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Ezreal Build Guide by Harambe Homie

ADC [11.14] #1 Ezreal Guide for Season 11

ADC [11.14] #1 Ezreal Guide for Season 11

Updated on July 10, 2021
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League of Legends Build Guide Author Harambe Homie Build Guide By Harambe Homie 166 14 849,361 Views 47 Comments
166 14 849,361 Views 47 Comments League of Legends Build Guide Author Harambe Homie Ezreal Build Guide By Harambe Homie Updated on July 10, 2021
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Runes: Standard

Precision
Conqueror
Presence of Mind
Legend: Bloodline
Coup de Grace

Sorcery
Manaflow Band
Transcendence
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal








Welcome to my Ezreal ADC guide. This guide is made for any experienced prodigal explorer and all newbies alike. My goal with this guide is to teach anyone and everyone to play this champion at the highest level they possibly can. By the end of this guide, you won't even be shooting warning shots anymore ;)

The guide will be covering pros & cons, summoner spells, runes, itemization as well as general game knowledge and decision making you will need to take note of while playing this champion. We will also be going over advanced combos, basic combos, and all basic abilities. We will be covering the early - late game as well.

This guide in particular we have put an incredible amount of work into, and I sincerely hope that everyone can leave a comment and thumbs up to show your support. All feedback will help me with future guides and updating this guide as we move along!

Special Thanks to Sleepininthegarden who designed the guide as well as proofread it.


Kewllkiddo is a passionate and competitive League of Legends player who primarily plays the ADC role. Outside of League of Legends, he can be described as an outgoing peoples person who always wants the best for those around him. One day it is Kewllkiddo's hope to stream and make Youtube content full time for the League of Legends community and perhaps communities outside of League of Legends.

In Kewllkiddo's, own words he is just another person in this world trying to be their best self while helping others do the same. Focusing on personal development and prioritizing this over most things Kewllkiddo eventually will achieve whatever goal is set out in front of him

"Take advice from those who have been where you are and, are where you want to be"




PROS
+ Great Poke
+ High Range
+ Mobile

Ezreal is a long-ranged caster ADC, whose strength is based around his fantastic ability to jump in and out of fights while providing amazing poke damage and burst damage. His Mystic Shot zones enemies while also dealing amazing damage to enemies who walk up into it, while his Arcane Shift allows him to make aggressive plays and get out of danger in clutch moments.

He has an amazing ability to pick off enemies across the map with Trueshot Barrage and also poke enemies out of the lane. While his Essence Flux allows him to combo abilities together to burst enemies incredibly fast. Ezreal unlike most other ADC's spikes incredibly hard at two items.
CONS
- Punishable Laning Phase
- Weak When Behind
- High Skill Cap

While Ezreal has exceptionally high mobility through Arcane Shift and fantastic damage he can get shut down when matched against rougher lanes. This can make the rest of your game quite a nightmare. Typically to counter this you want to play safer in lane stacking your Tear of the Goddess and avoiding taking as many fights as possible. By making it your number one priority to scale early.

Ezreals laning phase is punishable so generally you want to take scaling runes. Prioritize stacking your Manaflow Band in lane while staying back and gathering a farm lead. Wait for your jungle to assist you to try to snowball.







CONQUEROR
Conqueror is the best keystone for Ezreal as he can stack it incredibly quick with how low cool-down Mystic Shot is as well as each stack provides bonus attack damage that will allow you to shred both tanks and squishy targets. On top of that the sustain from full stacks can come in clutch.
MANAFLOW BAND
Manaflow Band is an excellent laning rune allowing you to poke down your opponents in the early phases as well as the rune's interaction with the item Muramana which converts mana based off your mana pool to bonus AD. This is both the best scaling option and utility rune that Ezreal can pick up.
PRESENCE OF MIND
Presence of Mind is a fantastic rune for Ezreal as you're constantly spamming spells in teamfights, the bonus mana rengeneration and bonus mana on takedown comes in handy too many times to count. It's the best rune out of the tree for this champ.
TRANSCENDENCE
Transcendence is by far the best second choice in the Sorcery Tree for Ezreal. Ability Haste is a strong stat on a spam orientated ADC, allowing you access to the stat at level 5 and 8 and the passive at level 11 allowes you to pop off in fights.
LEGEND: BLOODLINE
Legend: Bloodline grants Ezreal access to lifesteal in the early and mid stages of the game as he doesn't itemize lifesteal until third/fourth item slots. This rune will allow you to make up for that as well as Ezreal doesn't make great use of the other two options in the tree.
Offensive:
10% Attack Speed
Flex:
9 Adaptive Force
Defensive:
6 Armor
COUP DE GRACE
Coup de Grace is the most consistent option for Ezreal in the precision rune tree as the rune will allow you to finish off annoying targets in fights with ease.



FLASH
Take Flash every game on Ezreal as there is simply no other better option to take. The added mobility and playmaking ability cannot be matched by any other summoner spell.
HEAL
Heal will be taken almost always as the added sustain and movement speed can come in clutch in many scenarios. This also helps your support or other ally out in some situations.
BARRIER
Barrier is only taken if your support insists on taking Heal. This summoner spell is taken if you are matched with a Yuumi. This way you will have extremely high survivability where you normally wouldn't.
EXHAUST
Exhaust (same as condition as Barrier) is taken if you are matched against a bot lane with heavy dive potential. Also against Tristana for she is a really hard matchup and is hard countered by exhaust.





1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
E
W
Q
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W




Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times.
His passive Rising Spell Force is pretty self-explanatory but passive usage is what makes or breaks great Ezreal players. In team fights and in trades in lane, you'll want to be constantly be weaving your auto attacks between your spells.

For example; Auto, Mystic Shot, auto, Essence Flux, Mystic Shot, auto. the bonus Attack speed comes in incredibly clutch at 5 stacks this passive is easily one of the strongest ADC passives in the game. 50% bonus attack speed is a lot!


Ezreal fires a bolt of energy that deals 20 / 45 / 70 / 95 / 120 (+1.2 per attack damage) (+15% of ability power) physical damage and applies on-hit effects.

If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1.5 seconds.
Mystic Shot is your bread and butter spell on Ezreal. This is where the majority of your damage comes from. Make sure you are maximizing your damage by landing this whenever it's up, whether it's on a minion, champion, or jungle camp you can literally spam this ability 24/7.

This is also your main way of stacking your Manamune to transform into Muramana to as well as your passive Rising Spell Force. An important interaction to note with this spell is its interaction with on-hit effects working with items such as Sheen. Always spam this spell to your heart's desire.

Mystic Shot will be maxed first as it's your main source of damage and a spam able spell.

CLICK TO ENLARGE


Ezreal fires an orb that sticks to first champion, epic monster, or structure hit for 4 seconds.

Hitting the orb with an ability or basic attack detonates it, dealing 80 / 135 / 190 / 245 / 300 (+ 60% bonus AD) (+ 70 / 75 / 80 / 85 / 90% of ability power) magic damage.

Detonating with an ability refunds the cost of that ability plus 60 mana.
Essence Flux ties into all of your combos and allows you to maximize your damage output. There are many combos you can use with Essence Flux which we will go into detail for later. Just keep in mind you want to use this for burst combos to get added damage your enemies aren't expecting.

Important interactions to note with this spell is that your Arcane Shift will prioritize things affected by it, as well as it can be used on structures, but can only be proced by an auto-attack, and counts as a detonation for Muramana's shock.

This ability will be maxed third as having the damage of Mystic Shot and uptime of Arcane Shift is much more important than Essence Flux.

CLICK TO ENLARGE
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) (+0.5 per bonus attack damage) magic damage.

Arcane Shift prioritizes enemies affected by Essence Flux.
Arcane Shift is Ezreal's main form of mobility and gap closer. A second flash! Yes sir! This ability is great for getting yourself out of rough situations and also chasing down enemies that are escaping your grasp.

Make sure you don't throw this ability out willy nilly though. A bad Arcane Shift can kill you and throw the game for your team. Always keep in mind of your positioning after using this ability by making sure you aren't super punishable if using this to go forward!

This ability will be maxed second after Mystic Shot for more damage and to lower the overall cool-down of the ability.

CLICK TO ENLARGE


Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal 350 / 500 / 650 (+1.0 per bonus attack damage) (+90% of ability power) magic damage to each enemy unit they pass through. Minions and non-epic monsters take 50% reduced damage.
Trueshot Barrage is fantastic if multiple enemies are lined up in team fights or it's great if you simply want to snipe a low-health enemy on the map. I can't even count the number of times I've sniped a recalling mid laner and picked up a free kill. This is generally how you want to use this ability in lane.

As with a majority of champions, put points into your ultimate whenever possible, at levels 6, 11, and 16.

CLICK TO ENLARGE





BUILD EXAMPLES
The Standard Build.
The Build vs. Heavy Tanks
The Build vs. Heavy AD.
The Build vs. Heavy AP.



The general rule of thumb is that every game will be different so you won't always go for the same build path. In the section below, you'll find the build paths for different situations. Remember that there are times that you can't afford your items and that's completely okay. Get your expensive stuff when you are able to, support is on welfare after all!


STANDARD START - RECOMMENDED
This is the standard ADC starting build; Doran's Blade, one Health Potion and an Stealth Ward. This is the best and most consistent start on Ezreal. as it provides sustain, health, and damage all in one item. As Ezreal, this is great to help make up for your weaker early game.
GREEDY START
The Alternative start build path is Tear of the Goddess, two Health Potions and a Stealth Ward. This is a very cocky start and I wouldn't recommend this unless youre a seasoned veteran on the champion. Generally this is only a good start into hard win lanes. If you are against a weaker matchup consider this start.


STANDARD BUILDPATH
In most cases you'll opt into the Doran's Blade start meaning you will pick up a Tear of the Goddess in your first back along side double Long Sword and a Control Ward. This is generally what you want to aim for on your first back. Tear is a must and hopefully you aren't in base before being able to buy this item. Any extra gold will be spent building towards Manamune. Generally a couple Long Sword or a Caulfield's Warhammer is the way to go.
SNOWBALL BUILDPATH
If you are very far ahead, throw a Sheen into the mix of your items on top of the usual Tear of the Goddess, Long Sword and a Control Ward. If you managed to pick up an early kill this is fantastic to get the game rolling in your favor.


Core Items are items that are crucial to your build as you should focus on building then every game as soon as possible. However, occasionally you may need to delay the completion of an item if the situation calls for. For example, you may need to pick up an early Executioner's Calling if the enemy team contains healers such as Soraka.
• Manamune provides Ezreal with everything he looks to do with his kit; Mana to spam spells, ability haste, to spam spells. On-hit damage, for the spells he spams annd AD to increase the damage of the spells he spams. Another amazing thing about this item is it gives [zreal bonus AD based off of his total mana pool, this synergizes incredibly well with Manaflow Band as well as other situational items you build on Ezreal such as Frozen Heart.

• As previously mentioned, Ezreal scales extremely well with ability haste. Your goal late game is to feel like you're playing URF. Ionian Boots of Lucidity greatly help you achieve this by lowering your basic ability cooldowns as well as your summoner spell cooldowns.
• Ezreal has always loved the item Sheen so the mythic item Divine Sunderer is currently the best spell blade item to use on Ezreal. Not only does the item provide a great amount of ability haste and Health, but its on-hit spell blade passive is great for dealing with tanks (bonus 10% maximum health on-hit) as well as having sustain during 1v1s, team fights, and taking objectives making this item quite versatile for what it provides.

Tanks are incredibly strong and hard to deal with, and this item greatly helps with this. It's mythic passive provides 5% armor pentration and magic pentration per Legendary item making it work extremely well with his's kit. For these reasons, this is a must-buy every game.



Sustain
vs. Tanks
vs. Heavy AD
• Ravenous Hydra is fantastic on Ezreal at this point and time. It's on hit passive now works on ranged champions, and applies on abilities. This is great for the spell Mystic Shot in teamfights. You hit your opponent and whoever is next to them providing huge DPS. Not to mention the omnivamp works incredibly well with your ability reliant kit and the ability haste / AD scales incredibly well with your kit. • Blade of the Ruined King is fantastic at killing tanks and keeping you alive in tight situations. The percent health damage it deals pairs really well with your mystic shot, and other on-hit items. The lifesteal and unique active after 3 consecutive spells/auto attacks is great for allowing you to outlive and escape rough team-fights. The attack damage is of course nice to have as well. • Frozen Heart provides a HUGE amount of mana and a great passive/amount of armor. When paired with Manamune it also serves as a semi-offensive defensive item as well. The bonus mana pool stacks incredibly well with your passive on Manamune giving you bonus AD. The item is best into Heavy AD comps as it makes you an extremely hard target to kill with your large amount of armor.
vs. Armor Stacking
vs. Heavy AP
Survivability
• If the enemy starts stacking armor Serylda's Grudge is the best answer to it providing much needed armor penetration as well as ability haste which is also a much welcomed stat. The item's passive will provide your crowd control-less kit with a 30% slow allowing you to keep on your opponents as well as kite out high mobility champions. • Maw of Malmortius provides Ezreal with ability haste, an amazing lifeline passive which grants him a magic damage shield, and a good amount of magic resist and attack damage. This is an obvious choice when playing against heavy AP team comps. If you see 3 or more AP champions on the enemy team consider this item every time. • Guardian Angel is fantastic pick-up item when against heavy burst/assasin comps. Assasins generally have to blow their entire kit to kill you, and if they use their ult to kill you and your GA pops, it'll be extremely difficult for them to kill you again. When your GA is up it puts an incredible amount of pressure on the enemy team in teamfight situations.




At this stage of the guide we will go over Ezreal's laning phase. This is the most important part of this champion and requires the most finessing, for if you play laning phase correctly on Ezreal you will come out of lane an absolute beast that destroys the enemy team, however, if you misplay lane and get behind you will be spamming "GG NEXT FF15" on copy paste like it's going out of style.

We will be going over lane control, harassing and zoning, trading and all-ins, ganks, and team fighting.




As we have gone over many times in this guide Ezreal is a punishable champion in the early stages of the game. This is why controlling the outcome of your lane is vital to your wellbeing in the mid-game and your success in the late game. The number one thing to focus on, your wave management to make this a reality. This means controlling where your minion wave sits during laning phase. Generally, the safest spot is right in front of your tower, where you can farm safely, poke the enemy with your Mystic Shot, and most importantly get your jungle to come bot and gank your overextended enemies. Now, how might you accomplish said goal you may be asking?

In order to get the tower frozen in front of your tower, you want to first allow your enemies to get a slow push into your tower. You can very easily do this by not hard shoving early like most people try to do in order to hit level 2 first in the lane. Ezreal has a very weak level 2 so you don't even need to worry about this. Just sit pretty last hitting your minions, conceding the level 2 to your opponents, and staying safe by last hitting with Mystic Shot when they hit level 2 first.

Naturally, because the enemies smacked the minions harder than you and your support because they were rushing level 2 their minion wave will now also be pushing towards your tower, so your only goal is to wait for the third minion wave to arrive in the bot lane and try to have their minions and yours meet right outside of your tower range so you can freeze the wave and the enemies can no longer trade with you safely, for you yourself will be too close to your tower.

After achieving this you have essentially achieved a safe haven in the early game, where you're forcing your enemies in an undesirable position where they are gankable by your jungle. and Were 2, you are also safe to farm under your own tower and gather a cs lead.

Now inevitably all great things must come to an end, meaning yes. Your freeze will be unfrozen and you will be forced to return to the center of the lane once again where both you and your opponent are on equal footing. If this happens you can do one of two things, 1 simply shove the wave into their tower and back if it's safe to do so, or 2 allow your lane opponent to push into you and try your best to keep the wave in the same good old spot you did before.



Harassing is where you aim to use your spells and auto-attacks to wear down the enemy's health bar in order to obtain kill pressure, deny them experience and/or gold, force them out of lane and ultimately set-up an all-in. The concept is to discourage the enemy ADC from last-hitting to deny them gold because they will be too afraid of walking up and taking damage from you.

Since Ezreal is classified as a poking ADC your priority should always be based around harassing and proding at your opponent whenever possible. Lucky for you, you have this amazing ability called Mystic Shot! Now if you are playing against an opponent who understands Ezreal they will hide behind their minions in order to negate getting poked from your Mystic Shot, so you can counter this in one of two ways.

One is to rely on your support to land some form of crowd control and then follow up on this, or 2 is to position yourself in a spot in lane where your opponent is forced to either farm or trade with you. If you stand to either side of your minion wave and are in Mystic Shot range this is the most effective way to do so. In winning matchups your goal should always be to push enemies out of lane. Some examples of champion you would be looking to do this vs is Draven, Lucian, Samira.

Now on the adverse if you are going against a heavy sustain lane, so a support such as Soraka, Senna, Nami, or Lulutry your best to avoid trading as much as possible instead focus on freezing the wave under your tower. The reason being is if the enemy support is good, you will have an extremely rough time landing any poke on them. They will simply shield their ADC and charge into you every time you throw a spell out, making for a real headache. The best counter to this is to look to outscale and out farm.


Trading is the exchange of health, mana, and cool-downs between two champions, in order to gain kill pressure on them, to either burn summoner spells, secure a kill or force them out of lane. When trading you aim to deal more damage to the enemy than you receive or otherwise, it's a poor trade as the enemy will gain kill pressure.

All-Ining is where you aim to kill the enemy as extended trading usually leads to all-ins. All-Ining usually happens when one of the following conditions is met; level advantage, enemy's crucial spells and/or summoner spells are unavailable, enemies are low after harassing and/or trading, etc.

Since Ezreal is a very strong poke champion and has high range, naturally his all-ins arent the strongest. You will see countless newer Ezreal players Arcane Shift in too early in lane and get absolutely smacked by the enemy carry. This is because Ezreal is extremely reliant on landing Mystic Shot for damage, and if you miss one in an all-in attempt you are at risk of getting out traded and dying. For this reason, you need to know your limits extremely well with Ezreal and you must always keep top of mind what abilities you need to hit to win the all-in, if you are planning on using arcane shift to go in for the kill.

Ezreal's all in's are extremely rewarding and also extremely risky. Only the best Ezreal's know when to arcane shift forward. But don't you worry, we will get you there!

When looking for a kill in lane as Ezreal it's easiest to try and catch your opponent off guard. When playing against Ezreal it's fairly easy to predict what he's going to look to do at any given time, and the counterplay is always fairly straightforward. So as a seasoned Ezreal player you will want to look to catch your opponent lacking. There are two ways to do this, one as nobody, as it sounds, is bush camping. Yes, camping a bush outside of enemy vision and waiting for them to overextend where you can land a free Essence Flux, Mystic Shot, Arcane Shift combo or you can use your Flash and Arcane Shift to close an incredibly high distance very quickly and give your enemy carry a good ole Arcane Shift to the face.


Ganking is where your jungler or the enemy's jungler comes into your lane to all-in usually to secure a kill to get their laners or themselves ahead. They normally come when the enemy is pushed very far up so the enemy has a lower chance of escaping. When being ganked, it's important to land crowd control to prevent the person ganking to do anything significant, this also applies when you are having a teammate gank since locking the enemy down can result in an easy kill. However, Ezreal lacks cc so his support will have to be the one to prevent ganks or set-up ganks.

Counterganking is when an ally/enemy ganks the lane that's already being ganked to make the odds even or prevent their team from falling behind. If ganked, it's important to have proper communication with your jungler to set up a counter gank so your lane can stay ahead/catch up. In order to prevent being counterganked, set-up vision in order to see it coming and zone off the enemy jungler if possible.

Luckily, Ezreal is great for escaping ganks due to his mobility from Arcane Shift. However, if the ability is used before he becomes immobile and unable to escape ganks without the use of Flash. Make sure to only use the ability aggressively if you have proper vision or know where the enemy jungler is. As for setting up ganks, Ezreal doesn't have CC so the best way to set-up ganks is to attempt to bait them into fighting you and force out important abilities like a Lux's Light Binding or Lucian's Relentless Pursuit.



In team-fights, your primary goal is to provide as much DPS (damage per second) as possible. Now in order to do this as Ezreal you will need to be able to position aggressively knowing exactly when to kite back and kite forward. You must be constantly paying attention to the high threat carries of the enemy team, while trying to maximize your damage potential, this comes with practice. Knowing your limits is something that comes with experience and don't be discouraged if you slip and fall a couple times on your way to becoming a fantastic carry. Ensure you're auto-attacking whenever it is safe to do so, and of course, also spaming your Mystic Shot whenever its available. In team fights, try your best not to use Essence Flux as it actually lowers your overall DPS. Essence Flux is only needed if an enemy is out of range of your auto attack, and you can only hit them with an Essence Flux and Mystic Shot combo.

If you are positioning well in a team fight (in the backline) there will be multiple instances in the team fight where it will be tempting to jump forward to try and get onto one of the enemy's carries. My advice to you is to not do this unless your front line is still alive and theirs is on the retreat and is too low to continue fighting. Otherwise using Arcane Shift to blink forward is simply too risky. However, if you are in an extremely desperate spot it is ok to try for a play if the team fight is looking to be over anyway. Just don't go in and die if you being alive makes the difference between your team surviving the game or losing the game.

The most important thing to keep in mind is to constantly be hitting whoever is in range of you, and prioritize the higher damage targets if they are in range. Otherwise, it's fine for you to smack the enemy team's tanks with your Mystic Shot and Divine Sunderer. The reason you want to be constantly hitting your enemies, is to ensure you are stacking your Conqueror and you are maximizing your DPS.


Combos are an extremely important part of becoming a fantastic Ezreal player. Ezreal is a spell-reliant ADC so knowing how to weave your spells and auto attacks together is vital to your success on this champion.

We will start with some more simple combos and progressively get more and more complicated. If you are interested in becoming an amazing Ezreal player. I highly recommend you hop into a custom game and try your best to practice these combos. You will find these combos will up your damage and gameplay immensely!




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Thank you so much for reading my Ezreal guide! I hope this guide taught you something you didn't know about Ezreal before, and it helped you elevate your level of gameplay. I will continue working and on and updating this guide as time passes so please feel free to comment on anything you wish to be included, if not let me know your thoughts on the guide all feedback is much appreciated!

I'd like to give a huge thanks to the MOBAFIRE community for giving me the opportunity to make guides such as this, this community has truly helped me develop as a person and grow substantially and for that, I am extremely grateful.

Please follow my Twitch stream where I stream daily, and give me a follow to show some support. Also, feel free to join our discord community with tons of league players in every region!

Much love!
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[11.14] #1 Ezreal Guide for Season 11

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