Ezreal, a Guide for AP support
* Disclaimer *
This is just a GUIDE to Ezreal, NOT the end-all be-all way to play him. Each game can vary greatly and you need to adjust your game to fit that niche to win. If you team needs something, Ezreal is flexible enough to fit that role (besides tank). Also, this guide will be constantly update depending on the meta, or if someone gives an awesome suggestion that I didn't think about. So, check back regularly to see if there is something new that may have changed for this hero.
Ezreal, the latest addition to LoL's champion list, is one of those champions that takes some time to get used to. All his abilities are skill shots and require much practice to fully utilize all of his capabilities. He has a long range spammable nuke that does physical damage, a line AoE nuke that also acts as a team heal, a blink that does single target damage and a global AoE nuke. This guide will go over the AP build for this hero and give some arguments why AP is as or more beneficial over an AD build.
Why AP and not AD?
Although AD is a pretty good build for Ezreal and can dominate games, it focuses on only one of his abilities, his Q ability. AD does NOT scale with his 3 other abilities, thus not taking full advantage of the champion as a whole. His other 3 abilities have really good AP scaling (.6, .75, 1) and have relatively low cooldowns especially in conjunction with his Q ability. Also, with Lichbane, your Q ability also scales with AP (will discuss later in this guide). HOWEVER, if your team DOES NOT HAVE a decent phys dps carry, YOU NEED TO GO AD; NOT because it's better, but because you team NEEDS it. This guide will not cover the AD build and play style of AD Ezreal since Phreak pretty much made a decent guide for his AD build.
Section 1: Champion Description
-- Stats --
Health: 350 (+80 / per level)
Mana: 235(+45 / per level)
Move Speed: 300
Attack Damage: 44(+3 / per level)
Magic Damage: 0
Armor: 9 (+3.5 / per level)
Spell Block: 30 (+0 / per level)
Crit Strike: 3 (+0.5 / per level)
HP Regen: 1.1 (+0.11 / per level)
MP Regen: 0.8 (+0.07 / per level)
His stats are pretty decent, and at level 18, he gets about 100 (98 to be exact) base damage. Note that this is important since Tri-Force only adds BASE damage to your attack. So if you have 1 million attack damage stacked up, tri-force will only add 130 damage on you next attack.
-- Abilities --
Rising Spell Force - Hitting a target with any of Ezreal's abilities increases his attack speed by 15% for 5 seconds (Max Stacks: 5).
This passive is only decent if you plan to go AD build, but this is an AP build, so this passive is pretty much mute.
Mystic Shot - Ezreal fires a bolt of energy dealing 40/60/80/100/120 plus 100% of his attack damage as physical damage (applies on-hit effects). Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
Cooldown: 6/5.5/5/4.5/4 seconds
Cost: 30/35/40/45/50 Mana
Range: Very Far
For AP Ezreal, this is his early game harass and last-hitting tool. Mid-game, this is his "make my abilities have shorter cooldowns" ability, which does do decent damage with sheen. Late-game, this is his sustained dps with Lichbane.
The "Sheen" Effect with Mystic Shot
The way the "sheen" effect works with this ability is that it applies the bonus damage from the "sheen" effect to the hit. For example, if you have Lichbane, you apply an extra 100% of you AP in damage as well as the normal damage done from the spell. So in essence, you have a 1 to 1 to 1 AD and AP ratio for this spell. Note that if you miss with your Q ability, your next attack will still have the sheen effect on, even though it does not show up on the buff bar.
Essence Flux - Ezreal fires a wave of energy that heals all allied champions and damages all enemy champions it passes through for 75/125/175/225/275 (+0.6). Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds. Also note that champions healed by this ability are only healed for 70% of the listed value.
Cooldown: 10 seconds
Range: Very Far
This is his bread an butter ability for the AP build. This spell can single-handedly win team fights by itself. Without any AP, at level 5, you heal for 192.5 and do 275 to your enemies. This is a 467.5 HP swing and a 80% dps swing. If you were to count the actual net AP ratio for this, it has a 1:1.02 AP ratio scaling for the HP gain and damage combined.
Note that this ONLY HITS CHAMPIONS. This does NOTHING to creeps. Also, it does NOT heal yourself (tested if you could hit yourself if you flash in front of it after cast. It doesn't work).
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 (+0.75) magic damage.
Cooldown: 17/15/13/11/9 seconds
Range: Flash range
This ability is essentially a Flash, with a nuke that has a 17-9 second cooldown. You can't dodge spells with it though. This is great for additional positioning and burst, chasing, escaping and cleaning up team battles.
Trueshot Barrage - Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+1.0) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).
Cooldown: 100 seconds
This ult is a line, AoE nuke that gets weaker for each unit it hits. Thus you need to line up the shot for this very well and minimize hitting creeps. This is not like Ashe's ult that only hit champions. This ult also hits creeps and neutrals as well. Since this is global, you can help your team-mates from across the map and last hit some neutrals from your opponents i.e. dragon and nash.
Section 2: Pre-game Prep
This section will cover what you need to do before you actually start a game to play Ezreal such as what runes and masteries you need.
-- Runes --
3x HP quints
9x Magic Pen Marks
9x Dodge/MP regen Seals
9x AP per lvl/CD Redux Glyphs
-- Summoner Abilities --
1st Ability: Flash
Always get this no matter what. This is such a great summoner spell that almost every champion can use this. Also, this makes it much easier to get into position to get your skill shots off as well as escape from death. An entire guide can be written on the uses of flash, but I will not cover all of its intricacies in this guide.
2nd Ability: Ignite/Clairvoyance/Clarity
Here you have some options. Ignite is a great summoner ability especially with the nerf to executioner's calling and can give you 10 extra AP if you spec into it. Clairvoyance is pretty much legal map hacks and clarity is good if you really want to spam all your abilities and not be so mana drained after 1 team battle. Pick which ever one you feel suites your play style more.
-- Masteries --
The 2 main builds for AP Ezreal are 9/0/21 or 10/0/20. Only use the 2nd one if you are using ignite.
Section 3: Playing Ezreal
This section will cover his skill builds, item builds and some tips and tricks to playing this champion.
-- Skill Build --
Lvl 1: Q
Lvl 2: E if you are soloing, W if you are sidelane
From here on, you can branch out in multiple directions, but follow these guidelines when building your champion:
Yeah, I'm not sure why you would go AD on Ezreal.
He has lots of short cooldown, decently-high AP ratio abilities. Sounds like an AP champ me.
AD and his Q does good damage. At the expense of his 3 other skills. I'd rather have 3 good damage abilities than one, plus a Lichbane quickly rectifies that problem.
Plus, it isn't like he is going to be standing around auto-attacking a lot. He is pretty darn squishy. Staying back and making use of his ridiculously long ranged skills makes him much more useful.
I dunno, I'm sure AD is good, but who wants another right-click auto-attack champ? There are enough of those already.
I thinkap is thw way to go because of lichbane, your burst will be great.
Also i think the majority goes ad because they saw the video of prehak (sry if its bad writen)
and they think that he has the best notion of the game.
I dont say goin ad is a bad idea but i think is much better going ap cause your entire skills (with lichbanes) scales with ap at really good ratios.
And i think for ad is better to go with ashe (how many times i just autoatacked while enemy tryied to ran but ahahah slow ^^), but the thing is that she hasnt got that spamable flash, that says like "pick me pick me i can save you in nearly every single situation)
sry for me english
ezrael is not high AP dependand
you will want to max out 40% CDR and spellpen (his ultimate already hits like a truck without ANY ap, spell penetration is the way to go)
general item build:
next item depend completely on setup, this build goes with exhaust / flash - 9/0/21
mana regen is completely overrated on this champ - 9 * mana reg per level runes are quite enough + nashors
Hmm...I like the guide however I have just a couple points of criticism:
1) Your build is 2 high cost AP items that come to about 6k, not including boots or Mejai's, which brings that up to about 8k. Outside of the 160(?) AP on the both of those items combined you're relying heavily on that Mejai's to snowball, which as we all know doesn't happen all the time. I'd recommend throwing another decent chunk of AP in there in the form of a Void Staff or other slightly lower priced AP item so that you're not floundering mid game with close to nothing if the game goes sour.
2) The majority of your damage being done in a team fight comes in bursts before your Lich Bane, which unless you're fed won't come right away. Until then your Q's damage is **** and you have no semblance of sustained DPS; you Flux, Shift, Barrage, and you're done until you get them back up with Q. Not only that but even then your Arcane Shift isn't guaranteed to hit the focused target and could end up putting you in even more danger, leaving you with just Flux and Barrage.
3) You're squishy until Rylai's, which even then requires a hefty investment of a Giant's Belt.
4) No mana regen whatsoever. Unless your team and the opponent are giving you golem all the time there's no way you can sustain spamming spells with this build; I'd recommend an early Chalice and that generally fixes most problems AND gives you a nice bit of magic resist.
Other than that it's a decent guide; I'd simply stay away from recommending 2 or 3 top-tier AP items and focus more on a build that works well when you're not so fed. I haven't played AP Ezreal but off the top of my head I'd recommend something like this:
Meki Pendant -> Chalice of Harmony
Boots -> Merc Treads or Sorc Boots (depending on Team Comp)
Mejai's (if you're being fed and not dying)
Void Staff or Guinsoo's Rageblade (depending on whether you want to stay pure AP or go a Hybrid build)
Finish Lich Bane, work on any defensive items you may need (Banshee's, RoA, etc.)
Again, I have not played AP Ezreal so my build could be absolute garbage. However it still should get the point across that rushing high ticket items particularly on a mage with lower AP ratios and skillshots generally won't end so well.
© 2013 Riot Games, Inc. All rights reserved. Riot Games, League of Legends and PvP.net are trademarks, services marks, or registered trademarks of Riot Games, Inc.