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The Prodigal Explorer
Release Date: March 16, 2010
Cost: 4800 BE 880 RP
Primary Attribute: Marksman
Secondary Attribute: Mage
Resource: Mana
Health Mini Icon.png Health: 491 (+ 86)
HealthRegen Mini Icon.png Health Regen: 4 (+ 0.55)
Mana Mini Icon.png Mana: 360.6 (+ 42)
ManaRegen Mini Icon.png Mana Regen: 8.092 (+ 0.65)
MovementSpeed Mini Icon.png Movespeed: 325
AttackDamage Mini Icon.png Attack Damage: 60 (+ 2.5)
AttackSpeed Mini Icon.png Attack Speed: 0.625 (+ 1.5%)
Range Mini Icon.png Range: 550
Armor Mini Icon.png Armor: 22 (+ 3.5)
MagicResist Mini Icon.png Magic Resist: 30 (+ 0.5)
Nottingham Ezreal Released: 2010-03-16 / 520 RP
Striker Ezreal Released: 2010-06-22 / 520 RP
Frosted Ezreal Released: 2010-07-19 / 520 RP
Explorer Ezreal Released: 2010-10-13 / 750 RP
Pulsefire Ezreal Released: 2012-06-29 / 3250 RP
TPA Ezreal Released: 2013-05-24 / 750 RP
Debonair Ezreal
Chroma Pack  (1320 RP)
Release Date: 2016-09-22
290 RP
290 RP
290 RP
290 RP
290 RP
290 RP
Rose Quartz
290 RP
290 RP
Chroma Icon.png
Released: 2014-08-06 / 750 RP
Ace of Spades Ezreal Released: 2015-05-21 / 750 RP
Arcade Ezreal Released: 2016-08-25 / 1350 RP
Star Guardian Ezreal Released: 2017-09-07 / 1350 RP
SSG Ezreal Released: 2018-07-20 / 1350 RP


  • Biography
  • Story
  • 3rd bio
  • 2nd bio
  • 1st bio
A self-assured explorer with the uncanny ability to find his way out of trouble, Ezreal traverses Runeterra in search of adventure. Armed with a magical gauntlet procured from the ruins of ancient Shurima, he tempts fate daily by seeking out treacherous, uncharted places and daring to untangle the world’s most cryptic mysteries.

As the child of two renowned traders whose work often required journeys to dangerous and remote destinations, Ezreal was left in Piltover under the care of his uncle, Professor Lymere. The Professor did not enjoy having to wrangle such a rash and unruly child, and to ease his burden, assigned the strictest tutors to teach him subjects like techmaturgy, hextech mechanics, and archeological history. Ezreal had a knack for absorbing information, and found laborious study a waste of time. He passed assessments easily with little or no preparation, which infuriated his uncle.

Ezreal’s appetite for exploration was irrepressible, and he took great pleasure in evading authority figures to roam the grounds and uncover its hidden places. His extraordinary spatial awareness allowed him to easily navigate labyrinthine tunnels beneath the university and cross its rooftops, allowing access to the most secluded vaults filled with strange and mysterious treasures. Ezreal polished his lock picking skills by sneaking into professors’ offices to rearrange their belongings for his own amusement.

The boy’s parents returned to Piltover periodically to sell whatever remarkable wares they’d acquired from afar. In his quest for increasingly rare and magical treasures to trade, Ezreal’s father was determined to discover the location of the lost tomb of the mage Ne’zuk, an ancient Shuriman whose head was crowned with twisted horns. The tomb was rumored to contain a magical gemstone that allowed the user to jump instantly from one place to another. If Ezreal’s father could obtain the priceless relic, he joked that wherever he was traveling, he would simply drop into Piltover for dinner each night.

Ezreal longed to embark on adventures with his parents, but they cited the many dangers they encountered daily. As the boy grew older, the time between his parents’ visits grew longer and longer until one year, they did not return at all.

Professor Lymere heard that the couple had ventured deep into the ruins of Shurima, and were never seen again. He told Ezreal his parents had most likely perished, but Ezreal was convinced his family was still alive somewhere, trying to return to him. He would often prolong dinners as long as possible, hoping his father and mother would appear bearing the magical stone of Ne’Zuk.

Though he told no one, Ezreal was determined to find his parents, or at least learn what had happened to them. His only clue to their whereabouts was the last place his father had searched for: the lost tomb of Ne’Zuk.

Over the years, Piltover had become Ezreal’s playground, with no workshop or laboratory closed to his exploits. Ezreal spent weeks collecting supplies from the university; celestial diagrams, translations of runic sigils, detailed guides to burial practices of Ancient Shurima, and a pair of protective goggles. After leaving a note of farewell for his uncle, he snuck onto a supply ship bound for Nashramae, a harbor city in Shurima.

Halfway through the voyage, the ship’s steward discovered the stowaway, and the captain threatened to throw Ezreal overboard. While balancing on a wooden plank, Ezreal told the captain he planned to abandon ship anyway; his chances were better in the ocean than aboard their doomed vessel. He revealed his star charts, showing that they were headed for a perilous rocky shoal notorious for dashing ships to pieces. Ezreal was instated as the chief navigator, the ship's drunken navigator cast into the sea in his place.

After the ship docked in Nashramae, Ezreal began his search for the tomb of Ne’Zuk. For months he ventured deep into cavernous ruins and lost temples that had been sealed for centuries. He relished in the boundless freedom of the unknown as he mapped out routes through ancient catacombs and escaped from untold horrors guarding hidden chambers. With each step, Ezreal imagined himself following his parents’ path, growing ever closer to solving the mystery of their disappearance.

In the underground crypt of a long-deceased emperor, Ezreal noticed the mosaic tiles covering the floor were perfectly smooth, as if they had been added only recently. He eagerly chipped away at a corner of the floor, revealing the edge of a portrait which had long faded from its original bright colors.

Ezreal removed each tile with growing excitement. He uncovered an enormous fresco of a man with Ne’Zuk’s characteristic curling horns protruding from his head. The mage’s gaping mouth opened to a sinkhole of churning sand. Ezreal secured a rope and dove in, blindly feeling his way around the tomb as his lungs begged for air. He emerged wearing a heavy bronze gauntlet with a bright azure amulet inlaid at its center.

As Ezreal pulled himself from the tomb, the walls around him shook with powerful tremors and began to collapse inward. Though he could no longer see his escape route, he visualized himself standing in the cavern entrance just above. He felt power build in his gauntlet, and as the amulet glowed he was instantly teleported to the location he had just envisioned.

The gauntlet, which retained potent energy within its crystalline core, proved to be the perfect escape tool. Ezreal learned it could channel beams of magical light after he mistakenly destroyed the foundations of a stone bridge. With the glove, he broke free from a band of nomads convinced he was the reincarnation of an Ascended warrior, survived a brutal desert storm which buried him beneath crushing layers of sand, and blasted a horde of Xer’Sai into oblivion.

The relic was not without its limits, however; it took long moments to recharge its power and only allowed for teleportation between short distances. Worse, Ezreal could not help but feel that if his parents were still alive, he would not have found the gauntlet at all. Unbeknownst to him, the glove had a twin that had been excavated from the tomb years before. Ezreal vowed to carry on his parents’ tradition of exploring the world and chasing thrills of the unknown.

Armed with his magical gauntlet, Ezreal tempts danger with nail-biting, narrow escapes. He fearlessly seeks out the most exciting and perilous corners of Runeterra, trusting in the luck that has favored his travels thus far and never failing to answer his true calling: adventure.

"Undiscovered treasures? Deadly curses? Preposterous odds? Sign me up."

- EzrealSquare.png Ezreal


After hours of trekking through the stiflingly humid jungle, the cool air of this underground crypt is sweet bliss. Sure, potential death awaits at every turn, but so does certain glory.

I step through a stone archway and clouds of dust rise like phantoms, revealing a pathway of circular patterns carved into the rock. This tomb is rumored to be impenetrable, uncrackable, and deadly. No explorer has yet escaped with their life, but then, none of them have been me.

So far I’ve infiltrated miles of labyrinthine tunnels, navigated spike-filled sand traps, crawled beneath swinging blade-pendulums, and wrestled hissing pit vipers. Nice place to visit, but I wouldn’t want to live here.

Dozens of lidless stone eyes leer at me from the walls. Well, I’d leer too. I doubt they’ve seen anyone this astonishingly handsome since the last Rune War.

At the center of the room, a crystal vial rests on a pedestal. It shimmers with lambent fluid, casting tiny rainbows on the floor. That’s what I’m here for. Many will dismiss a grandiose tale of bold adventure as pure fiction, but there’s no denying a physical artifact. Collecting legendary treasure proves beyond doubt you’ve conquered the impossible.

The Elixir of Uloa is sought after by cults hoping it will imbue them with immortality, withered dynasties looking to reclaim power, and pilgrims seeking wisdom beyond belief. Quite a lot to promise for a vial whose contents wouldn’t fill a teaspoon.

I know every trap in the book will trigger as soon as I lift it from the pedestal. That’s the nature of places like this. I flex my fingers and the gemstone at the center of my gauntlet glows a satisfying cerulean blue. Now the real fun begins.

I approach slowly. A stone trembles underfoot and I step back to avoid activating a trigger. I pick my way across the room, only stepping on the most immobile stones. As my fingers close over the Elixir, deep cracks split the stone floor of the chamber. I activate my gauntlet, charging it with magical energy. Swirling rays of light overwhelm my vision as I teleport to the archway fifteen feet away. Not a second too soon. Hundreds of knife-sharp stakes cascade from the ceiling, missing me by a hair’s breadth as the entire room collapses into a shadowy crevasse below.

My gauntlet’s power is perfect for tight spots, but doesn’t lend itself to crossing great distances. And takes longer than I’d like to recharge.

A thunderous boom shakes the walls and echoes down the corridor. Sounds like the ancient foundations of this tomb won’t hold much longer, so it’s time to speed things along. I prefer my ground strictly solid, with a generous helping of reliability, so I sprint down the tunnel as widening cracks obliterate the floor behind me.

I chase the directional marks I chalked when I entered the tomb, sliding beneath collapsing archways, leaping over boiling quicksand, and dashing around colossal boulders rolling in to block this ever-narrowing passageway.

The wall to my right splits apart and a barrage of colossal insects tumble through, giant pincers snapping and venom dripping from their jaws. Thousands of red spider eyes gleam with hunger while scorpions scuttle forward with stingers poised. Jungle vermin are a damn nuisance, but I’ve got just the remedy!

I close my eyes for a split second. Energy flows down my arm, jangling my nerves with a pulsating beat as I concentrate power into the gem. I steady my gauntlet and aim it at the largest spider. As the monster opens his jaws I unleash a blazing ray into its mouth, blasting it back into the crawling horde. The smell of burned chitin stings my throat and my stomach churns.

I turn and run, firing blinding beams of light behind me at every twist of the passageway. A slab of rock the size of a house breaks from the ceiling directly overhead. My gauntlet recharges just in time and I reappear ten feet ahead in a whirling spiral of light as the tunnel behind me collapses.

Two toppling pillars fall toward each other and I slide between them a moment before they smash to dust. I dash into a chamber with a floor angled toward the surface.

A sliver of sunlight shines ahead, and I grin as I bolt for it. Freedom is close. The ground shakes with a deafening rumble and I stumble mid-run as the chamber falls apart in front of me. Freedom was close.

Then again, backup plans are a particular specialty of mine.

I ready my gauntlet and concentrate all my energy into the gem. I feel it drawing power from me. My vision blurs and the world seems to tilt as the gem fills with magic. The gauntlet pulses the blue of a clear sky.

I open my hand and a brilliant arc of golden light as wide as the tunnel bursts from my palm. The force of the blast staggers me, but I maintain my focus. The light blazes in a continuous glowing channel, gleaming brightly as it disintegrates everything in its path, leaving a precariously narrow gap. My favorite kind of gap!

I close my hand into a fist and the tunnel darkens once more. The ground lurches unpleasantly, sending me to my knees. I’m so spent I can barely move, let alone stand. Inches from my face, cracks spread across the floor faster than I can track them. Not good. The tomb won’t hold much longer, so I muster my remaining strength and rise, sprinting to what I dearly hope is safety.

I’m losing sight of the sunlight. Another crash - the walls crumble around me. I close my eyes and dive through the hole. Nothing wrong with hoping for a bit of good luck, and I am exceptionally lucky. I hit the ground, roll to my feet and inhale the sweet air of the jungle.

Behind me, the entrance to the tomb caves in completely, releasing a billowing cloud of ancient dust. I brush the dirt from my clothes, toss my hair out of my eyes with a well-practiced flick and walk away.

Another impossible ruin traversed. Another treasure to prove the truth of my daring tales.

And all before lunch.

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.
"Time for a true display of skill!"

- EzrealSquare.png Ezreal

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 EzrealSquare.png 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."

- EzrealSquare.png Ezreal


Rising Spell Force.png Rising Spell Force [Passive]

Innate: Ezreal gains 10% Attack Speed each time he successfully hits a spell, stacking up to 5 times.
Mystic Shot.png Mystic Shot [Q]
Cost: 28 / 31 / 34 / 37 / 40 Mana Cooldown: 6.5 / 6 / 5.5 / 5 / 4.5 seconds Range: 1150

Active: Ezreal fires a bolt of energy, dealing physical damage (applies on-hit effects). Ezreal's cooldowns are reduced by 1.5 seconds if Mystic Shot hits a target. Physical Damage: 15 / 40 / 65 / 90 / 115 (+110% total) (+40%)
Essence Flux.png Essence Flux [W]
Cost: 50 / 60 / 70 / 80 / 90 Mana Cooldown: 9 seconds Range: 1000

Active: Ezreal fires a wave of energy that damages all enemy champions it passes through for magic damage. If Ezreal or his Allied champions are hit by the wave, their Attack Speed is increased for 5 seconds. Magic Damage: 70 / 115 / 160 / 205 / 250 (+80%)
Attack Speed Buff: 20 / 25 / 30 / 35 / 40%
Arcane Shift.png Arcane Shift [E]
Cost: 90 Mana Cooldown: 19 / 17.5 / 16 / 14.5 / 13 seconds Range: 475 | 750

Active: Ezreal teleports to a nearby location and fires a bolt at the nearest enemy, dealing magic damage. Magic Damage: 80 / 130 / 180 / 230 / 280 (+50% total) (+75%)
Trueshot Barrage.png Trueshot Barrage [R]
Cost: 100 Mana Cooldown: 120 seconds Range: Global

Active: Ezreal winds up for 1 second to fire a long range missile that deals magic damage to each enemy it passes through. Deals 10% less damage for each enemy hit (minimum 30%). Magic Damage: 350 / 500 / 650 (+100% bonus) (+90%)

Patch History


Armor decreased.

Ez is still running rampant after the scaling nerfs we shipped partway through last patch, so we're making it easier to boot him out of lane without letting him hit his item cost thresholds. In particular, this may leave him stuck on Tear of the Goddess (potentially not even that) without damage items for longer.

Base Stats

ARMOR : [25] 22

Mid-Patch 8.11 Updates These went live last patch.

RISING SPELL FORCE ATTACK SPEED : [10/12/14% per stack]
10% per stack at all levels


Ez is another non-crit marksman who was already prevalent leading up to 8.11 and is now oever the line. (In his case, he actually got a direct buff via Blade of the Ruined King).

Attack Damage growth : [3.11] 2.5

Rising Spell Force.png Passive - Rising Spell Force

Attack Speed : [10/12/14% per stack]
10% per stack at all levels

ARMOR : [31] 25
HEALTH : [484.4] 491
HEALTH REGEN : [1.3] 0.8

Q damage decreased at early ranks.

Kleptomancy has dramatically shifted Ezreal's power curve, making it far easier for him to get his core of Sheen/Tear of the Goddess earlier. As a result, Ezreal's power spikes (especially Trinity Force/Muramana) show up earlier and control the game for longer. It doesn't really make sense for him to have a safe lane phase (even bullying some laners) while also having best-in-class midgame power, so we're tuning down his early game strength.

Mystic Shot.png Q - Mystic Shot

BASE DAMAGE : [35/55/75/95/115]


Base stats


Q ratio decreased.

Back when we buffed Mystic Shot in 7.17, Ezreal was struggling in the bot lane landscape. Flash forward seven patches, and with how strong Kleptomancy is on him, it's clear he no longer needs that additional baseline power.

Mystic Shot.png Q - Mystic Shot

RATIO : [1.25] 1.1 total AD


BASE ARMOR : [21.88] 31

Arcane Shift.png E - Arcane Shift

BASE DAMAGE : [75/125/175/225/275]

Q ratio increased.

Considering the current enchanter meta in botlane, it's understandable why Ezreal isn’t excelling. Whenever he manages to poke, he’s quickly countered by either a shield or a heal. So, we looked for spaces to give Ez a chance to do things that make his mahou* power more impactful. Due to the long range, low cooldown, and low mana cost on Mystic Shot, Ez gets to harass people during early laning phase. As the game progresses and his enemies’ abilities come online, he becomes less of a threat. Ezreal’s itemization factors into this as well. His unique item power spike comes when his Tear’s fully stacked and Muramana is completed—usually around the same time he finishes Trinity Force, meaning the two combine into one huge damage boost. We really like this pattern for Ez, so we're letting him capitalize harder on both his early lane phase and double-item spike.

(*Translator’s note: mahou means magical)

Mystic Shot.png Q - Mystic Shot

RATIO : [1.1] 1.25 total attack damage

Q cooldown reduced at early ranks.

We’re giving Ezreal a small boost to help him find more trading opportunities in his first few levels, which should especially help Tear-rushing Ez’s in the scaling department.

Mystic Shot.png Q - Mystic Shot

COOLDOWN : [6.5/6/5.5/5/4.5]
5.5/5.25/5/4.75/4.5 seconds


With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side.

HOORAY : Champions who previously gained no magic resist per level now gain 0.5 per level

Passive attack speed increased.

Primarily picked for his poke damage, Ezreal’s always been known to transition from a dominant early performer into a lategame falloff. At present however, the degree to which Ezreal loses steam makes him a liability for all but the most single-mindedly mid-game focused teams. We’re showing Ez some love by amping his later carry potential when he truly displays his skill via successful spellslinging.

Rising Spell Force.png Passive - Rising Spell Force

ATTACK SPEED PER STACK : [10% at all levels] 10/12/14% (at levels 1/7/13)
MAXIMUM ATTACK SPEED : [50% at all levels] 50/60/70% (at levels 1/7/13)

R cooldown up.

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.

Trueshot Barrage.png R - Trueshot Barrage

COOLDOWN : [80 seconds] 120 seconds

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!)


BASE ATTACK DAMAGE : [50.24] 55.6
BASE MANA : [310.6] 360.56

Mystic Shot.png Q - Mystic Shot

COOLDOWN : [6/5.5/5/4.5/4 seconds] 6.5/6/5.5/5/4.5 seconds
COOLDOWN REDUCTION ON-HIT : [1 second] 1.5 seconds

Arcane Shift.png E - Arcane Shift

COOLDOWN : [19/17/15/13/11 seconds] 19/17.5/16/14.5/13 seconds

E now scales with AD. The world is ending.

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?

Arcane Shift.png E - Arcane Shift

RATIO Now additionally scales 0.5 bonus attack damage


"We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
  • PORTRAITS : The following champion portrait icons have been updated:
    • Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean

Splash Updates

"As we've mentioned previously, the splash art team is engaged in a long-term effort to update our oldest base splashes. A few more are ready to go this patch!"
  • SPLASH : The following champions have received updated base splashes (click the portraits for the full image!)

Small Ezreal buffs.

"See above. We're trying to give him some extra love so he can keep up in a modern game of League of Legends. "
  • Rising Spell Force.png Passive - Rising Spell Force
    • BUFF DURATION 5 seconds ⇒ 6 seconds
  • Mystic Shot.png Q - Mystic Shot
"NOTE: This change has already taken effect, but the tooltip hasn't been updated. We'll get to that as soon as possible. Thanks!"


"We fixed some longstanding clunkiness with Pulsefire Ezreal's animations in 4.16. Our bad on forgetting to list this in the last set of patch notes!"
  • Pulsefire Ezreal
    • CANNONS PRIMED Smoothed out Pulsefire Ezreal's autoattack and Mystic Shot animations

Updated Bios

  • BIO The following champions have received updated in-client bios.

Ezreal can now hit himself with Essence Flux if he can find a way to get ahead of it. Use with caution please.

"Just E into it."

  • EssenceFlux.jpg W - Essence Flux
    • NEW JUST E INTO IT: Essence Flux can now hit Ezreal in addition to his allies

We saw the Lich Bane changes as an easy opportunity to preserve the AP Ezreal off-build without jeopardizing the health / balance of his primary build.

  • MysticShot.jpg Q - Mystic Shot
    • ABILITY POWER RATIO: 0.20 ⇒ 0.40


  • Pulsefire Ezreal
    • Fixed a bug where Pulsefire Ezreal would occasionally not see gold popups for some of his last hits on targets in plain view
    • Fixed a bug where Pulsefire Ezreal would play his death animation a second time if Trueshot Barrage was leveled up while dead


  • Base movement speed reduced to 325 from 330
  • Rising Spell Force
    • Duration reduced to 5 seconds from 6
  • Trueshot Barrage
    • Damage falloff per target hit increased to 10% from 8%


  • Base attack speed reduced to 0.625 from 0.665


  • Base Movement Speed increased by 25.


  • Essence Flux no longer reduces enemy champion attack speed


  • Mystic Shot mana cost reduced to 28 / 31 / 34 / 37 / 40 from 30 / 35 / 40 / 45 / 50
  • Essence Flux
    • Damage reduced to 70 / 115 / 160 / 205 / 250 from 80 / 130 / 180 / 230 / 280
    • Ability power ratio increased to 0.8 from 0.6
    • Width reduced to 80 from 120


  • Updated art assets


  • Fixed a bug with Mystic Shot's range varying at different levels


  • Essence Flux mana cost reduced to 50 / 60 / 70 / 80 / 90 from 60 / 70 / 80 / 90 / 100
  • Trueshot Barrage mana cost reduced to 100 from 150


  • Trueshot Barrage now grants vision while in flight.
  • Fixed a bug where Ezreal would lose his run animation after 390 movement speed


  • Essence Flux is now correctly flagged as an area effect spell.


  • Essence Flux will now break spell shields


  • Fixed a bug where Mystic Shot did not interact with spell shields


  • Tuned Ezreal's autoattack frames to be more responsive
  • Trueshot Barrage cooldown reduced to 80 seconds from 100
  • Essence Flux mana cost reduced to 60 / 70 / 80 / 90 / 100 from 70 / 80 / 90 / 100 / 110


  • Mystic Shot now has an additive 0.2 ability power ratio
  • Trueshot Barrage now scales additively with both attack damage and ability power



  • Fixed a bug where Arcane Shift could target invisible minions such as wards.


  • Trueshot Barrage now scales with bonus attack damage at a 1.0 ratio


  • Rising Spell Force
    • Now has a particle to indicate the amount of stacks
    • Fixed a tooltip bug that stated Ezreal was gaining 15% per stack instead of 10%
  • Fixed a bug where some of Ezreal's spells were displaying incorrect text on cast


  • Base damage increased to 47.5 from 45
  • Damage per level increased to 3 from 2.6
  • Base attack speed incresaed to 0.665 from 0.658


  • Essence Flux
    • Attack speed incresae changed to be additive rather than multiplicative
    • Cooldown reduced to 9 seconds from 10
  • Trueshot Barrage ability power ratio increased to 0.9 from 0.8


  • Essence Flux ability power ratio increased to 0.7 from 0.6
  • Trueshot Barrage ability power ratio increased to 0.8 from 0.7


  • Base damage reduced to 45 from 47.6
  • Damage per level reduced to 2.6 from 3.0
  • Attack speed per level reduced to 2.8 from 3.22
  • Arcane Shift can no longer be cast while rooted
  • Mystic Shot damage reduced to 35 / 55 / 75 / 95 / 115 from 40 / 65 / 90 / 115 / 140
  • Essence Flux mana cost reduced to 70 / 80 / 90 / 100 / 110 from 80 / 90 / 100 / 110 / 120


  • Mystic Shot attack damage ratio decreased to 1.0 from 1.1


  • Fixed a bug with Trueshot Barrage where Ezreal's voice would play at the target location instead of where Ezreal was


  • Fixed a discrepancy in Essence Flux's level-up tooltip that incorrectly mentioned a heal


  • Mystic Shot
    • Range reduced to 1,100 from 1,200
    • Damage percentage reduced to 110 from 120
  • Arcane Shift cooldown increased to 19 / 17 / 15 / 13 / 11 from 17 / 15 / 13 / 11 / 9


  • Essence Flux
    • Removed the heal component
    • Attack speed buff/debuff increased to 20 / 23 / 26 / 29 / 32 from 5 / 10 / 15 / 20 / 25


  • Mystic Shot attack damage percent increased to 120% from 100
  • Essence Flux
    • Heal amount reduced to 50% from 70%
    • Attack speed buff/debuff reduced to 5 / 10 / 15 / 20 / 25% form 20 / 25 / 30 / 35 / 40%
  • Trueshot Barrage ability power ratio reduced to 0.7 from 1.0


  • Essence Flux heal reduced to 70% of the damage value from 100%


  • Base armor increased to 15 from 12
  • Base damage increased to 49 from 47
  • Base mana regeneration increased to 0.9 from 0.8
  • Movement speed increased to 305 from 300
  • Mystic Shot base damage increased to 40 / 65 / 90 / 115 / 140 from 40 / 60 / 80 / 100 / 120
  • Essence Flux missile width increased to 120 from 100
  • Arcane Shift
    • Closest unit targeting range increased to 750 from 650
    • Mana cost reduced to 90 from 100
  • Rising Spell Force duration increased to 6 seconds from 5

EzrealSquare.png Ezreal released


  • 2015
  • 2013

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