

Ezreal
The Prodigal Explorer
How this differs from the live game
- Essence Flux (W) passes through all units dealing damage to enemies and granting allies attack speed
- Trueshot Barrage (R) deals less damage per enemy hit
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Magic Resist +12.60
Flat AD marks and quints make last-hitting cleaner and directly increase Mystic Shot, which has a 120% AD ratio. Armor seals are for bot-lane trades, while MR glyphs cover support poke and mid-game magic damage.
This is a 21/9/0 AD carry page. The defense side now has 8 points in rows above Veteran's Scars, so the row-2 unlock is legal while keeping the Season 3 laning durability package.
Skill order
ultimate at 6, 11 and 16Rising Spell Force
- Mystic Shot (Q) takes points at levels 1, 3, 5, 7, 9.
- Essence Flux (W) takes points at levels 4, 14, 15, 17, 18.
- Arcane Shift (E) takes points at levels 2, 8, 10, 12, 13.
- Trueshot Barrage (R) takes points at levels 6, 11, 16.
Max Q first because Mystic Shot is Ezreal's AD-scaling lane poke, farming tool, and cooldown engine. Take E early for safety, then max it second for the lower escape cooldown and stronger burst.
Alternative — Max W second instead of E when playing a poke/siege lane where you can safely land Essence Flux through champions and your team benefits heavily from the attack-speed swing.
Why these items
Openingsall within the 475 starting gold
Doran's Blade start — Default into normal bot lanes when you want combat stats, easier last-hits, and stronger level-1 trading.
Flask sustain start — Use into heavy poke lanes where repeated health and mana refills matter more than Doran's Blade's all-in stats.
Corein buy order
1Tear of the Goddess700gTear of the Goddess starts stacking early and supports Ezreal's constant Mystic Shot casting.
2Spirit of the Elder Lizard2,000gSpirit of the Elder Lizard was the core Season 3 blue-build spike, adding AD, cooldown reduction, sustain stats, and true-damage poke on Q.
3Manamune2,100gManamune converts Ezreal's large mana pool into AD and eventually turns Tear stacking into a major damage payoff.
4Iceborn Gauntlet3,250gIceborn Gauntlet gives the Spellblade proc, cooldown reduction, armor, mana, and Q-applied slows that defined blue Ezreal.
Situationalonly when the game asks for it

Guardian Angel2,750gBuy Guardian Angel when teamfights are decided by whether you survive the first dive or assassin commit.

Mercurial Scimitar3,700gBuy Mercurial Scimitar when a suppress, stun, or magic threat will otherwise stop you from dealing damage.

Maw of Malmortius3,200gBuy Maw of Malmortius against double-AP or burst mages when you need MR without giving up AD.

Blade of The Ruined King3,200gBuy Blade of the Ruined King against high-health frontlines when sustained tank damage and the active slow matter more than Bloodthirster damage.
Build
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Attack SpeedQuint
- Attack Damage +9.00
- Attack Speed +13.50%
- Armor +9.00
- Magic Resist +12.60
Attack Damage marks are for Mystic Shot, which reads 120% AD and is the main Trinity Force delivery spell. The attack-speed quints make the bruiser Trinity style better at weaving autos, but they cost the stronger raw Q damage and last-hit comfort of ordinary AD quint pages.
This is 21/9/0: full AD offense for Q, autos, armor penetration, Trinity crit value, and Executioner, backed by defensive lane stats. Compared to the ordinary Ezreal utility page, it gives up mana sustain, summoner cooldown, and Vampirism to make the first-item Trinity Force fights hit harder.
Skill order
ultimate at 6, 11 and 16Rising Spell Force
- Mystic Shot (Q) takes points at levels 1, 3, 5, 7, 9.
- Essence Flux (W) takes points at levels 4, 14, 15, 17, 18.
- Arcane Shift (E) takes points at levels 2, 8, 10, 12, 13.
- Trueshot Barrage (R) takes points at levels 6, 11, 16.
Max Q first because Mystic Shot is the low-cooldown AD spell and Trinity Force trigger; take E at level 2 for safety, then W once for lane trading before finishing E second. R is taken at 6, 11, and 16.
Alternative — Q max into W second was also played when your lane wanted more champion-through-wave poke and allied attack-speed trading instead of lower Arcane Shift cooldown.
Why these items
Openingsall within the 475 starting gold
Doran's Blade start — Default carry start when you expect normal laning; the AD, health, and on-hit sustain support last-hitting and short Q-auto trades.
Doran's Shield start — Use into heavy auto-attack poke lanes where surviving the first few waves matters more than damage.
Long Sword sustain start — Use when you want faster progress into early AD components while keeping enough potions for a rough lane.
Corein buy order
1Trinity Force3,628gTrinity Force is the point of the build: Q repeatedly triggers the 200% base AD Spellblade while the health, speed, crit, and attack speed support bruiser-style skirmishing.
2Berserker's Greaves900gBerserker's Greaves give cheap attack speed so Ezreal can use his passive stacks and Trinity windows as a real carry.
3The Bloodthirster3,200gThe Bloodthirster adds the large AD and lifesteal Season 3 carries needed after Trinity Force to keep Q and autos relevant.
4Last Whisper2,300gLast Whisper keeps the physical damage from Q, autos, and Spellblade meaningful once armor items appear.
Situationalonly when the game asks for it

Ninja Tabi1,000gBuy Ninja Tabi instead of Berserker's Greaves if the enemy bot lane and top-side threats are mostly basic-attack physical damage.

Mercury's Treads1,200gBuy Mercury's Treads when crowd control or magic burst prevents you from safely using Arcane Shift and kiting.

Blade of The Ruined King3,200gBuy Blade of the Ruined King when the enemy front line is stacking health and you need sustained tank damage plus an active slow.

Maw of Malmortius3,200gBuy Maw of Malmortius against double AP or a fed magic assassin, especially when you still need AD rather than a purely defensive item.

Quicksilver Sash1,550gBuy Quicksilver Sash before Mercurial Scimitar if suppression, long stuns, or Exhaust are the main reason you die.

Executioner's Calling1,900gBuy Executioner's Calling when early healing reduction is required against sustain lanes or drain-heavy bruisers.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +25.80
- Magic Penetration +9.00
- Armor +9.00
Magic penetration marks are for Essence Flux, Arcane Shift, Trueshot Barrage, and Lich Bane magic burst; Mystic Shot itself scales with AD, so AP runes do not raise its listed damage. Compared to ordinary AD Ezreal, this gives up attack damage marks and last-hit/poke power to make W/E/R and AP item spikes hit harder.
This is 21/0/9, removing Spellsword from the rejected 31-point page to make exactly 30 points while keeping the AP damage spine and Runic Affinity for mid-lane blue buff. Compared to ordinary Ezreal pages, it sacrifices AD/armor-penetration value and sustained auto/Q trading for AP, magic penetration, cooldowns, mana, and buff duration.
Skill order
ultimate at 6, 11 and 16Rising Spell Force
- Mystic Shot (Q) takes points at levels 1, 8, 10, 12, 13.
- Essence Flux (W) takes points at levels 2, 4, 5, 7, 9.
- Arcane Shift (E) takes points at levels 3, 14, 15, 17, 18.
- Trueshot Barrage (R) takes points at levels 6, 11, 16.
Max W first for the AP lane pattern because Essence Flux is the repeatable AP poke spell, with early Q for farming/cooldown cycling and one early E for safety. Q is still maxed second because AP does not increase Mystic Shot's damage, but the cooldown reduction and range remain central to Ezreal's flow.
Alternative — Max Q before W when the lane is too dangerous to walk up for Essence Flux trades and you need safer farming from range.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default AP mid start: AP, health, mana regeneration, and last-hit mana refund support W harass and early lane control.
Flask sustain start — Use into heavy poke or lanes where you expect repeated short trades before first recall.
Ward control start — Use when dodging skillshots and avoiding early jungle pressure matter more than immediate AP.
Corein buy order
1Tear of the Goddess700gTear of the Goddess fixes the mana cost of W/E/R-heavy AP Ezreal and stacks quickly through repeated spell use.
2Lich Bane3,000gLich Bane turns Ezreal's constant spell weaving into AP burst and is the defining damage item for this version.
3Rabadon's Deathcap3,300gRabadon's Deathcap makes the AP ratios on Essence Flux, Arcane Shift, Trueshot Barrage, and Lich Bane scale into real mid-game burst.
4Void Staff2,295gVoid Staff keeps the magic-damage build relevant once enemies buy magic resist.
Situationalonly when the game asks for it

Deathfire Grasp3,100gBuy Deathfire Grasp when you can reliably start fights on a single target and want maximum AP burst before W/E/R.

Morellonomicon2,200gBuy Morellonomicon when you need cooldown reduction, mana regeneration, and Grievous Wounds against healing champions.

Abyssal Scepter2,560gBuy Abyssal Scepter against double-AP or heavy magic damage when fights happen close enough for the aura to matter.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when you need health and extra sticking power for W, E, and ultimate follow-up.

Mercury's Treads1,200gBuy Mercury's Treads instead of Sorcerer's Shoes against heavy crowd control or oppressive magic damage.
One build, written by a player. Newest first.
Write a Ezreal buildBuild
Runes and masteries
x9Mark of Attack DamageMark
x9Seal of ArmorSeal
x6Glyph of Scaling Magic ResistGlyph
x3Quintessence of Attack DamageQuint
- Attack Damage +15.75
- Armor +9.00
- Scaling Magic Resist +1.20
As published: the page names no opening, only a buy path. Left as the author set it.
Skill order
ultimate at 6, 11 and 16Rising Spell Force
- Mystic Shot (Q) takes points at levels 1, 4, 5, 7, 9.
- Essence Flux (W) takes points at levels 3, 14, 15, 17, 18.
- Arcane Shift (E) takes points at levels 2, 8, 10, 12, 13.
- Trueshot Barrage (R) takes points at levels 6, 11, 16.
Why these items
Corein buy order
1Boots of Speed325g
2
3Sheen1,200g
4Manamune2,100g
5
6Iceborn Gauntlet3,250g
Notes
the author's own wordsThe blue build: Tear of the Goddess into Muramana, so Mystic Shot spends mana it is happy to spend and hits for it.
Build by Riokaii, transcribed from the League Classic Wiki archive.
Abilities
per rankRising Spell Force
Ezreal gains increasing Attack Speed each time he successfully hits a spell, stacking up to 5 times.
Mystic Shot5 ranks
Ezreal fires a damaging bolt of energy which reduces all of his cooldowns slightly if it strikes an enemy unit.
- Damage
- 40 / 65 / 90 / 115 / 140 + 120% AD
- Cooldown
- 6 / 5.5 / 5 / 4.5 / 4s
- Cost
- 30 / 35 / 40 / 45 / 50 Mana
- Range
- 1150
Essence Flux5 ranks
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.
- Damage
- 80 / 130 / 180 / 230 / 280 + 60% AP
- Heal
- 40 / 65 / 90 / 115 / 140 + 30% AP
- Cooldown
- 10s
- Cost
- 80 / 90 / 100 / 110 / 120 Mana
- Range
- 1050
Arcane Shift5 ranks
Ezreal teleports to a target nearby location and fires a homing bolt which strikes the nearest enemy unit.
- Damage
- 75 / 125 / 175 / 225 / 275 + 75% AP
- Cooldown
- 17 / 15 / 13 / 11 / 9s
- Cost
- 90 Mana
- Range
- 475
Trueshot Barrage3 ranks
Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 10% less damage to each unit it passes through).
- Damage
- 350 / 500 / 650 + 70% AP
- Cooldown
- 100s
- Cost
- 150 Mana
- Range
- All map (global)
Matchup against
62 champions, one-on-one
AhriEven
Ezreal can poke and reset cooldowns from outside Ahri's clean burst pattern, but one Charm lets her line up Orb of Deception and Spirit Rush for the kill.
Watch for Charm: if it hits, Ahri gets the true-damage return of Orb of Deception and can spend Spirit Rush aggressively before Ezreal can kite.
How to beat
Hold just outside Charm angle and make Ahri use Orb of Deception on the wave before trading. Save Arcane Shift for Charm or the second Spirit Rush dash, not for damage, then punish her when Charm is down with Mystic Shot chains.
Later Finished Ahri is still more dangerous in fog and picks, while Ezreal is better in front-to-back fights if he keeps vision and spacing. In side lane, do not chase through brush; in teamfights, stay behind minions or tanks so Charm cannot start the fight.
- Arcane Shift after Charm starts traveling, not when Ahri walks forward.
- Stand off the minion line so Orb of Deception cannot hit you and clear at once.
- If she uses Spirit Rush only to dodge Mystic Shot, back up until the remaining dashes expire.

AkaliUnfavoured
Akali's repeated Shadow Dance casts force contact, and Ezreal only has one Arcane Shift to break her first commit.
Watch for Shadow Dance: repeated targeted dashes remove Ezreal's normal poke spacing and let Akali consume Mark of the Assassin.
How to beat
Keep the wave near your side and harass before she has Shadow Dance charges. Arcane Shift only after she dashes onto you, then kite out of Twilight Shroud and wait until she is visible before using Mystic Shot or Trueshot Barrage.
Later Akali wins isolated side-lane all-ins if she has charges and room to chase. Ezreal contributes more safely in grouped fights by staying behind reveal and saving Arcane Shift for her first dash.
- Do not fire skillshots blindly into Twilight Shroud unless you are only checking position.
- If Mark of the Assassin is on you, back away before she can dash in to detonate it.
- Fight her after she has spent Shadow Dance charges elsewhere.

AlistarFavoured
Alistar is hard to kill through Unbreakable Will, but he cannot reliably force a duel on Ezreal without catching Arcane Shift first.
Watch for Headbutt + Pulverize: the combo removes your spacing and gives Alistar time to drag the fight into his team or turret.
How to beat
Stay at Mystic Shot range and never Arcane Shift forward while Headbutt is available. If he commits, Shift after the Headbutt path or Pulverize windup, then wait out Unbreakable Will before spending burst.
Later Alistar does not beat Ezreal in a true side-lane duel unless terrain or turret positioning gives him a combo. In teamfights, Ezreal should ignore him during Unbreakable Will and hit whoever Alistar leaves exposed.
- Do not waste Trueshot Barrage into Unbreakable Will unless it secures another target.
- Stand away from walls and turret angles that make Headbutt valuable.
- Once Pulverize is down, Alistar has little threat beyond body-blocking Mystic Shot.

AmumuFavoured
Ezreal can kite Amumu indefinitely if Bandage Toss misses, but getting hit gives Amumu his full Despair and Curse of the Sad Mummy window.
Watch for Bandage Toss: it stuns Ezreal, pulls Amumu into range, and sets up Curse of the Sad Mummy before Arcane Shift can create distance.
How to beat
Keep minions between you and Amumu and trade with Mystic Shot whenever Bandage Toss is blocked or down. Save Arcane Shift for the Bandage connection or the moment he enters Curse range, then kite out of Despair.
Later Amumu is not a side-lane duelist for Ezreal if his Q is dodged, but his teamfight engage is far more important than the 1v1. Ezreal should stay split from teammates enough that Curse cannot catch multiple carries.
- A minion wave is your best defense against Bandage Toss.
- Do not Arcane Shift forward just because Amumu is low; Curse can still lock you down.
- Trueshot Barrage is best used after Amumu commits, when he cannot sidestep.

AniviaEven
Ezreal can dodge Anivia's slow skillshots and poke her down, but Crystallize plus Flash Frost can trap him long enough for Frostbite and Rebirth makes burst kills awkward.
Watch for Crystallize: the wall cuts off Ezreal's retreat and can force Arcane Shift before Flash Frost is even committed.
How to beat
Hold diagonal spacing so a wall does not trap you against terrain, and keep Arcane Shift for Crystallize or Flash Frost. Poke around Glacial Storm rather than standing in it, and only all-in when Flash Frost is down or her egg cannot be protected.
Later Anivia controls waves and choke points better, so Ezreal should not take long fights in narrow side lanes. In teamfights, he wins by hitting from outside Glacial Storm and saving mobility for wall traps.
- Do not spend Trueshot Barrage before checking whether Rebirth is available.
- Arcane Shift over the wall only when it actually traps you; otherwise walk out and keep E.
- Fight in open lane, not between jungle walls.

AnnieUnfavoured
Annie's longer attack range and instant stun burst punish Ezreal whenever he steps into her Tibbers engage range.
Watch for Pyromania Tibbers: instant area stun and burst can kill or force Ezreal out before he gets a real kite pattern.
How to beat
Track her stun count and do not trade when Pyromania is ready. Poke with Mystic Shot from outside Disintegrate range, and keep Arcane Shift for the Tibbers drop rather than using it to close distance.
Later Annie remains more threatening in flash-engage teamfights than in extended side-lane duels. Ezreal should play wide of his team, chip before objectives, and buy enough magic defense that one stun combo does not decide the fight.
- If Annie has four stacks, the correct trade is usually no trade.
- Her 625 attack range lets her tag you before you can auto back; answer with Q, not autos.
- After Tibbers is down, she is much easier to kite until stun is rebuilt.

AsheEven
Ezreal has stronger spell burst and mobility, while Ashe has longer range, permanent slows, and a decisive Enchanted Crystal Arrow catch.
Watch for Enchanted Crystal Arrow: if it lands, Ashe gets enough time to chain Frost Shot and Volley before Ezreal can reset spacing.
How to beat
Trade around Mystic Shot hits, not extended auto wars where Frost Shot keeps you in range. Hold Arcane Shift for Enchanted Crystal Arrow or to break the slow chain after Volley, then re-enter once her arrow is down.
Later Ashe brings stronger hard engage and utility, while Ezreal is safer at poking and cleaning fights. In side lane, Ezreal can win if he dodges arrow; in teamfights, respect her initiation more than her raw duel damage.
- Do not Arcane Shift forward while Enchanted Crystal Arrow is available.
- Stand outside the minion fan so Volley cannot poke and slow you for free.
- If Ashe turns Frost Shot on early, kite backward and make her spend mana for no all-in.

BlitzcrankFavoured
Blitzcrank only wins by landing Rocket Grab, and Ezreal has the range and Arcane Shift to deny that single condition.
Watch for Rocket Grab: it pulls Ezreal into Power Fist and Static Field range, turning a safe poke fight into a point-blank knockup.
How to beat
Keep minions between you and Blitzcrank while chipping with Mystic Shot. Save Arcane Shift for Rocket Grab or Overdrive into Power Fist range, then punish him hard while Grab is on cooldown.
Later Blitzcrank is still a pick champion, not a sustained duelist, so Ezreal wins side lane if he sees the hook angle. In teamfights, stay behind the frontline and do not let a blind hook force your Arcane Shift before the fight starts.
- Never stand in a clean hook lane just to land Mystic Shot.
- If Mana Barrier triggers, back off briefly instead of dumping burst into the shield.
- After Rocket Grab misses, Blitzcrank has to walk through your Q range.

BrandUnfavoured
Brand's targeted Conflagration and high spell damage make short trades dangerous, and one Sear stun can finish Ezreal before he kites out.
Watch for Sear on a Blazed target: it stuns Ezreal and guarantees Pillar of Flame or Pyroclasm damage.
How to beat
Stay spread from minions so Pyroclasm and Conflagration value drops, and dodge Pillar of Flame before answering with Mystic Shot. Arcane Shift should avoid Sear stun or the delayed Pillar, not start the trade.
Later Brand is stronger in clustered teamfights, while Ezreal is safer in open-space poke fights. In side lane, Ezreal can win only by dodging the stun and leaving before Blaze damage stacks too long.
- If Blaze is on you, assume Sear is lethal until it is down.
- Do not duel Brand inside your own minion wave when Pyroclasm is available.
- Mystic Shot after Pillar of Flame misses; before that, focus on movement.

Cho'GathEven
Ezreal can kite Cho'Gath in open space, but Rupture into Feral Scream removes Arcane Shift and sets up Feast execute range.
Watch for Feral Scream: the silence prevents Arcane Shift, letting Cho'Gath close after Rupture and threaten Feast.
How to beat
Stay outside Feral Scream cone and move laterally after every Mystic Shot so Rupture cannot be placed under your feet. If Rupture misses, you can kite and commit; if it hits, Shift immediately before the silence lands if possible.
Later Cho'Gath becomes much harder to burn in side lane once Feast stacks and tank items are finished. Ezreal should avoid long isolated fights into his sustain and instead poke him down before teamfights where Cho cannot freely walk at the backline.
- Respect Feast range when you are below half health, even if Cho looks kiteable.
- Do not Arcane Shift into his cone; silence is what makes the duel turn.
- Open terrain matters more here than raw damage.

CorkiEven
Both are mobile poke marksmen, but Corki wins extended close-range trades with Gatling Gun while Ezreal wins if he keeps the fight at Mystic Shot range.
Watch for Gatling Gun: if Corki stays facing Ezreal, the armor shred turns an even trade into a losing all-in.
How to beat
Play at max Mystic Shot range and sidestep Missile Barrage rather than matching autos. Let Corki use Valkyrie first, then Arcane Shift away from Gatling Gun's cone and re-engage while his escape is down.
Later Corki's mixed damage and sustained missiles make him stronger in some front-to-back DPS races, while Ezreal has safer poke and cleanup. In side lane, the player who saves mobility longer usually wins.
- Do not duel inside Gatling Gun just because Corki is low.
- Arcane Shift after Valkyrie, not before it.
- Use minions to make Missile Barrage splash less reliable.

Dr. MundoUnfavoured
Dr. Mundo absorbs Ezreal's poke, slows him with Infected Cleaver, and Sadism outlasts Ezreal unless grievous wounds or heavy sustained damage is available.
Watch for Sadism: the massive regeneration erases poke progress and lets Mundo keep running through Mystic Shot damage.
How to beat
Keep maximum range and dodge Cleaver first; a hit slow gives Mundo the angle to keep Burning Agony and Masochism on you. Do not all-in through Sadism unless Executioner's Calling is applied and he is already low.
Later Mundo wins most side-lane endurance fights once finished, especially if Ezreal lacks anti-heal or percent-health damage. Ezreal should kite backward in teamfights, apply grievous wounds if bought, and avoid spending burst into his ultimate too early.
- Executioner's Calling matters only if you keep autoing often enough to maintain the wound.
- Arcane Shift should answer Cleaver slow or Mundo's final gap close, not poke.
- If Sadism is down, Mundo is much more punishable before the next wave arrives.

EvelynnUnfavoured
Evelynn's camouflage lets her choose the start of the fight, and her burst plus Agony's Embrace slow can force Arcane Shift before Ezreal has created distance.
Watch for Agony's Embrace: the area damage and slow trap Ezreal in Evelynn's melee follow-up after she appears.
How to beat
Play near revealed areas and do not stand alone in long lanes without wards. When she opens, Arcane Shift out of Agony's Embrace and kite in a straight line away from her, then turn once Ravage and the slow are spent.
Later Evelynn remains better at finding isolated kills, while Ezreal is better when grouped behind vision and peel. In side lane, Ezreal should push only with defensive vision and a retreat path already chosen.
- If Evelynn is missing, hold Arcane Shift even for easy-looking poke trades.
- Her first second out of camouflage decides the duel; survive that before firing R.
- Ward flanks, not just the lane brush.

FiddlesticksUnfavoured
Fiddlesticks punishes Ezreal with point-click fear and Drain sustain, and Crowstorm wins if Ezreal is forced to fight in its radius.
Watch for Terrify: the fear stops Ezreal from using Arcane Shift and guarantees Drain or Crowstorm damage.
How to beat
Stay outside Terrify range and poke with Mystic Shot until Fiddlesticks has to cancel or waste Drain. If he channels Crowstorm from fog, Arcane Shift away immediately; if Terrify is already down, you can interrupt his plan by simply leaving the storm radius and re-engaging.
Later Fiddlesticks is much more dangerous from fog in teamfights than in a visible lane duel. Ezreal should keep lanes warded, avoid blind jungle paths, and save mobility for Crowstorm rather than small trades.
- Do not stand near minions when Dark Wind can bounce silence onto you.
- Breaking Drain range is usually better than trying to outdamage the heal.
- A visible Fiddlesticks is far less scary than one missing from fog.

GangplankEven
Gangplank's Parrrley and Raise Morale make his short trades hit hard, but Ezreal can kite him if he denies melee contact and avoids Cannon Barrage zones.
Watch for Cannon Barrage: the slow zone cuts off Ezreal's kite path and lets Gangplank close for Parrrley and passive damage.
How to beat
Trade at Mystic Shot range and do not walk into Parrrley range without a clear retreat. Save Arcane Shift for Cannon Barrage slow or Raise Morale chase, then punish after Remove Scurvy is used for healing rather than cleanse value.
Later Gangplank can threaten side lanes with crit-heavy Parrrley and global pressure, while Ezreal is steadier in grouped poke fights. Ezreal should avoid fighting inside Cannon Barrage and force Gangplank to spend it defensively.
- Do not chase through Cannon Barrage; the random hits matter less than the slow pathing.
- If Remove Scurvy is down, Gangplank loses a lot of his reset potential.
- Mystic Shot outranges Parrrley, so make him pay to last-hit forward.

GarenFavoured
Garen is dangerous only if he reaches silence range, while Ezreal's range and Arcane Shift let him kite Judgment and deny Demacian Justice setup.
Watch for Decisive Strike: the speed burst and silence stop Arcane Shift if Garen reaches Ezreal, allowing Judgment and Demacian Justice to follow.
How to beat
Keep him tagged with Mystic Shot so Perseverance does not undo your poke, and never let Decisive Strike connect before using Arcane Shift. Once his speed burst or Judgment is down, kite backward and re-enter with Q and autos.
Later Garen becomes harder to kill but still struggles to force Ezreal in open side lanes. In teamfights, Ezreal should ignore him while he soaks damage and save Arcane Shift for the Decisive Strike approach.
- Damage him periodically to keep Perseverance disabled.
- Arcane Shift before the silence lands, not after.
- Do not stand near brush where Garen can shorten the Decisive Strike gap.

GragasEven
Ezreal can kite Gragas in open space, but one clean Body Slam into Explosive Cask puts Gragas close enough to win the burst trade.
Watch for Body Slam: it closes the gap, slows you, and sets up Barrel Roll plus Explosive Cask before you can freely kite.
How to beat
Hold just outside Body Slam range and use Mystic Shot to chip without giving him a straight engage angle. Save Arcane Shift for after Body Slam starts or after Explosive Cask displaces you, then re-space and punish while his engage is down.
Later Gragas is more useful in grouped fights because Explosive Cask can split your team and force you out of position. Ezreal should play side lanes only with vision and use poke before objectives instead of standing where Cask can throw him into Gragas's team.
- Do not Arcane Shift forward while Body Slam is available.
- If Barrel Roll is already on the ground, shift sideways rather than backward through its slow zone.
- Trueshot Barrage is safest after Gragas uses Explosive Cask, not during his setup window.

HeimerdingerEven
Ezreal outranges and clears turrets with Mystic Shot, but Heimerdinger wins if the duel happens inside a prepared turret nest.
Watch for CH-1 Concussion Grenade: the direct stun lets his turrets and rockets land enough damage to swing the fight.
How to beat
Do not fight him in a turret stack; thin H-28G Evolution Turrets with Mystic Shot from max range first. Once grenade misses, step up for a short spell rotation and back out before new turrets turn the area into a zone again.
Later Heimerdinger is stronger at controlling a fixed area, while Ezreal is better moving between waves and poking before the setup is complete. In teamfights, hit turrets and champions from the edge rather than shifting into the bunker.
- Mystic Shot can remove turrets without committing your body to their range.
- Arcane Shift is for dodging grenade, not for entering the turret nest.
- If rockets are selecting nearest targets, keep minions or allies between you and Heimerdinger when possible.

JannaFavoured
Janna lacks the damage to kill Ezreal alone, so the duel is mostly about not wasting Arcane Shift into her disengage.
Watch for Monsoon: it denies your commit and resets the spacing after you spend Arcane Shift.
How to beat
Walk her down with autos and Mystic Shot while holding Arcane Shift until Howling Gale or Monsoon has been used. If she shields, wait out Eye Of The Storm's attack damage window and keep poking rather than forcing a burst trade into the shield.
Later Janna is not trying to beat Ezreal in a side lane; she wins by denying picks and protecting a carry in teamfights. Ezreal should poke around her cooldowns and avoid committing Arcane Shift until Monsoon is unavailable or irrelevant.
- Do not ult through Eye Of The Storm unless it also hits valuable targets behind her.
- Howling Gale is easiest to dodge sideways because it has to travel a line.
- If Monsoon pushes you away, immediately resume Mystic Shot poke instead of chasing through her team.

Jarvan IVUnfavoured
Jarvan's flag combo and Cataclysm force Ezreal into close quarters, where Jarvan's armor shred and burst are favored.
Watch for Cataclysm: it traps you after his engage and can force Arcane Shift just to escape instead of winning the trade.
How to beat
Keep minions and distance between you and his Demacian Standard plus Dragon Strike line, and never use Arcane Shift for damage while that combo is available. If he Cataclysms, Shift over the wall immediately if possible, then kite with Mystic Shot while his gap closers are down.
Later Jarvan is the stronger side-lane duelist if he can start the fight, and his teamfight engage is much more decisive than yours. Ezreal should stay outside Cataclysm range, poke before the engage, and save Shift for the arena or the flag combo.
- Arcane Shift can escape Cataclysm terrain if you aim beyond the wall.
- Standing diagonally from his flag makes Dragon Strike knockup harder to line up.
- After he misses flag combo, his next few seconds are your best damage window.

JaxUnfavoured
Jax survives Ezreal's autos with Counter Strike and closes with Leap Strike, making extended equal-item duels bad for Ezreal.
Watch for Counter Strike: it dodges your basic attacks and turns your normal kiting trade into a stun window for Jax.
How to beat
Do not stand and auto while Counter Strike is active; back away and use Arcane Shift only after Leap Strike or the stun threat is committed. Poke with Mystic Shot before he reaches you, then disengage rather than taking an extended duel where Grandmaster's Might attack speed stacks.
Later Jax becomes a much stronger side-lane threat and will beat Ezreal if he gets repeated contact. In teamfights, Ezreal should kite front to back and save Shift for Jax's Leap Strike instead of trying to duel him alone.
- If Counter Strike starts, stop feeding him free value with autos and create distance.
- Arcane Shifting before Leap Strike gives Jax an easy follow.
- Essence Flux's attack speed slow matters after Counter Strike ends, not during the dodge.

KarthusEven
Ezreal can dodge Lay Waste and outrange Karthus, but Wall of Pain into Defile punishes any sloppy close-range commit.
Watch for Wall of Pain: it slows and shreds your defenses, making Lay Waste and Defile much harder to escape.
How to beat
Stay at Mystic Shot range and keep moving unpredictably so Lay Waste cannot repeatedly land isolated hits. Save Arcane Shift to cross Wall of Pain or leave Defile range, then punish Karthus while Wall is down.
Later Karthus brings more unavoidable teamfight damage with Defile and Requiem, while Ezreal is safer in side lanes if he can dodge Qs. In grouped fights, poke before the engage and track Requiem so you do not finish trades at lethal health.
- Do not Arcane Shift into Defile unless Karthus is already low enough to die immediately.
- Isolated Lay Waste hits are the real danger; fight near minions only when that reduces his single-target damage.
- After killing him, leave Death Defied range before casting slow follow-up spells.

KassadinUnfavoured
Kassadin's silence and repeated Riftwalks deny Ezreal's spell-based spacing once Kassadin has enough levels and mana.
Watch for Null Sphere: the silence stops Arcane Shift and Mystic Shot during the exact window Kassadin is jumping on you.
How to beat
Punish him early before Riftwalk has low enough cooldown to chase repeatedly, using autos and Mystic Shot whenever he walks up for farm. Once he has Riftwalk, hold Arcane Shift until after his jump and do not fight if Null Sphere is ready and he can silence your escape.
Later Kassadin is the stronger side-lane duelist because he can force repeated short trades and choose when to leave. Ezreal's job late is to stay grouped behind vision, poke before Kassadin flanks, and keep Shift for the second Riftwalk rather than the first.
- His passive reduces your magic damage, so do not rely on Essence Flux and Trueshot Barrage alone.
- A silenced Ezreal cannot Shift; respect Null Sphere range more than Riftwalk range.
- Force him to spend Riftwalk on the wave before stepping forward.

KatarinaEven
Ezreal can kite Katarina if he saves Arcane Shift, but Shunpo into Death Lotus punishes any early escape or missed burst.
Watch for Death Lotus: it forces you to break range immediately or lose the duel during her channel.
How to beat
Keep her at Mystic Shot range and avoid using Arcane Shift until she Shunpos or starts Death Lotus. Once Shunpo is down, Shift away from the spin, land Mystic Shot as she exits, and take the trade before her cooldown reset matters.
Later Katarina is scarier in messy teamfights than in clean 1v1s because Voracity resets let her chain kills. Ezreal should keep distance from low-health allies, poke before she enters, and save Shift to leave Death Lotus rather than chase her first target.
- Arcane Shift cancels her kill angle if held for Death Lotus spacing.
- Do not stand next to low-health teammates; resets are how she turns one target into several.
- If she Shunpos defensively, punish immediately before it comes back.

KayleUnfavoured
Kayle's Reckoning slow and Righteous Fury sustained damage beat Ezreal if she gets to keep attacking through Intervention.
Watch for Intervention: it blanks your burst window and lets Kayle continue attacking while you cannot finish her.
How to beat
Poke before committing and try to bait Intervention with a partial rotation rather than Trueshot Barrage. When she casts Righteous Fury and Reckoning lands, Arcane Shift out of her extended attack range and re-engage only after the ranged uptime or ultimate expires.
Later Kayle scales into the stronger straight duel because Intervention and sustained attacks outlast Ezreal's poke. In teamfights, Ezreal should pressure her ultimate target from range and switch targets during Intervention instead of dumping cooldowns into immunity.
- Never fire Trueshot Barrage as your finisher while Intervention is available.
- Essence Flux's attack speed slow is valuable during Righteous Fury trades.
- If Reckoning misses or is down, Kayle has a much harder time keeping you in range.

KennenEven
Both champions have similar range and mobility, so the duel hinges on whether Ezreal avoids Kennen's Mark of the Storm stun setup.
Watch for Slicing Maelstrom: it stacks marks while damaging you, forcing Arcane Shift or a stun if you stay close.
How to beat
Trade at max Mystic Shot range and avoid taking repeated marks from Thundering Shuriken plus Electrical Surge. Save Arcane Shift for Lightning Rush or Slicing Maelstrom, then kite out of the storm before resuming damage.
Later Kennen has the stronger teamfight engage if he reaches multiple targets, while Ezreal has safer poke and side-wave control. Late, do not stand in his flank angles; make him use Lightning Rush defensively or from vision before committing damage.
- Track your Mark of the Storm count; the third mark is often the real cooldown.
- Arcane Shift sideways out of Slicing Maelstrom, not deeper through Kennen.
- If Lightning Rush is down, Kennen is much easier to punish with repeated Qs.

Kog'MawEven
Ezreal has mobility and poke, but Kog'Maw wins sustained ranged DPS if Bio-Arcane Barrage stays active on him.
Watch for Bio-Arcane Barrage: it gives Kog'Maw the range and percent-health damage to beat your extended auto trade.
How to beat
Fight in short windows: Mystic Shot poke, step back during Bio-Arcane Barrage, then re-enter when its uptime ends. Use Arcane Shift to dodge Void Ooze or break his firing line, not to start a long-range auto duel while W is active.
Later Kog'Maw becomes the better front-to-back damage carry if protected, while Ezreal remains safer and better at poke. In teamfights, pressure him before W uptime or when his peel is distracted, then back away from Icathian Surprise after a kill.
- Do not match autos during Bio-Arcane Barrage unless he is already low enough to finish.
- Void Ooze turns your retreat into free Living Artillery shots, so Shift across it rather than walking through it.
- After killing Kog'Maw, Arcane Shift or walk out before Icathian Surprise detonates.

Lee SinUnfavoured
Lee Sin wins if Sonic Wave lands because he can follow Ezreal's movement and force a burst melee trade.
Watch for Sonic Wave / Resonating Strike: it tags you first, then follows after Arcane Shift and keeps Lee Sin on top of you.
How to beat
Keep minions between you and Sonic Wave and do not Arcane Shift aggressively while Q is available. If Q misses, punish with Mystic Shot and autos until Safeguard or Dragon's Rage can reset the spacing.
Later Lee Sin is less reliable as a pure scaler but still wins isolated picks when he lands Q from fog or kicks you into his team. Ezreal should play behind minions and wards, poke before Lee can flank, and save Shift until after Resonating Strike or Dragon's Rage displacement.
- If Sonic Wave tags you, shifting instantly may still let Resonating Strike follow; wait for his commit when possible.
- Minion waves are your best protection against his Q angle.
- After Dragon's Rage, Shift away before he chains Tempest and autos.

LeonaFavoured
Leona cannot kill Ezreal alone unless he walks into her crowd control chain, and he can kite her after Zenith Blade is down.
Watch for Zenith Blade: it is her only reliable way to reach you and starts the stun chain if it connects.
How to beat
Stand outside Zenith Blade's line or behind minions and punish her when it misses. Hold Arcane Shift for Zenith Blade or Solar Flare, then kite backward with Mystic Shot because her damage without an ally is limited.
Later Leona is not a side-lane duelist; she matters by locking Ezreal down for teammates in teamfights. Late, Ezreal should treat her as engage terrain: stay at max range, track Solar Flare, and never Shift forward until her initiation is spent.
- A missed Zenith Blade is your clear window to hit her safely.
- Do not judge her damage alone; judge where her team is before trading.
- Mercury's Treads are valuable when her lockdown is enabling follow-up damage.

LuluEven
Lulu can deny Ezreal's burst and kite him with Glitterlance and Whimsy, but she usually lacks the damage to force a kill alone.
Watch for Whimsy: it removes your ability to cast or attack during your commit and lets Lulu reset spacing.
How to beat
Take short poke trades and wait for Help, Pix! or Whimsy before committing Arcane Shift. If she uses Wild Growth, stop trying to finish through the bonus health and use the knockup window to disengage, then resume once the health buffer falls off.
Later Lulu is stronger as a teamfight enabler than a duelist, especially when protecting a hypercarry. Ezreal should poke around her shields and polymorph, switching targets when Wild Growth saves someone instead of overchasing.
- Do not Arcane Shift into Whimsy range unless you know it is down.
- Help, Pix! changes Glitterlance angles, so watch Pix's location rather than only Lulu's body.
- Wild Growth punishes melee-range commits; Ezreal should rarely be close enough for the knockup.

LuxEven
Ezreal can dodge Lux's skillshots and punish her cooldowns, but Light Binding into Lucent Singularity and Finales Funkeln can delete him.
Watch for Light Binding: it roots you long enough for Lux to land her full spell chain.
How to beat
Stay behind minions when possible and bait Light Binding before using Arcane Shift forward. Once Q is down, trade aggressively with Mystic Shot and Essence Flux, then move out before Lucent Singularity slow sets up the next binding.
Later Lux brings stronger long-range pick and burst, while Ezreal has more frequent poke and safer repositioning. In teamfights, do not stand in straight lines after being slowed by Lucent Singularity, and save Shift for Light Binding rather than minor damage.
- Arcane Shift sideways after Lucent Singularity lands; the slow is setting up Light Binding.
- If Light Binding misses, Lux is vulnerable to repeated Mystic Shots.
- Do not channel Trueshot Barrage where Finales Funkeln can answer a rooted or stationary Ezreal.

MalphiteUnfavoured
Malphite's armor, attack speed slow, and Unstoppable Force make him difficult for Ezreal to kill before he forces contact.
Watch for Unstoppable Force: it bypasses kiting, knocks you up, and starts Malphite's close-range damage sequence.
How to beat
Poke down Granite Shield before committing any real trade, then back off until the shield stays broken. Hold Arcane Shift for Unstoppable Force recovery or Seismic Shard's stolen movement speed, and do not try to auto through Ground Slam's attack speed reduction.
Later Malphite is the better teamfight starter and can win side fights if his ultimate is up and Ezreal cannot create distance. Ezreal should keep visioned spacing, poke before objectives, and save Shift for after the knockup rather than spending it to gain damage.
- Break Granite Shield with Mystic Shot before judging his health bar.
- Ground Slam makes extended auto trades much worse than short spell trades.
- If Unstoppable Force is down, Malphite has trouble forcing a clean duel.

MalzaharUnfavoured
Malzahar wins if he ever gets a clean Nether Grasp because Ezreal's mobility does not matter while suppressed, but Ezreal can poke him down before that range if he plays patiently.
Watch for Nether Grasp suppresses Ezreal long enough for Malefic Visions, Null Zone, and a Voidling to finish the trade.
How to beat
Hold outside 550 range and make the fight about Mystic Shot, not auto attacks. Save Arcane Shift for after Malzahar walks forward or misses Call of the Void; if you Shift in first, he can Flash or simply step into Nether Grasp range. Commit only when his passive Voidling is down and he has already spent Malefic Visions on a wave or failed silence pressure.
Later Finished Malzahar is much stronger in a direct pick or side-lane catch because suppression starts the fight on his terms. Ezreal contributes better in spread teamfights by poking before the engage and buying cleanse access when Malzahar is saving ult specifically for him.
- Do not Arcane Shift aggressively while Nether Grasp is available.
- Killing the Voidling with Mystic Shot can deny a surprising amount of duel damage.
- Call of the Void is easiest to dodge sideways; do not kite straight back through the portals.
- If he uses Nether Grasp on someone else, immediately punish with Trueshot Barrage or full Q-auto pressure.

Master YiEven
Ezreal can kite Master Yi before Highlander reaches him, but once Yi tags him with Alpha Strike and stays in melee the duel flips quickly.
Watch for Highlander removes slow counterplay and gives Yi the speed to keep attacking after Arcane Shift.
How to beat
Keep the fight at max Mystic Shot range and do not waste Arcane Shift before Alpha Strike commits him. When Yi uses Alpha Strike to dodge Q or close distance, Shift away as he reappears and punish the landing point. If he channels Meditate, either disengage for cooldowns or interrupt the reset with sustained damage only when you can stay outside melee after it ends.
Later Finished Yi is the scarier side-lane duelist if he can force an all-in, while Ezreal is safer and more useful before fights start. In teamfights, Ezreal should poke and hold E until Yi has used Alpha Strike, then kite across his own front line.
- Do not rely on slows during Highlander; distance and walls matter more.
- Arcane Shift after Alpha Strike, not before it.
- Meditate can waste your burst window, so use it as permission to reset spacing.
- Fight near terrain Ezreal can Shift over and Yi must path around.

Miss FortuneEven
Miss Fortune has stronger raw sustained damage and Bullet Time punishment, while Ezreal has better mobility and can win by dodging the big channels and landing repeated Mystic Shots.
Watch for Bullet Time turns any Make It Rain slow or bad Arcane Shift angle into a lethal cone you cannot trade through.
How to beat
Stand away from low-health minions so Double Up cannot bounce into you, then trade with Q from outside her clean auto pattern. Save Arcane Shift for Bullet Time or Make It Rain, not for minor poke. Commit after Bullet Time is canceled or whiffed, especially if Strut is broken and she cannot reposition easily.
Later Miss Fortune is stronger in front-to-back teamfights if Bullet Time channels through clumped targets, but Ezreal has the safer side lane and better poke before objectives. Force her to turn and move instead of letting her set up a stationary ultimate.
- Never line up behind a minion for Double Up.
- Arcane Shift sideways out of Bullet Time, not straight backward through the cone.
- Breaking Strut with Mystic Shot makes follow-up Qs much easier.
- If she uses Make It Rain for waveclear, she loses her best setup for ult.

MorganaEven
Ezreal wins long poke patterns, but one Dark Binding lets Morgana layer Tormented Soil and Soul Shackles long enough to turn the duel.
Watch for Dark Binding roots Ezreal long enough for Tormented Soil damage and a forced Soul Shackles follow-up.
How to beat
Keep enough distance that Dark Binding must travel across open ground, then punish its cooldown with Mystic Shot and autos. Do not Arcane Shift into Black Shield unless you are finishing her with physical damage; it blanks Essence Flux and protects her from your magic burst. If Soul Shackles attaches, Shift out immediately before the second hit stuns.
Later Morgana is more valuable in grouped fights because Black Shield and Binding decide engages, while Ezreal is better at softening her team first. In side lane, he can pressure her if Binding is down, but he should not chase into fog or narrow corridors.
- Arcane Shift can break Soul Shackles range before the stun lands.
- Black Shield does not stop Mystic Shot's physical damage, but it does deny your W and E bolt damage.
- Do not fight inside Tormented Soil just to keep auto range.
- Binding is far easier to dodge when you are not standing in your own minion wave.

NasusFavoured
Ezreal can kite and harass Nasus for most of the duel, but the fight becomes dangerous if Wither lands while Arcane Shift is unavailable.
Watch for Wither cripples Ezreal's movement and attack speed, giving Nasus time to walk into Siphoning Strike range.
How to beat
Stay at Mystic Shot range and punish every last-hit attempt rather than standing still for auto trades. Save Arcane Shift for Wither or a Fury of the Sands commit; if you Shift first, Nasus can Wither afterward and run you down. Commit only after Wither is used or after Nasus has burned Fury trying to close space.
Later A stacked late-game Nasus eventually wins the side lane if he reaches Ezreal, while Ezreal is much better in teamfights before Nasus gets onto the back line. Kite through terrain, refresh Q cooldowns on minions, and make Nasus spend Wither defensively before objectives.
- Do not duel him in melee during Fury of the Sands.
- Wither is the real engage; treat it like a hard cooldown.
- Use Mystic Shot on minions to keep Arcane Shift coming back while kiting.
- Boots of Swiftness are specifically valuable if Wither is deciding the lane.

NidaleeEven
The matchup is skill-shot and spacing heavy: Ezreal wins steady Q trades, but Nidalee wins if a long Javelin Toss or trap debuff lets her cougar burst connect.
Watch for Javelin Toss at long range chunks Ezreal low enough that cougar form can finish before he wins the return trade.
How to beat
Do not stand in straight retreat lines where spear range ramps up; move laterally and answer with Mystic Shot when she commits to cast. Keep Arcane Shift for cougar Pounce or to dodge the spear after she creates distance. Commit after she misses Javelin Toss or uses Primal Surge early, because her burst and reset pattern is weaker without the setup.
Later Nidalee has stronger pick and siege poke from fog, while Ezreal is steadier in front-to-back fights with safer damage uptime. In side lane, the better skill-shot player wins, but Ezreal must respect brush control and traps more than the raw 1v1 numbers.
- Do not chase through brush without checking for Bushwhack.
- A trap hit makes every follow-up spear and cougar trade more dangerous.
- Arcane Shift can dodge Javelin Toss, but using it too early invites cougar engage.
- Trueshot Barrage can finish her after Primal Surge baits you into thinking she is safe.

Nunu & WillumpFavoured
Nunu is hard to kill quickly but usually cannot force a clean duel on Ezreal unless repeated Ice Blasts pin him down.
Watch for Ice Blast slows movement and attack speed, letting Nunu walk into repeated casts or set up Absolute Zero.
How to beat
Kite at Q range and avoid trading auto attacks while Ice Blast is available, since its attack speed slow makes those trades worse than they look. Arcane Shift out of Absolute Zero as soon as the channel starts, then punish him while the ultimate is down. Commit only after Consume has no minion target nearby or after he uses Ice Blast and cannot keep you slowed.
Later Nunu rarely beats Ezreal in a pure side-lane duel, but he is much better as a teamfight amplifier and objective controller. Ezreal should ignore the tank unless Nunu overextends, poke around him, and save Shift for Absolute Zero or Ice Blast follow-up.
- Do not stand near minions if Consume will undo your poke race.
- Arcane Shift out of Absolute Zero immediately; do not greed extra autos.
- Ice Blast lowers your attack speed, so lean on Mystic Shot while slowed.
- Blood Boil makes his engage speed less harmless than his damage suggests.

OlafUnfavoured
Olaf's Undertow chain and Ragnarok let him ignore most peel once he reaches a line where axes can keep landing.
Watch for Ragnarok makes Olaf immune to disables and gives him the window to run through your kiting and land Reckless Swing.
How to beat
Fight only from max Q range and break the axe pickup line by moving sideways, not straight back. Save Arcane Shift until after Olaf commits with a close Undertow or activates Ragnarok; an early Shift just gives him a new axe line to chase. Commit when Undertow misses and the axe lands far from him, because that is the brief window where he cannot refresh the slow.
Later Finished Olaf is the stronger side-lane duelist and can force Ezreal away from long lanes with Ghost-like axe pressure. Ezreal is better in teamfights if he starts far enough back, pokes before Ragnarok, and kites toward teammates instead of trying to solo burn him.
- Never run in a straight line along the axe pickup path.
- Reckless Swing is true damage, so armor alone does not solve the duel.
- Ragnarok means your slow item actives are less reliable during his commit.
- Punish missed Undertow immediately before he retrieves the axe.

PantheonUnfavoured
Pantheon wins short-range all-ins because Aegis of Zeonia guarantees Heartseeker Strike damage and his passive blocks key auto-based damage.
Watch for Aegis of Zeonia stuns Ezreal and holds him in place for Heartseeker Strike's champion damage.
How to beat
Stay outside leap range and make Pantheon spend Spear Shot into your sustain or minions before you take a trade. Save Arcane Shift for after Aegis of Zeonia connects or to deny the follow-up angle; if you Shift aggressively, he can point-click stun you. Commit only when his passive block is down and Heartseeker Strike has been used or interrupted by spacing.
Later Pantheon remains better at killing Ezreal in isolated fog-of-war catches, but he falls off harder in sustained teamfights if he cannot instantly stun the carry. Ezreal should play far back, track Grand Skyfall flanks, and buy armor or cleanse tools if Pantheon is assigned to him.
- Strip Aegis Protection with a cheap hit before relying on a big auto trade.
- Do not Arcane Shift into Aegis of Zeonia range.
- Grand Skyfall is more about cutting off your escape than winning the duel by itself.
- If Heartseeker Strike starts and you are not stunned, step out instead of trading into it.

RammusUnfavoured
Rammus is built to punish marksmen, and Puncturing Taunt plus Defensive Ball Curl makes Ezreal damage himself while losing spacing.
Watch for Puncturing Taunt forces Ezreal to basic attack Rammus during Defensive Ball Curl and removes his ability to kite.
How to beat
Keep minions or terrain between you and Powerball, and never spend Arcane Shift before Rammus has committed his roll or taunt. When Defensive Ball Curl is active, stop auto attacking if you are not taunted and kite with Mystic Shot from outside return-damage range. Commit only after Taunt and Ball Curl are both down, because otherwise he controls the entire close-range trade.
Later Rammus wins the isolated anti-carry duel if he reaches Ezreal, while Ezreal is more useful before contact through poke and objective damage. In teamfights, hold E for Powerball or Taunt range and let magic damage teammates handle him when Ball Curl is active.
- Do not auto into Defensive Ball Curl unless you have no choice.
- Arcane Shift over a wall after Powerball commits, not while he is still steering.
- Mercurial effects are valuable because Taunt is the whole duel.
- His armor scaling makes pure basic-attack trading especially poor.

RyzeUnfavoured
Ryze's targeted Rune Prison and low-cooldown spell rotation beat Ezreal once he gets into 550 range, while Ezreal must win before that with poke.
Watch for Rune Prison roots Ezreal in spell range and starts Ryze's full Overload, Spell Flux, and Desperate Power rotation.
How to beat
Play at the edge of Mystic Shot range and avoid walking into equal 550 range for autos unless Rune Prison is down. Save Arcane Shift for after Rune Prison ends or to dodge forward movement when Ryze activates Desperate Power; using it first lets him root you afterward. Commit only after he wastes Rune Prison or Desperate Power, because his sustained spell cycle beats your straight DPS in close range.
Later Ryze scales into a much stronger side-lane duelist if he can point-click root Ezreal, while Ezreal's job in teamfights is to poke him before he enters range. Magic resistance and cleanse access matter more than trying to outburst him.
- Do not trade autos at 550 unless Rune Prison is unavailable.
- Desperate Power move speed lets him close the last gap faster than expected.
- Spell Flux lowers magic resist, making the rest of his rotation hit harder.
- Arcane Shift does not help if you used it before the root.

ShacoUnfavoured
Shaco wins messy close fights from stealth and fear boxes, while Ezreal wins only when he keeps vision and denies the Deceive opener.
Watch for Deceive gives Shaco an invisible gap close and backstab angle that bypasses Ezreal's normal poke spacing.
How to beat
Do not duel Shaco in brush, fog, or around placed boxes; make him cross visible ground before he can start damage. Hold Arcane Shift until after Deceive appears, then Shift away from the backstab path and kite the real champion, not the clone. Commit when Deceive is down and Jack In The Box is not controlling your retreat route.
Later Shaco is still better at isolated picks and side-lane ambushes, but Ezreal is stronger when fights are front-to-back and vision is established. Stay with wards and teammates, poke before objectives, and do not chase the clone into boxes.
- If Shaco vanishes, stop throwing skillshots at where he was and reposition.
- Boxes turn your escape path into his engage path.
- Hallucinate can waste Trueshot Barrage if you fire before identifying the real Shaco.
- Sightstone-style warding is a real combat item in this matchup.

ShenFavoured
Shen is durable and annoying, but Ezreal can kite him unless Shadow Dash lands and keeps him close long enough for repeated Vorpal Blade trades.
Watch for Shadow Dash taunts Ezreal and lets Shen force melee range despite Arcane Shift's normal safety.
How to beat
Stand outside Shadow Dash angles and keep poking with Mystic Shot while walking backward, not straight along walls where his dash is easier to line up. Save Arcane Shift until he actually dashes; if he misses, you get a long window to punish him. Commit after Feint is down or when he uses energy on Vorpal Blade and cannot immediately threaten taunt pressure.
Later Shen does not usually beat Ezreal fast in a side lane, but Stand United means the duel often turns into a numbers play elsewhere. Ezreal should pressure when Shen's ultimate is down and interrupt or punish his channel with damage timing if he tries to leave.
- Arcane Shift after Shadow Dash starts, not before.
- Do not waste burst into Feint if you can wait it out.
- Track Stand United; winning the lane means less if he saves another fight.
- Kite diagonally so Shadow Dash cannot cover your whole escape line.

SingedFavoured
Ezreal can keep Singed at arm's length, but getting tagged by Mega Adhesive or Fling turns the fight into Singed's poison trail chase.
Watch for Fling puts Ezreal behind Singed into Poison Trail and breaks his clean kiting pattern.
How to beat
Hold max Q range and avoid standing between Singed and your escape route, because he only wins by forcing a flip. Save Arcane Shift for Mega Adhesive or the Fling approach; do not use it just to add damage. Commit after Insanity Potion fades or after he misses adhesive and cannot slow you long enough to reach throw range.
Later Singed becomes harder to kill in side lanes and can proxy or force rotations better than Ezreal, but he still struggles to finish Ezreal alone without a catch. In teamfights, Ezreal should ignore the chase, poke past him, and Shift only when Singed reaches Fling range.
- Never chase directly through Poison Trail.
- Mega Adhesive is the setup; Fling is the punishment.
- If Insanity Potion is active, kite out the duration instead of trying to burst him.
- Stay off narrow paths where adhesive covers the whole lane.

SionUnfavoured
Sion's point-click Cryptic Gaze and lifesteal ultimate let him force a brutal melee trade if Ezreal enters stun range.
Watch for Cryptic Gaze stuns Ezreal long enough for Death's Caress detonation and Enrage attacks to land.
How to beat
Stay outside stun range and poke down Death's Caress before considering a real trade. Save Arcane Shift for after Cryptic Gaze is used or to keep Sion from ever getting the cast; if he stuns first, your escape comes late and you may already be in shield explosion range. Commit only when Death's Caress is broken and Cannibalism is unavailable or kited out.
Later AD Sion becomes a terrifying side-lane duelist if he can touch Ezreal, while Ezreal is more reliable in teamfights where Sion must cross a front line. Use poke and anti-heal rather than trying to stat-check his ultimate healing.
- Do not stand near Sion while Death's Caress is about to detonate.
- Cryptic Gaze is point-click, so respect the range instead of trying to sidestep it.
- Executioner's Calling matters if Cannibalism is deciding the all-in.
- Breaking the shield early removes both defense and burst.

SivirEven
Ezreal outranges Sivir with Mystic Shot, but Spell Shield can steal his best cooldowns and Sivir wins if Boomerang Blade hits both passes.
Watch for Spell Shield blocks Mystic Shot, Essence Flux, Arcane Shift's bolt, or Trueshot Barrage and gives Sivir the tempo to trade back.
How to beat
Bait Spell Shield with a low-commitment Q angle before using Essence Flux or Trueshot Barrage. Stay outside her 425 auto range when possible and never stand in the return path of Boomerang Blade. Commit after Spell Shield is down and Boomerang Blade has missed, because her short range makes it hard for her to answer your kiting without On The Hunt.
Later Sivir is stronger in grouped teamfights when On The Hunt lets her team start fights and Ricochet spreads damage, while Ezreal is safer in side lanes and poke setups. Make her burn Spell Shield before important ultimates and avoid clumping where Ricochet gets value.
- Do not fire Trueshot Barrage into an unused Spell Shield unless you are forcing it intentionally.
- Sidestep Boomerang Blade's return, not just the first throw.
- Her 425 range lets you Q-poke without giving equal autos.
- On The Hunt turns a losing duel into a chase if Arcane Shift is down.

SkarnerFavoured
Ezreal wins if he keeps Skarner at Q range and never gives him the first touch for Crystalline Exoskeleton into Impale.
Watch for Impale suppresses you and turns one positioning mistake into a forced melee trade.
How to beat
Hold max Mystic Shot range and kite sideways so Fracture does not give Skarner an easy line to run in. Arcane Shift should be saved for after Crystalline Exoskeleton starts or after he flashes for Impale, not used for poke. Once his shield is broken, punish with Q chains while he has no speed to stay attached.
Later Skarner is still better at starting fights if he reaches Ezreal, but Ezreal is much better in open space and teamfights where allies can peel Impale. In side lane, do not stand near brush or fog; clear waves from range and make him spend flash or ultimate before committing damage.
- Breaking Crystalline Exoskeleton removes both his shield and the speed he needs to reach you.
- Do not Arcane Shift forward unless Impale is unavailable.
- Mystic Shot cooldown refunds let you kite him indefinitely if he cannot start the fight.
- Treat brush as Skarner range extension.

SonaFavoured
Ezreal outranges and out-damages Sona in a duel as long as he respects Crescendo and does not let her chain Power Chord poke for free.
Watch for Crescendo stuns you long enough for Sona to unload Q and Power Chord or set up an ally.
How to beat
Fight around Mystic Shot range and step back when Sona walks directly at you with Crescendo available. If she misses or spends Crescendo, Arcane Shift aggressively and finish with autos plus Q because her sustain is weaker when she is alone. Avoid short, repeated 550-range trades when she has Power Chord prepared.
Later Sona is not a side-lane duelist, but her teamfight value can beat Ezreal's poke if Crescendo catches multiple people. Stay spread, chip her team before objectives, and save Arcane Shift for the ultimate angle rather than small damage.
- Count Power Chord; her third-spell auto is the only basic trade that matters.
- Essence Flux's attack speed debuff is low value against solo Sona, so do not risk range for it.
- Crescendo is wider than it feels; sidestep before firing Trueshot Barrage.
- After Crescendo is down, she has no reliable way to stop Arcane Shift pressure.

SorakaFavoured
Soraka can stall with heals and silence, but she lacks the damage or catch to beat Ezreal if he spaces outside Starcall range.
Watch for Infuse silences you, stopping Arcane Shift or Mystic Shot at the moment you try to disengage or finish.
How to beat
Stay outside Starcall range and force her to answer Mystic Shot poke instead of letting her stack magic resist reduction on you. Do not Arcane Shift into Infuse range unless she is already low enough to die through Wish. After Wish is used, keep the trade going; her duel threat drops hard once the reset heal is gone.
Later Soraka does not want a side-lane duel, but in teamfights her healing can undo Ezreal poke if she is not pressured. Use Trueshot Barrage to cut through grouped allies before the fight and ask your team to apply heal reduction when bursting targets.
- Do not stand in repeated Starcalls; the magic resist shred is how harmless poke becomes real damage.
- Bait Infuse before committing with Arcane Shift.
- Wish means your first lethal attempt may not be lethal; plan for a second Q.
- She cannot punish missed Mystic Shots unless you walk into her aura range.

TaricFavoured
Taric is dangerous only when Dazzle starts the fight, because otherwise Ezreal can kite a melee support forever.
Watch for Dazzle stuns you and lets Taric walk into Shatter and Radiance range.
How to beat
Respect Dazzle's point-and-click threat and keep enough distance that the stun does not put him directly on top of you. If he uses Dazzle and cannot close afterward, kite back with Mystic Shot until the stun cooldown is gone, then punish. Arcane Shift should answer the stun follow-up, not start the trade.
Later Taric is not a side-lane answer to Ezreal, but his armor aura and stun are strong in grouped fights. Hit whoever is exposed, avoid standing where Dazzle can start a chain, and use magic or mixed damage from W and R to soften his armor-stacked team.
- Dazzle deals more damage up close, so do not let the stun happen at melee range.
- Shatter's armor makes pure auto trading worse than Q poke.
- Once Dazzle is down, Taric has no way to force Ezreal to stay.
- Do not Arcane Shift into Radiance range just to land Essence Flux.

TeemoEven
Ezreal has range and burst tools, but Teemo's blind, poison, speed, and mushrooms punish careless all-ins.
Watch for Blinding Dart denies Ezreal's auto damage during the key trade window.
How to beat
Use Mystic Shot to trade before autos, since blind does not stop the spell hit. Keep the fight in lanes or swept paths where Noxious Trap is not deciding movement, and Arcane Shift after Blinding Dart if you need to disengage. Commit only when Move Quick has been broken by damage and Teemo cannot kite around mushrooms.
Later Teemo becomes more annoying in side lanes because mushrooms make chase paths unsafe, while Ezreal is stronger in direct teamfight poke. Do not duel through trapped territory; group, clear vision, and force him to fight where Q and Trueshot Barrage reach without stepping on traps.
- Mystic Shot before autoing into Blinding Dart.
- Tag him once to remove Move Quick's passive speed before chasing.
- Arcane Shift can land you on a mushroom if you shift blindly through chokepoints.
- Trueshot Barrage is a clean way to finish Teemo without walking through traps.

TristanaUnfavoured
Tristana can force the close-range all-in with Rocket Jump and eventually outranges Ezreal with Draw a Bead.
Watch for Rocket Jump closes the gap, damages and slows you, then lets Rapid Fire autos take over.
How to beat
Poke before she jumps and stand far enough back that Rocket Jump does not also cut off your retreat path. Save Arcane Shift until after Rocket Jump lands, because shifting first invites her to follow and finish with Buster Shot. If she uses Rocket Jump defensively or misses the landing slow, that is your window to chase with Q resets.
Later Finished Tristana wins many side-lane duels because her range and attack speed scale past yours. In teamfights, play poke and repositioning; do not front-to-back auto trade her unless Buster Shot or Rocket Jump has already been spent.
- Never Arcane Shift forward while Rocket Jump is available.
- Her level-scaling range eventually makes neutral auto trades bad for you.
- Buster Shot can interrupt your chase after she jumps away.
- Essence Flux's attack speed debuff matters most when Rapid Fire is active.

TryndamereEven
Ezreal can kite Tryndamere, but one Spinning Slash plus Mocking Shout angle can force Undying Rage and run him down.
Watch for Undying Rage removes your burst finish and lets Tryndamere keep chasing at lethal health.
How to beat
Keep max Q distance and do not let him approach from behind, because Mocking Shout is much stronger when you are turned away. Save Arcane Shift for after Spinning Slash, then kite out Undying Rage instead of wasting Trueshot Barrage into it. Re-engage only when the ultimate is about to expire and he has no dash reset.
Later Tryndamere is the stronger side-lane duelist if he reaches you, while Ezreal contributes more safely in grouped poke fights. Do not answer him alone without space and cooldowns; waveclear, call for help, and punish him when Undying Rage is down.
- Do not fire your finisher into Undying Rage unless it will land after the duration ends.
- Face him when possible so Mocking Shout does not apply the slow.
- Arcane Shift after Spinning Slash, not before it.
- His crit chance rises as he gets low, so low-health kiting is still dangerous.

Twisted FateEven
Ezreal wins the skill-shot poke battle, but Gold Card gives Twisted Fate a reliable punish if Ezreal ever shifts poorly.
Watch for Pick A Card Gold Card stuns you and guarantees Wild Cards plus autos.
How to beat
Trade from beyond Twisted Fate's auto range and watch the card cycle before stepping up. Arcane Shift should dodge Wild Cards or break distance after Gold Card pressure, not be used into a locked stun. When Pick A Card is down, Ezreal can hard punish with Q and autos before the next rotation.
Later Twisted Fate's side-lane power is map pressure from Gate and Destiny more than raw duel strength, while Ezreal is safer in direct fights. Ping his channel, push waves from range, and avoid isolated duels when Destiny can reveal and slow your escape path.
- If Gold Card is locked, stop trading until it expires or he throws it elsewhere.
- Arcane Shift can dodge Wild Cards after the stun threat is gone.
- Destiny's reveal removes brush jukes and fog escapes.
- Trueshot Barrage can punish his Gate channel destination if you read the play early.

TwitchUnfavoured
Twitch wins if he opens from Ambush with stacked Deadly Venom, while Ezreal wins only when he sees the engage coming and kites the ultimate line.
Watch for Ambush lets Twitch start the duel on his terms with attack speed and immediate poison stacks.
How to beat
Do not stand alone in fog or near unwarded flank paths, because Twitch's best duel begins before you can aim Mystic Shot. When he appears, Arcane Shift sideways out of Spray and Pray's line rather than straight backward. If Ambush is down or revealed early, poke him before he stacks poison and disengage before Expunge becomes lethal.
Later Twitch is more dangerous in teamfights if he gets a hidden flank, but Ezreal is safer when fights start front-to-back. In side lanes, avoid long lanes without vision; group around wards and save Trueshot Barrage for revealed Twitch or clustered targets during Spray and Pray.
- Shift perpendicular to Spray and Pray, not along the bolt line.
- Expunge is only scary after stacks; end the trade early if he opens cleanly.
- A warded lane changes the matchup more than a damage item does.
- Do not chase into fog after Twitch drops Ambush.

VayneUnfavoured
Vayne beats Ezreal in a clean all-in because Final Hour and Silver Bolts overpower his poke once she stays in range.
Watch for Condemn knocks you away or stuns you into terrain, denying your kite and setting up Silver Bolts.
How to beat
Fight in open space away from walls and use Mystic Shot to chip before Vayne can start a three-hit pattern. Save Arcane Shift for after Condemn or after Final Hour Tumble reveals her new angle. If Final Hour is active and you have not already chunked her, disengage and restart after it ends.
Later Vayne is the stronger finished side-lane duelist and tank killer, while Ezreal is better at safe poke before fights. Do not give her isolated wall angles; group earlier, keep distance, and force her to cross Q and R damage before she can auto freely.
- Stand away from walls even if it costs a little damage uptime.
- Count Silver Bolts; back off before the third hit when possible.
- Final Hour Tumble breaks easy targeting, so hold skill shots for where she exits.
- Essence Flux's attack speed debuff is valuable when she commits to autoing.

VeigarEven
Ezreal can dodge Veigar's delayed damage, but Event Horizon turns one bad step into lethal burst.
Watch for Event Horizon cages the area and stuns you if you cross the edge, setting up Dark Matter and Primordial Burst.
How to beat
Keep moving at Q range and avoid using Arcane Shift aggressively while Event Horizon is ready. If the cage appears, shift out before touching the wall or stand still inside and dodge Dark Matter rather than stunning yourself. Once Event Horizon is down, Veigar is vulnerable to repeated Mystic Shots and cannot easily answer your mobility.
Later Veigar's burst gets much more punishing late, especially against AP-heavy Ezreal builds, while Ezreal remains safer in poke and siege. Build magic resistance if he is your main threat, force his cage before objectives, and never face-check corridors where Event Horizon covers the whole exit.
- Do not panic-walk through Event Horizon's edge.
- Arcane Shift can escape the cage if you cast before the stun lands.
- Dark Matter is delayed; dodge that first, then trade.
- Primordial Burst punishes AP, so hybrid Ezreal must respect him more.

WarwickFavoured
Warwick cannot reach Ezreal without Infinite Duress, and Ezreal can kite him down if that engage is denied or cleansed.
Watch for Infinite Duress suppresses you and gives Warwick the melee contact he otherwise cannot force.
How to beat
Stay outside Hungering Strike range and punish him with Mystic Shot whenever he walks up. Save Arcane Shift for after Infinite Duress ends or for when he tries to close without it; shifting early just lets him ult the new position. If you can remove the suppression, Warwick has no real way to keep Ezreal in place.
Later Warwick remains a pick threat, but he is poor at chasing Ezreal through open teamfights without ultimate. In side lane, keep health high so Blood Scent does not help him run you down, and group when his ultimate can start a numbers advantage.
- Do not trade low; Blood Scent makes disengaging much harder.
- Hungering Strike heals him, so short poke is better than standing in range.
- Cleanse effects turn his duel from scary to one-sided.
- Essence Flux's attack speed debuff cuts some Hunter's Call value if he stays on you.

WukongUnfavoured
Wukong's dash, stealth, and knockup give him enough reliable access to beat Ezreal if he starts the fight near minions or brush.
Watch for Nimbus Strike closes to Ezreal and sets up Crushing Blow plus Cyclone before he can create space.
How to beat
Do not stand near your minion wave when Wukong is looking for Nimbus Strike, because it gives him a clean dash target. Hold Arcane Shift until after Nimbus Strike or Cyclone begins, then kite once Decoy is gone. If he wastes Decoy to fake pressure, punish the real body after the stealth ends and keep Q spacing.
Later Wukong is much better at decisive teamfight engages, while Ezreal is stronger before the fight starts. In side lanes he can still kill you from fog, so keep distance from brush, poke waves, and save E for his first real commit.
- Minions extend Nimbus Strike access, so fight away from the wave.
- Do not dump Trueshot Barrage into Decoy unless you have confirmed the real Wukong.
- Arcane Shift after his dash makes Cyclone much easier to kite.
- His passive is low in a true 1v1, so the danger is access, not durability.

ZileanEven
Zilean can kite and reset the fight with Time Warp and Chronoshift, but Ezreal has enough mobility and poke to avoid a clean bomb duel.
Watch for Time Warp slow takes away your spacing and lets repeated Time Bombs land safely.
How to beat
Stay at Mystic Shot range and avoid letting Zilean walk into guaranteed Time Bomb range for free. If he slows you, Arcane Shift out before the second rotation from Rewind creates a losing trade. Do not commit lethal damage into Chronoshift unless you can wait it out and finish him after the revive.
Later Zilean is rarely a side-lane duelist, but his teamfight revive can erase Ezreal's poke pick. Force Chronoshift on a low-value target, switch targets during the revive mark, and use Trueshot Barrage before fights rather than as a wasted execute into his ultimate.
- Time Warp decides whether bombs are dodgeable or guaranteed.
- Rewind means one missed punish window can become a second bomb cycle.
- Stop attacking a Chronoshifted target if the revive is unavoidable.
- Zilean's 600 range means careless autos are worse than Q-first trades.
No champion by that name.
18- Attack damage
- 332.2
- Ability power
- 30
- Armor
- 164
- Magic resist
- 44.6
- Attack speed
- 1.045
- Cooldown reduction
- 35%
- Critical strike chance
- 0%
- Move speed
- 375

Click an item to leave it out of the numbers.
Resources
- Health
- 1,928
- Health regen
- 29.4 / 5s
- Mana
- 1,795
- Resource regen
- 32.7 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 205%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QMystic Shotrank 5/5
- Damage
- 549
WEssence Fluxrank 5/5
- Damage
- 304
- Heal
- 149
EArcane Shiftrank 5/5
- Damage
- 303
RTrueshot Barragerank 3/3
- Damage
- 684
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.045
- Average hit
- 338.8
- Normal hit
- 338.8
- Critical hit
- 694.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 42.5 / s
- Time to kill
- 2.8s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 324.55
- Ability power
- 30
- Armor
- 144
- Magic resist
- 129.6
- Attack speed
- 1.462
- Cooldown reduction
- 0%
- Critical strike chance
- 10%
- Move speed
- 405

Click an item to leave it out of the numbers.
Resources
- Health
- 2,178
- Health regen
- 15.4 / 5s
- Mana
- 1,245
- Resource regen
- 18.7 / 5s
Offense
- Attack range
- 550
- Crit chance
- 10%
- Crit damage
- 205%
- Life steal
- 12%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QMystic Shotrank 5/5
- Damage
- 540
WEssence Fluxrank 5/5
- Damage
- 304
- Heal
- 149
EArcane Shiftrank 5/5
- Damage
- 303
RTrueshot Barragerank 3/3
- Damage
- 684
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.462
- Average hit
- 365.8
- Normal hit
- 331
- Critical hit
- 678.6
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 64.2 / s
- Time to kill
- 1.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 100.6
- Ability power
- 748.44
- Armor
- 138
- Magic resist
- 30
- Attack speed
- 1.018
- Cooldown reduction
- 4%
- Critical strike chance
- 0%
- Move speed
- 393.75

Click an item to leave it out of the numbers.
Resources
- Health
- 1,790
- Health regen
- 15.4 / 5s
- Mana
- 1,617
- Resource regen
- 31.7 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QMystic Shotrank 5/5
- Damage
- 266
WEssence Fluxrank 5/5
- Damage
- 744
- Heal
- 365
EArcane Shiftrank 5/5
- Damage
- 853
RTrueshot Barragerank 3/3
- Damage
- 1,197
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.018
- Average hit
- 102.6
- Normal hit
- 102.6
- Critical hit
- 205.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 9.6s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 100.6
- Ability power
- 0
- Armor
- 79
- Magic resist
- 30
- Attack speed
- 1.018
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 330
Resources
- Health
- 1,790
- Health regen
- 15.4 / 5s
- Mana
- 1,045
- Resource regen
- 18.7 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QMystic Shotrank 5/5
- Damage
- 261
WEssence Fluxrank 5/5
- Damage
- 280
- Heal
- 140
EArcane Shiftrank 5/5
- Damage
- 275
RTrueshot Barragerank 3/3
- Damage
- 650
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.018
- Average hit
- 100.6
- Normal hit
- 100.6
- Critical hit
- 201.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.8s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 251.3
- Ability power
- 30
- Armor
- 164
- Magic resist
- 53.6
- Attack speed
- 1.281
- Cooldown reduction
- 39%
- Critical strike chance
- 0%
- Move speed
- 375
Click an item to leave it out of the numbers.
Resources
- Health
- 1,928
- Health regen
- 29.4 / 5s
- Mana
- 2,545
- Resource regen
- 32.7 / 5s
Offense
- Attack range
- 550
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 15%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 43%
- Lethality
- 6
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QMystic Shotrank 5/5
- Damage
- 450
WEssence Fluxrank 5/5
- Damage
- 304
- Heal
- 149
EArcane Shiftrank 5/5
- Damage
- 303
RTrueshot Barragerank 3/3
- Damage
- 684
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 1.281
- Average hit
- 307.3
- Normal hit
- 307.3
- Critical hit
- 563.7
- On-hit damage
- 51
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Life steal healing
- 49.3 / s
- Time to kill
- 2.5s
On-hit
- Blade of The Ruined King51
Ruination · physical damage
Not counted: the active.
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.