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EZREAL BUILD GUIDE: Blue Ezreal, the Megaman Build by ArchTesseract

by ArchTesseract (last updated over a year ago)

14,869 Views 1 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Life Steal(+6% Life Steal)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
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21 Offense
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9 Defense
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0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Rising Spell Force
QMystic Shot
WEssence Flux
EArcane Shift
RTrueshot Barrage
View Skill Order Details

Runes

Masteries

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21 Offense
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9 Defense
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0 Utility

Skill Order

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

Champion Matchups

Introduction

[http://media1.gameinformer.com/imagefeed/screenshots/News/IMG_0244.JPG] (I do not own this image, nor do i claim any rights to this image)

Hello viewer, Thank you for checking out my guide. For personal reasons, i will leave my summoner name anonymous(No, it is not my author name ArchTesseract). Instead of showing off my personal stats, elo, or game history, i prefer that the person try the guide out for themselves. Everyone has different play styles and when one person uses this guide to completely pwn their way to platinum, there will be another person that thinks the guide is awful. As the creator of this guide, it is not my place to tell you how well you will do with it, but if it fits your playstyle or comes more naturally to you, i can assure you from personal experience that you will not be disappointed.

That being said, i do believe and have supporting evidences that this unorthodox ezreal build is very valid. Pro AD Carries such as wildturtle and doublelift are seen playing Ezreal with some form of the blue build and it is pretty much the standard build for ezreal in asian regions with much success. There are many misconceptions (especially in the north american regions) about this build and many question its validity. I do address these issues in the conclusion, so if you are one who is skeptical (and i do welcome and appreciate your view of this guide), you may skip to the concluding statements for these details.

So this guide is all about the blue build (or as i like to call it, the Megaman build). It is called the blue build because, interestingly enough, the core of this build consists of blue colored items. This unorthodox build capitalizes on the uniqueness of Ezreal's kit. The fact that all of ezreal's abilities are skill shot based and have short cooldowns means that ezreal brings more unique things to the table than the standard autoattack based AD Carries.

The core concepts of the blue build are these:
  • Near Max CDR to capitalize on the low cooldown of
  • Capitalizing on Mystic Shot's ability to apply on-hit effects from and
  • Capitalizing on cost-efficient items with amazing synergy (All but one of the core items cost less than 2500 gold)
  • Making very spammable.


Here is a Pro vs Con Analysis of Blue Build Ezreal
Pros
  • becomes a spammable cc ability with immense damage potential (Can kite for days!!).
  • Autoattack debuffs do not affect him (standard AD Carry counters like and cannot stop you)
  • All other abilities () become much more spammable as well, since lowers cooldowns by 1 second every time it makes contact.
  • Strong presence in teamfights because of the on-hit effects of and .
  • Very difficult to escape from because of .
  • Somewhat more survivable around mid-game compared to other AD Carries (because of armor from )
  • Compared to Standard Ezreal builds, this build is cheaper! (As said previously, all core items except costs less than 2500 gold where as Standard Ezreal typically gets or or , all of which costing much more than 3000 gold)

Cons
  • Very Skillshot dependent (If you do not use smartcast or cannot hit your skillshots, you lose your presence in fights).
  • Runs out of mana quickly because of constant skill spamming (especially once you start using the toggle on)
  • Damage potential tends to fall off slightly during late-game, compared to other typical AD Carries.
  • Ability based playstyle may be difficult to grasp if you are used to the standard autoattack based AD Carries.
  • Game Presence is highly dependent on completing the core build (The items synergize very well together, but don't offer much as individual pieces).
  • (tying with the last point) Highly dependent on early game farming to complete the core build (Practice that cs technique).

Masteries

I go 21/9/0 with this guide.

Attack Tree:
Sorcery is a must! This will allow you to get to 39% CDR (close to maximum CDR cap). Skip Fury (this build is based on your abilities, not your autoattacks). From there, take the typical AD route skipping Lethality and Frenzy. This build is not about critical damage at all. As my personal preference, i like to take Butcher (to help with early cs) and Destruction (for a small bonus to pushing towers).

Defense Tree:
I prefer taking the last 9 points into this tree for more early game survivability. Summoners Resolve is a must, since you'll be taking either barrier or cleanse. Take the typical picks for bonus health and armor. Veteran's Scars and Durability are great bonuses that help in the laning phase.

Utility Tree:
I personally do not prefer this route because i see more worth in survivability in lane. However, it can be valid to put your 9 here as well if you so choose. Take Summoners Insight for your flash. Meditation should slightly help with early mana problems and Mastermind would be a worthwhile pick as well. Take Runic Affinity and make sure to get your buffs (Mid to late game, AD Carries should almost always be taking red buff).

Runes

I highly recommend the rune page that i have built previously shown in this guide!

Lifesteal Quints
Lifesteal Quints are amazing in lane. Combined with a doran's blade, you will heal up by auto attacking minions just as fast as you would using a potion. With the 80 health from dorans, you're able to be much more aggressive in lane (which is one of ezreals strengths). Lifesteal quints will help you stay in lane and farm for much longer and i believe it is well worth the lack of AD from the typical flat AD quints. Lifesteal quints are especially useful in solo-que since you can never know how well your support will play. And if your support plays well, then you can outlast your opponent in lane and take control.

Flat AD Marks
Standard AD Carry marks for last-hitting. Some people like to take one crit-chance rune because a lucky early crit in lane can mean the difference between winning and losing a trade. With the lifesteal quints, however, I highly suggest that you DO NOT do this. As an AD carry, you need that last hitting power and without AD quints, you will have a more difficult time farming. This is why i also suggest taking Butcher from the attack mastery tree.

Flat Armor Seals
Standard AD Carry Seals. Since you will most likely be matched up with the other AD Carry in bot lane, the armor will help against the harass and trades.

Flat/Scaling Magic Resist Glyphs
This one is more up to you. You will, more often than not, need Magic Resist. Take flat if you are likely to be harassed by an AP based support or if you'd get ganked early by an AP jungler early on. Otherwise, get scaling MR for more late game survivability.

Other Options
Taking Flat AD Quints is valid and helps farm, but i would only take these if i know my support will be helpful. Usually, if i'm going duo-que with a friend that i know, or if i'm in a premade-team game, i will take these quints. If i'm doing solo-que, however, the lifesteal runes make me a little more independent in lane and i can make up for what ever my support lacks in lane presence.

Summoner Spells

and ( or )

Explanation:
is a must have for any AD carry. Even though Ezreal has a built in flash, the extra flash will further assure your survival. Use it only when you need to. Priority escape tool is first and foremost your and then if needed. Also, because has a long cooldown, try to avoid using it to reposition yourself to get a kill, as you can do so with instead.

is a strong standard pick. Pick this when you are against team comps that have a lot of finishing moves such as or .

is a strong pick against a lot of cc. Pick this when you are likely to get caught stunned or slowed a lot such as when you are against champions like or .

Other Considerations
: In my personal opinion, i do not prefer this Blue Ezreal. My reasons are simply these: 1) As Blue Ezreal, your main source of damage is and the long range allows you to stay at a safe distance while you deal your damage and 2) Ignite requires you to get awfully close to your opponent to use it which may compromise your positioning. As an AD Carry, you should do all you can to stay alive! Your damage output is only secondary to your survival! You cannot do damage if you are dead. That being said, i do realize that you may have differing playstyles. If you like to make sure you dominate your lane, ignite will help you. Ezreal can be an aggressive bully in lane and i will admit, shutting down your opponent is important. If this fits your play style, then by all means grab it. In my opinion, is great during the laning phase, but it loses its usefulness later on since you will want to keep distance from your opponents during team fights.

Skills

Passive: Rising Spell Force

Explanation: This passive is the reason why we don't need to build Attack Speed on Ezreal. Since the blue build is all about CDR, you will be spamming ezreals skills like crazy, which in turn will build stacks on this passive quite easily. One tip: When you are autoattacking a turret or an inhibitor, spam your on the minions in between autoattacks. This will 1) give you some time efficient csing whilst taking a tower and 2) increase your passive stacks so you autoattack faster and therefore do more damage to the tower.





Q: Mystic Shot

Explanation: This becomes the core of your existence on the summoners rift. Because of the synergy of the core items with this skill, Mystic Shot becomes your sole purpose of your role on the team. Let me explain:

: Gives your +125% AD on contact and an AoE slow. This means if you can hit your , you will kite like a god! Since it is an AoE slow, you can slow an enemy advance to buy some time for your team to catch up to the fight, or you can slow their chase to help your team disengage.
: Gives you a good amount of AD and a huge mana pool to allow you to spam more frequently. Just hold down your smartcast button and QQQQQ! Also, you can think of the toggle ability as an overdrive mode. At the cost of burning through your mana pool quickly, you will deal significantly more damage.
: Gives you a TRUE DAMAGE BURN! Almost as if you constantly have red buff!

To have presence in teamfights, you absolutely must be able to hit your . This is the utmost center of the Blue Build!





W: Essence Flux

Explanation:This skill is not as important to AD ezreal in general. Early game it burns you out of mana quickly and without AP, it does no significant damage. I usually take this skill at level 4 solely to give me another ability to charge my . With that item in your inventory, spamming abilities benefits you greatly and the mana charge/mana regen counteracts the drainage from your mana pool. Once you turn it into , you will get a much needed bonus to your AD!

Other than that, you would most likely only use this ability to build more stacks on your passive or to buff your allies attack speed whenever needed.





E: Arcane Shift

Explanation: This ability is a very crucial one to master. is important because of the mobility it gives you. As a natural built in flash, you can use it to escape a dangerous situation. However, there is another way to use this skill that will separate the good players from the best players, and that is this: repositioning. Since it is a flash, it is very useful to reposition yourself. If you can get yourself into a better angle to land more , then you just increased your presence in the fight. If enemies are closing the distance between them and your team, use to distance yourself so you can spam your from a safe distance.


One tip is that the homing damage can hit invisible enemies too. So when you're chasing and she puts down here shroud ball, you can to finish her off blindly.





R: Trueshot Barrage

Explanation:Ezreal's ultimate can do plently of damage and can be used in numerous occasions. Typical Ezreals that i've seen before tend to use this skill only as a finishing move to catch a runaway opponent. If that is all your using this skill for, then you are limiting your teams potential. As Blue Ezreal, your main damage source is your and most of your kills will be because of your , not . With a relatively low cooldown, do not be afraid to use it as a general burst. If an allied or is able to catch 3 enemies and make them immobile, then use to deal significant damage to them and help your team finish them off with your .

Since refreshes 1 second off of all cooldowns each time it makes contact, the Cooldown of should be relatively fast because of your constant spamming. Don't be afraid to use this to clear minion waves as well! Especially in early game when you need to farm your cs, use to clear a wave if you don't perceive a teamfight coming soon. The cooldown should be relatively low if you spam your so it should be up and ready to go again in a few seconds.


Skill Order

This will be a short section explaining the skill order. I don't believe there is much left to say that i have not covered in other sections, but here it is.

First of all, here is the priority set up: > > >

On level 1, you will almost always want to . This is your bread-n-butter skill and you can use it for farming and poking in lane.

On level 2, pick up . As your essential escape/repositioning tool, it is a must to have it early on! The other option, , will not be efficient for your as it burns through your mana bar quickly and it does not offer anything in terms of mobility.

On level 3, pick again for the same reasons above.

On level 4, this is where personal preference comes to mind. For me, i choose to pick because once i get , i will have another spell to build mana stacks. The high mana cost for will be counteracted by the mana regen and the stack building so it wouldn't be a bad idea to start using it. I wouldn't say you need it, as is adequate enough to use as well, but i like to spam spells randomly just to build more stacks. You may skip this for later or maybe not even touch it until the last levels, but it is solely up to you!

The Blue Build

  • Starting Item:
dorans-blade: With the dorans passive and the lifesteal runes, you can sustain yourself enough in lane while still being able to be aggressive. You will be less dependent on and stay in lane longer to farm. The healing effect from combined with the Life Steal Quints, really does a great job at keeping your health up. I would argue that it heals you at roughly the same rate that a does. This would require you to keep attacking, but Ezreal is naturally aggressive, so it shouldn't be much of a problem.

  • Laning Phase:
boots-of-speedspirit-of-the-elder-lizardtear-of-the-goddess
While laning, get what you need. If they have skillshot pokes or grabs, take . Otherwise, just buy to help with your cs and to build into . Some grab first because they want to build the stacks early, but i highly recommend against it! The issue with is that the typical person has this idea that getting it earlier is better because it will have more time to build stacks. While this is true in general, it is not an effecient choice to make as an AD Carry. The problem with building first is that you sacrifice your early game strength for almost nothing early on. It just becomes a waste of space until you complete it into . As an AD Carry, you need to keep up with your opponents! is a much stronger item to get first. It is essentially equivalent to a with an array of essential added bonuses. With Blue Ezreal, you don't need to worry about building stacks. Since Blue Ezreal is all about CDR and your is on low cooldown, you will build those stacks VERY easily. It is much more efficient if you complete your first.

  • Core Items:
ionian-boots-of-lucidityspirit-of-the-elder-lizardfrozen-fistmanamune

Finish before . The CDR, armor, and spellblade passive are a must on ezreal. This will give you some survivability while allowing you to spam your mystic shot which will slow on contact. The +125% AD from the spellblade proc will make up for the lack of AD early on.

  • The Synergy of the Core items:
In this subsection, i will explain why it is important to complete the core of the build as soon as possible. The synergy of these items with your is outstanding! However, as individual pieces of items, they offer little to your cause. It's like a puzzle. Each piece is VERY crucial to the build, but while the build is incomplete, your presence will lack a bit of adequacy.

: This item is an amazing first buy. The incinerate passive quite literally sets your opponents on fire with a TRUE DAMAGE burn(check out the animations on a minion while you hit it with ). As a first-back buy, this item gives you what you need: +45 AD to help with minion farming, health and mana regen for sustain, and a small CDR bonus to add to the cause.
: Adds to the fundamental idea of Blue Ezreal. While the other core items give CDR as well, i will explain the significance of CDR as a whole here. With the combination of your Sorcery Masteries, the CDR bonus from will add up to 39% CDR. As stressed previously, the 39% CDR will allow you to spam your . Your main damage source will be your , NOT your autoattacks. Since cools down instantaneously, you will be able to fire more of them which, in turn, will shorten the cooldowns of your other abilities as well! Add to that the on-hit passives from and and what you become is a kiting machine!
: This item is what makes your legendary! If you think of your as a gun, is the upgrade! Since applies the on-hit effects, it will become an AoE CC that does +125% AD. Also offering more CDR, it will add to your cause as Blue Ezreal. The extra armor will help you survive too!
: Using the gun metaphor again, this will essentially become the "ammunition" to your . Since Blue Ezreal is based on spamming, you will need a lot of mana to do so! will counteract your mana drainage so you can spam freely with less of a fear of running out of "ammunition". Also, once this upgrades into a , you can think of the toggle ability as an "overdrive" mode. Do you see an imminent and vital teamfight coming your way? Turn on your "overdrive" mode and blast your opponents down at the cost of your mana bar! Once the fight is over, turn it off and let your "guns" recharge. I would be baffled if you could not draw a connection to Megaman at this point...

  • Situational Items:
last-whisper: Armor Penetration is great if opponents start stacking armor. This is a typical buy after the core items because the armor penetration helps you do much more damage. Armor Penetration is strong later in the game, especially since most players will start stacking armor at this point.
the-bloodthirster: Unfortunately no where close to blue, but the extra AD is amazing on . Usually, if the game is going way too long and you all 6 item slots full, selling the for this is a good trade. tends to lose its effectiveness late game. Also, realize that your does apply lifesteal!
blade-of-the-ruined-king: Good pick if the tankiest champions are giving you trouble. Also gives a nice active for chasing or running, but you shouldn't need to depend on it if you can hit your mystic shots. Other than these reasons, i personally think is still a stronger pick. Blue Ezreal does not scale much with attack speed, and the 5%-of-health damage will only do more damage when you are attacking tanks with full health, which should be your least priority. Still, i will say that has its place.
mercurial-scimitar: If going against heavy AP or CC. Buy this if you find yourself getting caught with slows and stuns too often. Usually, getting caught is not a problem for Blue Ezreal because of his strong ability to kite, but if the stuns, slows, and AP damage keep getting to you, this item should help.
guardian-angel: If against very bursty champions that can burst you dead before you can run. One of the few things that can catch Blue Ezreal are bursty champions with a strong engage (for example, ). There isn't much you can do against these kinds of assassins because even if you kite well enough, they still have an ability to get up close and burst you down. That is their job. should help you survive their initial burst and once you come back, your assassin will most likely be out of ammo. This will give you a chance to either run away or counter attack them.
randuins-omen: Great against heavy AD or against AD assassins that keep targeting you. If the enemy AD Carry is fed, or if there is an AD assassin (for example, ) that is constantly targeting you, the armor will help you survive. Typically, the armor from should be enough for most games, but if you run into an AD heavy team with strong autoattacks, this should nullify enough of the damage.
: For general tankiness and late game survivability. Unfortunately not blue either, but the extra health is great if you want assurance that you won't die off after long team fights. Generally, the defense item choose should specifically counteract what your opponents build, but if you find that your enemies are quite balanced and cannot decide who to specialize against, then is a good general defense item to choose.

  • Sample Final Build:
ionian-boots-of-lucidityspirit-of-the-elder-lizardfrozen-fistmuramanalast-whisperguardian-angel
In General, an AD carry should get 1 Defensive item during the game. It is more important that the AD carry sacrifices a bit of damage potential for survivability for this one simple fact: You cannot do damage while you're dead.

  • Other Notes
: It's blue, it gives health, it gives damage, it gives slows. Why is this not considered in the blue build?

This is a question some people ask me as is a typical standard AD Carry Defensive option. The problem with this item is, although it is blue, a lot of what it offers is already given by the core items. Unfortunately, although the slow is a great idea, the slows don't stack with the slows from . The extra health can be easily outdone by , and the extra damage is quite low for a late game item.

: It's a strong item that gives immense amounts of damage and critical chance. Why not consider this?

This is a typical AD Carry item and it works great for standard Ezreal builds and other standard carries! But this item does not quite fit into the blue build. Although you're playing the AD Carry position, the blue build is not about Crits. synergizes well with items such as or , but in the blue build, the mechanics just don't quite fit in. The AD from can be outdone by .

Early Game

The laning phase:
The laning phase is very important for AD Carries. Whether you win or lose your lane makes a big impact on your presence for the rest of the game. As expressed previously, it is important that you finish your core build! The synergy of everything is what makes the Blue Build elegant yet deadly. For this reason, it will be important for you to farm! Practice your cs technique! Again, if you have trouble with timing your last-hits, you can opt for the standard Flat AD Quints in place of the lifesteal, but if you can successfully last-hit without the aid of the Flat AD Quints, the lifesteal quints will help you stay in lane longer to farm. Standard goal for AD Carries is 100 cs by 12 minutes. That being said, realize that it is more important that you are ahead of your opponent. If that means you will only reach 80 by that mark because you harassed them out of the lane, then you are doing well.

Ezreal's playstyle rewards aggressive play. With the ability to reposition with and the annoying poke from , it should be quite easy to harass your opponent. If possible, try to match yourself with an aggressive support as well. As an AD Carry, you need a support that can lead out in your lane trades. Assuming they make smart plays, allow them to engage for you and follow after their lead. Some suggested supports to fight along side you are these (please note that this list is not meant to be a complete synergy analysis. These are only the ones that i feel are significantly rewarding):

: Taric is one of the best lane bullies. He can stun, his aura gives armor, and his skills can reduce the armor of your opponents. Let taric control the bush to zone your enemy. If you catch your opponent in a bad position, punish them by following up a stun with some burst damage from . If you end up losing the trade, he can heal you to lessen the pressure.
: One of the tankiest supports in the game with amazing early engage potential. Let Alistar roam the bushes while you farm. When he chooses to engage on your opponent, follow up with a and a few autoattacks! However, watch your positioning.
: One of my favorite supports to play with! He can do a surprise engage combo by grabbing the enemy and pulling you in with the lantern to respond. He can also disengage an early trade with the lantern as well!
: Sona is a popular support pick and for good reason. She gives you everything you could possibly need. Aura Buffs, heals, and a strong AoE stun, it becomes very easy and rewarding to play aggressively with her.
: One of the most unorthodox supports (because of his lack of utility) but his aggressive playstyle is very strong. With a good blitzcrank grab, it will almost feel like you're trolling the other side. Even if they are playing safe, they are still in risk of getting grabbed and therefore punished by your damage.
: Nunu's attack speed buff is very strong early game. Laning with Nunu will make it feel like you have a free the whole time. Attack Speed is very strong early game since much of your early game damage is from autoattacks. Combine this with his slow and his ability to sustain himself creates a formula for a bully duo that never leaves the lane.


Laning Tips
As you are laning, remember that your cs is vitally important to the Blue Build. Something that many don't realize is that harassment in the very early stages is sometimes not worth it. People tend to forget that minions can do a lot of damage. If you autoattack your opponent at level two, the minion wave will attack you with about the same amount of damage. At these stages, try to harass your opponent if you've already cleared part of the minion wave.

Harassment Tips
Since many AD carries are focused heavily on cs, many people tend to forget one thing. Many (especially in the lower levels) only focus on the enemy minions, while not paying any attention to their own allied minions. Paying attention to your minions can benefit you greatly! I will explain this by first setting the mindset.

First of all, many people seem to think of the minions as useless pawns. This is far from the truth. They are immensely important in your efforts to win the game! These minions are fighting for you! Here is what i suggest: PAY ATTENTION TO THEM! Minions are not mere pawns on the battle field, they are your ALLIES! And as such, you should fight for them! If your opponent wants to take one of them out for some gold, let them know that you're not giving your minions away for free. Trade an autoattack for their last hit. It is not their minion, so their cs should not be free. If you do this a few times, you will quickly see how incapacitated you will make your opponent. Trading just one auto attack for their cs will stack up and before you know it, they will be burning through their . Since i suggested the lifesteal runes, if they do the same to you, you can just lifesteal it back with minimum worries.

Losing Lane
As we all have experienced at some point, sometimes things don't go according to plan. Perhaps you're on the other side of the situation getting harassed and zoned out. How do you respond? If your enemy is ahead of you, stop the aggressive tactics. You would not engage a fist fight with someone that is twice your size would you? In the same way, if your opponent got the best of you, don't try to fight back by yourself. Let him zone you and try to poke some cs with your when you see an opportunity. If the lane dominance does not switch after your best efforts, it is time to call in the jungler. Let your opponent push and never auto attack unless you see an opportunity to grab a last-hit. Once the jungler comes to your aid, he should relieve some of the lane pressure and you can get back to what you were doing before. That being said, do not rage at the jungler if he cannot make it to your aid. Jungling is a difficult job and he cannot be everywhere at once. The jungler is there to help you, but it is ultimately YOUR lane, so take ownership of it!

Mid Game

At this point of the game is where Ezreal starts to shine. Depending on how far you have built your items, you should be able to poke for a good amount of damage with your . It is at this point where small team fights start to happen. Do NOT get caught alone in a dangerous area. As an AD Carry, you need to be safe and stay alive. Farm up on jungle creeps, as the jungler will probably be less dependent on them at this point of the game. Be sure to pick up the red buff before any team fights start. The red buff works really well with your as it adds burn damage and a bit of a slowing effect too. This is incredibly useful, since you probably won't have quite finished yet. gives you the ability to kite opponents (which is the strength of Blue Ezreal), but at this point, unless you are fed, you will need an alternative. Red Buff is that alternative. Start poking and kiting and your burn damage will effectively shut down your opponents.

At this point in the game, it is important to note your positioning. As an AD Carry, your job is to provide the most consistent damage for the team. You are not meant to jump through the front lines to target their high priority targets; let the bruisers do that (they have more survivability than you so they can get out alive). One of the biggest misconceptions about the AD Carry's role in team fights (especially in lower rankings) is that they should target the high priority targets. While that is indeed true, they need to, first and foremost, stay safe and stay alive. The role of the AD Carry is to stay back and deal damage to the CLOSEST high priority target. This means, if the only target within your range is a tank, then attack the tank. However, if the enemy AD Carry enters your range as well, attack the ADC first. However, do NOT compromise your positioning to target the opponent AD or AP damage source. Once you are dead, your team has essentially lost their most consistent source of damage.

Positioning
Here is a quick video on AD Carry positioning (i do not claim rights to this video because i do not own, nor have i made any contribution to this persons work).


Essentially, a good rule of thumb is to position yourself so that the very EDGE of your effective attack range is where your tanks are. You will be staying behind your team dealing damage to whoever charges your front lines. If you still need more details explaining positioning, the "Team Fights" section of this guide will go more in depth on it.

By late mid-game, assuming you are farming well enough, you should have your core essentially completed. As explained earlier, your will make you kite exceptionally well and your will give your poke damage some burn effects. Be sure to spam your . Not only will this build stacks for your , it will also slowly refresh your cooldowns for your other abilities () making them very spammable as well.

Because of your large mana pool from , you should not be afraid to spam your skills more. Standard AD Carries typically try to conserve their skills and mana because they need manage their use more efficiently. While this is true on most other AD Carries, Blue Ezreal is built to use abilities liberally. If you don't spam your abilities, the extra mana from will essentially be useless. Use your resources and spam that !

Late Game

It is arguable that Blue Ezreal Falls off a bit late game. While i'd admit it is true, it does not mean that his usefulness in teamfights falls in the slightest. The AoE slows from is still VERY crucial in outlasting your opponents. If you can coordinate with your team, keep kiting your enemies and let your teammates do what they do best. Your consistent slows will become a detriment to the other team, simply because it will be quite impossible for your opponents to catch up to your team. Also, at this point, your should be finished (from all the constant spamming, this should come easily). When teamfights arise, just "flip the switch" on your toggle from and you will instantly do MUCH more damage! The only downside is that if the teamfight lasts too long, you will run out of mana. Use the toggle on conservatively. Don't use it to farm minions or monsters. It would be viable if you want to use it to kill baron faster, but otherwise just keep it off until teamfights come. It may be helpful to you if you can get Blue Buff, but the priority for the Blue Buff should be for your AP Caster.

If the game goes on for too long and you have filled your item slots full, you can sell your for more damage (maybe ). The efficiency for is really for early-to-mid game. While it does give you CDR, which i have previously stressed is core for the Blue Build, you will be better off with more damage late game. This would help balance out your late-game potential.

Team Fights

The key aspect in teamfights for any AD Carry is positioning! Simply where you place yourself within the battle can decide whether you win or lose the whole engagement! The mindset you must have can be summed up by a small phrase: You cannot do damage while you're dead! If you need a quick reminder of good positioning for AD Carries, i posted a video in the "Mid Game" Section about it.

As Blue Ezreal, realize your strengths and use them:
  • Blue Ezreal has a long effective range
Because of Blue Ezreal's reliance on , your effective range is much higher than most AD Carries. Your ability to poke from a safe distance should be used constantly. There is no reason you should be in the middle of the fight, you can deal damage from afar so let your tanks absorb the damage.
  • Blue Ezreal is strong in crowd control
Because of the AoE slows from and your ability to spam frequently, Blue Ezreal has a significantly strong ability to control the enemy team. If the enemy team is advancing forward to force a fight, use your to slow their advance and give your team more time to react. If the enemy team is trying to disengage and run away, use to keep them around long enough for your teammates to respond. Blue Ezreal can effectively keep the enemy on a tether the whole time.
  • Blue Ezreal can catch and punish high priority targets that are out of position
If you see the enemy AP Caster or AD Carry getting too greedy, you can easily reposition yourself with to catch their advance. If you hit your well enough, the slows from should slow your target enough so they cannot get away. However, do NOT compromise your position if they do somehow get away.
  • Blue Ezreal can kite any chasers away to their death
Because of , Blue Ezreal can kite enemies VERY easily. Have you ever gotten yourself into a bad situation where you were running for your life with or on your tail? With the Blue Build, this situation should not worry you anymore. Just constantly spam your at your pursuer and they will never catch up to you. From personal experience, i have been able to kite a greedy to his own downfall by slowing him down enough for my teammates to respond. Do realize that you are still doing significant damage to your pursuer as you kite them. Blue Ezreal has the ability to turn these kinds of chases around quite easily.

Teamfight Analysis
Here i will post a few videos of Blue Ezreal in teamfights featuring pro players WildTurtle and Doublelift. (I do not claim ownership of these videos nor do i claim any rights to them)

WildTurtle Vid 1

As you can see from the beginning of the video, WildTurtle gets caught by because of bad positioning. This is an example of a mistake in positioning because of greediness. It is somewhat miraculous that Ezreal came out of that alive.
  • At 0:05, You can see Ezreal in the middle of the whole fight essentially compromising his positioning to target . In response to his risky position, engages straight onto him.
  • At 0:08, WildTurtle realizes his bad position and instantly uses to get behind his team. , still on the chase, nearly kills Ezreal, but the rest of the team comes to the rescue.
  • At 0:15, Saved by his team, Ezreal then uses again to acquire safer positioning in the bush. From here, the enemy team cannot see what he's doing which creates the perfect time to aim for a good snipe.

In this video, it is clear that WildTurtle got himself into a bad position and once he realized it, he instantly repositioned himself. Almost costing him his life, he gets out safe and is able to position himself for a snipe. Even pro's make mistakes, but with quick thinking, WildTurtle was able to fix his situation.

WildTurtle Vid 2

So the last video was an example of how a small mistake can create a dangerous situation and how to fix it. This video is an example of a really good play by WildTurtle which rewards him with the Quadrakill.
  • At 0:07, you will see Ezreal entering from the right to join the fight. Take note on how far he is from the engagement. This is good safe positioning and he is still able to do damage from afar with his .
  • At 0:09, dives the frontline to engage and ezreal follows in to punish for being in such a bad position.
  • At 0:14, You will notice that Ezreal is then surrounded by enemies. is above, is to his left, is underneath, and there is a wall at his right. If he stayed in this position, the enemy team would be able to crash onto him if the chose to. WildTurtle realizes this risk and instantly uses to get behind the turret amongst his allies. His repositioning at this point was a crucial part of his survival.
  • At 0:18, You will see Ezreal keeping a safe distance and attacking the closest target which happens to be . However, gets greedy and decides to chase down the blue team's as well. At this point, WildTurtle was at a safe position with two potential targets to attack. Here is an example of good priority focusing. Instead of continuing his attack on , he immediately switches his focus to who is a higher threat. Because put herself in a bad position, WildTurtle capitalized on her mistake without compromising his position.

Doublelift All-Star 2013 Pentakill

Here is quite a recent famous play made by your NA Allstar Doublelift. Notice his positioning at all times. He is always FAR behind his teammates. As a consequence of his good positioning, he stays at full health for most of the fight! As more of his opponents fall, he pushes further and further in, but still keeps a safe distance at all times. As a reward for his good positioning skills, he is given the official pentakill while taking minimal damage. Notice how Ezreal comes out of that fight with full health. Good positioning was key in this fight.

Final Comments

Misconceptions
Here is where i will address and try to explain some misconceptions to the best of my ability. I do not claim to be the authority of this subject, but i have encountered numerous instances where certain misconceptions could have arised from. So without further adieu, i will begin.

  • "Blue Ezreal just seems too weak early game and does not scale well throughout the game at all"
What i usually see in such a circumstance where someone complains about early game is this: They buy an early rather than a . When people plan to build mana-stacking items such as or , it is very common to buy an early so as to create more effective time to build mana stacks. While this is very reasonable and logical for most cases, i would argue that it is unnecessary for Blue Ezreal. Here are my arguements.

1) The early game efficiency of is very much needed because of what it offers. Health and Mana Regen is very important in lane because it will help sustain Ezreal which, in turn, will allow you to focus on farming more minions. The Damage is, in effect, equivalent to . This will allow you to do more damage in lane trades and cs more efficiently. The burn damage is a nice bonus effect and the CDR builds a step closer into your mid-late game kiting potential.

2) Because of the naturally low cooldowns of Blue Ezreal, building stacks on should be a piece of cake. All you need to do is remember to spam. When you go back to your base, spam your and . Your mana will be regenerated instantly by being at your base and will result in some free stacks for your . While you are walking from your base to your lane, spam some here and there. The mana cost for is relatively low and your mana regen from and should be enough to refill your mana pool. By keeping this as a habit, your stacks will be finished in no time.

  • "Blue Ezreal just seems too weak, and his attack speed is slow. I don't see how this can be viable for an AD Carry"
This is a typical complaint from someone who mains AD Carry and plays a lot of standard AD Carries such as or . The standard mindset for AD Carries is to buff up your Auto-attacks. Attack Speed, Critical Strike Chance, AD, etc are the usual stats that AD Carries scale with on item builds and the gameplay reflects that (main source of damage by auto-attacks). While this is true and typical for most AD Carries, Blue Ezreal scales more with CDR, Mana, and AD. If this is the complaint you have about Blue Ezreal, i would argue that you are probably not playing him the right way. Blue Ezreal is meant to be different. Think about it. You have a HUGE pool of mana and your abilities cooldowns are virtually instant. This build is just begging you to spam all over the place. It is true, your auto-attacks do nothing compared to other AD Carries, but realize that Blue Ezreal is NOT about auto-attacks! In all intents and purposes, replaces your auto-attack. In the most basic essence, Blue Ezreal is really just a glorified AD Caster. Casters typically have more burst damage than consistent damage, but Blue Ezreal can spam his skills so frequently that he can still deal consistent damage and fill the AD Carry role quite nicely. Add to that the fact that his will do true damage burns and AoE slows, and you should start to see the true purpose for Blue Ezreal.

If there are any more issues you may have with blue Ezreal, please let me know and i will try to address it the best way i can. I cannot promise that i will satisfy all questions and issues, but i will try to the best of my ability.

Conclusion
Before i end this guide, here is a video of proplayer WildTurtle playing Blue Ezreal. (Again, i claim no rights to this video, i did not create, nor did i edit any part of this)


I want to thank you all for looking at my guide. I hope that everyone that visits is able to learn something! If there are any comments or criticisms i will happily hear them (Assuming they are constructive). I hope you enjoy playing Blue Ezreal! Have a wonderful day!

(By the way... I honestly believe that Blue Build Ezreal is a reincarnation of Megaman. Pulsefire Ezreal? Blue items? Cmon now... as you can tell, i am a huge fan of megaman)

Comments

May 29, 2013 - 09:41 PM #1

You need a teamfights chapter in order to get approved. Also, some of your items are very well explained, but you won't get approved with single sentences about any of them.



Read this: http://www.solomid.net/guides.php?g=35596-slater-von-j-ger-generic-build-guide if you have any questions. Feel free to PM me if you still have questions after that.

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