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Ezreal Build Guide by afr0rk

ADC [14.9] A Bronze Player's Guide on How to Play Ezreal

ADC [14.9] A Bronze Player's Guide on How to Play Ezreal

Updated on May 9, 2024
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League of Legends Build Guide Author afr0rk Build Guide By afr0rk 8,913 Views 2 Comments
8,913 Views 2 Comments League of Legends Build Guide Author afr0rk Ezreal Build Guide By afr0rk Updated on May 9, 2024
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Runes: Press The Attack

1 2 3
Precision
Press the Attack
Presence of Mind
Legend: Bloodline
Coup de Grace

Sorcery
Transcendence
Gathering Storm
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3 4 5
Heal
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[14.9] A Bronze Player's Guide on How to Play Ezreal

By afr0rk
Introduction
Hi! my name is afr0rk and im just a random bronze player on the SGP server. While learning Ezreal, I have looked around for a good written guide for a long time and haven't found anything I was quite satisfied with, so I wanted to compile the information I found through watching youtube videos and twitch streams in one place. Naturally, not everything on this guide will be 100% accurate as I have had to fill in the gaps with some of my own experiences, so please treat it as such.
Why Ezreal
Ezreal is a champion that is very simple in terms of his kit, but actually very hard to master. He's not champion like Aphelios, who takes hours of learning theory just to understand how to make the character function, he's a character you can just read ability descriptions and you know exactly what this champion does. To me, thats what make this champion so fun. Nearly infinite potential to squeeze out of the champion, while gaining mastery solely through playing him. Every skillshot you land is a hit of dopamine which no other champion even compares to. Ezreal is also one of Riot's favourite champs, so he'll never be particularly weak for more than 1 or 2 patches in a row, and you'll never have a shortage of skins to choose from.
Abilities
A common misconception about Ezreal is that he is weak early and that you need to play safe for the first few levels. This cannot be more untrue, as Ezreal has one of the strongest level 1s in the game and the reason is his passive. When it is fully stacked, you get 50% is attack speed, which is an entire 1250 gold worth of stats, AT LEVEL 1. This passive is the reason why I do not like leashing as Ezreal, you can start stacking this passive very early on, get level 2 first and just E forwards(only do this is if the support matchup is good and/or your support is on the same page as you).

Your most important ability by far. Fun fact, all of Ezreal's abilities other than his Q actually scale better off of AP than AD. And yet he is an AD champion, which should explain how significant this ability is. This ability refunds the cooldown of all of his abilities by 1.5 seconds, so every Q you miss will cut his DPS by a significant amount, which is what makes Ezreal one of the hardest champions to master. Learning to land your Qs is the first step to learning Ezreal.

This ability is significantly easier to land than his Q, as it does not get stopped by minions and has a much wider hitbox. This makes W auto a very good source of damage, which does not cost any mana. The refund on next ability is also very useful early on. The ability does have quite good AD scaling as well, so you want to be landing these whenever you can. Late game, this ability actually shreds towers really fast, so dont forget to use it while sieging.

This Ability is what makes Ezreal so slippery. A directional blink gives Ezreal so much freedom on how to use it, and it doesn't get stopped by abilities such as Poppy W and Taliyah E. Always use this ability carefully, as you are very vulnerable without it. Go in aggressively when you are confident it will result in a good outcome, or hold onto it if you think you need it to escape a sticky situation soon. Very versatile ability.

Global ability with a fairly wide hitbox, and Ezreal's only AOE spell. A very important thing to note is that this ability stacks his passive PER ENEMY HIT. Use it to finish off low HP enemies, or use it to hit multiple targets(including minions) to stack up your passive incredibly fast before all in fights.
Summoner Spells
Most versatile summoner spell. Being a squishy champion with a lot of damage, you will be one of the highest priority target, and the difference between having and not having flash can make or break the game. Always take it.

Generally good, quite good for fights in laning phase and skirmishes, doesn't scale as well. Never underestimate the burst of movement speed it gives to you and one ally, it can be extremely useful if used well. It is a targetted ability, so try to hover your cursor on top of the ally you want to heal. If the enemy has ignite, don't hesitate to heal early in an all in so you dont get affected by the heal cut.

One of my favorite summoner spell to take. Since Ezreal is a champ with mostly skillshots, the slow from exhaust is invaluable to land more of them. Take against bursty lanes like Lucian + Name/Milio, or Draven lanes. Can also take against teams with multiple assassins. Scales very well against such teams.

Almost necessary to take against teams with lots of point and click CC. Since Ezreal is a champ with a lot of mobility, you CAN take any of the other spells into teams with lot of CC tied to skillshots if you are confident. Scales well, since depending on the enemy comp, having cleanse can make or break a fight.

Situationally very good spell. There are 3 use cases for it. Using it as a second health bar into heavy poke lanes, using it against non interactive lanes(for example, double enchanter lanes), and using it when playing against a champ who will likely also take teleport(for example, seraphine and ziggs). Teleport will help you scale into the mid game, as you will get more cs, and you will be able to make more side lane plays as well since you can teleport to objectives.

Arguably the best scaling spell, and situationally very good. The spell doesn't help you too much in lane, however it is good against champs who also tend to take ghost and gap close to you very quickly even after you dash, like Zeri, Jinx or Vayne
Runes

Keystones

This keystone will give you the highest damage in the early game, especially for short trades. Generally the choice between this and Conqueror is completely personal preference, however PTA will be better against teams where there are multiple targets who you can burst down very quickly. It is important to note that if the enemy team just has 1 tank, PTA can outperform Conqueror as the Exposed damage amp you get can outvalue the AD you get from Conqueror.

This keystone will give you the highest damage in very long fights. Generally the choice between this and PTA is completely personal preference, however Conqueror will be better against teams where there are multiple tanky targets who you can't burst down very quickly, allowing you to stack it.

First strike is pretty niche, most of the time you won't be taking it as it is pretty nerfed for ranged champs and you won't be getting a lot of gold from the item unless you play like an assassin, which you are not. If you're playing Ezreal jungle for some reason maybe it's worth taking.

Runes

Precision

You will be taking this 100% of the time, as Ezreal is quite mana hungry until you get Essence Reaver. Once you get Essence Reaver, mana runes become quite irrelevant, however I highly recommend taking this since Overheal and Triumph are not as useful for Ezreal.

You will also be taking this rune 100% of the time on Ezreal, as he does not benefit much from the Attack Speed from Legend: Alacrity or the Tencacity from Legend: Tenacity. The lifesteal from this rune is pretty good for early sustain too.

Take this rune into teams with a lot of relatively squishy targets who you want to burst down as fast as you can.

Take this rune into relatively tanky teams, especially health stackers like Dr. Mundo or Zac.

Sorcery


This is the secondary tree I take most often, as it offers the best offensive scaling.

Decent if you think you will need the mana, however for a rune that becomes almost completely irrelevant after your first item, it feels overkill to take it alongside Presence of Mind. However, unlike Presence of Mind, the alternatives on this tree are far better.

Just a very good rune for Ezreal. The amount of haste you get from items has been reduced this season, so having this extra haste feels very nice. I always take this if I'm running Sorcery

Ezreal has very good AD scalings across the board, so having the extra AD, from this rune really helps with his late game. I always take this if I'm running Sorcery

Inspiration


I usually take this if I want to snowball heavily by getting my first item as fast as I can.

Only take this if you can afford to wait for the boots. In heavy skillshot matchups where early boots will give you a lot of value I do not recommend going this rune, as it might completely ruin your lane. However, in lanes where you don't need to rush early boots, this rune is extremely valuable, as you save on 300 gold which is really high value for a rune.

This rune really helps in snowballing, as you can be ahead of the gold curve when you base for a very small price of 50 gold. Use it when you really wanna win the early game hard against teams that outscale you.

Take this rune if you are going First Strike(Don't go First Strike).

Shards

Usually the second and third shard will always be Adaptive Force and Health Scaling respectively. The first shard is between Attack Speed and Adaptive Force. Take Attack Speed for easier last hits and if you are not 100% confident with landing Qs and take Adaptive Force if you think you can land your Q's often.
Items

Starting Items

You should almost always start with Doran's Blade and 1 Health Potion. The value that you get from Doran's blade is really high, and you shouldn't be selling it before you have 2 complete items atleast. I find myself keeping the item all the way until 4 items, until I have to sell it for the last item or one of it's components. Starting Long Sword and 3 Health Potions is also viable if you are not confident into certain poke lanes. I would not recomment going Long Sword and Refillable Potion, since the amount of sustain you get from this is barely more than just buying Doran's blade instead. On your first base, you should buy Tear of the Goddess every game, and you can buy Sheen, a Long Sword or 2, Boots, a Refillable Potion or even 1 or 2 Health Potions depending on what you need.


vs

As of the current patch, Essence Reaver is better than Trinity Force 100% of the time as a starting item. Trinity Force simply costs too much to warranty buying it over Essence Reaver. I have seen some players sell Essence Reaver after full build for Trinity Force against teams where they need the tankiness, but you can just buy Essence Reaver 100% of the time and face no issues.

Core Build


Your first 2 items will always be Essence Reaver into Manamune, as those items are always the best in slot items for him. Your third item will either be Spear of Shojin or Navori Flickerblade. As a general rule of thumb, you will go shojin in most games, unless the enemy is extremely tanky. Shojin will give you more damage than Navori at 40% Crit Rate, but less at 60% or higher. Navori gives you no HP, so building Lord Dominik's Regards after is optimal. There is an option of building both, however bringing out all the damage possible from both items takes an insanely high APM and is not recommended for the average player. As for boots, always go Ionian Boots of Lucidity.

Situational Items

It is kind of a stretch to call this item situational, as you will be building it in a lot of your games. It is your best option for Armour Penetration against most teams outside of extremely tanky ones where the passive and extra Armour Penetration from Lord Dominik's Regards starts to outshine it.

Decent damage item, good stats but the passive is not very useful unless you find yourself in a lot of duels with the enemy ADC.

Possibly your best option for pure damage when build along side Navori Quickblades, only build it if the enemy team is ridiculously tanky and your team has no damage dealers outside of you.

Good option into teams where you really need the lifesteal. Dont take it when the enemies have a lot of burst, as the item doesn't give you any defensive stats.

Good option into teams where you really need the lifesteal. Take it when the enemies have a lot of burst, as the shield can save you from getting one shot quite often.

This is Ezreal's best Armour item by far. It's a very solid item in terms of stats, and the Mana from the item synergizes well with Muramana. Build it against heavy AD teams.

This is a very niche item, only build it if the enemy has 3 or more Crit users and you really need to mitigate their damage. The item gives very low value against champs who don't use Crit, so evaluate the game accordingly. It also does not give you haste like Frozen Heart, so it does not particularly synergise with Ezreal.

This item is not in a very good state right now, but you can build it if you need a bit of damage alongside the armour. Personally I never build this item, I would rather go a tank item or a damage item.

Really good item into heavy AP teams against which you also need damage. Nothing much else to say in particular about this item.

This item can be really effective against very heavy AP teams, especially champs like Karthus. Really helps against a lot of AP burst, but you need to make sure you have enough damage before building this.

The value you can get from this item in the situations it is good in is second to none. Build it if you think there is only one threat on the enemy team who can kill you. Also great into teams with a solo AP or solo AD damage dealer who is extremely fed.

This item is almost never optimal, however your burst with this item feels really good, since your W proc is considered as independant damage and will Crit if the the ability procs it brings the enemy's hp to below the threshold.

Also usually not optimal, however it performs quite good into mixed damage teams because of the HP it provides. The slow is also very nice, since it helps you land subsequent skillshots.
Conclusion
One of the main reasons I made this guide was to learn myself. So please, if there is anything I got wrong, make sure to leave a comment so I can correct it. Thanks!
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afr0rk Ezreal Guide
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[14.9] A Bronze Player's Guide on How to Play Ezreal

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