The intrepid young adventurer Ezreal has explored some of the most remote and abandoned locations on Runeterra. During an expedition to the buried ruins of ancient Shurima, he recovered an amulet of incredible mystical power. Likely constructed to be worn by one of the Ascended, the enormous talisman nonetheless fit snugly upon his arm, amplifying his raw sorcerous skill to such an extent that he's gained the reputation of a hero, much to his embarrassment.
Ezreal was born with the gift of magic flowing through his veins. Ezreal, however, was also born with a much stronger sense of wanderlust. Put into school to become a skilled techmaturgist, Ezreal quickly became bored with magical studies. By the time the boy genius was eight years old, he had fully mapped out the underground tunnels of Piltover. The quality of his work was so great that the government of Piltover purchased his maps and salaried his services as Piltover's Grandmaster Explorer. This sealed the deal on Ezreal's path in life - he would eschew the arcane arts in favor of archaeology. Since then, countless of Ezreal's adventures have been written about as romanticized stories.
One of Ezreal's latest adventures, however, has brought him face-to-face with his other legacy - his latent magical power. While exploring the pyramids of Shurima Desert, Ezreal uncovered an amulet of incredible power. Aside from the sheer size of the amulet (it was made for a being easily twice Ezreal's size), it allows the wielder to control and shape magical energy - provided a source of magic is in the vicinity. This allowed Ezreal to tap into his natural talent for magic without having to put any serious effort into it - a big win for the Prodigal Explorer. The drawback is that for some unknown reason, the amulet is attuned with summoning magic. Without warning, Ezreal may find himself acting as a champion for, as he puts it, "a summoner hell-bent on resolving some irrelevant world-shattering League conflict." Still, Ezreal feels being summoned into a Field of Justice on occasion is a small price to pay.
"There's little time to study musty tomes when you're busy crawling around where the musty tomes originally came from."
- Such is Ezreal's credo
Ezreal was born with the gift of magic flowing through his veins. However, Ezreal was also born with a much stronger sense of wanderlust. Though enrolled in Piltover's most acclaimed school for skilled young techmaturgists, Ezreal quickly became bored with magical studies. By the time the boy genius was eight years old, he had fully mapped out the underground tunnels of Piltover. The quality of his work was so remarkable that the government of Piltover purchased his maps and commissioned his services as the city-state's Master Pathfinder. This sealed the deal for Ezreal's true calling - he would eschew the arcane arts in favor of archaeology. Since then, countless adventures of his have been romanticized and published.
One of Ezreal's more recent adventures brought him face-to-face with his other legacy - his latent magical power. While exploring the pyramids of the Shurima Desert, Ezreal uncovered an amulet of inestimable power. He barely managed to extract it from its sandy abode due to its sheer magnitude (it was made for a being easily twice Ezreal's size). After fervent investigation, he found that it allowed the wielder to control and shape magical energy - provided there was a source of magic nearby. This permitted Ezreal to tap into his latent magical abilities without having to put any serious effort into it - a "big win", as the young prodigy notes. The lingering drawback is that, for some unknown reason, the amulet is highly attuned to summoning magic. This means that without warning, Ezreal may find himself acting as a champion for, as he puts it, "asummoner hell-bent on resolving some irrelevant world-shattering League conflict." Still, Ezreal feels that being summoned to a Field of Justice on occasion is a small price to pay for his prized artifact.
"There's little time to study ancient, musty tomes when you're busy trying to find them."
Rising Spell Force
(Innate) Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10% for 6 seconds, this effect stacks up to 5 times.
(Active) Ezreal fires a bolt of energy in a line that will deal physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreal's cooldowns will be reduced by 1.5 second.
Cost: 28 / 31 / 34 / 37 / 40 Mana
Cooldown: 6.5 / 6 / 5.5 / 5 / 4.5 seconds
Physical Damage: 35 / 55 / 75 / 95 / 115 (+110% of Attack Damage) (+40% of Ability Power)
(Active) Ezreal fires a wave of energy in a line. Any enemy champions it passes through are dealt magic damage, while any allied champions it travels through have their attack speed increased for 5 seconds.
(Active) Ezreal instantly teleports to a nearby target location and fires a homing arrow at the nearest enemy unit, dealing magic damage to it.
Cost: 90 Mana
Teleport Range: 475
Arrow Range: 750
Cooldown: 19 / 17.5 / 16 / 14.5 / 13 seconds
Magic Damage: 75 / 125 / 175 / 225 / 275 (+50% of Attack Damage) (+75% of Ability Power)
(Active) Ezreal charges for 1 second to fire a powerful broad energy missile that will travel in a line by the whole map and will deal magic damage to each enemy unit they pass through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.
Cost: 100 Mana
Cooldown: 120 seconds
Magic Damage: 350 / 500 / 650 (+100% of bonus Attack Damage) (+90% of Ability Power)
Back in 5.24 we gave Ezreal a greater reward for hitting Mystic Shot to reinforce his poke-pattern and emphasize his unique interactions with cooldown reduction. Judging by his incredible popularity and effectiveness, it seems those buffs hit the mark, with 40% CDR Ezreal becoming the norm. As a result, the frequency of Trueshot Barrages are at an all-time high, terrorizing teamfights, objectives, and minion waves alike. We like the flexibility that Ezreal's global nuke brings to the table, but when he's able to overclock his cooldowns to the point of controlling lanes and having it up for an impending teamfight, something's gotta give.
R - Trueshot Barrage
COOLDOWN : 80 seconds⇒ 120 seconds
v5.22 Q and E cooldown up, but Q refunds more cooldown on-hit.
Just a small tweak to reinforce Ezreal's synergies with cooldown reduction, especially given its new availability to marksman with the new Essence Reaver (check below!)
Ezreal players have always been separated into two camps: those that Arcane Shift away from danger, and those that Arcane Shift directly into it. We’re not necessarily endorsing reckless play, but taking a calculated risk with Ezreal should feel like it has an appropriate pay-off. Arcane Shift may always be more of an escape than a combo-finisher, but loading damage into it rewards aggressive positioning as he’ll have to sacrifice his safety to access it. Who needs an escape?
E - Arcane Shift
NEW RATIO : Now additionally scales 0.5 bonus attack damage