:

The flat AD Marks is really strong on AD Carries, it helps your AA's and your a lot in the laning phase. The AD also helps your last hitting a lot.

Other useful Marks:
  • +1.7 Arm. pen.: I actually don't really know if this one is better than the flat AD, and I haven't done the math. To be honest, the reason I go AD over pen, is simply because of an advice.


The Armor Seals makes you significantly tankier, against the enemy AD Carry and ganks.

Other useful Seals:
  • +0.42 mana ragen/ 5 sec.: Good for early level poking.


The MR Glyphs is really helpful vs most supports, and some AD carries. It's not really needed vs duos like Soraka and Vayne, but it's usually really useful.

Other useful Glyphs:
  • +0.055 mana regen/ 5 sec. per level is great for constant poking under towers late game, and helps you somewhat in lane aswell.
  • +0.15 magic resist per level: Makes you more resistant against burst from mages in the late game.


I also like the 6.8 extra AD you get from the Quints. This makes last hitting easier, and makes you a bit more dangerous.

Other useful Quints:
  • + 26 health: Makes you a lot tankier early game (especially combined with ).
  • +1.5% movement speed: I like MS, and these are useful through the whole game. It's always good to be fast.
  • +3.33 armor pen: Once again, haven't done the calculations compaired to AD.

Summoner Spells

and

- The Ignite is great for getting early kills, in either 1v1's, 2v2's or in ganks. It also shuts down and healing supports.

Other sitautional spells:

and

and

and

Explanation:

You don't need as much as other AD carries, due to your , but i still thing it's the best spell you can get. It gives you so much extra mobility, and shouldn't be sacrifised, IMO.

. I usually get Ignite on Ezreal (and most other ADC's). The reason is that the extra damage often is necessary to ensure a kill. It reduces the healing from life steal, and healing supports like , or .

. Heal is great for surviving fights, and baiting the enemey when he thinks he got the advantage. Can also bait abilities like 's ult. It's great for surviving in clutch battles, and might give you the extra HP needed to win this duel.

. I haven't been using this on Summoner's Rift a lot. It works pretty much like . The differences are that Barrier shields you for more than the Heal heals you, but Barrier only lasts for 2 seconds. Unlike Heal, Barrier does not get reduced by ignite.

. You should only get Cleanse against certain matchups. You should definitely get it if you're against or , since it shuts down their stuns. It's also great for lite game, if the enemies have hard CC, which is likely to affect you. Cleanse does not work against knock ups and knock backs. It doesn't work on 's ult and surpresses , and ) either, which / would save you from.

Skills

Passive: Rising Spell Force
Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5).

Explanation:

I feel like this passive is really underrated. 50 % AS at 5 stacks is actually pretty powerful. It helps you in 1v1's. It makes you farm faster. You will be able to get more hits of on the tanks (and others) in team fights. It's also greatfor pushing. Both tour W and R can give you many stacks on this passive, therefore it may be wise to use them early in team fights.


Q: Mystic Shot
Ezreal fires a bolt of energy dealing 40 / 65 / 90 / 115 / 140 plus 110% of his attack damage and 20% of his ability power as physical damage (applies on-hit effects).

Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.

Cost 30
/ 35 / 40 / 45 / 50mana

Range 10000


Explanation:

This is your Bread n' Butter ability, and this makes Ezreal Ezreal. Do NOT use this to get last hits, unless you need to (If you're getting zoned, two creeps dies at the same times, or last hitting by your tower). Try to hit the enemy Carry/ Support with this spell as often as possible.

It takes skill to hit with this spell. It has a small hit-area, but if you have played Ez (or other champs with skill shots) a while, you should be able to hit most of the times. You need to be able to predict where the enemy is going. Practice is the key!

A really good thing with Mystic Shot, is that it applies on-hit effects.
This means that you can life steal with it, and and works on it aswell.

In late game, try to poke with this as much as possible, but don't risk getting caught. And in team fights you will often be hitting the tank(s) with this skill.


W: Essence Flux
Ezreal fires a wave of energy that damages all enemy champions it passes through for 75 / 125 / 175 / 225 / 275 (+60% of ability power). Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20 / 25 / 30 / 35 / 40% for 5 seconds.

Cost 60/70/80/90/100 mana
Range 10000


Explanation:

As an AD Ezreal, this skill is pretty bad to be honest, since it no longers lowers the enemy AS. It's still useful, because it gives your teammates AS and gives you stacks on your passive, but it's still a really weak spell, due to its AP ratio.


E: 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 (+75% of ability power) magic damage.

Cost 90mana
Range 10000


Explanation:

This is what makes Ezreal mobile, it's your second flash. And probably what makes him so strong/ often picked. It's even a longer blink than flash, has a really short CD (at least compared to Flash) and it also deals some damage. Without this spell, you would be a lot more vulnerable. It helps a lot for ganks, and team fights.

You can use it offensively, but only do this when you know it's safe (at least worth it). Try not to use it in lane, due to its high CD and high mana cost. In lane, do NOT use this just to land your , unless you have blue buff, or you can get a kill from it. If you do this just to poke, you will be OOM in no time.

E+Q is a great combo for picking people of while chasing (If you have Phage or TriForce). But don't overextend doing this. If you jump too far and get killed, the other team will mos likely win the fight.


R: Trueshot Barrage
Ezreal channels for 1 second to fire a barrage of missiles dealing 350 / 500 / 650 (+90% of ability power and +1 per bonus attack damage) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).

Cooldown 80 seconds

Cost 150 mana

Range 20000


Explanation:

This is Ez' most fun ability, and probably one of the funniest in the whole game, IMO.

But it's not just funny, it's really powerful too. It's a global AOE "nuke". It makes you able to snipe low life enemies, and you can use it to farm, even from spawn. You can also defend against a push with it.

But the most devastating thing about this ult, is in the team fights. If the enemy team stays together, and you ult them, you will most likely take ca. 40 % hp from the squishies, and ca. 20 % from the bruisers. This is actually really much, and your team will have the advantage.

It's also powerful in a poke comp. If your team manages to get an enemy low, you can try to kill him, and become 5v4. If the enemy doesn't have a healer, you can use it before the fight, just for the poke too.

Landing this spell may be really hard. You need to practice it. Learn its cast time, and how fast it moves. You also need to know where the ones you try to hit most likely will go. If you have trouble landing it, try to use it when the enemy is CC'd.

If you try to get a kill in lane. It's often smart to use your ult when you're in a bush, or they're CC'd. If you attack, and then use it when they flee, they will probably dodge it, because they know you use it.

Skill Order

[http://i39.tinypic.com/25texc6.png]

R>Q>E>W

Getting a point in R, whenever possible is obvious.

The Q is your real damage output (and AA's), and it's your main skill. You should max it to deal much more damage, easy enough.

More points in E gives it lower CD, and this is really important.

More points in W makes it cost more mana, but the AS improvement increases.

You can get a point in W in level 4 or 8, if you feel like you need the AS reduction, or if you want it to push/ take drago a bit faster.

If you are laning with , I recommend getting W in level 4, and maybe max it before E aswell. The reason I recommend this, is that she provides you with mana, so you can spam the W to harass the enemy.

Item Builds

You may find this item section a bit chaotic or untidy. This is because there are so many different ways of building Ezreal (personal preferences and/ or (enemy) team comps. I can not tell you what you should buy in your situation(s), but I will try to give you a helping hand.

This is how your build often should look:




Start with and , or + , if you want to be faster (safer from ganks and easier to kite).

If you feel like getting som durability and damage, you can get 1 or 2 on your first trip back. You can also buy , start to build/ buy , get the for sustain, or purchase for the penetration.

There are many different ways to build Ezreal. You can rush , for the most utility, you can rush for the sustain and damage, you can rush for raw damage output, and you can get for armor pen. and CD.

Rushing the will make your damage high when you hve completed the item. Until this point of the game, you will be less powerful than you would with other builds. IE gives you the most damage on your auto attacks, which is most important part of an AD carry, even on Ezreal. This will also make you able to carry harder late game, because AA's shine more the later the game gets. If you find yourself auto attacking a lot, and think you will be throughout the whole game, IE is a great choice.

The gives you a lot damage on your Q, and you will be a better chaser and kiter (faster and slow on Q + AA's) This is probably the most normal way to build Ez, and I recommend it for the newer Ezreal players. You will be able to deal a lot of damage from a safer position. This is overall a really nice item on Erzreal, and i like to combine it with The Bloodthirster.

I often rush (combined with ). The lifesteal is great, and it works on the Q. The damage is also great, both the AA's, the Q and the ult synergizes well with pure AD. So your overall damage from AA's and abilites isgreat. It's even better getting BT now, after the buff. It's not that snowbally anymore, since you only need 30 stacks (not 40).

gives you armor penetration, which increases your damage output by a lot, and the cooldown is also great. If you have a AD assasin on your team with BC, it's less effective for you (but still OK).


In almost every game, you will need . If the enemies has bought some armor, the 35 % arm. pen. is needed.

is also great for saving you. In close games, this item can be the difference between a win and a loss. Sometimes it will be pretty useless, if you die right after you respawn, but might be really important aswell. The 2nd chance is often great.

If you don't have Cleanse, and the enemies has hard CC ( ult, ult, etc.) I highly recommend , because this will work as the cleanse would, and most likely save you from getting killed (due to CC) several times. The QSS is a must if the enemies have . Without the QSS, he can just ult you, and let his team kill you, easy enough. Upgrade the QSS to when the other parts of you build is finished.

Other builds:

Poke, or you just prefer CD over AS:

The enemies has hard CC:

Really, really late game:


Other situational itmes:

If you can't stop yout fingers from pressing QWER.

Gives you a slow, and your W,E,R deals more damage and heals you.

Both the cooldown andre armor pen. synergizes well with Ezreal.

Great vs. initiators such as and , and gives you some tankyness. Shield can often easily get poked, though

Extra health can save you from burst team comps.

The tenacity can be great versus teams with a lot of CC, the CD is nice, and the AS is also good. Overall a good item, but many not the best for Ezreal.

The AS and crit is great for late game damage output, especially if you have IE. The MS is also great for kiting, and positioning.

This works somewhat like the PD (AS, MS and crit). The AOE passive is great for poking with Q, farming, and dealing AOE damage in team fights. This is not my favorite item, but some pro/ high elo players seem to enjoy it.

This items synergizes pretty good with Ez. The AOE slow from your Q can be really strong, and the CD and armor is also really nice. The problem is that this item will set your damage back, and never buy both this fist and TriForce.

Don't forget these for the late game: and

Your boots should be upgraded to , but this should be the last thing you buy.

Supports

I think these are the generally best supports for Ezreal: , , , and

, , , , are also doable.

Ezreal is a really strong laner, if played right. So he works well with a support with a lot kill potential, but I'll also talk about sustain and protection too, because they're also important ofc.

So which one of those do you want to lane with?
NOTE: I will only talk about lane, so the supports team fighting isn't included.


Blitzcrank :

Pros:
  • Grab
  • Knock up and silence
  • Tanky
  • Movement

Cons:
  • No heal
  • No buff or friendly shield
  • No poke

Blitz is all about hitting (the right target) with is grab. It's so strong, and helps him zone the enemies. A good Blitz can carry the game for you. He can also run to the enemy, use his knock up and tank the damage for you, allowing you to attack freely.

Kill Potential: *****

Sustain: *

Protection: ***

Poke: *


Lulu :

Pros:
  • Strong poke
  • CC
  • Shield and gives health

Cons:
  • No spamable heal
  • Squishy

Lulu is a great support for Ezreal. The two of you can often outpoke the enemies, if you can hit your Q's. She brings you a lot of utility aswell. She has slow, shield, movement speed and health + knockup. This makes you pretty safe to ganks/ bursts aswell. She can not tank a lot for you, though, because she is so squishy.

Kill Potential: ***

Sustain: *

Protection: ****

Poke: *****


Sona :

Pros:
  • Heal
  • Several buffs
  • Poke
  • CC ult

Cons:
  • No hard CC before lvl. 6
  • Squishy

Sona gives you great sustain. and at lest after lvl. 6, her ult, combined with your ult, might end up in a kill. Sona can poke effeicently herself, and also helps your poke a lot. She gives you both AD and AP too, which also helps a lot. She can get bursted down by the enemy, though. Especially if her Flash and/ or ult is on CD.

Kill Potential: ****

Sustain: ****

Protection: **

Poke: ***


Leona :

Pros:
  • 2 Stuns
  • Tanky
  • Small debuff

Conns:
  • No heal or shield
  • No buffs
  • No poke

Leona is a great support for Ezreal. You can use her in a kill lane, to help you snowball. Her CC is fantastic, ecpecially with her ult. She can jump in and soak the damage, while you either jump in aswell, or you stay and attack from distance. Leona needs to be aggrseive to work, but with she is les likely to be poked out of the lane. She can be countered by , though.

Kill Potential: *****

Sustain: *

Protection: ***

Poke: *


Taric :

Pros:
  • Hard stun
  • Buffs
  • Tanky
  • Strong burst

Cons:
  • Countered by Cleanse
  • No poke

Taric is IMO better in lane than in team fights. He has high kill potential, due to his CC and burst, combined with your nice early game damage. Armor buff and heal provides som sustain. Taric is a safe choice, and might dominate the lane. He is even more countered by than Leona, because he has only 1 CC.

Kill Potential: ****

Sustain: **

Protection: ***

Poke: *


The other supports:


Soraka :

Pros:
  • 2 Heals
  • Armor and MR buff
  • Gives you mana
  • Silence

Cons:
  • Squishy
  • No slow or stun, low kill potential
  • Bad Poke
  • Enemy bot won't be afraid or her

Soraka provides great sustain, but has no hard CC. So you will proably not die, but you will are less likely to get a kill either. She makes you able to spam abilities. Soraka is defensive, unlike Ez.

Kill Potential: *

Sustain: *****

Protection: ***

Poke: **


Janna :

Pros:
  • Shield w/ Dmg
  • Slow and Knockup
  • Ult is your 3. Flash

Cons:
  • No heal (apart from ult)
  • Squishy

Janna does not provide the best sustain, but she has CC and buffs, which can get you kills. Janna is not that defensive, nor that risky. Her shield works great with your Q.

Kill Potential: ***

Sustain: **

Protection: ****

Poke: ***


Alistar

Pros:
  • Hard CC
  • Really tanky, when ulting
  • Can protect you

Cons:
  • No range abilities
  • Can be kited
  • No buffs

Alistar used to be a great support. But after recent nerfs, he isn't that great anymore, and may be overshadowed by Leona. He still works, though. He has still great CC and is tanky.

Kill Potential: ****

Sustain: **

Protection: ****

Poke: *


Nunu :

Pros:
  • AS and MS buff
  • Poke w/ slow
  • Tanky
  • Ult deals a lot of dmg, even as support

Cons:
  • No heal or shield
  • Can be kited

I don't think Nunu fits too well with Ez, because Ez really don't need the AS that much in the early game. But you guys ave good poke together, and as soon as you hit level 6, you will have strong burst (if Nunu's ult goes right).

Kill Potential: ***

Sustain: *

Protection: ***

Poke: ***


Nami :

Pros:
  • Heal
  • Strong CC
  • Poke

Cons:
  • Squishy
  • No buff or shield

Nami is a pretty safe support. She can be outpoked, but this should be fine. If she manages to land her Q, she can be able to set up easy kills for you, especially in ganks. The ult is also realy helpfuel for landing kills, and making you safe. I haven't played a lot with this support, so I'm not entirely sure about her.

Kill Potential: ***

Sustain: ****

Protection: **

Poke: ***

Smart Cast

Note: I do NOT recommend smart cast on newer players. When you haven't played Ezreal a lot, it's not easy to know exactly how far your spells goes. However, you can try it, but it's probably not the best.

"It's all skill!" 3 of Ez' abilities are skill shots (The E can be discussed, I guess), and this is why I find smart cast really important. The smart cast will give you some extra milliseconds when you use all your abilities

The E is just like a flash with the smart cast, and it goes a bit faster (one less click).

Using smartcast on the R can be especially odd, because you might want to see where it goes, and I don't think you will have to use it that fast. But sometimes using it with smartcast is best.

There are differint ways of using smart cast. You can use Shift+Q etc, but i think it's better to change it in options (Key Bindings).

[http://i44.tinypic.com/2ue4hdy.png]

[http://i42.tinypic.com/4gjjah.png]

This is how I use it. You can see I didn't use the smart cast on R before, but I do now.

Ezreal was the first champ I used smart cast on, and he is probably one of the champs who need it the most. After using smartcast on Ez', I started to use it on every champion in the game.

Early Game

You should always go bot with a support as Ezreal. Ezreal is a good laner, and should therefore be aggresive. If you don't have an advantage from the Early/ Mid Game, it will be really hard to carry as Ezreal (but not impossible).

If your team starts at bottom (Blue Team), take the golems with your support. This is a good way to get extra exp. and some extra gold. Let the golems chase the support, then chase you, etc. (Don't let it attack one of you, kite it).

You should always pay attention to your mana. Yo must always have enough mana for your , unless you need the mana to get a kill. But its better for you to have 0-0-0, than 1-1-0, IMO, because when your dead, and traveling, you can't farm.

Last Hitting:
The most important thing is ofc last hitting. (12 CS = 1 Kill).
You need to know Ez' AA's. You need to know which minion to hit, and when to hit it. Know his range, and how fast his AA's goes. Don't gank, try not to go b often, just farm.

If the enemy is controlling the lane, stay back, and last hit with . Unfortunately, you will go OOM pretty fast, by doing this.

If the enemy is pushing, tell your support to hit the minions so you can kill them, and not the tower. You will sometimes have to use here too.

Sometimes, two minions will die almost at once. AA one of them, and the other.

You can also use your for farming, but if you don't have a lot damage, you won't kill all the creeps.

Pushing:

"NOOOO! Don't auto attack minions! You will push!!!" Many players think like this, and for top and mid, i think so too. But NOT for bot. I think pushing is nice if you are bot, here's why:

- Enemy AD Carry will have more trouble getting CS, when he is under his tower.
- Jungler can ninja gank without you acting suspicious (bush may be warded, tough).
- More dragon control.
- You and your minions can slowly damage the enemy tower.
- You can harass the enemy easier (He is focuisng last hits, and can't hide behind minions).
- It's easier for you to port back and buy, without losing cs.

The reason why you can push, is that your support should ward. If he doesn't, DON'T push! The ward should be placed in a position, where you will be able to get away when you spot their jungler. Pushing can be dangerous against certain "surprise" junglers, such as , , and , due to stealth or very high MS. It may also be bad if you lane against a good chaser at bot ( and maybe ).

NOTE: You should ofc not just random AA everything, You need to time the last hits, but when you don't last hit, attack the minions.

Poking:

Poking is the key to your lane. If you manage to hit the enemies sometimes, you will most likely win the lane. If you don't, you will be really weak.

As said earlier, DON'T use to line up your . This will drain your mana.

Try to Q and AA the enemy when he is stepping towards you, to get a cs. It's not always easy to ht with yur Q, because the enemy will stay behind minions (if he's not stupid). Try to poke him when he AA's at his tower, if you managed to push.

Killing:

Early game is where you start to snowball. 10 more cs, and no kill is not enough against the enemy Ashe. You need to either zone here, so she won't get cs, or kill here.

Tell your support to go in, and tank the damage (Make sure there is no minions between you and the enemies). You will most likely have more DPS than the enemy, if you don't, care. Try to hit the enemy AD Carry with your Q's and AA's. If you attack the support, the enemy carry will be able to attack you, without having to flee. Sometimes it's better to attack the support tough, if he is out of position, or just a much easier target.

After level 6, in close, low-life battles, fall back and try to kill him/ them with your ult.

It's often hard to get kills bot 2v2, so ganking is important. The jungler can either gank from river (if the lane isn't pushed), but it should be warded, or ninja gank (gank from the bushes in the lane), if the lane is pushed.

Mid Game

Ezreal is extremely powerful in the mid game too. You should be able to 1v1 the enemy AD Carry at this point, because your Q is so good now. You will have to farm everything you can farm (you need to stack your when you get it).

Ask the jungler if you can get the red. An Ezreal with the red buff is really hard to flee from, and really hard to 1v1. At this point, the teams will often stay more together, especially at dragon. Try to poke the enemies, and try to catch someone off guard with your team. Do not go to unsafe places (places without wards). Follow your team to get objectives (dragon, turrets, buffs), and go and farm minion waves if this doesn't put your team in a bad position (dragon fight, push, 4v5 team fight).

Tell your team to be aggresive in this phase, because you should build up an advantage when you can. Just Farm, Push and Poke!

Late Game

Keep the farming. If you don't got an advantage, enemy carries like and will out damage you now, so don't go 1v1 against them. You are still one of the most useful carries, you just don't have the best damage output.

Stick with your team, take the red buff, farm huge waves and jungle creeps, and ALWAYS be ready if the enemy team attempts to take Nashor. If you're out of position when they do, try to steal it with your . In premade, do whatever the Team Captain says.

When the 2 teams is near each other, by a tower or baron, try to poke as much as you can, but don't go OOM and don't be too close! You can also use on them, if they won't manage to heal up the damage. A well shot can give you the needed advantage to either win the team fight, take a tower, or take baron.

Team Fights

Sooooo... Team Fights. The most important thing in the game. If you don't know what to do here, you're failing as a Carry.

The most important thing to do is don't act like a hero, and don't make (vital) mistakes. As the AD Carry, your job is to deal a lot of damage, but it's your team's job to dive in. Stay back.

You need to position yourself at all times. Never be in a place where you can be catched and killed. Stay behind your bruisers and support. The best thing is to attack the enemy carries, but they will most likely be out of your range. Hit and poke the enemy bruisers whenever you can. / when you get CC'd. Your job is to deal the most damage as possible.

If you can attack the squishier targets, you should ofc do that. Killing the enemy carry/ carries, is really nice. Save your and your for defensive purposes, unless you surely can get kills, by using them offensive.

Try to hit the whole team with your , and hit the auto attackers on your team with your .

The Author

[http://i50.tinypic.com/29n8myp.png]

Hi, I'm Patienze. I am Norwegian, but I play in EU West.

I play the AD Carry in a team called Playmomen.

Tristana used to be my main, but Ezreal is #1 now. I have now played him a lot, he is so fun to play, and i feel pretty skilled with him. :)

I've also created a Tristana guide, but this was my first guide, and it wasn't detailed. I was just trying to make a guide.

I chose this background, because I'm playing with Nottingham Ezreal! :D

Final Comments

Thank you for reading my guide, and i hope you found something new, educational and/ or interesting in it. I hope you comment if you don't agree with something, or if you think i forgot to mention/ talk about something. I am open for a chat.

If you dislike the guide, please tell me, so I can improve it.

And if you want to chat with me, you can add me in Lol (EU West). :)

I hope you will try my Cereal-Guide! :)

- Patienze

Log:

16-17/12/11: Created the guide.
19/12/11: Added "The Author".
23/12/11: Added "Smart Cast".
05/1/12: Updated the design and updated Masteries and Runes.
05/2/12: After the guide was approved (:D), I updated it a bit.
13/3/12: Updated the Summoner spells and the Item build.
7/5/12: Easy update.
30/6/12: Updated the Summoner spells, Items and Supports.
18/10/12: Updated the skill section, after the nerf and supports (will update more after S3 starts).
22/12/12: Big and needed update after season 3 (maseries, items, spells and supports).
03/01/13: Got a comment about things I should fix, so edited parts of the guide (particularly the support part)

Comments

January 8, 2013 - 11:49 PM #1

You kinda skipped your W explanation there. you improved the rest, but didn't hit that one. basically everything i mentioned before stills needs to be worked on.

January 4, 2013 - 07:29 PM #2

Thank you for helping me making the guide better. I appreciate it, and have tried to fix several of the issues you mentioned.

January 2, 2013 - 09:53 PM #3

you're really all over the place here, and need to spend alot of time cleaning this up. Everything(including your item build chapter) can be organized much better.



masteries needs more explanation, as does your summoner spells. You need to put alot more time into your mid and late game, and team fights chapters. they're very underwhelming compared to your early game chapter.



Skills need more explanation as well.



You supports chapter, you really need to redo it. You say that they're the best, and they proceed to list every support champ basically. Tier them off, display which ones are the best to use with Ez, and which ones aren't. put more explanation into why they're good as well. You also need to recheck you information on a few of them. For example, you list nami as not having a buff, when she does. Her passive gives MS buffs when her skills hit an ally, and her E provides additional magic damage to attacks(technically a buff). Janna does have a heal, her ult, although its not generally used as a heal butmost players. Same for Lulu, you retain the health after the effect ends, thus being a heal. leona has a defensive shield, same as galio. it boosts her defenses to reduce damage, rather then absorbing damage. keep in mind, heals are not a negative on supports, as most supports do not posses them. They're merely a bonus.



November 3, 2012 - 05:54 PM #4

Essence flux doesn't after the nerf. I just wrote it after the patch notes.

And the masteries aren't actually up to date, and I will change them, but I wait til S3.

October 22, 2012 - 12:35 PM #5

you say essence flux doesn't reduce attack speed, but it does.

October 19, 2012 - 05:50 PM #6

I wonder why you'd spec in Summoners Resolve when you're not using any of the summoner spells :o

June 30, 2012 - 12:38 PM #7

Well, I personally think that AD carry guides aren't created to show you the item builds (and runes and masteris). As you said, the items are pretty much the same.



I think the guides shows you skill order, how to actually play the champ etc.



But thanks, and good luck (I like people who think "outside the box")!

June 14, 2012 - 12:58 AM #8

I get real tired of the AD carry guides. They all have the same items. Im working on a different build for AD carries. Anyone got any suggestions?



Good Guide though.

April 18, 2012 - 02:57 PM #9

I hardly ever comment on guides but I just felt like telling you on item builds, you wrote "enemies doesn't" when the right way to say it is enemies don't :]

March 25, 2012 - 03:25 AM #10

Fix the masteries because for default Summoner's Spells it shows Heal/Ignite and then the masteries have Summoner's Insight in the Utility tree. Kind of useless.

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