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Ezreal

Champion guide

Patch 26.16

Ezreal

The Prodigal Explorer

  • Marksman
  • Bot
  • Mana

The only carry on the Rift who teleports out when it goes wrong. In exchange, he has to land every shot to exist at all.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
430+80
HP regen (per 5s)
6.05+0.55
Mana
280+45
Mana regen (per 5s)
7.65+0.65
Attack damage
49.6+3
Attack speed
0.658+3.22 %
Armor
19.5+3.5
Magic resist
30+0
Attack range
550
Move speed
330

Abilities

Ezreal, Rising Spell Force

Passive

Rising Spell Force

Ezreal gains increasing Attack Speed each time he successfully hits a spell, stacking up to 5 times.

  • Ezreal Q, Mystic ShotQ

    Mystic Shot

    5 ranks
    Cooldown
    6/5.5/5/4.5/4 s
    Cost
    30/35/40/45/50 Mana
    Range
    1,150
    Damage
    40/65/90/115/140 (+120 % AD)

    Ezreal fires a bolt of energy, dealing 40/65/90/115/140 (+120 % AD) physical damage (applies on-hit effects). Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.

  • Ezreal W, Essence FluxW

    Essence Flux

    5 ranks
    Cooldown
    10 s
    Cost
    80/90/100/110/120 Mana
    Range
    1,050
    Damage
    80/130/180/230/280 (+60 % AP)

    Ezreal fires a fluctuating wave of energy, decreasing the Attack Speed and dealing magic damage to enemy champions, while healing and increasing the Attack Speed of allied champions.

  • Ezreal E, Arcane ShiftE

    Arcane Shift

    5 ranks
    Cooldown
    17/15/13/11/9 s
    Cost
    90 Mana
    Range
    475
    Damage
    75/125/175/225/275 (+75 % AP)

    Ezreal teleports to a target nearby location and fires a homing bolt at the nearest enemy unit, dealing 75/125/175/225/275 (+75 % AP) magic damage.

  • Ezreal R, Trueshot BarrageR

    Trueshot Barrage

    3 ranks
    Cooldown
    100 s
    Cost
    150 Mana
    Range
    25,000
    Damage
    350/500/650 (+70 % AP)

    Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+70 % AP) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (minimum 30%)

In short

Ezreal plays nothing like the other marksmen on this roster. His power doesn't come from auto attacks but from Mystic Shot, which he throws constantly, and every shot that connects shortens all of his cooldowns. Played well, the champion spirals into a state where Arcane Shift is almost always available.

He is the hardest carry on this roster to catch, and the most demanding. An Ezreal who misses deals nothing: his mana evaporates and all he has left are ordinary auto attacks. If you aim well and you can stomach losing a game because you shot badly, he's your champion.

Strengths and weaknesses

His main strength is safety. Arcane Shift crosses a wall, dodges a lockdown, escapes a dive. No other marksman has such a clean button for cancelling a mistake. Add a long shot range and constant lane pressure and you get a champion who can play aggressively without ever truly exposing himself. Essence Flux doubles his value in botlane: it cuts the enemy carry's attack speed while it heals and speeds up your own.

Against that, some of the weakest sustained damage in his class. In a fight that goes long, a traditional carry passes him comfortably. He leans on his mana pool before his first big item, and Arcane Shift is expensive: casting it on reflex to reposition means being empty at the exact moment you need to leave.

Laning phase

Max Mystic Shot and use it constantly: on the enemy champion when the window is clean, on the back minion when it isn't. Every shot that lands returns part of your cooldowns, so an Ezreal who hits is an Ezreal who can afford to stand forward.

Watch your mana like a fuel gauge. The classic mistake with this champion is poking without counting, then finding nothing left to shift out with when the jungler shows up. Always keep enough for Arcane Shift. Only spend Essence Flux in a real trade, on the enemy carry: the attack speed cut wins an auto attack duel on its own.

Power spikes

Once your mana item is settled you're a different champion: you can finally cast without counting, and that's when the cooldown spiral pays off. That's Ezreal's true spike, ahead of any damage item.

After that, armor penetration matters more to you than critical strike. Your profile comes from abilities, not auto attacks, and critical strike doesn't apply to them. Your ultimate is a map spike rather than a power spike: it finishes an enemy across the Rift and steals objectives, as long as you don't waste it on waves.

Teamfights and positioning

You play far back, further than your auto attack range suggests. In a fight your job is to fire Mystic Shot into the scrum the moment it's up. Hitting the wrong body doesn't matter, keeping the cooldown cycle turning does.

Hold Arcane Shift as an answer, never as an entry. The mistake that loses games is shifting forward to line up a shot and then dying with no way out. Your ultimate fires from a long way off, over terrain: open a fight with it from your safe position, or cut off an escape down a corridor.