Greater Mark of Attack Damage(+8.55 attack damage)
Greater Seal of Armor(+12.69 armor)
Greater Glyph of Magic Resist(+12.06 magic resist)
Greater Quintessence of Attack Damage(+2.25 attack damage)
Greater Quintessence of Life Steal(+4% Life Steal)
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Rising Spell Force
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Hello everyone! My name is WarCraft3 Player (IGN: Zedi Knight). Excuse my grammar mistakes, as english is not my first language. I'm a semi-high ELO League of Legends player, being ranked platinum 1 on my highest ranked account. However, I feel like I have understood Ezreal quite well by playing him probably around 300 games total throughout all my accounts and watching pros play him while streaming.
Enough about myself! Ezreal is a skill shot heavy and mid-game focused attack damage carry (ADC). He has very high mobility, good poke, strong lane presence, decent burst and a global, very satisfying ultimate.
This is pretty basic. The AD for early damage and last hitting, armor to protect yourself from the damage coming from the other ADC, magic resist to protect yourself against damage coming from the support and/or jungler and finally 2 lifesteal quints for the health regen in lane. The lifesteal is really good because it allows you to heal back after a lost trade to turn the lane in your favor or to prevent the enemy from getting a hp advantage with his own lifesteal quints. Also allows you to skip the early vampiric scepter.
Same as the lifesteal page except for the sustain. I would recommend to run this rune page only if you have a sustain support, or else you should buy an early vampiric scepter.
Some pros like to run 4 mana regen glyphs to have more mana sustain in lane. Since Ezreal's damage is pretty spell dependent, you might want to run this if you are going really aggressive or if you have trouble managing your mana. It also helps when you are forced to last hit with mystic shot because you are getting zoned.
Standard ADC mastery page, but with points in spell weaving and blade weaving since Ezreal can really make use of them.
Barrier is pretty much the strongest spell to dual other ADCs. It also allows you to bait the enemy team into diving you or just trading for too long. Try using it at the last second to surprise your opponent. It is also a must to get if the enemy team has burst champions for example Graves.
Must have spell on every ADC in my opinion. Such a good escape tool, it can allow to chase and, most importantly, it allows you to reposition in a teamfight. This means you are allowed an extra mistake. You may be thinking that having a 11 second cooldown flash is already enough. However, in a teamfight, 11 seconds is longer than it looks. Having 2 escape/chasing abilities is just so good. It also makes your laning phase safer, as dying to the jungler early on can easily turn the lane in the enemy's favor. If this happens, you will lose farm and will be behind in kills and exp. Flash is just too good to pass out. They can never nerf it enough.
Cleanse & Flash
In my opinion, this is the best choice summoner spells. I take it when facing Ashe to avoid getting caught by her ult. Good spell in general, specially when the other team has hard CC champs (example: Ahri, Amumu, Ashe, Fiddlesticks, Leona, Lux, Maokai...). It is important to note that cleanse WILL remove ignite damage and exhaust. I would recommand saving it for the enemy exhaust during early trades. Your support exhausts their ADC and their support does the same to you. If you just cleanse the exhaust, your damage output becomes so much better than theirs and you will automatically win the trade. They will be forced to disengage. It also helps when you try to escape from ganks when the jungler has hard crowd control. The bad thing about this spell is that it is super hard to use. You need an outstanding understanding of the game and evaluation of the danger you are in plus good reflexes to use it at the right moment. Use it on the wrong CC spell and you will be in trouble. Use it too late and you will basically only remove a portion of the CC. Use it on the right CC but in the wrong situation and you burned your spell for nothing. It is really hard to master, but sometimes essential to have.
See above for explanation on flash.
Ignite & Flash
It is useful to know how much damage ignite deals per level as it will allow you to evaluate your burst damage better, so here's the chart:
As you can see, it's damage at level 18 is about 1/5 of an ADC's full health, and it basically also deals damage for half the amount the target would normally lifesteal, which makes it huge. It is by far one of the best summoner spells in the game. Ezreal is a champion with a good burst and it complements his damage perfectly, giving him a lot more killing potential in the laning phase. Unlike champs like Caitlyn, the short range of Ezreal almost always allows him to cast it during a fight, even though the range is rather short. It is also really useful to weaken the enemy ADC's lifesteal.
If Ezreal is level 6 and followed the skill order I recommended:
Attack damage: 65.2 + 15 (runes) + 7.02 (masteries = 87.22 physical damage
Mystic Shot damage: 75 + 87.22 (AD ratio) + 1.2 (AP ratio) = 163.42 physical damage
Arcane Shift damage: 125 + 4.5 (AP ratio) = 129 magic damage
Trueshot Barrage: 350 + 22.02 (AD ratio) + 5.4 (AP ratio) = 377.42 magic damage
Ignite: 170 true damage Total (without auto-attacks): 163.42 physical damage + 506.42 magic damage + 170 true damage. Total damage: 839.84 overall damage
Vayne base health at level 6 : 857
In conclusion, with ignite, auto-attacks and some damage from your support, you can easily burst down a champion like Vayne from 100% health to 0 in one combo.
I like starting dorans because it provides you more hp to survive to bursty ADC champs like Graves or simply to survive to ganks. Also, you get a pot now since they reduced the cost of the dorans, which is pretty sweet.
Standard Final Items
Very strong build. It gives you a mix of long range poke and auto-attack damage. It is probably the best build at the moment for Ezreal. This build is also well balanced between damage and safety. The defensive item isn't always needed if you see the enemy team really has trouble reaching you in teamfights. Also you can sell boots for zephyr when you reach full build. Blade of the Ruined King is also really good to replace the bloodthirster because of the current tank meta.
Trinity force's sheen proc just hurts too much at the moment so I feel this is the best way to go. If you are getting poked down really hard you can get a vamp scepter before finishing triforce.
Other viable route: Phage > Bloodthirster (or Blade of the Ruined King) > Trinity force
Going phage first for the survivability and chase potential, then Bloodthirster for the lifesteal and early flat AD to help trade even through minions (which could block mystic shots), then trinity force for the extra mobility and mystic shot damage. I used to prefer this build order over trinity force first, but with the buff to the sheen proc, trinity force just gives you more early damage and burst then bloodthirster.
Same as the previous build. Pretty standard stuff.
Standard Final Items
I recommend running lifesteal quints with this build, as the lifesteal item doesn't appear until very late in the build.
This is the safest build out there for Ezreal. If the enemy team has too many diving champions and you can't survive otherwise, go for it. I usually get this build when I know I cannot win my lane by fighting and that I might get zoned. It is probably one of the best scaling builds and having a tear allows you to farm with mystic shots in lane without running out of mana after a few waves. Note that with this build, you will get 40% cooldown reduction, which means your arcane shift will be on a 7 second cooldown without considering landed mystic shots.
I get the tear pretty late because otherwise it basically puts you 2 kills behind in lane since you spend 700 gold on an item with no good stats for trading. The order can be switched up slightly, but the most significant item you could purchase sooner is vampiric scepter if you see that you really need more sustain than what you currently have.
Same as the 2 previous builds. Pretty standard stuff.
Standard Final Items
This is a pretty common ADC build. I usually only get this build when in an arranged team because Ezreal's short range makes it risky and you need a reliable team to protect you when you use it. It is however probably the highest damage dealing build for Ezreal.
I like infinity edge first because the crit damage synergizes really well with statikk shiv, but if you are snowballing or need lifesteal you could go either bloodthirster or blade of the ruined king. The 6th item should be chosen in consequence of what was picked as the first item (if you don't already have infinity edge it is probably the best choice. Otherwise both bloodthirster and blade of the ruined king are good). I personally prefer statikk shiv over phantom dancer on Ezreal because of his lack of wave clear without his ult. Also statikk shiv's lightning proc adds extra damage to the poke Ezreal can provide.
Other possible items
Blade of the Ruined King
Really really strong item. Probably better than Bloodthirster in the current tank meta. I didn't change it in the main build because once Dr. Mundo, Shyvana and all the other annoying tanks get nerfed, BT will become the stronger pick again. However this item currently counters the most popular tops and junglers, while it's active allows you to land skillshots pretty easily because of it's slow.
Like I mentionned right above, I prefer SS over PD on Ezreal simply because the passive lightning on SS adds to Ezreal's poke because it procs on his mystic shots. However, in a long game and more straight up fight oriented team, PD offers better stats. Consider buying PD over SS if you go back and have spare money to buy it. Less burst, but more sustained damage than SS. Great item you might prefer than SS.
It is a viable defensive item, but I prefer guardian angel over this, as most of the time the enemy ap carry can just burst you through your warmog. If they have more of a sustain damage team then a bursty team, this can be good, but I still prefer another item like frozen mallet
It is really good if they have game changing crowd controls like suppressions (Warwick, Skarner, Malzahar). Also, now that it isn't just a QSS, the damage it gives isn't actually that bad and it grants some good magic resist.
It is a pretty good defensive item. However, the shield can easily be busted by a random spell instead of some hard CC spell, which is why i prefer mercurial scimitar over this item when seeking for magic resist.
The item is interesting. In theory, it grants you an extra 100% dps in teamfights. However, the multishots rarely proc as often as you would like, unless the enemy team is really clumped up, which should already be bad enough for them to lose the fight. Without it's passive, 70% attack speed by itself isn't that great and Ezreal doesn't need attack speed as much as the other ADCs. Also an ADC's job is to do a lot of damage to a single target, not average aoe damage. Since this item has no crit, it falls in the second category of average aoe damage.
In extreme conditions, this might be a good buy. It is very situational though. You will deal less damage, but if mercurial scimitar and/or cleanse isn't enough to stop all the crowd control hitting you, this is a good item. It also reduces de damage from the AP carry, so if he is fed it could be a good idea to get it. Surviving the initial burst can allow you to deal a lot more damage in a fight, so this can actually increase your overall damage in a fight, although your dps will be lowered.
The stats are rather cost efficient, the tenacity is great and the movement speed really helps for chasing, positionning and kiting. However, it doesn't give a lot of attack damage and the attack speed isn't as useful as it would be on other ADCs. You can replace boots with this late game if you can buy it all at once, but I wouldn't recommand it before then.
Sword of the Divine
This item can be great to burst down someone, but I really don't like it that much. It just takes up a slot while it's active is on cooldown and I feel like Ezreal already has enough things to burst down champions in his kit. The only ADCs I consider buying this item with are Vayne and Twitch.
Maw of Malmortius
I don't remember being desperate enough for magic resist to grab this item on an ADC. You won't be able to use the bonus attack damage per missing health, as most of the time, if you are in range to get low health, you will most likely die anyways. This item just isn't made for ADCs. Sometimes it can be good to buy only hexdrinker if you think the next teamfight is going to be the last teamfight and you guys would win, otherwise i wouldnt consider.
Surprisingly not bad. With the new passive on phage, I feel like this item synergises pretty well with the standard build. It allows you to chase and kite easily and offers the needed defensive stats. Also the extra AD is always welcomed.
I haven't tested this item that much, but it just isn't really cost effective. Ezreal's AP ratio isn't high enough on his mystic shot (his main source of damage) for the AP to really be worth it. Also, since its nerf, the AD it gives isn't high enough either. I would say to keep this item for AP Ezreal, but buy at your own risk.
This item is a strong defensive item when facing a full AD team, a team with a lot of auto-attack damage (for example tryndamere) or when you want to split push (as it lets you 1v1 the otger ADC pretty easily)
I didn't try this one yet on Ezreal, but thinking of it, it can actually be a really strong defensive item. The AP from it scales on your abilities, extra armor is always welcomed and the active can be used in situations a QSS is useless. Here's a video showing off it's strength:
R first is pretty standard for every champion except maybe Jayce and Elise.
Q is just your bread and butter skill. The extra damage and cooldown reduction you get from leveling it are really great.
I max E third for the cooldown reduction, which allows you to kite or chase a lot better.
I used to never put any points in W until I was forced to, but now I really like the fact that it activates your passive and helps you and your teamate take neutral objectives and turrets. Also, it scales off the AP you get from your items, so having it allows you to utilize your stats to the max. However I don't max it second because the mana cost doesn't allow me to use it very often.
Rising Spell Force
First of all, I would recommend you play Ezreal with smartcast on. This way, your skillshots will be more responsive and easier to chain up. Your arcane shift will also feel more like a flash since you won't have to click it twice. Anyways, smartcast makes you exponentially better, so try getting used to it!
Passive: Rising Spell Force
Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 5 seconds, this effect stacks up to 5 times.
Good passive. It will be fully utilized late game, as keeping it up early would cost too much mana. Don't hesitate to Mystic Shot minions or Essence Flux allied champions while pushing a lane to keep the stacks up. In a teamfight it is essential to keep this at full stacks. this means you cannot afford to miss too many skillshots in a row, because not only will you lose the damage from the spell itself, but you will also not benefit from the bonus attack speed of your passive.
Works when you cast spells on minions.
Works when you cast Essence Flux on allies.
Does not gain any stacks from summoner spells
Q: Mystic Shot
Active: Ezreal fires a bolt of energy in a line that will deal physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreals cooldowns will be reduced by 1 second.
Projectile Speed: 2000
Cost: 30/35/40/45/50 mana
Cooldown: 6/5.5/5/4.5/4 seconds
Physical Damage: 35/55/75/95/115/(+1.0 per attack damage)/ (+0.2 per ability power)
Mystic shot range:
Mystic shot animation:
Ezreal's bread and butter skill. It is a 1100 range (about the same as your vision range) skillshot that applies on-hit effects. It has both an AD and AP ratio. It also reduces all cooldowns (except summoner spells) by 1 second every time it hits a target, including its own cooldown.
When to use it:
There are many situations in which you would want to use this spell. First of all, it is a poke spell. It's range is pretty huge so you can land some damage without much retaliation. Note that it stops at the first target it hits including minions. This means that they will be three main ways to poke with it. The first and easiest way is to hide in a brush and shoot it at the enemy champion while they cannot hide use minions as shield as they don't know your position. You can also shoot it through the enemy brush where the opposing support will often be sitting. The second way is to shoot a mystic shot right after killing the minion shielding the enemy champion. Chain up your auto-attack and mystic shot in a way they won't have time to understand they aren't shielded anymore before the poke hit them. The last way is simply to abuse weird angles and constantly moving around until the enemy doesn't follow your movements.
The second moment is in between auto-attacks while trading. This greatly increases your dps and it is probably the only reason your damage output is high enough to compare to the one of other ADCs. Note that it doesn't refresh the auto-attack animation, but it doesn't delay it either. Using it at the same time as an auto-attack would delay the auto-attack, so try timing it right by casting it right after.
The third moment you would want to use this spell is to refresh some cooldown faster. Spam it while kiting and running away to refresh arcane shift's cooldown. You can also spam it on creep waves to get your ultimate back faster.
The last situation in which using mystic shot is required is to last hitting minions. It really helps when minions are under turret. You can also use it to get 2 minions dying at the same time (hit one with an auto-attack and the other one with a mystic shot). Also, if you are being zoned by the enemy duo or your support had to return to base and you want to be safer, use the range on it to last hit minions without taking risks. However, this can cost a lot of mana over time, so try to last hit normally when it is safe to do so.
Reduces all cooldowns by 1 second.
Applies on-hit effects.
Makes a distinct sound when it hits, therefore you can use it to check brushes.
Can be cast between auto-attacks to add in more damage.
Will not damage Black Shield.
Does not proc spell vamp or Rylai's slow similarly with all spells and abilities that proc on-hit effects.
Cannot critically strike
Notice the sound it makes when it hits a target. Also check how you can use it to lifesteal. Sometimes, it can save you from dying to ignite if you mystic shot a minion or jungle monster.
W: Essence Flux
Active: Ezreal fires a wave of energy in a line. Any enemy champions it passes through are dealt magic damage, while any allied champions it travels through have their attack speed increased for 5 seconds.
Cooldown: 9 seconds
Cost: 50/60/70/80/90 mana
Magic Damage: 80/130/180/230/280 (+0.7 per ability power)
Attack Speed Buff: 20/25/30/35/40 %
Essence flux range:
Essence flux projectile:
Used to be OP because it reduced the ennemies attack speed, but it got nerfed. Note that it also doesn't have any AD ratios, so the damage on it will be minimal. It passes through minions, but doesn't apply on-hit effects. This skill isn't the greatest anymore, but it still has many uses. Beware of the high mana cost early game, as Ezreal is mana hungry champion.
When to use it:
The first reason why you would want to use this spell is to increase your allies' attack speed, giving you stacks from your passive at the same time. This increases the overall dps of your team, which makes it decent if you have lots of auto-attackers. Use it while pushing turrets for free stacks from rising spell force and free attack speed for your team.
The second moment you should use this spell is if you miss a mystic shot and you want to get a proc from your sheen/trinity force for a little bit of extra damage. The proc has a 2 second cooldown, so if you keep on hitting mystic shot, you should never have to use this spell for this reason. However, skillshots often miss and you will squeeze in just a tiny bit of extra damage by procing your sheen as soon as it is ready instead of waiting for the next mystic shot, as the cooldown will be around 3.5 to 4 seconds if you miss the first one (depending on cooldown reduction at the moment).
The third situation in which using this spell is useful is simply to get a bit of extra damage on the enemy when there is no allied champions nearby or none that would benefit from the attack speed boost. You will get the stack from your passive, but will also hit the target with the magic damage from essence flux. Just like mystic shot, it can be casted between auto-attacks, so it is always worth it to cast this spell while fighting.
The last reason you would want to use this spell is if the enemy has a spell shield that can block your main damaging spells (for example sivir's spell shield or banshee's veil passive). This will blow up the shield to allow you to land more damage, instead of destroying the shield with a spell like mystic shot.
Passes through minions without damaging them.
Can hit multiple targets.
Boost the attack speed of allies it passes through.
Cannot affect Ezreal, even if he uses Flash to get into the projectile's path.
E: Arcane Shift
Active: Ezreal instantly teleports to a nearby target location and fires a homing arrow at the nearest enemy unit, dealing magic damage to it.
Cost: 90 mana
Teleport Range: 475
Arrow Range: 750
Cooldown: 19/17/15/13/11 seconds
Magic Damage: 75/125/175/225/275 (+0.75 per ability power)
Arcane shift range:
This is one of the most useful skills in the game. It is basically a flash (with a slightly longer range!) that deals damage to the closest target to the landing point and has 11 sec cooldown - 1 x every Mystic Shot landed. This is what grants Ezreal his abusive mobility and makes him so hard to shutdown.
When to use it:
The hard part about this skill is to know when to go in or out with it. It comes with time, but remember that if you use it to go in, you just used your only escape. In other words, only use it to go in if you have an assured kill, you have proper ward coverage or your flash isn't on cooldown.
Firstly, use this skill to escape or reposition at any useful moments (mainly teamfights, ganks and small trades).
Secondly, you can use this skill to add to your burst by arcane shifting next to the target you want to kill. Remember that this spell hits the closest target, so try to isolate the target you want as much as possible before doing this.
The last moment you would want to use it is to cross the jungle faster by arcane shifting over walls as shortcuts. This is pretty situational, but if you want to get to an engagement on time, it is sometimes very useful.
Can be used to jump over pretty much any walls in the map.
Damages only the nearest target to where you land.
Can occur while hard CC'd if it is cast on time.
Can be used to blink through walls that are larger than its range, provided that Ezreal can blink over halfway through to the other side.
If a spot outside of the teleport range is chosen, Ezreal will immediately attempt to blink towards the chosen location.
If Ezreal is moved by knockbacks or pulls such as Rocket Grab while casting Arcane shift, he will still be teleported to the target location.
R: Trueshot Barrage
Active: Ezreal charges for 1 second to fire a powerful broad energy missile that travels in a line across the whole map and deals magic damage to each enemy unit they pass through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.
Cost: 100 mana
Cooldown: 80 seconds
Projectile Speed: 2000
Magic Damage: 350/500/650/(+1.0 per bonus attack damage)/ (+0.9 per ability power)
Minimum magic damage: 105/150/195/(+0.3 per bonus attack damage)/ (+0.27 per ability power)
Trueshot Barrage before casting:
Trueshot Barrage while channeling:
Trueshot Barrage projectile:
This ultimate isn't the best. However, it really adds to your burst potential early game. It has both an AP and AD ration and a decent base damage. Is is one of the most rewarding ultimate in the entire game when you successfully snipe an enemy champion or a baron/dragon with it.
When to use it:
First of all, you can use this ultimate to push lanes. It really helps to push creep waves when the opposing ADC backs off to shop/heal. If you do that, they will lose some farm and experience at their tower while they are back. You can also push a lane from a distance so that it actually pushes towards the enemy base instead of threatning yours. Clearing minion waves so that enemy champions take turret aggro while pushing can also slow down the enemy's progression and gain enough time for your team to arrive and defend an objective.
The most important moment to use it is, in my opinion, at the start of teamfights. I use it at this moment to charge up my Rising Spell Force stacks. However, if you cannot hit more than 3 champions with it, it is better to wait for a good opportunity, as it is your main source of aoe damage.
You should also use it to complement your bursty kit. What I like to do is hide in a bush in your lane, cast your ult on the ennemy ADC, then immediately arcane shift on him and land a mystic shot for a huge burst, then finish him off with a few auto-attacks. This works very often, even when slightly behind the other ADC, as most of your damage will be dealt on him before he even starts to hit you. It is also very useful to finish off enemies who are escaping.
The last situation in which your ultimate can be useful is to scout an area like baron or dragon, and also possibly steal it. It will obviously never beat smite, but if their jungler's smite is on cooldown or if he misses it, you might just be able to do it.
Grants vision of where it passes.
Damage is reduced with every target it passes through.
Can only hit and damage a specific enemy unit once per cast. If the target uses abilities to get in the projectile's path again, they will not be hit.
Cannot be cancelled by disables, only by Ezreal's death
If Ezreal is moved by knockbacks or pulls such as Rocket Grab, the projectile will still fire from Ezreal's original position at the time of casting.
This is when it gets satisfying :
With passive support: Most common lane for Ashe. She outscales you because of her range and crowd control in teamfights, but you will most likely always be able to 1v1 her. Try to dodge her ult when comes or run cleanse and you should be fine.
With poke support: Can be annoying if you get hit by volleys as well as the support's poke. Stay behind creeps to avoid that. Even if you are low, she doesn't really have enough burst to finish you off if you decided to arcane shift away. Be careful after level 6, her ult can be deadly.
With aggressive support: It really isn't a good lane. Just lane with an aggressive support yourself and you should win every trade.
Overall, this is a rather easy matchup as you can often snowball. Just don't underestimate the power of her ultimate as an initiation move and you should be fine.
With passive support: It can be really annyoing, as she will do all the poking herself and her support will heal or shield her so that she doesn't take any damage. Trying to all-in her when she comes in for a poke may be a great idea, but remember she has an escape with 90mm caliber net.
With poke support: Once again really annoying. Try to poke her back with mystic shot if you get the chance, but she will most likely stay behind minions. Plan an all-in if you have an aggressive support or get a passive support to sustain her farm. She isn't very scary late game as she has no steroids.
With aggressive lane: You can win the trades as she doesn't have much burst. Try not to get poked by her before they all-in you and you should be fine.
Overall, you cannot allow her to zone you or you will fall behind. Survive laning phase with good positionning and by poking her back, you should be fine late game.
With passive lane: If it is Soraka, he will be spamming phosphorous bomb. You can trade equally with him by landing a mystic shot everytime he pokes you. It shouldn't be a very hard lane.
With poke support: Since his burst is insane, you cannot allow them to poke you a lot before you become very vulnerable. His valkyrie out ranges your arcane shift by quite a lot, so don't get caught or he will punish you.
With aggressive support: One of the hardest lanes in the game. The killing potential is just too good. Be very cautious and don't be the ones engaging unless you already got the edge. Try poking him down before the trades if you hope to win and be very careful once he reaches levl 6.
Overall, one of Ezreal's hardest matchup. Many say Corki does everything Ezreal does, but better. Although I do not believe it is true, you will not win 1v1 against him unless you are fed or you both aren't level 6 yet.
With passive support: Never really see that. The bonus attack from Janna's shield can be really annoying, as Draven hurts like crazy in early levels. Other than that, not much to worry about as you outscale him.
With poke support: Insane poke damage makes it really hard not to get zoned. Try abusing mystic shot's long range to last hit minions and poke back as much as you can. It is a really hard lane.
With aggressive support: Don't even think of engaging them early game you will lose all the trades. Draven has one of the best early game in this game and you will lose every time. Just try your best to farm as you outscale him. You can try something if you know his spinning axe is on cooldown, but I wouldn't risk it, as the cooldown on it is rather low.
Overall, this is a pretty hard matchup in the laning phase, but once you survive it, you get the advantage. Draven players, specially at lower levels, are easy to catch out of position when trying to catch spinning axes. If he doesn't catch his axe, he loses around 50% of his damage output as he cannot refresh his steroid and he loses some damage per hit. Try keeping that in mind while facing him.
Obviously a skill matchup or get a better support and win this!
With passive support: Not the hardest lane in my experience. If he is with someone like Soraka, he would at worst be spamming buckshot, therefore pushing the lane at the same time and making him vulnerable to ganks. If thats the case, inform your jungler.
With poke support: Can be really annoying. You have to arcane shift away as soon as he quickdraws in if you are getting low from the poke. Don't underestimate his burst or you will die from 75% of your max health in one combo. Always try to poke back when they poke you.
With aggressive support: The killing potential of this lane is insane. Don't get caught by some crowd control in a bad position or you are dead. If someone like taric comes to stun you, back off and arcane shift away if needed. Missing some farm is better than dying. You have a slightly better late game than Graves, so use that at your advantage.
Overall, this is a skill matchup. Positionning is always key.
She as insane poke, some good lockdown, decent burst and a better scaling than yours. However, she can also be outplayed by your arcane shift pretty easily. Also, if you can get snowballing, her lack of escape will make it hard for her to farm without taking a bunch of damage or even dying. If she pushes with her aoe damage, ask for ganks to punish this. Otherwise she will eventually take down your turret with her long range and gain a gold advantage on you. She snowball really well in teamfights with her passive too, so shutting her down is even more important.
Kennen isn't played very often as an ADC (at least at my level of play), but you should know that he is a more mid-game oriented ADC. Don't forget that he can stun you after landing 3 spells on you. Be aware of the difficulty to towerdive him when he has his ult because of the CC it offers. He also has a really good escape, which can match your arcane shift in a chase, so don't become overconfident.
With a support passive: Kog'maw is one of the best late game ADCs. You have no choice to get an early advantage, as his late game damage output is just crazy. Try getting an aggressive support and going all-in on him, because poking won't work if he has a support like Soraka. Having 20 creep kills more than him isn't enough.
With a poke support: Can be annoying. Everytime his bio-arcane barrage is up, he can gain a huge range and auto-attack you for half your life. His ult can also poke well, but it is easy to dodge if you are watching carefully. Just try trading poke with him and go all-in on him when he gets low. He doesn't have any burst, but you should think about keeping your arcane shift for escaping his passive icathian surprise. If the support is Nunu, kog'maw gets a free phantom dancer, so he is really scary. You can still burst him down, but you have to close in the gap when he starts to autoattack you with bloodboil and bio-arcane barrage on, specially if he has red buff. This lane is weak before level 7 or 9, so try to get the advantage there and make the trades short.
With aggressive support: He doesn't do that well with them early, because of his lack of burst. However, around level 9 his damage output is pretty strong, so be careful. If you do not burst him down in one combo and 2 or 3 auto-attacks, you might lose the fight. Still not as scary as a poke lane.
Overall, you need to get an early edge or you will lose. Laning phase shouldn't be too hard and remember to keep arcene shift for his passive once he is dead.
I consider Lucian as being the strongest ADC at the moment. No matter his support he can always bully his lane opponent. He has a surprising amount of burst, especially if he has trinity force. Don't get caught out of position and you should be fine, as Ezreal is a champ that can outplay Lucian pretty consistently by arcane shifting out of his spells.
With a passive support: Nobody really runs that, but I believe miss fortune can do enough poke by herself to be annoying. Just remember not to stand behind your creeps in a way you would get hit easily by her double-up. Other than that, you outscale her so you don't really have to worry. Don't try to 1v1 her though, she has better steroids early game.
With a poke support: This lane is super annoying. You need to be careful and not let her get free double-ups off. If she starts autoattacking you, turn around and hit her before you run away to disabkle her passive. Otherwise she will chunk a good portion of your hp. You should also his her for your support if he is a melee champion like leona, but try doing it with mystic shot to stay at a safe distance. If you are low, beware of her ult. The range on it is huge and its damage at level 6 is insane. Keep arcane shift to get out of it.
With aggressive support: It is a really good combo, as Miss fortune's early game is really strong. You cannot really dual her unless you poked her well first. She can burst decently and follow up really well with some autoattacks. Having a support like Alistar to disengage might be a good idea.
Overall, this matchup is pretty hard early, but you can poke as well as her if you land your mystic shots and you scale better than her late game. Just don't try to dual her.
Since no one really plays Quinn I don't have a good opinion based on the support he lanes with. However, just remember to be careful with her blind as it allows her to trade really well in 1v1 and 2v2 scenarios. Her ult is really powerful in the laning phase, but isn't really useful later on in the game as been in melee range with a squishy ADC is never a good position to be in. Because of this fact, Quinn is mostly only a bother early game (late game only her split pushing potential is scary as she can still 1v1 pretty well). If you manage to avoid giving her kills and abusing her short range you should be fine.
With sustain support: Sivir is great at farming. She has a huge aoe damage output if she somehow manages to stay in a good position and her team peels for her, so be careful. In other words, try to get an early edge, as her late game damage is stronger than yours, but if you don't, nothing is lost as she can be picked off pretty easily in a teamfight because of her short range.
With poke support: It isn't really annoying. Don't get hit by both strikes of her boomerang blade and you should be fine. Other than that, spamming her spells will make her run out of mana really quickly. Don't give her some more by blowing up hes spell shield or she might become a problem. Lane will naturally push if she uses her boomerang blade, so ask for some ganks on her to punish her.
With aggressive support: A stun can allow her to land a decimating boomerang blade. She can also chase you really well, even though you have arcane shift. This is where I get essence flux at level 4 only to pop her shield before bursting her down to prevent her from blocking any of the damage. You won't win by autoattacks past level 6, as she has a good steroid with her ult and she can refresh her autoattack timer with her W, so try to end the trades quicly.
Overall, she is really broken at the moment. She even reached something like 58% win rate recently. You can't really escape from her because of her ult and passive, but if you can have this lane going your way you shouldn't be in too much of a bad spot.
With passive support: This lane is strong, as you will be outshined completely by her late game. Over 700 range and a 90% attack speed steroid is more than you can deal with. Her ealy burst is pretty strong, however she doesn't have a good mid-game. This is your time to shine and take objectives with your team to get ahead. If you play passive against her in the mid-game, you are playing her game.
With poke support: Since Tristana's early burst is rather strong, being poked down can be a problem. Just try to dodge her rocket jump with your arcane shift when she goes for the engage. If she misses this, a lot of her burst is gone and you aren't slowed if you need to escape.
With aggressive support: Early game this is really good. Once again, dodge her rocket jump with arcane shift and you should win trades. Also, don't get knocked back towards her turret after she jumped above you and ultied you. Even with double flash it is hard to get out of there alive. You can however compete with her burst, so get an aggressive support yourself.
Overall, you must abuse the mid-game, where you are at your strongest and Tristana at her weakest, by killing her and taking objectives down. If you don't you will lose late game.
With sustain support: This can be a problem as Twitch has a really strong late game and decimates everyone in teamfights. However, he is burstable, so you can get an early edge there.
With poke support: What is annoying is that he will sneak up behind you with his invisibility once you get low and burst you down. Having some pink wards in lane might be a good idea to prevent this from happening. Just try to poke back and burst twitch down if needed.
With aggressive support: Most people underestimate twitch's burst, but I have been playing him quite a lot recently and it is crazy. His expunge hits like a truck in all game phases. Just don't let him build stacks on you when you trade by making the trades as short as possible. He needs to hit you 6 times to get the maximum damage out of expunge, don't let that happen. Other than that, you can still burst him, but be careful for a counter burst. You need to land every spell.
Overall, Twitch is easy to shutdown early so use that at your advantage, but don't let him burst you down, he scales really well. Also, don't try to 1v1 him is he has Sword of the divine as he will be able to 3x hit + expunge you from 100-0 almost all the time. I have killed some Ezreals that were 6 kills ahead of me in 1v1 with Twitch once I got this item. Tell your team to focus him first as his line damage makes him hurt a lot more than you in teamfights.
Urgot has a really strong laning phase. By that I mean really strong. However, if you can dodge his noxian corrosive charge, you can still trade with him. With Ezreal, you can outplay him pretty well with your arcane shift, but a simple mistake and he will make you regret it. If you manage to survive the laning phase (which is a lot easier with a sustain support), Urgot won't be able to do a thing late game as his damage output and range are really weak in the teamfighting phase when the bruisers start to be a bit tanky. Remember that you can farm pretty safely with your mystic shot!
With a passive support: He doesn't really outscale you, although his life % damage can deal with tanks really well later on. You still shouldn't be too scared of his late, as he needs a kill to get his steroid. He has no escapes, so you can burst him down.
With a poke support: The poke can be really annoying, try juking out his arrows to prevent getting hit too much and don't let him autoattack you before casting his spells on you. Other than that you still beat him in all-ins if you can dodge a few spells and you can trade with his poke.
With aggressive support: This is only a problem if you let him build up his stacks on you. Disengage when they engage you and make the engage on him yourself. Be careful of his ultimate though, it is pretty strong if he lands it. He also really hurt because of the bonus magic damage on his autoattacks, so don't trade with him without mana.
Overall, this is a pretty even matchup. Varus has no escapes to disengage and can easily be bursted down because of this. Abuse this early game, specially when his flash is down.
With passive support: This is scary, because you know that if you do not do something, Vayne will eventually kill your team, then kill you. Get an aggressive lane and burst her down. She becomes difficult to focus at level 6, so try to do it before then.
With poke support: Not that bad, except if the support is Nunu. If that is the case, Vayne gets a free phantom dancer and just deals so much damage she won't be stopped. Use the fact that this lane has no sustain by poking vayne and burst her down when you can. Just like kog'maw, being 20 cs ahead of her won't cut it.
With aggressive support: This is only a problem if she manages to condemn you into a wall. It is pretty easy, since her support will most likely have some sort of crowd control. Don't stand near walls and focus vayne down to scare her off if they go for your support. If the support is alistar, you can only burst her down once they engage on you with headbutt, as their disengage will be weak afterwards.
Overall, you must get an early edge or you lost. She can become a problem from level 6 and up so don't do too many mistakes and try to wait for her to tumble before casting your ult, this way it is harder for her to dodge it.
Lore and Trivia
For those who are curious and/or believe understanding a champion's personality helps when comes the time to play him:
Ezreal was born with the gift of magic flowing through his veins. Ezreal, however, was also born with a much stronger sense of wanderlust. Put into school to become a skilled techmaturgist, Ezreal quickly became bored with magical studies. By the time the boy genius was eight years old, he had fully mapped out the underground tunnels of Piltover. The quality of his work was so great that the government of Piltover purchased his maps and salaried his services as Piltover's Grandmaster Explorer. This sealed the deal on Ezreal's path in life - he would eschew the arcane arts in favor of archaeology. Since then, countless of Ezreal's adventures have been written about as romanticized stories.
One of Ezreal's latest adventures, however, has brought him face-to-face with his other legacy - his latent magical power. While exploring the pyramids of Shurima Desert, Ezreal uncovered an amulet of incredible power. Aside from the sheer size of the amulet (it was made for a being easily twice Ezreal's size), it allows the wielder to control and shape magical energy - provided a source of magic is in the vicinity. This allowed Ezreal to tap into his natural talent for magic without having to put any serious effort into it - a big win for the Prodigal Explorer. The drawback is that for some unknown reason, the amulet is attuned with summoning magic. Without warning, Ezreal may find himself acting as a champion for, as he puts it, "a summoner hell-bent on resolving some irrelevant world-shattering League conflict." Still, Ezreal feels being summoned into a Field of Justice on occasion is a small price to pay.
Ezreal is voiced by Kyle Hebert, Who also voices Graves and Jarvan IV.
Pulsefire Ezreal's AI, PEARL, is voiced by Christine Brynn Khalil.
Ezreal was both named after and designed by Colt 'Ezreal' Hallam, one of Riot's game designers.
Ezreal was one of the champions chosen for the Ionian pool available during the Ionia vs. Noxus match. However, he was not one of the selected champions.
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's /dance is a direct homage to Hare Hare Yukai dance from the anime The Melancholy of Haruhi Suzumiya. Hallam states this "was all Shurelia's idea". A side-by-side comparison can be seen here .
Ezreal was the first 6300 IP Champion released after the official launch of the game in October 2009.
Ezreal found the Wriggle's Lantern on one of his archeological expeditions to Kumungu.
Ezreal is the third champion to feature 2 champion spotlights due to significant changes to his kit. The others being Lee Sin and Sivir
R > Q > E > W
: Like most champions, R first. For Ezreal, this results in better teamfighting because of the aoe damage and faster pushing.
: Since the nerfs on E, this is the best spell. Increases the damage output of Ezreal. It has low cooldown and a good AD ratio.
: Level it up second for the cooldown reduction and the extra damage.
: The mana cost is too high for laning phase harras, it has no AD ratio and it doesn't have such a useful utility aspect to it anymore. Hoewever, it allows you to push turrets, do dragon and stack up your passive faster by hitting your allies or enemies
When to buy a defensive item
Most ADC build have a defensive item like Guardian angel or Mercurial scimitar. When do you get this defensive item? Usually, if nothing special is happening, I get it as my 5th item including boots. However, if I am being focused too heavily, I sometimes build it as my 4th item. When really behind, it is better to build it as the 6th item, and pray that your skills and positionning are enough to save you. Whatever happens though, never build a defensive item before having at least 2 offensive items. Otherwise, you damage output will be laughing matter.
I also think that when you are really far ahead, or when you know the enemy team can't dive you well enough, you can simply skip any defensive items. It is a great snowballing tool and it also counters any attempt from the enemy ADC to catch up to you in damage by buying only offensive items, since you are doing the same thing.
Black Cleaver vs Last Whisper
Some say that Black cleaver is a better early game item and last whisper is better late game. Is that really true? To try and figure this out, I will use an example featuring Irelia and Ezreal as the two involved champions.
First of all, lets note that black cleaver applies its armor pen reduction after the damage from the hit.
For Irelia, I will use the build from MegaZero's featured Irelia guide (http://www.solomid.net/guides.php?g=43223-megazero-irelia-build-guide) which you should really go check it out, it's great!
Irelia's armor at level 18 with Guardian angel, Randuin's Omen + runes and masteries: 221.19 armor
Ezreal's damage at level 18 with Standard build with Black cleaver (see item section) + runes and masteries: 391.2 physical damage (armor pen = 15 + 8% + 5%/hit)
Ezreal's damage at level 18 with Standard build with Last Whisper (see item section) + runes and masteries: 381.2 physical damage (armor pen = 5 + 43%)
Irelia's physical damage reduction after 1 hit from Ezreal with black cleaver: 65.34% damage reduction
Damage taken by Irelia: 135.59 damage
Irelia's physical damage reduction after 2 hit from Ezreal with black cleaver: 63.95% damage reduction
Damage taken by Irelia: 141.03 damage
Irelia's physical damage reduction after 3 hits from Ezreal with black cleaver: 62.46% damage reduction
Damage taken by Irelia: 146.86 damage
Irelia's physical damage reduction after 4 hits from Ezreal with black cleaver: 60.83% damage reduction
Damage taken by Irelia: 153.23 damage
Irelia's physical damage reduction after 5 hits from Ezreal with black cleaver: 59,06% damage reduction
Damage taken by Irelia: 160.16 damage
Irelia's physical damage reduction after 6 hits from Ezreal with black cleaver: 57.12% damage reduction
Damage taken by Irelia: 167.75 damage Total damage after 6 hits from Ezreal with black cleaver: 904.62 damage
Irelia's physical damage reduction when being hit by Ezreal with last whisper: 54.77% damage reduction
Damage taken by Irelia: 172.42 damage Total damage after 6 hits from Ezreal with last whisper: 1034,52 damage
The difference in damage between Ezreal with black cleaver and last whisper is 129.9 (+ 4.67/hit afterwards). Now there are other things that need to be taken in consideration when comparing both items.
(Note: Calcul for damage reduction is (Armor/(Armor + 100))*100. To calculate the actual armor considered, you must remove the % armor reduction/penetration before the flat armor penetration.)
Black cleaver gives (a part from the already considered stats:
+10% cooldown reduction than last whisper
Costs 700 extra gold
Having more than 10% extra hp (200hp is more than a 10% upgrade as you have 1990hp at level 18 with a trinity force). In theory, excluding lifesteal, this allows you to live more than 10% longer. In other words, black cleaver offers more durability than last whisper, although it is hard to calculate how much more.
Having 10% cooldown reduction gives you in theory 10% more damage from spells and also increases your mobility greatly. Since mystic shot reduces all your cooldowns by 1 sec, having it 10% more often allows you to reduce all your cooldowns even more often, giving you actually more than simply 10% cooldown reduction in a fight situation.
These two stats probably allow you to close most of the gap between the damage from black cleaver and last whisper (although it is hard to calculate).
The question now is why would I pay 700 extra gold to deal about the same amount of damage? There are many reasons why:
Black cleaver is stronger than last whisper in the mid-game, as the less the enemy has armor, the more flat armor penetration is efficient.
Black cleaver's cooldown reduction will give you more mobility and poke.
Black cleaver is good on low armor targets, which are often the high priority targets late game.
Black cleaver gives more flat ad, which scales better with your spells with AD ratios.
Black cleaver is an armor reduction item, not armor penetration item like last whisper. This means that any other physical damage dealers on your team will also benefit from the armor reduction debuff, but you would be the only one to gain from it otherwise.
I find that the black cleaver delays your full build a bit too much now to be built all the time. With spirit of the elder lizard replacing the black cleaver as the extra CDR item, there isn't as many situations in which I get this item now, if I ever get it at all. Unless you have a full AD comp, I recommend last whisper 99% of the time.
I mentionned that flat armor penetration was more efficient when the target had less armor. It is easy to understand with we look at the damage reduction formula, but here is a chart for those who are more visual:
She is one of the best, if not the best support for Ezreal. She offers great sustain and some good poke to combine with Ezreal's. Your ultimates also combo well with each other and she has good early game damage for when you want to burst someone down.
He is one of the champs that compete with Sona for best support with Ezreal. His burst is amazing and he doesn't have to wait for level 6 to get some crowd control. He also gives good bonuses from his ultimate, which even the AP benefits Ezreal. He is tankier than Sona, therefore harder to pick off, but his heal is not very mana efficient and has a long cooldown. Everytime he stuns, it should be some free mystic shot damage.
She is such a great poker, she has crowd control and her ult counters bursty ADC duos like Corki/Leona. Definitly one of the best with Ezreal. You can also ask her to glitter lance the minion wave before you ult it, so you can kill it in one shot if you want to push. Make sure you check if she has her ult before you decide to go balls to the wall.
Always a good support if well played. The crowd control allows you to land free mystic shot damage and he grants sustain in lane. Tell him to use his headbutt more aggressively, as you already have an escape spell do disengage if needed.
Very good champ if well played also. However, if he misses his grabs, he is useless in the lane compared to other supports. Always stay close to blitzcrank stay in range for arcane shift to follow up if he grabs someone. You don't want to miss free kills.
Pretty good with Ezreal. This is a very high mobility duo which can allow to pressure mid lane. The bonus attack damage from her shield makes the mystic shots hit like trucks early game. Good support overall.
She offers awesome burst, much like taric. She has great crowd control for both laning phase and teamfights. The only thing she lacks is sustain, which is why I prefer taric over her. Great combo against weak early game champions like Ashe though.
She has good utility and a long knockup. However, the skillshot animation of her knockup being so hard to land, it isn't as constant a lane as I would expect. A bit like with Sona, your ults can combo really well, so try using them together in the early stages of the game. Her heal isn't that strong though.
I feel like Ezreal has no affinity with Nunu. Attack speed does make Ezreal's dps increase, but he doesn't benefit from the buff as much as normal ADC. We must remember Ezreal is an hybrid AD caster and ADC. A lot of his damage comes from his spells.
The mana is cool, but Ezreal is a pretty aggressive champion in lane and he doesn't benefit as much of a passive laner like Soraka. It can work if the opposing lane has an early game ADC too, but when facing a champion like Vayne, being passive will just make her outscale you.
She is very good with Ezreal and she offers great utility for teamfights. I don't like her as much because of the lack of sustain, but shes definitly able to combo some burst with Ezreal. Try landing mystic shots everytime she snares. Just don't trade too much before you get your vampiric scepter, because she doesn't have any sustain and you risk getting out traded and pushed out of lane.
Thresh is a support with a lot of killing potential as he has 2 pulls, a stun and a slow. He also excels at disengaging when the fight is going wrong. It goes well with Ezreal as he has some good burst and a strong laning phase. However, Thresh landing the death sentence on the enemy or not will make it a farm lane or a kill lane. Thresh is overall difficult to play, so the reward can be unstable. If you do find a good Thresh player though, this lane is deadly and carries into late game pretty well.
Here is a great video from Xpecial demonstrating the strength of an Ezreal/Thresh lane. This is a Thresh commentary, but if you take the time to watch it carefully, you will learn what to do and expect when laning with him:
Your behaviour in the early game should depend on who your lane partner is and who are your opponents.
When facing an aggressive lane: (Which means champions like Draven, Graves, Corki, Miss Fortune, Leona, Taric...)
You should be careful while farming. If you have an aggressive support yourself, you can compete with the enemy duo, but it is risky as missing a single mystic shot can make you lose the fight. In this case, I would concentrate on farming. Don't let them zone you. At worst, stay in range to last hit with mystic shot so you don't lose too much farm and don't be the one engaging. Proper ward coverage is essential here, as a single jungle gank can allow the enemy to snowball the lane and render you useless for the rest of the game.
When facing a poke lane: (Which means champions like Caitlyn, Miss Fortune, Sona, Lulu...)
Don't be too afraid of the poke. You have excellent poking abilities yourself. Just try to retaliate everytime they hit you or your support. Often, the enemy will miss farm because they are busy poking you. Let them fall behind and don't miss your own farm. Remember, when you play ADC, farming is always the key.
When facing a passive lane: (Which means champions like Ashe, Soraka, Janna...)
You should be super aggressive and not let the enemy outscale you. If you stay even in farm, you will often be weaker late game anyways. Poking won't be enough as they will usually have a lot of sustain. Going all-in isn't too risky since they should have a weak early game. Just beware of jungle ganks. You don't want to lose your lane against a late game ADC, as there is no coming back from that.
Everytime you see an opening on either of the enemy champions, try landing a mystic shot for some free harass. Try not to push the tower too quickly, because it will be a lot harder to farm your lane once it is down. You should go back to fountain if you have enough gold for boots + a vampiric scepter or 2 doran's blade and a few pots. Remember to push the lane first, as you will be losing farm and exp to your own turret if you don't. If the enemy team is pushing more than you, ask for some jungle pressure before going back safely. You don't even need a gank, just make your jungler come to your lane so the enemy backs off and you have time to push. If you are already level 6, using your ult might be a good idea to clear a minion wave.
Farming is very important on an ADC. Did you ever wonder how well you were doing compared to the perfect creep score? Here's a chart with the maximum amount of minion kills you can get:
A good benchmark to aim for is 100 creep kills at 13 minutes including trades, trips to base and dragon fights. It is not always possible to reach it, but it is also possible to get a lot more than 100, as the maximum at 13 minutes would be 152. For the rest of the game, 80 creep kills per 10 minute is a good goal. If you can't reach these number, I recommend you play normal games and concentrate on only last hitting minions and ignoring enemy champions as much as possible (except when they engage you of course). If you are really dedicate to get better, you can also practice in custom games to reach 100 creep kills as fast as possible without having any damage items to help you out. It can be boring, but if you do this once or twice a day for a couple of weeks, your last hitting will become flawless and you will become overall a better player.
Mid game is the transition between farming your lane and teamfighting for objectives. This is where you are at your strongest. However you must always evaluate the situation of the current game.
If your team is ahead:
Try grouping up around objectives like dragon and/or mid and bottom outer turrets. If your lane was pretty even, you can still shine in teamfights because of your mid game strength. Try not to go top lane, because that could give the enemy team a free dragon and put them back into the game. Asking for your top laner to push his lane and come in support to get dragon can be a good idea. Often, the enemy top laner won't be following and you will have the man advantage. Always poke the enemy team before engaging. At this level, only a few mystic shots are needed before the enemy champion becomes to weak to fight.
If both teams are pretty even:
Staying near dragon area is even more important than when you are ahead. You are not allowed to make mistakes. Try to outfarm the other ADC if possible and don't venture where the ward coverage isn't appropriate. You should have a bloodthirster by now. If the enemy ADC doesn't try to outsustain him and push down his turret. Abuse your mobility to go from your lane, to golems/wolves, to mid and back to your lane without missing too much farm. All you have to do is push out your lane before heading for golems/wolves, and then head mid if your lane hasn't been pushed back. Time yourself to get back to your lane before the minion wave dies at your turret, as that will set you behind in farm instead of ahead.
When your team is behind:
If really behind, you won't be able to contest dragon. The only thing you can do is try to snipe it with your ult if you have vision of it. You won't make it if the enemy jungler smites, but he can miss it or it could be on cooldown, so you have nothing to lose. Try to afk farm your lane and golems/red/wolves all day and pray for a better late game. Although you fall off a bit in the late game, your mobility compensates for this fact by making you one of the safest ADCs. Delay your defensive items as much as you can to increase your damage output and use your positioning skills to survive.
Use your mobility to pressure more than one lane at this time of the game. Ezreal is really powerful around that time so you can easily push objectives. Don't forget to farm!
This is where Ezreal starts to fall off. However, he is still very hard to shutdown due to him having a double flash. If you deal less damage per second then the enemy ADC, all you have to do is stay alive longer to deal the same amount of damage. Champions like Kog'Maw are easy to focus down, but Ezreal just won't go down. Use this at your advantage.
Farming becomes less important at this point, unless you are really behind of the enemy team. However, you must still recharge your bloodthirster stacks and even if farming is less important, it doesn't mean that it is worthless. What it means is that you should prioritize places where there is/will have an engagement, rather than areas with high farming potential.
If you are ahead:
You may want to bait out a fight at baron. It is now the main objective in the game, as the baron kill is worth 1500 gold for you team and the equivalent of 10K gold in items if all your team gets the buff. If the enemy team shows up while your are doing baron, your team should stop doing baron to turn around and fight. However, don't be too deep into the baron pit, because as your front line turns around to face the enemy team, you will become the closest target to baron. This will cut your attack damage in half and you will take some massive damage from a neutral monster. If needed, arcane shift out of range of baron, but be aware of your positioning as long as the spell is still on cooldown.
If the game is even:
It is really important to stay near baron, as the one who gets it will probably win the game. If you want to attempt baiting a baron fight, I would recommand killing the enemy wards but not actually starting baron for real. Being weakened by a neutral monster before an important teamfight isn't a good idea. You should definitely push all the outer turrets if it isn't already done, as they are extremely difficult to defend at this point and it will give your team some free gold. Same goes with the inner turrets, although you should be more careful of the enemy collapsing on your team as you are way deeper into their territory. If the enemy team goes for dragon, let it go and push a turret, they rae way more valuable at this point.
If you are behind:
Your team should have perfect ward coverage. You should be farming as much as you can in your jungle mostly, as the lanes won't be as safe as you would want. Try not let the enemy team get baron, but other than that, do not teamfight without turret support. Warding their jungle to pick off people can be a good way to comeback. If some of your team members get picked off, don't go in blindly to help them. If there is no hope to save them, you will only be feeding the enemy team more. Taking smart decisions is the key. Split pushing may also be a good strategy. Your team will lose teamfights if she is behind for real, so avoid confrontation by pushing multiple objectives at once. Remember that you absolutely need some ward coverage to do that.
Objectives and engagements are a lot more important than farming, unless you are behind. Don't wander where the ward coverage isn't adequate and remember that positioning is the key.
Since Ezreal is short ranged and that his main source of damage, mystic shot, doesn't pass through champions, you often times have to focus the target closest to you. If you ever see an opening, try sniping priority targets like the enemy ADC or AP carry with your mystic shot, but do not get caught out of position for doing so. The two crucial things for Ezreal in a teamfight is landing his ultimate on as many enemy champions as possible and not dying. Trying to Trueshot Barrage at the start of the fight is always a good idea to get your passive's stacks up, but remember you cannot move while the spell channels, so don't get caught for casting it too close to the enemy team. Try keeping your passive stacks up for as long as possible and avoid arcane shifting in the fight rather than out of it. Missing too many skillshots in a row will cause you to lose your passive stacks or not gain them fast enough. This really hurts your dps, so try focusing on landing your spells. Keep your mind clear and try to understand what is happening around you to predict the enemy movements and position in consequence. You will most likely have to kite the enemy front line until they are dead before going back in to deal with the high damage targets. It is a good idea to ask one of your teamates to peel off the enemy team for you (peeling means that they will try to crowd control or burst down the enemy champions targetting you to keep you alive. Shen's taunt is a great example of a good peeling spell). As long as you stay alive, you will do some damage, so try not to die! I cannot really describe how to position well, but with time, once you have learned what abilities each and every champions have and how much damage you can take, you will know the correct place to be to deal maximum damage without dying. At first, you will die a lot, but once you master this, it will be a useful mechanic with every champion.
If it is possible, try getting red buff before a teamfight. It will increase your dps, kiting capabilities greatly.
Thanks for reading this guide, I hope you liked it! If you did, press the like button and comment for any thoughts and ideas to improve my guide.
Special thanks to Saladien, who, with his awesome guide, got me started with Ezreal! Go check out his guide! http://www.solomid.net/guides.php?g=18712-saladien-ezreal-build-guide
I tested botrk a bit and honestly it is pretty good. I still prefer BT, but with the current meta of tanks botrk is probably a better item. It allows you to shred the 10757653754 hp mundo much faster and the active's slow allows for easily landed skillshots
What about BotRK?: almost every Koran ADC at OGn builds it on Ezreal despite BT being better with the AD ratio on Mystic Shot, just because the active is so strong for self peel and duelling and the passive is strong against the current tanky meta.
Thank you for your response on sneaky's guide. I'd really like to get some feedback on blade of the ruined king on ezreal. I used both alot. I just think if you're an inexperienced ezreal player (don't get me wrong not referring to you as bad) hitting Q's in teamfights might be hard. So going for a botrk will decimate tanks by just AA'ing as they will be on you continuesly. But I see how BT would do more dmg if you hit every single Q on the right target. Nice guide though very usefull and alot of information.