All Guides Ezreal Guides Legendary AP Ezreal Guide - Arcane Shift Delete
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Ezreal Statistics for Underking

Author's performance with Ezreal compared to the ranked average.

Value
Average
Games Played
118
7
Win %
55
42
Kills
9.9
5.7
Assists
7.3
7.8
Deaths
3.3
5.3
KA:D Ratio
5.3
2.5
Gold Earned
12.8K
11.7K
Creep Score
174.9
174.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top


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14.png Ignite 


Let's you have more presence in lane, opponents will always be more wary of players who carry ignite because of the fact that they have much higher kill potential as opposed to having other summoner spells in its place. If you are confident you'll be able to get a kill early, then ignite is the way to go. This holds especially true for 'easier' match-ups in lane. Often times people can get too ahead of themselves and underestimate you because you're playing AP Ezreal, this may cause them to make mistakes or open themselves up to ganks. Since Ezreal lacks a form of crowd control, ignite helps immensely in giving you enough damage early on to secure kills.   


4.png Flash 


Is your standard summoner that the majority of champions should have. Flexible in a variety of situations  such as dodging skills, escaping, gap-closing, and re-positioning. 


12.png Teleport


When I first started running teleport I will admit that I didn't think it was that good of a spell and that it should only be suited for top lane match ups that are difficult (counters during laning phase), or when there is literally no kill potential. But of course the same could be said for middle lane match ups as well. Yes, you will lose out on kill potential and possibly some lane presence, but you fill in for some areas that AP Ezreal is lacking.  

  • Ezreal doesn't have wave clear before level 6. A good opposing mid laner is going to capitalize on this disadvantage and just shove the wave into your tower repeatedly (provided that they have the ability to do so). The amount of time you can 'hold' (staying in lane as long as possible before recalling)  varies on how skilled you are at controlling the waves themselves. If the opponent is hard shoving before level 6 then you'll have no choice but to 'set up' the wave before it reaches your tower so that you'll be able to get the gold regardless. You keep the wave in check by auto attacking/Mystic Shot (Q) constantly in order to shove it back, but you need to leave them low enough so that you can pick it up after tower shots. You can only do this for so long before you run out of mana or get too low on HP since you'll be trading harass as well. Teleport enables the player to come back to lane even when you're down in cs and immediately put yourself on even footing again. If the enemy laner is low, you'll be at full health and have already obtained items. If the enemy backs at the same time as you, then you'll show up faster and can push to deny them cs.   

  • Teleport ganks are extremely effective and can turn fights around when you come in to help your other lanes. Having teleport also allows you to recall to buy items and then go to objectives immediately while your opponents may be sitting on gold. If you have an item advantage, you'll have a damage advantage. 

  • Vision control makes this skill, and you, more powerful. AP Ezreal excels at jungle/river skirmishes, a well placed deep ward can give you access to a teleport and in return using Arcane Shift (E) to clean up stragglers from a previous team fight. 

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I find teleport to be overall more effective throughout the entire game as opposed to ignite which is only really useful in snowballing during the laning phase. AP Ezreal's play-style is damaging enemies from a distance and picking people off, most of the time with ignite you'll never find yourself being that close and using it on people except during the early game. Teleport is far more useful in terms of stay relevant in a difficult lane and grants more global map pressure. With Lich Bane, you can also split push more effectively, and have an alternate route of escaping in case you ever need to. 
 

TL;DR
 If you want stronger early game/lane presence, get ignite.
If you trust your team (not to feed), bring ignite. 
If you want stronger map pressure and mid/late game then bring teleport. 
If you have a difficult/farm lane, bring teleport. 
If you don't trust your adc Teemo + Katarina support duo bot, then bring teleport.


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Other Spells


7.png Heal


 Heal actually isn't that bad of a pick up. If you are afraid of getting hit really hard in lane or you just have a more reserved play style then you can get this so that your survival is more guaranteed. It grants instant HP that scales with level and a movement speed bonus in case you need to get the fuck out and flash alone doesn't suffice. It seems kind of ridiculous because you're Ezreal and you have Arcane Shift (E) so you should almost never have to use heal, but to each their own. It's good for helping out your teammates too so that could be it. 


21.png Barrier


 Barrier is like heal except it's more suited against people that have the potential to instantly burst you. I see this used more middle lane compared to heal because it negates more damage than heal. Heal is used mostly in the bottom lane because there's the ADC and a Support so it comes in handy for helping each other make plays or survive engagements. Again, this is a defensive summoner so I don't really think you would ever need it.


3.png Exhaust


  Exhaust can be beneficial if you are up against some sort of AD Assassin-esque champion. The only one that really pops into my head right now has to be Zed... Talon.. Maybe Yasuo. Regardless, it's pretty helpful against enemies that fall into such a category and can possibly be a life saver, either for yourself or for your teammates later on in the game.  




New Runes Back to Top

Masteries Back to Top


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These are the masteries that I like to run. You can change a few things based on your preference since everyone is different. I'll point out two things that I do differently.

First off I take Assassin instead of biscuits because in a solo lane I like having the extra bit of damage, it helps me with harass and having a more pressure-based early game. Biscuits are probably better in most scenarios but again, it's just something that I do.

Secondly, instead of the Cooldown reduction mastery I take flat penetration. The reason I do this is because AP Ezreal is more of a burst heavy mage that has no form of CC. The flat penetration really helps with finishing off enemies and I value it more highly than an extra 5% CDR considering that you'll be activating Luden's Echo and Thunderlord's so often throughout the game.

Luden's proc counts towards a stack of thunderlord's. If you hit them with a W then you only need to follow up with a Q or an auto, which are both empowered by Lich Bane. If anything, this season is the one that AP Ezreal can shine the most with his full frontal damage.


Abilities Back to Top

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


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Rising_Spell_Force.png


Passive : Rising Spell Force


So since AP Ezreal doesn't mainly rely on his auto attacks in fights, it may appear that this passive is useless as hell. It actually isn't as useless as it may seem. If the enemy mid laner is hard shoving you, then you'll need to push the wave back with auto attacks and Mystic Shot (Q). By hitting minions with Mystic Shot (Q) while harassing with Essence Flux (W) you can get higher attack speed stack and you'll be able to more effectively slow their shove. Note, that to gain maximum stacks you'll need to either use Mystic Shot's (Q) immediately after it comes off of cool down since the passive lasts only 6 seconds while your cool down is just barely under that, or you can send your ultimate down to hit minions to gain instant 5 stacks. 

This passive is also good in winning more trades because if you have an attack speed bonus, depending on how many stacks, you'll be able to fit more auto attacks in on the opponent between your abilities. As a mid laner, auto attacking after dealing damage with skills is a pretty essential thing to learn how to do. Even though you have barely any AD, it also benefits in getting turrets down because you can get stacks by hitting your teammates with Essence Flux (W) whilst also boosting your allies' attack speeds.  


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Mystic Shot (Q)


 At level 1 you'll want to get Q first because before level 6 (mostly level 1-3) you can actually do some decent damage to your lane opponent if you manage to ever land it from an angle. Mystic Shot (Q) is almost pure utility afterwards for setting up minion waves and last hitting.

Mystic Shot (Q) is what I like to call your "chaser skill" because of it's extremely fast projectile speed of 2000, you always want to use it at the end of your combo if you're going for an all-in because the reach is the longest. After an enemy flashes you'll be able to pick them off by sniping them. To use it to its full effect you'll need to learn the size of the skill and weave it in-between obstacles appropriately. Positioning is extremely important so that you can maximize DPS during team fights, especially ones that occur in lane with minions because AP Ezreal is weaker around them. 

  Once you acquire Lich Bane the damage becomes quite good, and you become a decent poker for your team. Remember that hitting things with Mystic Shot (Q) reduces the cooldowns of all your abilities so it is imperative that you shoot it as often as you possibly can. If you use the ability correctly, you'll be able to get off entire rotations even faster. 


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Essence Flux (W)


This skill is your shotgun ability. It can go through minions and other champions for collateral damage on multiple enemies. Extremely important to max first because it can change entire fights or lanes just by landing one or two. At skill level one, it isn't really recommended to use it as often because it is extremely mana draining and weak, you may opt to harass once or twice but that should be the full extent of it.

Positioning is pivotal when playing AP Ezreal, this cannot be stressed enough e.g. If you were to whiff an Essence Flux (W) during a fight then your team is missing out on a lot of damage. Try to put yourself in a location that will grant maximum collateral hits, but also not too close so that you'll get blown up. When sieging turrets always remember to hit as many of your teammates as possible for the attack speed bonus that this skill gives, combine that with your own attack speed passive + Lich Bane and you'll be able to cut towers down very quickly. You also have the ability to Arcane Shift (E) into this skill so that you'll have an attack speed bonus from both your Essence Flux (W) and Rising Spell Force. 


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Arcane Shift (E)


This is your single target pseudo-nuke ability. It can be quite tricky to use if you are new to playing AP Ezreal. It's also a strange ability in that one of your main damage sources is also your only escape. This skill is highly versatile and can be used in a multitude of situations for gap-closing, disengaging, and re-positioning (basically another flash). It can be confusing because it does not prioritize champions so you can't use it as reliable damage when you are around minions. Although Arcane Shift (E) does have some functions that, once learned, makes it much easier to handle.

The range can be imagined as a circle that surrounds a single point (you). You can think of it like a shield or a security defense system, whatever helps you imagine it best. Anything that comes into your field will be struck with the bolt. The closest target to the center point will always be hit, there are no exceptions to this. When you jump on top of a target it will always hit them because the two points are so close together. Keep your perimeter in check, whatever comes into range will be struck down and envisioning everything as points/dots makes it much easier to assess distance and determine good spacing.   

Another tip is that you don't always have to jump the full distance, a big thing about this skill is that helps you position and space. It may be more beneficial in certain circumstances to jump smaller lengths and still get optimal positioning. You should remember that the range of the jump itself is 475 and the bolt that fires is 750, you can even Arcane Shift (E) without moving and shoot your attack 750 units away. Mastering all the elements of this ability and learning its mechanics will definitely aid you the most in the long run. 


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Trueshot_Barrage.png

Trueshot Barrage (R)


This ultimate is what makes people fear AP Ezreal the most. Once you have gathered some ability power items, this skill will absolutely shred minions and champions. It is also very flexible in its approaches. People say that AP Ezreal lacks reliable wave clear, I agree with this statement for level that are pre-6. Once you obtain your ultimate, you can clean entire minion waves easily. Now you can push waves at varying speeds depending on how you use the ability. 


  • The technique I use the most is to walk into fog of war and fire it to clear one wave. This synergizes extremely well with the rest of your kit because once minions are gone, you briefly gain more kill potential since there are less things in the way of your Mystic Shot (Q) and Arcane Shift (E). Very few people at first will have the reaction time in order to dodge an unexpected Trueshot Barrage (R), and it's impossible to keep track of the cooldown because you'll be lowering it with Mystic Shots (Q). This ensures that you'll be able to constantly throw Mystic Shots (Q) and Trueshot Barrages (R) down the lane over and over again. This strategy is really hard to keep up with. 

  • In conjuction with the above technique, you can hide and fire Trueshot Barrage (R) directly at the opponent. Depending on how you time it, you can clear the minions that are left over and then proceed to all-in with your full combo out of their vision.  

  • Keep eyes on your other lanes. Ultimate snipes are a huge possibility with AP Ezreal because the damage is massive and you'll be able to wipe out low enemies instantly. This is why vision is crucial, the more light your teammates unlock on the map, the more powerful you become. On that note, because the damage is so huge, AP Ezreal also excels at stealing objectives: baron and dragon. Towards the middle to middle late game, smite will not be able out-damage a fully empowered (no damage reduction) Trueshot Barrage (R) unless the jungler times it perfectly with other abilities. 

  • Catching brief glimpses of where your opponents are on the map with your traveling ultimate puts you at an advantage because you can rotate with your team or by yourself much more efficiently.  

  • Knowing when to use your ultimate for lane pressure and when to hold onto it for team fights is extremely crucial. This cannot be taught in a guide, it is almost entirely gained through experience. 

  • If you happen to be caught by crowd control, remember that you can cast your ultimate even under stuns. Timing your ultimates right before you are stunned can turn around entire fights, sometimes you may die, but it gives your teammates a better chance at cleaning up if you land it on your opponents point blank.


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Full Combination


Trueshot Barrage (R) -> Arcane Shift (E) -> Essence Flux (W) -> Mystic Shot (Q)


This is your highest damaging combo that will instantly kill anyone if all your abilities were to land. 100-0, but hard to execute a lot of the times. The best way to have an almost guaranteed combo is by using Trueshot Barrage (R) from fog of war then flashing in before proceeding the rest of your combo. If done properly, they will have little to no time to react. 

You can also move Trueshot Barrage (R) to the end of your combo but it's easier for the opponent to dodge it since they see your champion channeling the ability. 


Remember that once you buy Lich Bane your basic attacks will do damage as well. Sometimes all you need to do to finish low opponents off is just to Arcane Shift (E) then auto once if there are minions blocking a successful Mystic Shot (Q).  


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Skill + Flash Combination


This is a more advanced type of skill usage. When you first begin the game and want to make flash plays most people will flash first then use their abilities afterwards. I am here to tell you that the faster way to do it is by using your ability first so that it is in the casting animation then flashing while you are still casting. This cancels your casting animation partially and provides a much quicker and more unpredictable way of using spells.


[Projectile Speed: 2000/ Range: 1150]

Mystic Shot (Q) - You will be able to get out of the cast animation more quickly and your shot will fire from wherever you flashed to. So if you shot your Mystic Shot (Q) then flashed to the right, it will be as if you originally shot it from the right side. The shot will still go towards the direction that your cursor was aimed at to begin with. You can use this to fire faster Mystic Shots (Q) that are redirected so that you don't hit minions and can snipe your opponent with more of a guarantee.  

[Projectile Speed: 1800?/ Range: 1000/Missile Width: 80]

 Essence Flux (W) - Pretty much the same properties as your first ability except your range is slightly shorter on this skill. You can shoot through minions and monsters so it's really not as practical but still quite useful for repositioning quickly and getting a faster cast. 

[Range: 475 + 750]

 Arcane Shift (E) - Probably the ability that gains the most from this trick. When you use Arcane Shift (E) and then flash the entire thing is seamless and very fast. To others, it will look like you used one skill because it was so instantaneous. You will fire the bolt from wherever you are standing at the end so you will have to calculate where you'll end up and see if there are any obstacles that are getting in your way. Really great in your combo if you need to reach someone quickly without delay. 

[Range: Global]

Trueshot Barrage (R) - Not very useful at all because you cannot redirect your ultimate, it will continue to fire from the original spot that you were standing. It does allow you to get out of the animation and move about without pause so it can be useful for dodging abilities when trading blows. 


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Why Maxing Mystic Shot First is Not Good


 First of all, I have no clue where this idea came from and why people would agree with it but I'm going to explain why it's not good. This ties in with the whole idea of 'Ezreal the AP Carry', you are NOT playing AD Ezreal so logically you would max your strongest AP scaling ability first. AP Ezreal is not meant to be played with an emphasis on Mystic Shot, it is a farming tool in the early game that turns into a mediocre poking ability after Lich Bane. AP Ezreal is not a sustained damage champion just because of his Q cooldown mechanic, he is a burst mage with an emphasis on team fighting and collateral AOE damage. 

 Mystic Shot's base damage is AD, it has a strong AD ratio but a poor AP ratio. A max level Q compared to a level 1 Q is 80 AD damage, which is nothing. The difference in damage between a max level W and level 1 W is 180 magic damage, that's a big deal. Another thing that  many people seem to neglect is that Essence Flux is collateral damage, the minute you hit 3 or even 2 opponents with a single W you are already missing out on a lot of DPS. 

  W is your main harassing tool in the Middle Lane. The problem with Q is that mid is a much smaller area of space and by maxing it you are robbing yourself of reliable damage and are telegraphing your movements to your opponent because you are forced to go into open space if you want to land Q on an enemy. In the bottom lane this is no issue because it's a longer lane with more open gaps that leave opponents vulnerable, and 3 other champions that changes the entire dynamic. 

  You may be thinking, "but I can manage the minion waves better due to the cooldown and increased damage!" AP Ezreal's laning phase is inherently weak because of the way his skills are designed, maxing Q will not benefit you enough to outweigh benefits of max level W. 
 

Why Maxing Mystic Shot Second, Instead of E, is Not Good


  Many of the reasons above apply for maxing E over Q as well so for the sake of time I will not repeat myself when there are overlaps. 

Arcane Shift does guaranteed heavy upfront damage, it has a good AP ratio and a strong base damage. One thing that so many people seem to neglect is that AP Ezreal needs to aim his abilities and not just fire Q for the sake of innate cooldown reduction. 

When arguing DPS more often than not people forget that Q is going to have down time between casts as you choose your targets and position carefully, if it does not hit a target then you do not get the cooldown reduction. 

For those that still want to argue you'll be getting E up more frequently are completely wrong. For instance, take a look at this example I provide:

  • your Q with Lich Bane does 500 damage at level 1. If it were max level then it would be 580. Cooldown difference, 2 seconds.
  • If E was level 1 with the same items then it would do 300 damage, compared to max level E which is 500 damage. Cooldown difference 8 seconds.
 In no universe would you be able to make up for that 8 second difference on E even when landing all your Mystic Shots perfectly with no down-time. 

Items Back to Top

Starting Items

    Your most standard start.
    Dark seal is a low commitment early buy that can turn you into a monster if you start snowballing.
    Buy control wards always. Blue trinket has infinite duration and you can put an infinite amount, you decide which situations you want yellow or blue.
    If you have trouble handling the minion waves and need more sustain and pushing strength then this is perfect. Makes your Q much stronger and is usually the best first item buy.
    Item to get after Sheen, gives you stronger burst and a bit more pressure in lane. Later in the game it becomes very powerful.
    Buy Seeker's if you are having difficulty in a lane against Zed, Talon, Nocturne, etc. If it's not enough then upgrade completely to Zhonya's. Always rush Zhonya's against Karthus.
    Refillable Potion is cost efficient because you'll be spending a lot of gold on potions throughout the match.

Core Items

    Choose to keep Revolver for god-like burst or to upgrade for wave clear + maneuverability.
    Sorcerer's Shoes are the standard, without them you can lose anywhere from 6% to 15% of your damage.
    Luden's is the best second item hands down. Luden's proc counts towards a stack of Thunderlord's Decree. AP Ezreal's burst damage is at it's peak with Luden's.
    Finish Lich Bane after Luden's, it makes your Mystic Shot (Q) moderately strong, gives you greater flexibility in aggressive moves, and the movespeed works very well with Luden's making you (more) untouchable.
    Void Staff should be completed after Lich Bane. It gives a lot of damage, is relatively cheap, and penetration makes a huge difference in the late middle game.
    If you bought Dark Seal then Mejai's will be purchased eventually if you are playing properly. It breaks even at around 6 stacks, if you are confident then purchase earlier.

Situational Items

    The 20% CDR is quite nice, grievous wounds passive very useful in certain situations, and the 100 AP is nothing to scoff at.
    If you are scared of getting caught out in the late game then buy this. Being invincible to avoid enemy spells can turn the tides of a losing fight.
    Just like many standard AP carry builds, you can round it all off with a Rabadon for maximum damage.
    probably the best two pure defensive items, if you really really need one.
    Get this whenever you want. Usually at full build when you have all this money to spend buy nothing to buy.

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Doran's Ring 2 Potions


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   This is the start that I recommend the most. It is quite standard on a lot of ability power carry builds because of the initial damage and mana regeneration that you get from Doran's Ring, the two health potions help you recover from damage that you receive when trading harass in lane. The warding trinket is so that you are given early vision in the event that you feel the enemy jungler is nearby. Doran's Ring allows you to fire off Mystic Shots (Q) basically for free because during the cooldown of your skill, you'll regenerate near all the mana that you used. Your sustain really sucks without it. 


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First Back Dark Seal


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I believe that Dark Seal into Mejai's is one of the best ways to build AP Ezreal. The reason being that it's not difficult for him to collect stacks through assists or kills since his range is exceptional, and his ultimate guarantees assists very similar to Lux in that regard. He's better than Lux because Arcane Shift makes you extremely difficult to pin down and kill if you play correctly. A good AP Ezreal will almost never die, so all the enemy can do is just watch in frustration as you stack up and become a monster. 

Dark Seal is low commitment, it only costs 350 gold and you can always sell it later on if you decide not to buy Mejai's, but it is very likely that you will get kills and assists quickly into the mid game so a Mejai's buy is pretty much guaranteed. 

Dark Seal into Mejai's purchase breaks even at about 6 stacks because Mejai's will give you 50 AP for around 1050 gold. If I feel as though I am doing well in terms of farm and game pressure, I may opt to buy it earlier at 4 stacks for example. 


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Early Back


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Typically these will be the items that you get on your first or two trip back to base. Look to pick up a Sheen because it gives your Mystic Shot (Q) more weight while also granting 200 mana, It helps with pushing and controlling minion waves more easily. 

Hextech Revolver is going to be your second item after Sheen. These two items give you a nice early power spike to help you sustain and add pressure with strong burst that gets progressively better with more items. It helps you a lot in trades and all-ins, essentially making you a stronger duelist. 

Tier 1 boots are also usually picked up because you'll need it to re-position more quickly and dodge harass, movement speed is one of the best stats in the entire game.

Refillable Potion is a good buy as well because you'll be spending a lot of gold on regular health potions anyway, it ends up being quite cost efficient. 

Buy a control ward for defensive or aggressive vision. If you are broke, just buy something. A piece of an item is better than just sitting on 500 gold. Never come back to lane empty handed!  


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Early Middle Game


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Hextech Revolver is going to be your second item after Sheen. These two items give you a nice early power spike to help you sustain and add pressure with strong burst that gets progressively better with more items. It helps you a lot in trades and all-ins, essentially making you a stronger duelist. 

If you keep Revolver then you put yourself on a path to building your railgun. Revolver loads all your damage on your Mystic Shot every time it's off of cooldown. If you land a Q on an enemy it can do up to 70% of their HP. For a more detailed explanation read "The Railgun" section. 

If you bought Dark Seal then it should be around this time that you finish your Mejai's Soulstealer. If you haven't gotten any stacks to break even, or it's been a low activity game then you can finish Luden's Echo first.


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Middle Game


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Luden's Echo gives you less AP but the damage at 1 item compared with Rabadon's is about the same early on and it's cheaper. The reason why Luden's is a good buy is because it gives you so much movement speed. After buying Lich Bane you'll have around 420+ movement speed which is extremely good considering AP Ezreal thrives on moving around a lot. You can aim your abilities better, catch opponents better, and avoid direct confrontation better. The passive gives good burst and Ezreal can charge it quickly due to his Mystic Shot (Q)

The Luden's proc will also be guaranteed on champions you hit with Essence Flux (W). Not only that, but Luden's Echo proc counts as a stack of Thunderlord's Decree so your burst is even more amplified. Overall, it's an item that has solid synergy with your kit and is the best buy if you want a stronger mid game and snowball potential.


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Late Middle Game


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With the addition of Lich Bane to your inventory, your Mystic Shots (Q) will do a pretty good amount of damage and you'll become a decent poker for your team since the range of your Mystic Shot (Q) is one of the longest reaching. 

Lich Bane is strong with Luden's Echo because of the ridiculous amount of move speed you'll have after buying both. You'll gain charges faster and be practically untouchable. It's really beneficial for catching enemies off guard and getting into key positions to do maximum damage. 

Getting Void Staff at this point is mandatory because there will enemies that have built resistances. If you instead opt for another AP item, you won't be doing any damage in fights unless you are insanely ahead already. 


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Late Game


This is the late game, also known as no-man's land. You could be winning the entire time but one bad team fight could cost you a victory screen. These are the most common buys for most people, the last item is completely up to you. I ordered them from first to last based on my preferences. 


Rabadon's Deathcap


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Rabadon's originally was a first item buy back in the day, but now Luden's is much more powerful and has too many benefits not to acquire early. Rabadon's still gives you a huge amount of damage but it is quite expensive so I opt to get it after Void Staff. This item truly puts you in overdrive through the sheer amount of raw power you get. 



Zhonya's Hourglass


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The Zhonya's Hourglass is a common item that you'll see because the active is just so good. You can bait many skills with it and it helps you get out of the fray during team fights much more easily. 

Get in the early game if you're up against an AD champion that you're having trouble with, think Zed or Talon. Assassins like Ekko or Akali can also be issues so plan accordingly. 


Hextech Gunblade


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If you are in the final stages of the game then all enemies at this point have high resistances, banshees, etc. Revolver's usefulness is used up at this point and you weren't able to close out the game. It's finally time to upgrade it, and Gunblade is the best choice. It gives you the ability to heal off the damage you deal which is good considering Ezreal is very fragile. 

The active helps you burst harder since it's free point and click damage that you can use in the middle of a combo, and it slows enemies to help you get away more easily. 


Morellonomicon


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Morello's is a fine buy if you want the grievous wounds passive or just some mana regeneration and CDR in the late game. For me, it's one of those items that really isn't as appealing but the extra CDR can really boost your DPS in certain situations that involve prolonged team fighting. Buy it if you feel that it is necessary.


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All other items aren't worth your time buying. Trust me, I've tried them all. 


Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Medium
  • Akali
    Medium
  • Anivia
    Medium
  • Annie
    Medium
  • Azir
    Medium
  • Brand
    Medium
  • Cassiopeia
    Medium
  • Cho'Gath
    Medium
  • Diana
    Medium
  • Ekko
    Hard
  • Fiddlesticks
    Medium
  • Fiora
    Medium
  • Fizz
    Medium
  • Galio
    Medium
  • Gragas
    Medium
  • Heimerdinger
    Hard
  • Jayce
    Medium
  • Karma
    Medium
  • Karthus
    Medium
  • Kassadin
    Hard
  • Katarina
    Medium
  • Kayle
    Medium
  • Kennen
    Medium
  • LeBlanc
    Hard
  • Lissandra
    Medium
  • Lulu
    Medium
  • Lux
    Medium
  • Malzahar
    Medium
  • Mordekaiser
    Medium
  • Morgana
    Hard
  • Nidalee
    Medium
  • Orianna
    Medium
  • Pantheon
    Medium
  • Quinn
    Medium
  • Riven
    Medium
  • Ryze
    Medium
  • Swain
    Medium
  • Syndra
    Medium
  • Talon
    Hard
  • Tristana
    Hard
  • Twisted Fate
    Medium
  • Varus
    Hard
  • Veigar
    Medium
  • Vel'Koz
    Medium
  • Viktor
    Medium
  • Vladimir
    Medium
  • Xerath
    Hard
  • Yasuo
    Hard
  • Zed
    Hard
  • Ziggs
    Medium
  • Zilean
    Medium
  • Zyra
    Medium

VS

Ahri

Medium

Neutral

Early on you are evenly matched, her damage is decent but nothing insane and you can keep up with her if she decides to shove the lane with Q by spamming your own Q.

Ahri is very similar pre-6 to Ezreal in that she needs a clear opener in order to secure a kill. She will be trying to harass with Q while you will be trying to harass with W, if you go outside of minions then she will be fishing for a charm which almost guarantees summoner spells or may even kill you. That being said, the main thing to watch out for is going to be her charm and charm + flash combo.

If you can avoid being hit with her Q and keep up the minion wave management then you will always be on even ground. Later on when items are bought she will out-sustain you and be able to push you in. 

Offense

You managed to land some early Q's/W's or burned her summoner spells, all which put you in a position of advantage. If you have a lead then that's your chance to be aggressive and try to push it further. Zone her out of CS and look for an opening where you can all-in, there's not much Ahri can do when she's down except to respect you. Once she is level 6 it's almost impossible to all-in for a kill, so try your best to make the most out of your early lead before then.

Defense

If you are behind in the lane against Ahri as AP Ezreal then it's extremely difficult to come back. You will be pushed back into a corner so just focus more on farming as best as you can, there's almost no chance of turning the lane around with an outplay unless the jungler helps. This is a situation where you must lose gracefully. 

Team Fights

When the laning phase is over you need to always be aware of where she is. One charm is guaranteed death and her strong mobility allows her to stick onto you very well. Stay with your team and never be caught out solo because it's impossible to win a 1v1. Just try to do your job and get the damage in, she gets bursted just as hard as you do so don't be afraid to punish bad positioning. 

Match Up : 40/60 (In Favor of Ahri)

In terms of early level you are relatively even but it always feels like you are on the back foot in terms of control. Her wave clear is strong and her built in spell vamp will allow her to heal back harass that you've dealt to her. Once level 6 is reached she decides the pace, and you can only play reactionary since the majority of your abilities are skill shots. 


VS

Akali

Medium

 Akali is notorious during my time for being a pub stomper. With that being said, her pre level 6 is quite weak and you can abuse her a decent amount with auto attacks and W harass because she's melee for the most part. Once she hits level 6, however, she can absolutely burst you down immediately and you should be extremely cautious when she is approaching that state.


 In lane she is extremely weak pre level 6. Try to abuse this by harassing the life out of her. Autos + Q/W as frequently as possible, she is melee so she is forced to come into the CS but a smart Akali will just Q farm until she obtains her ultimate. After she gets her ultimate you should be careful because she can instantly kill you but as long as you're cautious it shouldn't be too bad. If you are really having trouble then a Zhonya's buy may be beneficial. 

 In fights you need to always have the flanks warded and to keep eyes on where she is at all times. If you play it correctly then she'll never be able to get to you without dying or trading 1 for 1 at worst. If she manages to get to the back-line then you can pretty much say goodbye to the game. 

Match-Up : 45/55 In Favor of Akali.

VS

Anivia

Medium

  Anivia isn't that hard. This could be mainly due to the fact that barely anyone plays her well. You can harass better than she does, her autos are actually quite fast so be careful of the burst damage if the ice ball ever lands (which it shouldn't). You won't be able to kill her without jungler help pre level 6 because of her passive. After Anivia gets her ultimate, she can clear waves extremely quickly but it's super mana intensive. A blue buff Anivia is pretty nightmare. 


  In lane you want to poke at her but not over-commit because of her egg form. Ideally you want to burn her passive without using ignite but you shouldn't be afraid to do it if you know you can secure a kill without it. Don't get hit by ice balls because it magnifies her E damage by 200%, her ultimate also gives it this effect. Pre level 6 it's decently easy but once she gets her ultimate she can shove you pretty hard, not only that but she now has a 100-0 combo if she lands all her abilities. Don't underestimate Anivia. 

  In fights you shouldn't be anywhere near each other, it becomes a matter of who kills the other team faster. Don't try to all-in Anivia if she's just going to revive (unless she's extremely out of position), instead just actively fire W and R on as many targets as possible.

Match-Up : 50/50 Even.

VS

Annie

Medium

This little gal. Annie is arguably the easiest mid champion to play because of her absurd burst potential and hard CC that can win fights even if she's very behind. During the lane she can zone very well when her stun is up, you'll still out-range her abilities so try to keep spacing wisely. With her shield she becomes decently tanky and you'll find yourself having a difficult time stacking enough damage on her to be worthwhile. Once she hits level 6 you should be really careful because Tibbers will completely fuck your shit up if you misstep yourself. 


 In lane it really depends on the player and how they pressure. While there are a lot of bad Annies, there are also a handful of good ones that won't give you any room to breathe. Her stun can zone you extremely well so try not to push the wave because she can freeze near her turret and you basically can't grab CS. Against a good Annie it is recommended just to farm safely and get laning phase over with. If he leave lane make sure you alert your teammates to possible ganks. 

 At level 6 she can basically 100-0 you with a full rotation. A great tip against Annie is to ALWAYS time her flash and keep in mind when her flash is up. a flash into Tibbers has literally 0 counter-play, there is almost nothing you can do about it.

 In fights once again you need to time her flash and anticipate a flash ultimate engage. Just because 3 of your teammates get hit by it doesn't mean you have to as well. If you stay alive and keep pumping out damage then the fight can still be winnable sometimes, but against Annie it can be a bit out of your control. 

Match-Up : 40/60 In Favor of Annie. 

VS

Azir

Medium

40/60 In Favor of Azir

VS

Brand

Medium

Brand can be difficult if you ever find yourself going up against one. His skills have pretty long reach compared to yours, and he'll be able to out-trade you most of the time. If you can reliably dodge his Fire Pillar without burning mana on Arcane Shift, life gets much easier though. His skills also cost a lot of mana so he won't be able to constantly spam them to clear waves.


Match-Up : 40/60 In Favor of Brand

VS

Cassiopeia

Medium

Can be pretty tough depending on the skill level of your opponent and how easily he/she can land Q's. If they do happen to land a few, you'll be in for some major hurt. I haven't played this match-up a lot since there are so few Cass players, but be on guard when you see one. 


Match-Up : 40/60 Even

VS

Cho'Gath

Medium

Cho'Gath is really tanky, and his damage isn't that awful either. He'll be clearing waves at a medium pace but be wary of enemy jungler ganks. If you get silenced then locked down by CC, just consider yourself dead. Otherwise it's not too difficult, it's just farming mostly since you won't have enough damage early on to be able to kill him.


Match-Up : 40/60 In Favor of Cho'Gath

VS

Diana

Medium

Diana isn't often seen anymore so I sometimes have trouble remembering her abilities. She's melee but her main harass ability lies with her Q, it comes at you like a crescent.. Strange angles. If you can avoid that, you'll be fine for the most part. Her E is the thing that sucks everything into her zone like a vacuum. She's naturally tanky, and with her W shield you'll never really be able to kill one easily if at all. A lot of people don't know that Diana can jump without hitting you with her Q, don't underestimate her all-in potential at level 6 because it's quite strong. If she hits you with a Q then jumps in, she's able to jump again since the cool down is refreshed immediately. Just be aware of these facts and you'll do okay. 


Match-Up : 50/50 Even

VS

Ekko

Hard

VS

Fiddlesticks

Medium

Fiddlesticks can be a troublesome opponent depending on what he maxes first. If he goes Crow max, then he'll be able to clear decently fast while harassing you pretty well since the range is long. Other than that, it's not too bad.


Match-Up : 50/50 Even

VS

Fiora

Medium

If you ever get matched up against a Fiora then you can stay at a distance for the most part and just harass or farm easily because she's melee. Be wary, if you are caught within her range she will absolutely demolish you with her level of burst. Don't stay at tower too low when she's level 6 because her tower dives are top notch. Her ultimate also makes her invulnerable during certain frames, so it's kind of a weird interaction. Sometimes you may damage her and other times you won't.


Match-Up : 30/70 In Favor of Ezreal

VS

Fizz

Medium

The fact that the Fish is melee already makes your life much easier because you can harass with autos and get free damage most of the time when he's reaching out for CS. Though, you should be quite wary of his early level all-ins because if he's carrying ignite he'll definitely be able to kill you easily. Try to stay at a safe distance and farm while still harassing him without much risk to yourself. 


Match-Up : 50/50 In Favor of Ezreal

VS

Galio

Medium

This guy was built to counter Ability Power Mages, he's tankier than life itself and his clear isn't that bad either. Early levels you might be able to chunk him for a little bit, but after his first or second back you can forget about it.


Match-Up : 50/50 Even

VS

Gragas

Medium

This guy is annoying as hell because he's so damn tanky and you'll pretty much never kill him. Other than that, it's not so bad of a lane since it's mostly just farming. 


Match-Up : 50/50 Even

VS

Heimerdinger

Hard

This fucking champion is SO annoying. He just sets up mini-turrets all up in the lane and clear every god damn wave with ease. Early on the turrets are squishy and you'll be able to pick them off with a Mystic Shot, but after he gets a few levels they are the biggest nuisance. It's even difficult for a jungler to gank because the turrets do so much damage. He will shove you in like no tomorrow. You'll be able to keep up in CS sure, but your tower is almost guaranteed to fall.


Match-Up : 30/70 In Favor of Heimerdinger

VS

Jayce

Medium

Jayce can be ranged or melee so he can advance onto you very quickly if you are not conscious of his spacing since he can give himself a speed buff with gate. He does an absurd amount of damage if he were ever to get near you so don't let that happen. The lane shouldn't be too bad if you distance yourself correctly and avoid his empowered cannon blasts. If you start getting hit with those then you can consider this lane to be over. His melee form gives him additional resistances, his sustain is not bad and his kit is versatile so he can opt to go either very aggro or more passive whenever he wants. Later on in the game you can't be caught near him or you will instantly die. 


Match-Up : 40/60 In Favor of Jayce

VS

Karma

Medium

Her poke hits pretty hard if it ever lands and her tether range is quite long so that she can follow up with a lot of damage if she gets the slow on you. She has a shield and a speed up so harassing her effectively can be stressful. A lot of moving around in lane. 


Match-Up : 50/50 Even

VS

Karthus

Medium

His poke with Q is pretty annoying if he can consistently land it. Since you are squishy, if you take too much harass he'll just be able to ult you or clean up after enemy jungler pokes you down. His Q has less delay and he can hit you when you attempt to harass back or go for CS. Rush a first item Zhonya's against him, you'll need it trust me.


Match-Up : 45/55 In Favor of Karthus

VS

Kassadin

Hard

Kassadin early on can just use Q to harass you very easily, it grants him a shield that negates your harass. His Q harass is pretty free, but you shouldn't be afraid to trade with him with auto attacks and W. Once he hits level 6 this becomes extremely difficult because he can jump in then Q and E you for harass that you have no response to. 


Match-Up : 30/70 In Favor of Kassadin

VS

Katarina

Medium

Being a resource-less champion, she can stay in lane virtually forever. The match-up in itself is not too difficult because she's melee and you can just farm. She has the ability to just jump away from your W, so harassing isn't really an option, and her clear isn't so extraordinarily good that you'll be at your tower all the time. Her own harass mainly consists of her Q and a more experienced Katarina player will just jump directly on top of you as well. You'll destroy her later in team fights when she needs to remain stationary with her ultimate, but during the lane it's pretty much anyone's game.


Match-Up : 50/50 Even

VS

Kayle

Medium

Kayle has really good clear when she activates her E, but without it she becomes melee. In her melee form she's more vulnerable and you should take advantage of those windows when she doesn't have her ranged ability up. Her Q combined with ranged auto harass hurts, so be wary of her position in lane and try to notice when she moves up unnaturally to try and harass you. In her E form she has 525 range, so you'll still out-range her if you space correctly. If you ultimate from fog of war she won't be able to use her invincibility in time, but if their jungler comes in to gank you they have very huge tower dive potential.


Match-Up : 40/60 In Favor of Kayle

VS

Kennen

Medium

VS

LeBlanc

Hard

LeBlanc can be a little tricky since before level 6 she'll never be able to harass you. Your W out ranges her Q W combo, and a dash into Q E is pretty mana intensive so most players are not that willing to use it. You can farm safely for the most part, but once she hits level 6 she has the option to dash into you for Q R. This damage can be avoided if you Arcane Shift away in time. 


Match-Up : 30/70 In Favor of LeBlanc

VS

Lissandra

Medium

Lissandra is quite strong. She can constantly spam Q's in order to push the wave so her clear is very good. She has a good escape that can serve as good mind games for zoning you out of CS. She has two forms of CC in her ultimate and her W, so jungle ganks are deadly if she goes in for a flash ultimate and basically just stun locks you. Try to stay away from minions when you think she's going to harass with Q because the range is increased after hitting mobs. Killing her is pretty hard, but not impossible. 


Match-Up : 45/55 In Favor of Lissandra

VS

Lulu

Medium

Lulu can be irritating to play against because she was supposed to be a support. Her harass is pretty strong and she can clear waves super fast, upon acquiring a chalice there's almost no way you can kill her because of her shields and ultimate. Try to avoid being poked down too hard because she's quite strong early on. 


Match-Up : 50/50 Even

VS

Lux

Medium

A good Lux player is pretty hard to deal with because they play the zoning game. With her stun being able to go through more than one mob, you have to careful not to hug your minions too closely. Ideally you should stay away from them because she can throw her E out to clear the wave also, but you can't be 100% sure if they will use it to zone you out of CS, clear their own CS, or just toss it directly at you. It may be difficult for you to dodge E's without tier 1 boots, but you have to learn how your opponent moves around since every player is different.


Match-Up : 40/60 In Favor of Lux

VS

Malzahar

Medium

This guy has nonstop AIDS that are super annoying to deal with because he'll infinitely shove your lane. His Q has 100 less range than your W, but it covers a larger area so if placed correctly he can still hit you with it while dodging your W. Try to stay away from minions that are about to die with the E chipping away at them. 


Match-Up : 50/50 Even

VS

Mordekaiser

Medium
Okay Mordekaiser is like rarely seen but he can be kind of irritating to play against since his E's range is surprisingly big. It has a cool down of 6 so try and use that time to grab as much CS as you can. He can push decently fast and his shield makes him quite tanky, killing him isn't really easy. If you want to harass, do it when his shield is down. 

Match-Up : 50/50 Even

VS

Morgana

Hard

Mid lane Morgana is extremely annoying to deal with because she clears ridiculously fast. Black shield is overpowered because she can negate all of your damage, and her dark binding's hitbox is ridiculous and will force you to hide behind minions and away from open areas unless you want to take the chance and trust yourself to dodge them. One landed binding with tormented soil into ignite + a few autos and you're pretty much guaranteed to be dead. Jungler ganks can be pretty hard since she blocks CC with her shield.


Match-Up : 30/70 In Favor of Morgana

VS

Nidalee

Medium

Ever since Nidalee switched to a more top-lane oriented role with the rise of the AD build, AP Nidalee mid is a lot rarer to see nowadays. AP Nidalee still manages to do a decent amount of damage, and she can zone you with her traps so that you'll be forced to move in a certain path lest you step in them. I haven't had much experience against AD Nidalee but you should be able to do fine against her, be careful of the burst though.


Match-Up : 50/50 Even

VS

Orianna

Medium

Orianna can be very tricky depending on who you play. She is the definition of zone. Orianna is naturally tanky so it's quite difficult to harass her effectively because of her shield. While Yasuo can be compared to your dark side, Orianna is almost like a sister champion. In team fights it's whoever lands a better ultimate, she is more utility while you are more damage. Her auto attacks hurt a lot, and they stack in damage so try to refrain from being hit by them consecutively. With most people maxing out Q first, it starts off at 6 seconds cooldown then lowers to 3 at max level. These are your windows of opportunity to position yourself to do something. A good Orianna will zone you out of CS and keep the ball so that you're forced into an uncomfortable locat1on. You won't be able to out trade her normally, especially since after first back she'll come into lane with a chalice. Since she's already tanky, getting MR makes it even worse. This is basically a farm lane that can be pretty annoying since you feel like you're in a maze half the time. 


Match-Up : 45/55 In Favor of Orianna

VS

Pantheon

Medium

Pantheon is a strange match-up that you don't usually see. His passive has the ability to block your Mystic Shots because they are considered basic attacks, and even though he's melee it's hard to harass him with autos for the exact same reason. He can purposely block you from CSing with Q by walking in front of his own minions. He'll usually have enough sustain in order to negate the damage from your W. If you get caught by his stun he'll do an immense amount of damage. Always check the difference in movement speed. If he stuns you while an enemy jungler is coming for a gank you're pretty much guaranteed to be dead. Since he's able to block tower shots as well, you should try to be careful when you are decently low in health without flash up. He'll most likely be able to ult on top of you, block a tower hit or two, flash -> stun, E, Q, ignite, and you should be dead. 


Match-Up : 40/60 In Favor of Pantheon

VS

Quinn

Medium

VS

Riven

Medium

Riven mid is something that hasn't been seen for a while since the nerfs. She's still decently strong though so do not underestimate one if you come across it. Riven is quite mobile with her dashes and Q's, try to space correctly so that she won't be able to advance onto you. If she were ever to get into melee range you'll never be able to out damage her, and you'll be lucky if you make it out alive. Try to harass, but don't get greedy just because she's melee. Her shield negates a lot of the damage you deal, so it may be difficult to gain a kill. 


Match-Up : 50/50 Even

VS

Ryze

Medium

Okay for Ryze first and foremost you need to check if they are carrying movement speed quintessences. If so, then you might need to watch out and be wary of your spacing. His main harass is going to be his Q, big orb of damage that has a really low cool down. If he has more movement speed you don't watch to be caught too far out because he can snare you and do a billion damage. His ult basically makes him into the next Usain Bolt so you'll be chased down and destroyed, extremely good in unison with jungle ganks. Nowadays Ryze builds tanky usually and stacks tear, so you won't really see him in the middle lane as much. It's easy to stay alive, just play smart and you'll be fine.


Match-Up : 50/50 Even

VS

Swain

Medium

To be honest, to this day I still don't really know what Swain does. The lane isn't that hard at the beginning, you can harass and he should be squishy enough before level 6. His snare/root isn't that hard to avoid but if you get caught by it you're probably going to die. His tether is annoying because it slows you over a certain period of time making his snare easier to land, but you can just Arcane Shift out. His main harass is probably going to be the tether combined with the damage over time point and click ability. His ultimate turns him into a crazy bird monster that heals him for a billion and does a billion damage all over the place. It's quite mana intensive, though. Do not underestimate Swain, a fed Swain is literally unkillable. 


Match-Up : 40/60 In Favor of Swain

VS

Syndra

Medium

Syndra is one of the biggest, if not the biggest, lane bullies. Try to stay alive and just CS because there is almost no way you can get off harass without being heavily punished for it. With a point and click ultimate, her burst is absurd and you should be extremely wary of a flash R ignite. If they are starting to place a lot of balls on the field then this can be used as a rough indicator. Like I said, just stay alive.


Match-Up : 40/60 In Favor of Syndra

VS

Talon

Hard

Talon is an assassin which already means he's difficult to face against. The problem with this assassin is that is upfront burst on AP Ezreal is quite risk free. You outrange his rakes with your abilities but he can jump to you using his E which is 700 range, even if you were to Arcane Shift away on reaction your blink is only 475 thus opening up an 80% chance that his Q will land. Basically, his entire pre-6 combo is free on Ezreal and things just get more difficult once he acquires his ultimate. Talon can get to the point where he can legitimately one shot you even without ultimate and you really don't have an answer for it. 


Match-Up : 30/70 Even

VS

Tristana

Hard

AP Tristana is scary as hell and she can basically instantly kill you. For this match up you need to play pretty damn far back and just farm as safe as you can. You won't be able to out-trade her generally speaking, and once she hits 6 her all-in is absurd. With 900 range on her jump, she can just go in full ham and then reset the jump to get out. You have to be quite careful. 


Match-Up : 30/70 In Favor of Tristana

VS

Twisted Fate

Medium

Twisted Fate isn't that hard. He has decent sustain and wave clear, his killing potential is not that high and there isn't really a valid excuse for you to be hit by his wild cards. But you should still be careful, good Twisted Fate players are extremely good at changing the tempo of the lane. They can play the speed game very well and one misstep might cause you to die. With the constant autos, pick a card shuffling, and random wild cards, it can get pretty hectic at times. 


Match-Up : 50/50 Even

VS

Varus

Hard

VS

Veigar

Medium

Veigar is one of the first champions that I ever played. He was also my first main so I know a great deal about him even though I don't play him much anymore. First and foremost, you have to feel out your opponent and observe how they maneuver around the lane. If they are constantly stacking Q and rushing mana items as a priority, then they are what I like to call : "farmgars". Farmgars are essentially what their name say, they farm .. Nonstop. This means that they'll have less damage at the beginning of the game, but they'll turn into monsters come later on. If the Veigar is harassing with Q and auto attacks, then these are the ones you should watch out for. They will usually be rushing DFG as a first big item and will not hesitate to obliterate you. Veigar gets stronger with the more AP that the enemy gets, pretty OP right? If the enemy is harassing you a lot, with Q or stun into W Q auto, then you should be really careful. Once he hits level 6 the difficulty of the match-up rises significantly to hard. He doesn't even need to land his full combo on you, usually if you both come back to land with a needlessly large rod he can just ult ignite you and you'll be dead. You can jump out of his stun if you haven't touched the rings, so watch how he moves. If he comes up unnaturally then just run back or E away to safety. Your range is your greatest asset in this battle and if you ever step over the boundaries, even for half a second, you can consider yourself dead.


Match-Up : 50/50 Even 
Match-Up after 6 : 30/70 In Favor of Veigar 

(There are not that many good Veigars, so the 30/70 won't really apply most of the time, but I still advise caution because I know what this champion is capable of, and it's very scary.)

VS

Vel'Koz

Medium

No one plays this champion so I really have no clue what he is doing half the time.. The lane is okay, his skills can be pretty annoying because the range on them is quite far. You can't really hide behind minions because his W goes through them, and his Q is tricky because he can release it at different times and then it splits. The hitbox is strange so you might be hit with it more often than you'd want. Try not to stay if you get too low, his laser beam combined with his passive will absolutely melt you with true damage. 


Match-Up : 50/50 Even 

VS

Viktor

Medium

They are reworking this dude so I don't know how it goes yet. Will be updated once more information is released.

VS

Vladimir

Medium

Vlad is super annoying because after his first back, he'll never die. He just sustains through everything so harassing him is pretty pointless after he buys. He is the master of prolonged engagements since he just heals and does damage everywhere. His ultimate is really annoying if he becomes strong since it'll just chunk you for a billion damage 20 minutes after the fight is over (exaggeration). The lane itself isn't that bad, he'll never have the range to reach you and you'll never kill him. Farmville here we go.


Match-Up : 50/50 Even

VS

Xerath

Hard

Xerath is extremely strong throughout the laning phase and later on in the game. The only problem is that there aren't that many skilled Xerath players. Believe me, once you face one you'll know. Xerath has very good waveclear, strong poke and mind game with his Q because he can hold onto it and pretend to be aiming for you and almost semi dictate where you are going to move. His W AOE slow's range is shockingly (no pun intended) huge and it can catch you off guard a lot of the times. He out ranges you in almost every regard so it's really difficult/impossible to harass him. Zoning pressure is high and he has good sustain with the acquisition of a chalice. Once he lands a bit of harass he can even force you out of the lane with his ultimate. His reworked kit almost reminds me of pre-nerfed Ziggs in some aspects, a poking monster/late-game staller. He has no escape and you should try to notify your jungler about open gank opportunities. Anyway, be wary of this encounter. 


Match-Up : 20/80 In Favor of Xerath

VS

Yasuo

Hard

Wind Wall blocks like everything. He'll use it every once in a while, try to harass when it's down. Yasuo has very good wave clear and sustain. It's quite unlikely that you'll be able to kill one in lane. If possible, get as much harass as you can in the earlier levels. Yasuo will be able to throw out wind wall whenever it's up and prevent you from CSing with autos or Q's so it can be pretty difficult at times. In team fights you have to be extremely careful that he doesn't wind wall your ultimate, otherwise you will basically lose the game. Don't let him negate you, there are windows of chance where you can strike so you need to time things correctly. Yasuo can be considered one of your true counters because it's like his kit is the reversal of yours. 


Match-Up : 20/80 In Favor of Yasuo

VS

Zed

Hard

Zed is one of the strongest laners you'll ever come across. He has great damage, great presence, and great sustain. Be wary of his poke and try not to stay too long when you are low because his ultimate is extremely good for tower diving because it drops aggro. With the fact that he can dash to his ultimate shadow, his other shadow, and a flash still up it's extremely dangerous to fight him when you're low. This can be a pretty tough match up. When he uses his ultimate on you, use Arcane Shift AFTER he lands not before since you'll just carry him with you. You literally cannot get hit during this match-up or you will get dumpstered on, this is grand obstacle course 2.0 and you need to be a side-step god. 


Rush a Zhonya's if necessary. 

Match-Up: 30/70 In Favor of Zed

VS

Ziggs

Medium

It's an okay lane. You can just farm and avoid his bombs. Pro tip, don't stand near minions because the explosion AOE will have an easier time touching your hit box. He has good wave clear and zoning with bomb field, just refrain from being poked down too hard and you'll be fine. Ziggs is notorious for stalling out games forever if his team isn't winning, so try to crack their base open while you still have a lead. 


Match-Up : 50/50 Even

VS

Zilean

Medium

Zilean is an alright lane. Middle Lane Zilean gains access to faster levels and more gold which equates to more damage. You'll never really get a chance to kill him because he has his ultimate, but you should keep in mind that he's extremely squishy pre-6. His bombs shouldn't be underestimated because they deal a pretty hefty amount of damage and you normally can't out-trade double bomb stack. Try to stay at a safe distance and just look for openings, otherwise just farm and try to win the fights later on in the game.


Match-Up : 45/55 In Favor of Zilean

VS

Zyra

Medium

Zyra is an okay lane. Her range is pretty big on her root and also her Q so it's like you'll both be near max range just attempting to poke down the other while she wants to get a catch. Mid lane Zyra is pretty underestimated because she does an ass load of damage. Her plants are either range or melee dependent on Q or E hitting the seeds, respectively. It's a skill match up, but if you get hit with the E you are pretty screwed.


Match-Up : 50/50 Even 

The Railgun Back to Top

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If your Essence Flux is your shotgun ability then your Mystic Shot will be your railgun, an electromagnetic projectile launcher.

To understand what's happening, you have to know a few things. 

Thunderlord's Decree : Hitting an enemy champion with an ability (ability damage) or basic attack (on-hit) marks them. Does magic damage at 3 stacks.

Mystic Shot : Counts as a basic attack. Does not trigger Luden's Echo. 

Hextech Revolver "Bolt" : Damaging an enemy champion with a basic attack shocks them for magic damage.

Luden's Echo "Echo" : At 100 charges, the next instance of (ability damage) you deal will expend all charges.

These are the components to building a successful Railgun. 

1) Mystic Shot counts for 1/3 stacks of Thunderlord's.
2) Mystic Shot triggers Hextech Revolver because it's a basic attack.
3) Hextech Revolver count for 2/3 stacks of Thunderlord's.
4) Hextech Revolver triggers Luden's Echo because it does ability damage.
5) Luden's Echo counts for 3/3 stacks of Thunderlord's. 
6) Thunderlord's triggers and does magic damage.

Finalizing it all.

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Damage from every single one of these sources combined into one ability. 

Landing a hit on a squishy target takes them out of the fight completely. 



Ezreal the AP Carry Back to Top


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 This is for those who constantly harass you saying that Ezreal is a marksman and isn't capable of going ability power. It says right here in the game that Riot acknowledges AP Ezreal as a real build path.  

 AP Ezreal is a burst-heavy Mage with no utility built into his kit. His strengths are team fighting and jungle skirmishes with the use of his ultimate and W for maximum AOE collateral damage. In open space away from minions or monster camps he can delete opponents easily with the use of his single target semi-nuke E followed up by his other abilities, this makes him a pseudo-assassin. He relies heavily on teammates and should not go off on his own under normal circumstances. 

 This playstyle of champion fits perfectly into the archetype of "Glass Cannon", that's precisely what AP Ezreal is. His sole purpose is to pump out enormous burst damage at the cost of being extremely frail.

Why an Early Mana Regen/CDR Item is Overrated Back to Top


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This is a topic that always comes up over and over again and I think it's about time that I collect my thoughts and just put it in plain sight so that people can understand. AP Ezreal and AD Ezreal are, and should be treated, as two separate champions. This is something that I cannot stress enough and it frustrates me to no end when people cannot seem to understand it.   

I believe the problem of overvaluing CDR stems from people's misconception that AP Ezreal is a sustained damage champion due to the mechanics of his Q, he is not. AP Ezreal is by design a burst heavy mage with strong AP ratios and good base damages on W, E, and R. This is something that should be cleared up immediately, AD Ezreal is Q-reliant because that is his main AD ability with the most up-time and he uses auto attacks. AP Ezreal is W/E/R focused because that's where his burst and usefulness come from. Even after buying Lich Bane AP Ezreal mainly uses Q to whittle down opponents slightly before going all-in or as a finisher at the end of his spell rotation.  


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Firstly I think we should start by explaining why a early CDR + mana regeneration item is beneficial to the majority of other mages and then go on to explaining why it's not as good for AP Ezreal. 

  • Almost every single middle lane mage has some form of utility in their kit, whether it be a slow, heal, stun, bind, speed up, etc. They benefit from the CDR because it gives them more opportunities to use their utility skills to get picks or aid teammates in some way. AP Ezreal has no such utility in his kit whatsoever, his only form of usefulness comes from his damage. If you are not doing the most damage you can possibly do in the shortest time-frame possible then you are not being beneficial to your team. 

  • Mages get mana regeneration because they have mana issues. AP Ezreal does not have mana issues because he doesn't use his other abilities to clear waves outside of Q and R. Q has a short cool down and low mana cost at level 1, paired with a Doran's Ring it is used for near infinite farming. If you need more pushing ability then buying a Sheen will double the damage of your Q essentially since the base damage is AD and it counts as a basic attack. In comparison the mana  regeneration and CDR will not benefit your Q as much. 

  • AP Ezreal is a team fighting champion, that is what he excels at doing. He's in the top 5 out of all mages for highest overall burst damage in team fights and solo. He scales extremely well with AP for this very reason. His sustained damage in fights is rather poor further emphasizing that he is not meant to be built like a sustain fighting champion, his Q lowering cooldowns by 1 second DOES NOT change this. People are far too tunneled on that aspect of his kit when they need to step back and see the bigger picture. 

  • In the early game enemies have not built resistances or health yet, they are at their squishiest so there is even less of a reason to get the CDR combined with the explanations above. Fights during this period are extremely brief exchanges and doing as much damage as you possibly can in the shortest amount of time is the most optimal thing you can achieve on a champion like AP Ezreal since he has no utility. 

In the end I am not saying that CDR as a whole is a terrible option. CDR is good later in the game when enemies have health and magic resistance so team fights are lasting longer, if you opted to get a Morellonomicon 5th/6th item then it's completely justified. In fact, CDR is more valuable in the late game and you actually end up doing more DPS most of the time.

This whole explanation is just for those who put a huge emphasis on CDR/early CDR rush or treat AP Ezreal as a true sustained fighter when he is not. Building CDR early is attempting to compensate for what he lacks instead of applying focus to his true strength. In short, you must play to your champion's strengths while understanding their weaknesses.  


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Burst Damage Charts


This is a series of charts showing the different burst damages of the majority of mages in a team fight. The order of best to worst is Purple, Green, Yellow, and lastly Red. The Burst @ 18 refers to base damage at level 18. All of the 100, 200, 300, &c refer to that amount of ability power. The Burst Ratio is just an addition of all AP ratios on the champion. As you can see, AP Ezreal's team fighting burst damage is extremely high whereas his DPS is one of the lowest. 

 *Credit for chart and analysis belong to SBSuperman. 

Lane Phase | Team Fight Back to Top


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The Lane


  • During the laning phase you'll usually want to keep the minions in check by ideally having them in the middle, or pushing towards you slightly past the river. If you are being shoved into tower then you'll need to set-up the waves beforehand and last hit with Mystic Shots (Q) and autos. If they are constantly shoving then they also open themselves up to being ganked by your jungler. If the situation gets really bad (which it never really should) then you should notify your jungler and feed him information so that he can react appropriately. Your fastest method of shoving before obtaining your ultimate is to spam Mystic Shots (Q) whenever you have it up. This can be tricky because you might mess up the entire 'flow' or structure of the wave, and cause yourself to miss CS in the process. 

  • As forms of harass you can use your Essence Flux (W) whenever you think you'll be able to hit them. Try not to spam the ability too much because it costs a lot of mana at the early stages of the game. The best way to use it is when your opponent is going for a CS, that way they are caught in their auto attack animation and won't be able to dodge it. If you are confident then you can also attempt to land your Mystic Shot (Q) on them from the corners of the lane. Don't forget to add auto attacks in also. 

  • If you are level 6 and have gotten your opponent low enough, you can go in for your full combo whenever you feel that he is open. If it is an easier lane that you happen to be winning because they are constantly being hit with Essence Flux (W), then carrying ignite is beneficial for finishing them off. Remember that you are more powerful when minions are not present, so try to clear them off before attempting to all in by jumping with Arcane Shift (E).   

  • Blue buffs are really beneficial to have, and they can completely turn around a lane that isn't going so well or press your current advantage further. But likewise it can also completely screw you even more if you get killed and your blue buff is taken away when you're already behind. If the enemy has a blue buff, depending on who you are matched against, it can be a real pain in the ass. If your jungler hasn't given you any blue buffs then.. Tough nuts, that's just solo queue for you. You just have to make do with what you have, mid laners are not entitled to blue buffs. It is a luxury not a necessity.  

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The Team Fight


  • In team fights you are going to need to stay in the back because you are extremely fragile, a glass cannon. Try to find angles where you can get the most collateral hits with your Essence Flux (W) and land Mystic Shots (Q) constantly so that your cooldowns are being lowered throughout the engagement.

  • AP Ezreal excels at river and jungle skirmishes because there are little to no mobs getting in the way of your abilities. If you are in an open area ie. near dragon, you can chunk people quite heavily and not be afraid of your skills hitting other things. Remember that your ultimate does less damage per mob that it hits, so if you fight away from minions and jungle camps you'll always be hitting for the maximum damage output. Preferably you'd want to land an ultimate on as many people as possible, most of the time this just means 2- 3 people on average. Position yourself accordingly. 

  • It is usually better to use your ultimate at the beginning of a fight when all the CC is being cast rather then at the end because people have less time to react and position themselves. In the midst of all the confusion they won't realize that a Trueshot Barrage (R) is incoming and, as a result, will most likely be hit.  

About the Author Back to Top

 

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   Hi, my name is Gingko, I started playing League at around late season 3. I was put into Bronze 1 after placements on my main account which I then proceeded to play until around gold 3 when the season ended. At the middle of season 4 I decided to create a smurf for the sole purpose of duoing around March or April 2014. I was dropped into silver 1 after placements then proceeded to climb with friends. 


Highest Ranked AP Ezreal One-Trick Pony in North America (80% AP Ez ranked games)

Highest Rank Attained : Diamond 4 (Season 5)


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Status of Accounts At The Time of Making This Guide


Main : Platinum 3 / 254 Games / 56% win rate SOLO

 Secondary : Platinum 3 / 549 Games / 53% win rate DUO/SOLO

Tertiary : Silver 4 / 10 Games / 40% win rate SOLO


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Final Words & Whatnot Back to Top


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   This guide has had a lot of thought and work put into it. I love playing AP Ezreal, it is my favorite champion by far. Although many have told me that it wasn't viable or it was stupid, I still persisted to improve myself and to push this champion further. Through trial and error I have learned a great deal about Ez and I am hoping this guide will steer you away from the dumb mistakes that I so often made in the past. Many hours have been spent calculating new possible build paths, and I try to improve my play with each and every game. 

  Due realize that I'm not the best player, and I don't plan on being the best AP Ezreal player. I just plan on being the best that I can be, and hopefully this guide can inspire or help those that want to get started. The more people who are interested in AP Ezreal then the more there will be to push his meta-game further and become greater than I'd ever be. 



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