50%
votes
2
Dislike

EZREAL BUILD GUIDE: [S3]Ezreal - The Blue Build Guide by Obamney2k16

by Obamney2k16 (last updated 9 months ago)

318,193 Views 0 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
21
5
4
mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 2/4
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 0/3
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 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
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
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
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
4 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 4/4
mastery 3 mastery 3 2/4
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 0/3
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 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
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
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
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
4 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

Hello everyone, and welcome to my first guide! This will be entirely built on a rising-in-popularity way to build ezreal, known as the Blue Build. The blue build revolves around being able to spam skills, which requires a bit of CDR, having the mana to do so, and KITING. SO MUCH KITING. In the right hands, this build is exceptional in any stage of the game, keeping you safe, and keeping your enemies far enough away for you to safely fire away at them.


Pros:
-Very effective mid-late game
-Allows for aggressive play while maintaining safety
-Cost effective items
-No stat is gone to waste

Cons:
-Doesnt hit a huge power spike until Iceborn Gauntlet
-Difficult to carry out with if you're behind
-Requires an advanced understanding of how the game is playing out


Update Log:
6/23/13 - Added Pros/Cons, Updated Item Paths, General Clean-Up

Masteries Explained

[http://i.imgur.com/3yPkcec.jpg?1]

These masteries excel at giving you the damage you need, while giving you a bit of survivability, and decent early game mana regen, which is great since early, you'll be spamming q's. While unconventional, an oom ezreal is a USELESS ezreal.

Offense Tree: Taking these masteries puts you at an advantage over taking anything else. For instance, you get your standard attack speed, as is common on most adc's, and your armor pen, which is invaluable in any situation, allowing you more damage throughout the entire game. My personal preference lies in not taking any points in havoc, as the 3% damage increase really doesnt equate to anything at any stage in the game. If you have 300 AD with a character, havoc, costing a whole 3 mastery points, is only giving you 9 extra AD. That will likely make next to no difference in a fight. By skipping this, you can get extra points in sunder, which, again, will grant another chunk of passive armor pen, making enemy gold spent on armor that much more useless. Also, you have a small portion of cooldown reduction with these masteries, which is essential for the blue build ezreal.

Defense Tree: By taking summoner's resolve, you gain just a tad of extra utility in your summoner spells of cleanse and barrier. Whichever you decide to take will ultimately pay off, whether it be an extra bit of health or an extra bit of slow reduction to get yourself out of a bad situation. Also, you get 108 extra health at level 18, which is great, as ezreal is arguably one of the squishiest adc's in the game.

Utility Tree: Here is where we put very few of our points, but they work wonders nonetheless. Get these points for a bit of extra mana regen, which is crucial early in order to keep spamming abilities, or to get that extra cooldown which could mean the difference between getting a kill, or not being killed yourself.

Runes Explained

[http://i.imgur.com/gDoz807.jpg]

These runes are pretty standard for an adc, and work well with what you'll be doing. Being that this is a blue build guide, you lack in DPS, so you'll need all the extra damage you can get. You can consider switching out the AD quints for Lifesteal quins, but these are my preference. Lifesteal quints are also rising in popularity, and would work well with this build, seeing as you wont be building lifesteal until a bit later in the game, unless you decide to pick up an early Vamp Sceptre to sustain in lane. Generally, you'll be poking your opponent out, and you're slippery enough to get out of any really hairy situation.

Summoner Spells



Explanation:These are my personal preference whenever i play adc, just because if you get caught, there's not a lot you can do without cleansing any cc holding you down, and flashing away.

Other Viable Spells:
FLASH IS A MUST AND I DO NOT RECOMMEND SUBSTITUTING IT FOR ANOTHER SPELL


Good for trading and preventing yourself from dying before you can take those few extra steps to get away, or to bait your opponent into thinking they can kill you, only for you to get a pretty shield to tell them HELL NO. Take this if the enemy team is lacking in hard CC and you dont think you'll be getting pinned down a lot.


Good for a lane that you think you'll be able to snag an easy kill in, or against teams with someone who is super heal dependent, like , ,or . Having those champions against you alone is not a viable reason to take ignite, only take it if you are confident in your ability to defeat you laning partner and pick up kills often, because without cleanse, you're even squishier than usual.

Skills Explained

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:

Fantastic Passive. Every time you hit someone with an ability, you gain attack speed, which helps significantly since with this build you lack DPS and will need that. 50% attack speed is easy to achieve when farming and in team fights, as well.


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 / 50 mana

Range 1000


Explanation:

Your bread n' butter skill. Max this first. It costs very little mana, and scales 1:1 with AD. It also applies on hit effects like that which you'll get from and . True damage and a decent 2 second cooldown AOE slow are pretty nice.



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 1000


Explanation:

This skill is pretty much used for utility, and thats why i dont take a point in it until later. It doesnt do much damage, since you're AD ezreal, not AP. The only real thing it offers for you is that it speeds up objectives significantly when you have one or more team mates around, since it will help them push towers and inhibs faster, dragon or baron, and giant waves of creeps flooding into your base. It does, however, slow the enemy attack speed by an equal amount it buffs your allies' which makes duelling an ezreal a pain in the ass, especially with this much kiting. JUST REMEMBER, IT CANNOT HIT CREEPS.





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: 1000



Explanation:

This is such a good skill. It's what makes you so slippery. Not many champions have a built in blink, much less one that also damages. The damage isnt very significant, and the mana cost is high though, so i dont recommend spamming this one too often. NEVER SHIFT INTO A FIGHT. Things dont always go as planned and you may need it to get away. Only do so in lane, or when you're absolutely sure you can put out the damage to kill someone once you cover that gap.



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: GLOBAL


Explanation:

What makes Ezreal Ezreal. This ult is global, but takes a lot of time to be able to aim it well consistently. Can be used to pick off someone who narrowly escaped provided you're confident in your ability to aim across the map, to check objectives like baron or dragon (or steal them if you're snazzy like that) if you have no vision, or even to clear large creep waves or buffs from anywhere on the map, as the cooldown is decreased for every Q you hit, meaning with the mana you have to spend and the CDR you have, as long as you hit regularly, the cooldown can be up far before even half the base cooldown.

Skill Order

First Max:

Your main source of damage, and excellent poke. Max it to do more damage, get lower cooldowns, and HARASS.

Second Max:

You max this second to have a lower cooldown on your blink, and do a bit more damage in the laning phase.

Third and Final Max:

Mainly a utility skill, max this last, as by the time you really need it, it will be when you're with your entire team and want to get objectives. Fire it through your team mates to give them a nice attack speed boost to help push whatever you need that much faster.

TAKE A POINT IN YOUR ULTIMATE WHENEVER POSSIBLE.

Item Builds

This is what seperates Blue Build Ezreaal from your Standard Ezreal Build. What the Blue Build entails is that you get your usefulness from poke, harass, and godly kiting. To do this, you have to FARM FARM FARM the whole game, just so long as it doesnt put your team at risk of losing fights or losing objectives.

- This item is fantastic on you. Build a early, and charge it up as much as possible before buying a . Buy the manamune mid game, as it does boost your damage significantly.


- I no longer believe this item to be nearly as cost effective as it was in Patch 3.7, and therefore have stopped picking it up altogether, instead opting for a different item in its place, A Bloodthirster.

- Generally, i pick this item up first in order to give me early damage and good sustain, while still spending gold on something that you know scales incredibly well. It gets you over the early game hump that blue build ezreals run into, and opens the door for new item paths.


- This item is what makes you such a fantastic kiter. It gives you mana, CDR, a tad bit of AP and some decent armor. Mainly what you buy it for is the fantastic damage proc for 120% AD AOE damage, and the 20% slow, also AOE. You can make some serious plays with this, as well as keep yourself safe, or keep your enemies from getting away.


Situational Items:

- Buy this if you're fed as hell and getting focused in team fights. It allows your team to clean up a fight while you revive, and denies the backline divers a kill when they go all in. This is usually a late game pickup, as mid game, if you die it's most likely because your team got wrecked and it didnt make a difference, or you got caught out and wasted the passive.

- Good for teams with a ton of CC or with suppresses like Warwick or Malzahar. Remember, this item can be used to cleanse a lot of things, inclduing Fizz's ult, which is pretty much a slap in the face to his burst.

- This item is actually great late game when you have extra gold and have 6 items.A perfect option for a kick of power in exchange for selling your boots.You lose 20 Movement Speed, but gain some pretty nice stats.

Early Game

Early game, focus on farming as much as possible, especially last hits, and trying to harass your opponent. Champs like Caitlyn, or Kog'Maw can out-harass you and it's best to just focus on last hits, only throwing a basic or Mystic Shot whenever you see a glaring opening. Call for frequesnt ganks if you're up against these two, as they'll push you to turret all day. Plus, feeding a Kog early is a terrible terrible idea.

Should you be snowballing ahead early, and you're zoning your opponent out of cs and ultimately out of lane, try to push an early tower so your team can pick up dragon as soon as possible. Objective control is one of the most important things to focus on early game, and it can really push your entire team ahead with an extra chunk of global gold. If you happen to be SUPER strong early, picking up kills and effectively shutting down your laning opponent, push the lane hard and see if you and your support can roam a bit to help other lanes, namely mid. Often times people dont see pings or wont expect a hook/snare/stun/hulkingly-strong-ezreal to pop out of the mid brush and smash their face in. Just rememeber, this doesnt mean to leave your lane open for extensive periods of time, it means for you to help your team, and get back to lane to avoid the enemy adc from pushing your tower down.

Mid Game

By this point, you should have most of your core, if not all of it, and team fights should be happening. Your main job is to stay in the backlines, not get caught out roaming, and fire as much as you can into teams. Make sure you dont get too ballsy and jump into the middle of things, as, even if you manage to kill your target, you likely put yourself into a really compromising position to do so, and might get killed, which is never good. If you're dead, you're useless.

Around this time is where objectives become increasingly important. Dont go out of your way to save a tier 1 turret if you have an opportunity to push a tier 2 or higher turret, or possibly even an inhibitor. That split pushing shen will have cost his team heavily if he doesnt show up, and a 5 man base race is no match for a sunfire cape and vorpal blades.

If your team is behind, turtle. Turtle all day. Should you know you cant win in an all out fight, get your support to ward around in your jungle and try to catch someone out. If they're sticking together, make sure someone on your team keeps up vision around objectives such as dragon and baron. However, dont throw the game because you want dragon or baron, as if the team catches you half health, even with baron, you have a good chance of dying and allowing them to grab an ace, and grab a nexus.

Late Game

By this point, you should definitely have your core and at least some other items. If not, you could be very behind and it might not be looking good for you. Should you have your items, you should be sitting pretty. Keep up your farm, and make sure you AND your team mates dont get caught out or do something stupid. At this point, death timers are long, and people have a lot of pushing potential. Make sure your team has wards on baron, and make sure you aren't just standing around doing nothing. Closing out games can sometimes be difficult, but it has to be done eventually. Just try to make sure you're the winning adc!

Late game, unfortunately, is somewhere where a blue build ezreal will fall off if he doesnt have a decent amount of gold. Last Whisper is key here, as it will keep your damage relevant versus those beefy targets, and keep your damage higher versus those high priority targets that may get caught out of position. Just remember, unless you're facing one of the people mentioned later in the guide, you can out-kite them tremendously, and your damage will be super high compared to an adc wandering into bushes thinking they have the balls of orinna (ba dum tss).

Team Fights

Team fights are an important, unavoidable part of League. As such, it's important you know your place in these fights, as they usually determine whether or not you win or lose the game. Below is a list of things you need to keep in mind when team fighting:

1. Do not think you're singed. You are squishy, and people will hurt you because people do not like to be hit. Make sure you stay in position, and dont go too hard by jumping into the middle of a team of tanky bruisers. You may have more damage than them, but they have a LOT more health than you.

2. Not every fight is a good fight. Dont be fooled by the lee sin who thinks he's god. Granted, its better to follow a bad call 100% than not follow a good call, sometimes the risks are apparent. Know your damage,know their damage. If you're sure you cant win a fight, dont try to force something.

3. Dont chase stragglers who are can kill you. Sure, you are extremely mobile, but if you face check that bush, you could get smacked in the face pretty hard and be on the running end yourself. Countless times ive told people not to chase, only for them to tell me, "STFU, I GOT THIS NOOB," promptly followed by, "An ally has been slain."

4. Lastly, dont be caught out. A team fight is hardly worth pursuing if your team is pushing mid and their team is pushing your ass into the ground while you try to farm bot. Stick with your team, you of all people need to stay alive in fights.

Lane Match-Ups

Here is a list of common champions that you may or may not be able to win effectively against.

: Ashe has all of the kiting elements you're looking to build build in at level 1. She is far better at doing so than you are early, and naturally. Dont get baited into chasing her, and you should be fine. Her passive shouldnt be too much of a hassle to you, as she should be farming. Stand behind minions to avoid getting hit with volleys, and you should win the lane, as your poke is far superior to hers.

Difficulty: 4/10


: Caitlyn is exceedingly common in ranked and for good reason. Her early damage and harass are unrivaled, and, as such, she is one of your biggest counters. She outranges you, out pokes you, and her ult is targeted, unlike yours. She will try to poke you out of lane, and she hurts a lot. If you see her headshot up, try to back up a bit until she uses it, as it will chunk you down pretty hard if she lands it on you. Your only hope is to play passively, freeze the lane closer to your tower and hers, and farm up, while trying to deny her as much as possible without dying. Call for ganks early, as if she gets behind, she's useless later on.

Difficulty: 8/10


: Just dont pick Ezreal into Draven. For the love of god. Your have so little health early and he has a ton of damage. Very few people can actually trade effectively with him in the laning phase, so just try to farm under tower, as he cant help but push the lane.

Difficulty: 8/10


: Graves is everything you want to avoid. He has a gap closer, same as you, but it gives him bonus stats. He has an AOE slow that denies you vision, and his passive means you'll be doing less damage than he will be doing to you. He's bursty, and his poke hurts a whole hell of a lot, and can it through minions, so be careful. Stay back, farm under tower, and DO NOT get him fed early. He's slippery, and that ult is a pain.

Difficulty: 9/10


: His poke is better than you. He has more range, and his W does % health. After 6, he will be able to chase you down relentlessly, but if you poke him out early, it'll be fine. He's late game, you're early game. Play with a level head, and dont get too aggressive, but dont necessarily be passive either. Dont let him farm early, and dont let him kill you early. If a kog'maw gets fed early, he hits his late game power at 25 minutes, and that means GG for you.

Difficulty: 6/10


: I havent played many games against quinn, but feeding her seems to be a sign of certain doom. Try to stay safe, and try to keep at a safe range from her, as she is VERY sticky and will burst you down quickly. She's also super mobile in her bird form, so if she hits 6 then immediately leaves the lane, make sure you ping, or else she may roam mid and pick up an early kill. Keep an eye on her late, as she's pretty good at split pushing.

Difficulty: 4-7/10



: Lol, someone picked Sivir. Dont get hit by her boomerang blade, and dont go full retard and you're fine.

Difficulty: 3/10


: She pushes extremely hard and there's nothing you can do about it. Shes super strong early, and she is a beast late. Mid game, she kinda falls off, so just play passively, and dont let her get to late game quickly. She's also super slippery, but does a lot of damage quickly. Tristana is honestly one of the most annoying people to play against, so get used to hugging your turret.

Difficulty: 7/10


: Twitch is rarely played anymore, but he shouldnt give you much trouble. He doesnt do an absurd amount of damage early, and he doesnt have the utility you do, even with his stealth. Just dont get caught in a straight line with your team, or he will shred you hardcore.

Difficulty: 5/10


: Varus is super strong right now. He can pin you down, negating your mobility completely. He does % health damage and is not to be underestimated in a trade. If he starts spamming abilites, keep an eye on his mana bar, because if its low, he cant do much. This is honestly a skill match up. Farm it out and take opportunities as they come.

Difficulty: Skill Match-Up


: The late-game monster in the flesh. She can be problematic early if she lands a condemn on you, and be careful of her when she hits level 6, because she gains a huge power spike. You can out-poke her, but try to deny her cs, as a farmed vayne is terrible for your team. DO NOT FEED HER. All she needs is a few kills to completely bypass her early game weakness.

Difficulty: 7/10





Ezreal In Dominion

Dominion is a game mode that is generally neglected, but, in my opinion, a very fun game mode. It essentially revolves around playing capture the flag with people who want to kill you. The blue build ezreal isnt particularly effective here, as most of the items you need to be blue are not available in this mode. WIth that being said, he is still a strong choice, as his ultimate has the ability to stop a tower push from anywhere on the map. He's still extremely squishy, and is therefore not always the best option. However, if you decide to play him, here are some tips.

1. DO NOT BE THE GUY THAT GOES BOTTOM. The person that goes bottom is generally someone who can handle themselves, and an early ezreal is not that person.

2. Do not try to ambush a bruiser. It wont work, trust me.

3. Teemo is a terrible champion and he should not exist, but people still play him and therefore you must be mindful of mushrooms. Teemo players like to stand invisible next to low health targets on their path to his garden, so if you see a Teemo being played, just kindly wish death upon his family. But not in chat. SUMMONER'S CODE GUYS.

4. You're gonna get targeted. Learn to cope with the love.

Final Comments

Thank everyone for reading this! Leave a comment below if you have any questions, and i'll try to get back to you as soon as i can. If you have any suggestions, feel free to tell me and i'll try them out and possibly feature them in updates. The only thing i ask is that you upvote if you enjoyed my guide and that you dont flame me for my guide. It works for me, and i believe it to be a fairly stable build. Good Luck Guys!