IntroductionHi, I'm Stoning, I'm 2103 elo and this is my second guide.
AP Ezreal is a unique champion with many pros and cons. He has superb poke in lane and unbelievable burst. Capable of KO'ing an enemy champion in literally one second, Ezreal can chip away at any champion then finish them off with ease. Ezreal excels mid-game with strong poke and a strong AOE from . On the other hand, it is essential that you land your spells such as and or else you are almost worthless until it comes back up. Also, Ezreal lacks the ability to farm and push his lane. Because of this, Ezreal is unable to roam, limiting his control over the game. Using to clear waves can be beneficial, but it is important to realize the potential damage given up when doing so.
- Long range
- Amazing lane poke
- AOE damage and AS debuff
- Safe in lane with
- High risk/high reward
- Exclusively skill shots
- Bad pusher
MasteriesI run 21/0/9 masteries. These masteries are pretty standard for most AP mids. 21/0/9 gives you the most damage possible while also providing you with mana regen, and a much needed Runic Affinity for longer blue buff durations.I choose improved recall over 1 point in Swiftness because .5% MS bonus is not that important because of . Most importantly, you gain 10% magic pen. and deal 6% more damage to targets under 40% health.
If you choose, to help last hit, you can spec into Butcher over Mental Force
RunesMarks: Magic Penetration
Hands down, there are no better marks than magic penetration. The 8.5 magic pen. allows us to achieve the full damage potential that we are trying to achieve.
Seals:Flat Mana Regen OR Mana Regen/lvl
Flat mana regen runes give you a large boost in mana regen from levels 1-6. You want these runes if you use your alot to harass early game. For me, I prefer the Mana Regen/lvl because I play very passively early on.
Glyphs: Ability Power/lvl OR Flat Ability Power OR Flat Magic Resist
I recommend AP/lvl glyphs because you want to reach full damage potential starting at level 6. Laning should be passive and just occasionally harassing with your godlike . Flat AP glyphs allow you to harass harder early game if you so desire. Flat magic resist runes allow you to take less damage early game. This will leave you at a higher hp in lane, less vulnerable to ganks.
Quints:Flat Ability Power
Flat AP quints are essential because it provides the most damage out of all the quints.
Flash and Ignite should be used every time. They provide the most utility for Ezreal.
Flash allows you to escape jungle ganks or when top or jungler is on you in a team fight. Often, AD bruisers have gap closers such as . Flash allows you to create the gap once again, keeping you safe. Sometimes will be used for burst, leaving Ezreal defenseless, having flash acts as an extra safety net. Keep in mind that if you are running away and want to hop a ledge to dragon/baron, it is better to flash so that your doesn't pull aggro on neutral mobs.
Ignite is great for Ezreal. Ezreal's burst alone is not capable of fully killing an enemy. Ignite is great to secure the kill, as you will find often that the enemy will have a few hp remaining. It also reduces healing, preventing the enemy healer from keeping his teammate alive.
Useful when you want to snipe someone with your ultimate. However, I think that ignite is a much stronger pick of a summoner.
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).
For AP Ezreal, his passive is not that useful. It helps early game because auto attacks contribute a large amount of damage, but as the game goes on you find that auto attacking puts you in unnecessary danger. Also, once you get , your is able to proc. it.
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.
/ 35 / 40 / 45 / 50mana
You want to use this inbetween spells and auto attacks as it reduces Ezreal's cooldowns everytime it hits. Later on, it can also be used to proc your
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
This spell alone is what makes AP Ezreal so fun and viable. You can easily harass the enemy in lane, making Ezreal one of the most annoying champs to lane against. It also reduces attack speed, which is great when busting down the enemy AD carry.
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.
Arcane shift adds a lot of damage to your burst. You want to make sure that when you use this, it hits an enemy and not a minion. You can do so by waiting until the enemy runs out of the minions. Arcane shift also allows you to safely escape jungle ganks and catch people unexpectedly.
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
alone can win your team the team fight if used properly. Use it whenever you feel like it will successfully hit multiple targets. This can either be at the start or end of a fight. If it hits multiple enemies, it automatically stacks up your passive giving you an attack speed bonus. With blue buff the cooldown is extremely low, allowing you use this to farm creeps while also having it up for team fights.
Item BuildsStarting Items:
You want these items no matter what. You get mana regen, hp, and most importantly, pure AP.
I usually get Lich Bane after deathcap because you can easily proc it with your
The void staff allows you to hit to your full potential giving you much needed magic pen.
provides great utility for your team. You gain health for survivability and the slow is great for kiting.
Final Items: OR
Choose a if you feel like you are getting focused by way too much CC to handle. If not, a is great because you will find that the spell vamp is extremely noticible due to your wide array of spells.
The gp10 build requires a different playstyle. Just passively farm/ lightly harass in lane until your deathcap. Getting 3 gp10 allows you to get your deathcap at around 20 minutes in an average game. I would say this build is easier to use than the previous one because you just have to play passive and wait it out.
Items that work well with Ezreal
Two dorans rings most importantly give you the mana regen you need to harass with your . The fact that I take mana regen/lvl yellows strengthens the incentive to pick up two dorans rings for the much needed early-game mana regen. Dorans rings are great early game items because they are very cost effective for a low price.
I choose over because You should be getting every blue buff, which already gives you a large amount of cooldown reduction.
The deathcap is the most important item in your build. This item provides you with raw AP, making you a much bigger threat. Without deathcap, you will not be dealing much damage. It is very important to get your deathcap on time. If you lag behind in terms of items, you will be pretty much useless in terms of damage output. Keep farming and play safe.
Lich bane works great with . It makes your into a 1.2 ap scaling skill which is a huge boost in damage. The extra movement speed is also pretty nice, allowing you to get to ledges faster or catching someone offguard with
After your Lich Bane, now is the time to get that void staff because it's shifting towards late game, and enemies generally get more MR by now. In addition, the tanks will generally become more tankier, allowing them to stick on you easier. With that said, you might be forced to use spells on them, and the void staff definitely helps you deal more damage.
Rylais is great because of it's amazing utility. You can kite and chase extremely well, and you gain a good amount of health. The health is important because often, you will use your as a source of damage. This leaves you exposed with no escape except for flash. The extra bit of health can determine whether you live or die.
At a cheap price, this item allows you to escape a stun or slow that could kill you. However, you should be in the back of your team, safe from CC. I would buy this item if the enemy had a champion that can CC you unexpectedly.
WOTA is great because it synergizes well with Ezreal's kit. You can use your to spellvamp alot of health at the beggining of a fight. Ezreal also has relatively low cooldowns, allowing him to take full advantage of the spell vamp. WOTA also helps out your teammates and in general is a great item to have.
The active on is invaluable. Again, because is used as damage, often you can be caught in a bad situation. acts as a get-out-of-jail-free card. You can use it to stall for your cooldown, or use it to hopefully drag the fight out so your teammates can get a few extra hits in.
Items that don't work well with Ezreal
Unless you are playing dominion, blue buff should provide you with all the CDR you need. It's a waste of gold to spend it on CDR.
You rarely run out of mana as ezreal. Although the +AP is good, I don't think that it is worth the massive amount of gold needed.
Rod of Ages provides good stats, but not the ones that Ezreal needs. Ezreals really needs pure AP in order to do anything. The early waste of gold on health and mana will cause you to be a burden to your team.
I have mixed opinions about this item. The item alone is great for Ezreal, however it depends on how and when you build a DFG. If your build is boots>DFG>...you will be incredibly squishy without 2 dorans. Unlike veigar you do not have a stun to get away. You will find that you will die a lot, since you are using for damage to try and burst someone down. This item may work if bought later, but definitely not as a core item.
Early GameFocus on staying back and farming. Poke with whenever you can. You can use your auto attacks as extra harass but do so with caution. The thing is, Ezreal has amazing poke with , but if you choose to full on engage, you will most likely lose. After a rotation of and you will start to lose the trade. So once you unleash your combo, back off. Your goal is to CS well and chip away at the enemy's health with . You want to get the enemy low enough so that he is forced to back. Early game, it is a high risk to try and finish off your opponent because of how your works. Your does NOT prioritize champions, so you need to be clear of minions in order to use it. You can do so but auto attacking your opponent out of lane once he is low enough. If you are at a healthy amount and he is low, you can and auto attack him until he starts running. Then, use if you can land it and when you are sure that it will hit. However, you are extremely overextended once you commit to this, even more so because of the fact that you have no more . Sometimes its better to just farm well and give the opponent a hard time with your .
Mid GameEzreal has trouble with being able to farm. You can CS well, but it is hard to push a lane or clear your wave. Because of this, you will be stuck in mid lane, rather than being a champion that roams and ganks. If you are against a champion that pushes really well, try to harass them with as much as you can.Luckily your can help occasionally, but make sure you don't use it only for farming.
Make sure you buy wards for both sides of your lane. A trick you can do to potentially kill your opponent is to walk out of the lane often. What I mean is that when you are sure you won't be missing a lot of CS, you can run towards bottom and wait for your opponent to follow. If he does so, you can >//> and take away a good chunk of his health, or kill him.
Ezreal works well in dragon fights because of his . Most of the time, enemies are clumped up during dragon fights, allowing you to >>>. You can also quickly catch someone offguard with and .
Late GameEzreal is great late game because of your high ap ratios. Also, your Lich Bane is a addition to your damage. There is never a specific combo or order you should use your spells in. It is all situational. Use your when you feel like you will hit a lot of enemies. Sometimes, its better to save it than to initiate with it and only hit 1 person. The same goes for and . Knowing when to use what spell only comes from experience. Whenever you use your make sure to know what it will do, and if its worth it. You want to stay behind your front line and wait for the fight to start rolling. The enemy's top and jungler will be tankier by now and able to pressure you. But your and kit is great for kiting. Although you are squishy, you should be relatively safe from danger if you play cautiously(using your properly). If you feel like the enemy team can instakill you, save your for escapes only, and don't use it as part of your burst if you think you will die.
Although you want to be passive in team fights, Ezreal can also start a team fight by landing a great . In addition, because of your high mobility, you may be able to catch someone and burst them down before they can do anything. Make sure you are safe when you do this. It IS NOT worth it if you end up getting caught and dying.
Your will have an extremely low cooldown now, allowing you to use it very often to farm or just chip away at their health before a fight.
Team FightsIn team fights, the way you play is very situational. If there is a high threat of dying, you want to play like Twisted Fate. Occasionally come up to the enemy to and then backing away until it's back up again. If you feel like there is a small threat of dying, you can use your more leniently. If you think that your team is starting to win the fight, then maybe you want to for extra damage and start auto attacking to push them back.
Correctly using your is the most important factor. I can't stress enough knowing when to use it offensively or defensively. Again, this only comes with experience, so if you use it offensively and end up dying, take it as a lesson. Analyze what champions the enemy team has and how it relates to you. What would the enemy team exactly do if you were to offensively in for damage? Take this into account, and see if it's worth it.
In terms of positioning, you want to stay behind your front line and chip away at your enemy.If you get dived, don't hesistate to flash or away or over a ledge. If you think that you see a good opportunity to catch a squishy off guard, go for it. One of Ezreal's strengths is his ability to unleash his damage in under a second. Analyze what happens in team fights and build accordingly. Ezreal has a mid-range on his spells so he is required to get a bit closer than other APs. If you are getting zerged because of this, go for a or . If you arn't and feel safe, theres no reason to waste gold on a or if you think that you don't need it at all.
All in all, analyze and act accordingly. Play smart and think ahead. Be flexible with your item build and spells.