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General Information
TitleThe Prodigal Explorer
Release DateMarch 16, 2010
Cost1350 BE 585 RP

600 (+ 102)

4 (+ 0.65)

375 (+ 70)

8.5 (+ 0.65)


62 (+ 2.75)

0.625 (+ 2.5%)


24 (+ 4.7)

30 (+ 1.3)
Developer Info
DDragon KeyEzreal
Integer Key81
External Links
Game Info Wikileagueoflegends.fandom.com

Ezreal is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story #1
  • Story #2
  • Story #3
A dashing adventurer, unknowingly gifted in the magical arts, Ezreal raids long-lost catacombs, tangles with ancient curses, and overcomes seemingly impossible odds with ease. His courage and bravado knowing no bounds, he prefers to improvise his way out of any situation, relying partially on his wits, but mostly on his mystical Shuriman gauntlet, which he uses to unleash devastating arcane blasts. One thing is for sure—whenever Ezreal is around, trouble isn’t too far behind. Or ahead. Probably everywhere.

Born and raised in a wealthy neighborhood of Piltover, Ezreal was always a curious child. His parents were renowned archaeologists, so he became used to their long absences from the family home, often fantasizing about joining them on their travels. He loved hearing tales of high adventure, and shared their desire to fill in the blank spaces on every map.

He was often left in the care of his uncle, the esteemed Professor Lymere. The professor did not enjoy having to wrangle such a rash and unruly child, and assigned the strictest tutors to teach him subjects including advanced cartography, hextech mechanics, and the ancient histories of Runeterra. But the boy had a knack for simply absorbing information, and found studying a waste of time. He passed assessments easily, with little or no preparation, infuriating his uncle and giving himself more time to roam the university grounds. Ezreal took great pleasure in evading the campus wardens, navigating the tunnels beneath the lecture halls as easily as the library rooftops. He even practiced lockpicking, sneaking into his teachers’ offices and rearranging their belongings for his own amusement.

Whenever Ezreal’s parents returned to Piltover, his father in particular would tell him all they had seen, and their plans for future expeditions—none more ambitious and secretive than the search for the lost tomb of Ne’Zuk, a Shuriman tyrant who was said to be able to jump instantly from one place to another. If Ezreal’s father could learn whatever sorcery Ne’Zuk had possessed, he joked that wherever he was traveling, he would simply drop into Piltover for dinner with his son each night.

As the boy grew older, the time between his parents’ visits grew longer until, one year, they did not return at all. Professor Lymere tearfully admitted that they had most likely perished, somewhere out in the desert.

But Ezreal could not accept that. They had been too careful in their preparations. They must still be out there, somewhere…

Abandoning his reluctant studies, the budding explorer would strike out on his own. He knew, if he was ever to find his mother and father, he had to start with the final resting place of Ne’Zuk. He spent weeks secretly gathering supplies from the university—celestial diagrams, translations of runic sigils, guides on the burial rites of Shurima, and a pair of protective goggles. Leaving a note of farewell for his uncle, he snuck onto a supply ship bound for Nashramae.

Following his mother’s meticulous field notes, he crossed the Great Sai with merchant caravans heading south. For many months, he delved into cavernous ruins beneath the shifting sands, relishing the freedom of the unknown, facing unspeakable horrors that guarded hidden chambers. With each step, Ezreal imagined himself following his parents’ path, drawing ever closer to solving the mystery of their disappearance.

Finally, he managed what they evidently had not. Beneath the newer mausoleum of some unnamed emperor, he uncovered the tomb of Ne’Zuk.

The great sarcophagus lay empty, save for a gleaming bronze gauntlet, with a bright, crystalline matrix at its center. As soon as Ezreal laid his hands upon it, the tomb itself seemed to turn upon him, with cunningly wrought traps and wards laid down thousands of years ago. With scarcely a thought, he donned the gauntlet and blasted his way through, even teleporting the last hundred yards back to the hidden entrance before the whole structure collapsed in a plume of sand and masonry dust.

Breathing hard, Ezreal looked down at the gauntlet as it hummed along with his heartbeat. He could feel it siphoning and amplifying his own essence. This, he realized, was a fearsome weapon of a previous age. A weapon fit for a god-warrior of Shurima, and the perfect tool for an explorer.

Soon after returning to Piltover, Ezreal found himself bounding from adventure to adventure. From lost cities to mystical temples, his nose for treasure-seeking led him to places most university professors could only read about on maps, and his reputation began to grow. Naturally, to Ezreal’s mind, these tales rarely conveyed the true scope and scale of his exploits… but they did give him an idea. If he could make a name for himself as the greatest adventurer in the world, then his parents would surely return, and seek him out in person.

From the untamed borders of Noxus and Demacia, to the seedy depths of Zaun, and the frozen wilderness of the Freljord—Ezreal chases fame and glory, uncovering long-lost artifacts and solving the riddles of history. While some may dispute the details of his anecdotes, or call his methods into question, he never answers his critics.

After all, they’re clearly just jealous.

"If I don’t know the rules, then how can I be breaking them?"

- EzrealSquareEzreal


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.

A Handwritten Account of the Discovery of the Vault of Resplendent Holies
Piltover’s greatest, fully-accredited* explorer
*official Piltover Explorers Guild membership still pending

Day 1, preparation

Expedition checklist:

✓ Shuriman power gauntlet
✓ Reinforced leather jacket (bespoke, of course, supplied by Zalie’s Expeditionary Outfitters & Haberdashery, on Sapphilite Row)
✓ Waxed canvas boots (also from Zalie)
✓ Spelunking gear
✓ 1 rope (Do I need to worry about length?)
✓ Hand pickaxe? What’s that tool even called?
✓ Chem-jack costume (single use only)
✓ 1 jar of Lightfeather brand Dapper Explorer Pomade (maybe double this?)

I told Zalie to charge it all to my uncle. He’s good for it.

Now I’m ready to explore!

Day 3, planning

Oh yeah, I probably should write down what I’m exploring. For posterity.

My uncle theorizes that Zaun was once a Shuriman port city called “Oshra Va’Zaun”, and that over the centuries the name got shortened. He doesn’t have much proof and no one believes him. So, I’ll be a good nephew, find proof, and then take all the credit.

My sources say industrial excavations opened up a crack somewhere deep in the Sump.

The plan is simple: Tomorrow I will locate, and descend into, the crack. Find proof (see above). Preferably an accursed urn or lost grimoire. Something earth-shatteringly cool. Spelunk my way back to the surface. Gloat to my uncle over dinner. Profit?

I’m keeping this journal to document the process. The record of these events will probably end up in a museum, next to a marble statue of me.

(Note to self: get sculptor recommendations)

Day 4, bright and early

Hmm. This is one massive crack. I forgot to bring a lantern, so it’s a good thing my gauntlet glows pretty bright. When I peered down into the crack, I almost literally gasped. There’s a whole maze of dusty staircases and old passageways down there. It’s a veritable labyrinth. Going to descend. Will update from the other side.

Uncle Lymere’s probably going to be really jealous.

Day 4, somewhere around lunchtime?

Morale is low. Pomade supplies are low. I really should have packed a snack.

I’m only about a quarter of the way down, and I’ve run out of rope. This narrow ledge provides me a chance to rest, and reflect upon this most dire situation. I must decide: face starvation and continue downward, or abandon the whole thing and return empty-handed.

Day 4, well past noon

Is pomade edible?

Day 4, teatime-ish

Excellent news! I found something!

A few ledges down from where I was resting was a DOOR. Old, sandstone, very dusty. I brushed away centuries of grime to reveal some glyphs. Owls and stuff.

I deciphered what I could, but my ancient Shuriman is a little rusty. Best guess, it was something about a curse. A really bad curse that multiplies? Maybe a thousand curses? This is fantastic! Like I always say: if it’s not cursed, it’s not worth it.

Since I couldn’t locate any kind of ancient door knob, I resorted to the ultimate lockpick—my gauntlet. Sorry about your door, history, but what lies on the other side intrigues me more than a bunch of old glyphs.

This new antechamber is really intriguing. It’s impeccably clean, for starters and—

Sorry, I thought I heard something. Cracks? Footsteps?

With the benefit of hindsight, my gauntlet blast may have been too much for the support columns. Gotta go. No one remembers explorers who get smooshed.

Day 4, almost dinnertime

Well, that was fun. I thought the tomb was going to collapse, because tombs always collapse, especially when I’m inside. But, what REALLY happened? Well, the door didn’t lie, the antechamber was cursed.

Turns out, Oshra Va’Zaun housed the renowned Vault of Resplendent Holies. One of those “holies” is a relic that once belonged to the emperor’s personal spirit-banisher, Carikkan. Looks like he used to bind troublesome entities into inanimate objects, and use them for his own dark purposes. And he died right here, where Zaun now rests!

He also had one of those slow, dimwitted A WHOLE ARMY of fiery stone-warriors, who don’t like people touching old Carikkan’s stuff.

Don’t worry, I blasted them ALL to smoldering smithereens!

I was able to grab this wonderfully preserved golden stele, though. It’s inscribed with the legend of the “Day of Fire”, and Carikkan’s oath to protect the city of Oshra Va’Zaun. It’s like a whole secret history that I can fit right in my satchel! This is going to change the world!

(Hopefully not just the academic world. Nobody cares about the academic world.)

Day 5?

Ancient Shuriman curses really don’t mess around. Not only was there that one army of fiery stone-warriors (Oh wait, were they golems?) but all of a sudden water began rushing in through the cracks in the floor. I must be somewhere under the River Pilt.

Swam through so many tunnels. Lots of locked doors. Had to resist the urge to explore them all.

Think I’m close to the surface, which is good, because I saw some nasty-looking murk-eels a few tunnels back. Disgusting creatures.

Might be a while before I can check in again, but as long as I keep this stele wrapped up in cloth and protected, this whole trip will be completely worth all the life-threatening shenanigans and tragically soaked socks.

On a sadder note, I’ve used up the last of my Dapper Explorer Pomade.

Day 6, back to civilization

Sitting in Zalie’s. It really is one of the best outfitters in Piltover—in fact, I’m here to take advantage of their excellent return policy. My jacket is torn to shreds. The boots weren’t waterproof at all. I could say it’s all defective… but Zalie has already graciously offered to tailor me some replacements.

The Explorers Guild is never going to take me seriously if I present this journal, and the stele, dressed like I’ve just lost a game of Krakenhand to a bunch of Mudtown buck-ringers! I have to look good. New jacket. Pants. Boots. Socks. Pomade.

Feels good to look this good. Trust me on that.

Day 9, damage control

Let this official record show that I had NOTHING to do with the swarm of fiery critters that plagued the mercantile district of Piltover. I am blameless!

So, I hear you ask, who is to blame? The clerk at Zalie’s.

Never let the bumbling clerk at Zalie’s handle a potentially enchanted golden stele you laboriously retrieved from a lost vault in the depths of Zaun. Why? Because he will undoubtedly unwrap it, and set it on a windowsill in direct sunlight… which, of course, will conjure disembodied voices chanting in a hitherto unknown, arcane language. Then, your precious stele will begin to glow, before exploding into living shards of searing heat.

Yes. Turns out, when placed in the sunlight of an equinox, the stele unleashes old Carikkan’s infernus gremlins.

Okay, so I didn’t know today was the equinox. That’s on me. I should invest in an almanac.

(Note to self: invest in almanac. Not from Zalie’s.)

The earth is shaking. I probably should stop writing right now, because more of these little horrors are pouring out of the sewer grates. I shot a few of them with my gauntlet. They didn’t like that one bit, and winked out of existence pretty quickly. Result!

So, yeah. All the proof I have of the entire caper is this journal, and my own good word.

Day 12, seeking legal advice

The preliminary hearing is set for next week.

Need to read up on Piltover’s libel and slander laws. I’ll be representing myself, obviously.


Look, I should be clear—I didn’t want anything to do with “the dread lord,” or whoever Januk was talking about. I was just trying to sell this stupid little vial to the guy who asked me to get it for him. Should have been easy.

But when you’re me, nothing goes your way for long.

My way. Whatever.

Januk was a red-bearded Freljordian transplant, with deep pockets and big appetites. Unknown to his employers, his private residence was filled with relics and artwork, half of it raided illegally from tombs or other museums, and he loved to dine amidst his collection. As some of the pieces would attest, we’d worked together several times in the past, and he only betrayed me twice. Well, two and a half times, if I’m counting when he blew my cover after we had already salvaged the wreck of the Echelon Dawn

To Januk’s credit, payment was never a problem, which vastly diminishes my ability to hold a grudge.

“Ezreal,” he said, pushing his plate aside. There were flecks of lamb in his teeth. “Did you find it?”

The it he was referring to was to the Elixir of Uloa. And yes, I had indeed liberated it from a trap-strewn hovel in the jungle near Paretha. I pulled the bone and crystal vial from my satchel. It was cool in the palm of my hand.

“Got what you’re looking for right here,” I said, holding up the vial. “Interesting container. My best guess would be pre-classical Shuriman.”

The spoonful of viscous liquid inside it shimmered in the moonlight. Januk’s eyes widened.

I decided to ramp up the drama. “I tell you what, though—this here isn’t just any ordinary ancient serum. It’s a load bearing ancient serum. The whole place crumbled around me. I barely escaped with my life.”

“The Elixir…” Januk’s voice took on a reverence I had never heard before. “A single drop can quench the soul for a thousand years… Give a man skin as tough as petricite…”

He went to grab it with his greedy hands. I pulled it out of reach.

“Not so fast, Januk.”

“Right, right, right,” he muttered, fumbling for his desk drawer key. “Payment. We agreed sixty thousand.”

“And full accreditation in the Guild, remember?”

I’d been denied entry to plenty of things, in my time. Bars, schools, even a Sona recital… but the Piltover Explorers Guild was the one that stung the most, considering the number of times I’ve risked my neck in the field. Ingrates.

Januk was scowling. “The Guild aren’t particularly fond of you, Ezreal. Can’t say I blame them, having worked with you in the past.” He poured himself some amberwine from a decanter and took a swig. “You left me to rot in that Noxian prison camp…”

“That was payback. For the Echelon Dawn.”

“Which was payback for the map.”

“Which was payback for… something else you did.” I gritted my teeth. “Probably.”

I was getting antsy. I readied myself to make a quick exit.

“Come on, accreditation was half the deal,” I reminded him. “If you don’t want to honor it, I can always find another buyer.”

His boisterous laugh broke the tension. “Why do you think I continue to do business with you? It’s because I like you. We have history, and history is always good for business.” He finished his drink. “Let me fetch the letter from my study. One moment, please.”

Buyers keeping payment in their studies? Oldest trick in the book. He’d probably return aiming a flintlock at my pretty face.

To kill time, I perused his collection of artifacts. There were some I had procured on his behalf. Then my eyes fell on something I had not seen before. Something new—a stone bell, roughly the size of a housecat. Its base was adorned with strange writing. I stepped closer to inspect it.

“It’s Ochnun,” Januk called out. “The language of the dead, composed beyond the mortal veil, and spoken only by those in the afterworld.”

I was getting some serious backstabby vibes, so I spun around.

Januk didn’t have a flintlock. He had two flintlocks.

“I am sorry to inform you, Ezreal, that the Guild has once again denied your application.” He stepped closer, into the light. “The dread lord will rise again. And the Elixir will make it happen.”

A dread lord? Great. I was so close this time…

My gauntlet’s charge rose. Anger is a wonderful arcane motivator. Use it or lose it, I always say.

I raised my arm. Januk fired his pistols. It was magic versus lead shot.

Surprise! Magic won. Magic always wins.

The dull metal slugs burned white-hot in the face of my blast, and winked into silvery vapor on the other side. But with double-crossers, one must be doubly careful, so I quickly charged my gauntlet again. There was a slight fizzle, then a pop, and then I was standing right behind Januk. Teleporting short distances doesn’t really take a lot out of me, so I put my gauntleted hand to the back of his big, stupid head before he could turn around.

“Drop the guns, Januk.”

“Already one step ahead of you.”

Oh, I did not like the sound of that. I glanced down. Sure enough, the pistols were at his feet.

Did I mention Januk was strong? Because he is super strong. He grabbed my gauntlet in one hand, yanked me over his shoulder with the other, and slammed me bodily through his work desk. The damn stone bell jabbed into my spine. I saw white, and splinters. Lots of little splinters.

Januk kicked me in the ribs for good measure. He twisted the Elixir of Uloa out of my shaky grip, pulled the stopper, and drank deep.

“Your pathetic gauntlet will do nothing to an immortal! The Elixir is—”

Fake,” I croaked. “Almost the right hues, though.” I held up another, far less remarkable looking vial. “This is the real Elixir. You just drank sand wasp venom, out of a cheap souvenir trinket vessel.”

Januk peered into the empty vial, his face scrunched up like he’d tasted sour milk. In fairness, sour milk would have been a lot better for his digestive system.

I winced as pulled myself back to my feet. He had kicked me unnecessarily hard, but at least he spared my face.

“If I were you, I wouldn’t stray too far from a lavatory for the next few days,’ I added.

He threw the fancy casing to the ground, doubled over, and groaned. Sand wasp venom hits hard and fast. “You… petulant little… I’ll get you… for this…”

I shrugged, then raised my gauntlet and fired another blast of magical energy at the wall. The masonry cracked, melted and exploded outwards. Papers flew everywhere. I picked up the bell, and crouched by Januk’s new window.

“Always a pleasure, ” I said. “I won’t charge you for the, uhh… remodeling.”

I hopped out through the hole, scampered down the masonry and leapt across to a nearby rooftop. I wanted to be far away from Januk as quickly as possible, for lots of reasons. Admittedly, the sand wasp venom was the main one—it was not going to be pretty in that place by morning.

As I ran, I took a closer look at my latest acquisition. Whatever else it was, the Ochnun bell was definitely touched by some darker energy. Once the Explorers Guild got a load of this piece, I’d be a shoo-in for accreditation. With a party in my honor, perhaps? After all, I had just single-handedly kept some dread lord from rising.

And in the end, that’s usually all that matters.


Rising Spell Force Rising Spell Force [Passive]

Innate: Hitting a target with any of Ezreal's abilities increases his Attack Speed by 10% for 6 seconds (stacks up to 5 times).
Mystic Shot Mystic Shot [Q]
Cost: 28 / 31 / 34 / 37 / 40 Mana Cooldown: 6.5 / 6 / 5.5 / 5 / 4.5 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: 20 / 45 / 70 / 95 / 120 (+140% total) (+15%)
Essence Flux Essence Flux [W]
Cost: 50 Mana Cooldown: 8 Range: 1150

Active: Ezreal fires an orb that sticks to the first champion or objective hit for 4 seconds.

Hitting the orb with an ability or attack detonates it dealing magic damage. Detonating with an ability refunds the cost of that ability plus 60 Mana.

Magic Damage: 80 / 135 / 190 / 245 / 300 (+100% total) (+70 / 75 / 80 / 85 / 90%)
Arcane Shift Arcane Shift [E]
Cost: 70 Mana Cooldown: 26 / 23 / 20 / 17 / 14 Range: 475 | 750

Active: Ezreal teleports to a nearby location and fires a bolt at the nearest enemy, dealing magic damage.

Arcane Shift will prioritize targets stuck with Essence Flux Essence Flux.

Magic Damage: 80 / 130 / 180 / 230 / 280 (+50% total) (+75%)
Trueshot Barrage Trueshot Barrage [R]
Cost: 100 Mana Cooldown: 120 / 105 / 90 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 50% damage to minions and non-epic monsters.

Magic Damage: 350 / 550 / 750 (+120% bonus) (+90%)

Patch History[]

Patch 11.11

Base health regen growth and armor increased.

Ezreal is struggling across all levels of play, so we’re giving him a small pick-me-up.

Base Stats

ARMOR : [22] 24

Patch 10.14
E cooldown increased.

Ezreal is a bit too safe in lane and in mid and late game skirmishes for the amount of damage he puts out, so we’re reducing his ability to continuously evade attackers. We’re bringing up his cooldown but not drastically so— he still has the potential to get in a second E, but will have to be careful in playing around that vulnerability.

Arcane Shift E - Arcane Shift

COOLDOWN : [25/22/19/16/13]

Patch 10.11

The marksman class has major durability problems, especially in the early laning phase where their power feels heavily reliant on their supports. This has been causing issues in gameplay satisfaction since a marksman's strength relies on the length of time they're alive. By increasing their mobility (via items) and base health, we feel that ADCs won't be punished so aggressively when they fail and will still have a chance to bounce back and unlock their power in fights. That being said, we've heard your concerns about the bot lane marksman champions that can also solo lane like Lucian and Vayne. We're giving them a separate set of changes which you can find more details on below. We’ve also omitted Corki, Kindred, Quinn, Senna, and Graves due to having their primary playrate in other lanes, with the understanding that Senna may be considered for similar changes in the coming patches.

BASE HEALTH : [500] 530

Patch 10.3 Base mana growth and AS growth increased.

MF outdated. Aphelios overrated. Long have you waited. No longer jebaited.

Base Stats

MANA GROWTH : [42] 50

Patch 9.24b Q attack damage ratio increased.

Increasing Ezreal's poke damage from abilities in the midgame, due to a loss of resources from Kleptomancy's removal. We wanted to target something that resonates with his ability-flinging identity.

Mystic Shot Q - Mystic Shot

DAMAGE RATIO : [1.1] 1.2 attack damage

Patch 9.24

BASE HEALTH : [491] 500
BASE MANA : [360.6] 375
BASE MANA REGEN : [8.092] 8.5 per 5 seconds
MYSTIC SHOT BASE DAMAGE : [15/40/65/90/115]

Patch 9.16
Q AP ratio decreased. E cooldown increased.

AP Ezreal's burst has made him a bit of a terror, so we're taking some power out of the build and hitting his early game safety.

Mystic Shot Q - Mystic Shot

RATIO : [0.3] 0.15 ability power

Arcane Shift E - Arcane Shift

COOLDOWN : [19/17.5/16/14.5/13]

W base damage increased; AP ratio now scales with rank. R damage decreased against minions and non-epic monsters but no longer falls off per target hit.

We promised we'd look out for AP Ezreal after his update, so we're back with a few more changes. Apart from some pure power-ups to W, we're also pushing the difference between builds by making Trueshot Barrage—which is stronger for AP Ezreal—a more powerful AoE teamfight ability.

Essence Flux W - Essence Flux

BASE DAMAGE : [75/125/175/225/275]
RATIO : [0.7] 0.7/0.75/0.8/0.85/0.9 ability power

Trueshot Barrage R - Trueshot Barrage

FALLOFF Damage is no longer reduced by 10% for each enemy hit (minimum 30%)
AIMED TOO HIGH Minions and non-epic monsters now take 50% reduced damage

W damage increased late.

Ez's new W isn't packing as much of a punch as we'd like.

Essence Flux W - Essence Flux

BASE DAMAGE : [75/120/165/210/255]


KEEP MOVING : Double-pressing Ezreal's abilities no longer cancels movement commands

W has been redesigned.

Ezreal's champion update brings some significant visual, audio, and lore level-ups to the Prodigal Explorer. Ezreal's update differs from other VGUs in the gameplay department: His kit's held up well over the years, and the only ability that needed a makeover was his W, Essence Flux. Within a suite of spells that make Ezreal feel like an ace spellslinger, Essence Flux felt unremarkable… when it was even noticed. We've given the Prodigal Explorer a new W that has a more appreciable place in his kit and even adds a few new decisions for Ezreal players to consider. We'd be remiss not to mention AP Ezreal, a playstyle we want to preserve with this update. Though the new Essence Flux plays quite differently than a pass-through skillshot, it still packs a punch with some AP itemization. It also gives AP Ezreal much stronger structure damage as well as more reliability from Arcane Shift.


updated : Ezreal and his skins have all received full visual and audio updates!
SPLASH : Base, Frosted, TPA, Debonair, Ace of Spades, and Arcade Ezreal's splashes have been altered to match Ezreal's new design. Nottingham, Striker, Explorer, and Pulsefire Ezreal have received brand new splashes. You can find them all on League Displays!
LORE : Ezreal's lore has been updated. Head to Universe to check it out!

Essence Flux W - Essence Flux
Ezreal fires an orb that sticks to the first champion or objective hit. Hitting the orb with an ability or attack detonates it. Detonating with an ability refunds mana.

DAMAGE : 75/120/165/210/255 magic damage
RATIO : 0.6 bonus attack damage + 0.7 ability power
RANGE : 1150 (same as Mystic Shot)
COOLDOWN : 12 seconds
ORB DURATION : 4 seconds
COST : 50 mana
MANA REFUND ON ABILITY DETONATION : 60 plus the cost of the ability that detonated Essence Flux
OBJECTIVE : Essence Flux can stick to champions, epic monsters, turrets, inhibitors, and the Nexus

Mystic Shot Q - Mystic Shot

RATIO : [0.4] 0.3 ability power

Arcane Shift E - Arcane Shift

ESSENCE ATTRACTION Arcane Shift now prioritizes enemies affected by Essence Flux

Trueshot Barrage R - Trueshot Barrage

ICONIC : No balance or mechanics changes. Just adding this to show off the new icon!

Rising Spell Force Passive - Rising Spell Force

ICONIC : No balance or mechanics changes. Just adding this to show off the new icon!

We've updated audio and visuals for a bunch of champions!

Jarvan IVSquareJarvan IV

VISUALS : Basic attack and ability visual effects have been updated for base Jarvan IV and all skins using base VFX
AUDIO : Non-VO AUDIO has been updated for base Jarvan IV and all skins using base SFX
BUGFIX : Jarvan IV now properly plays his dunk animation when casting Cataclysm

Lee SinSquareLee Sin

VISUALS : Basic attack and ability visual effects have been updated for base Lee Sin and all skins using base VFX
AUDIO : Non-VO AUDIO has been updated for base Lee Sin and all skins using base SFX
KNOCKOUT : Knockout Lee Sin's Safeguard shield VFX have been updated
POOL PARTY : Pool Party Lee Sin's Q2 - Resonating Strike marker has been updated
GOD FIST : God Fist Lee Sin's Tempest VFX more clearly indicate the hitbox


VISUALS : Basic attack and ability visual effects have been updated for base Veigar and all skins using base VFX
AUDIO : Non-VO audio has been updated for base Veigar and all skins using base SFX
BAD SANTA : Bad Santa Veigar has also received VFX updates
LEPRECHAUN : Leprechaun Veigar has also received VFX updates


VISUALS : Basic attack and ability visual effects have been cleaned up for base Vi and all skins using base VFX. This update also optimizes Vi to run more smoothly on slower computers.

SSG Ezreal

VISUALS : Though technically unrelated to the above, SSG Ezreal's ability VFX have received a clarity pass

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 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 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 Q - Mystic Shot

RATIO : [1.25] 1.1 total AD


BASE ARMOR : [21.88] 31

Arcane Shift 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 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 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 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 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 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 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 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 Passive - Rising Spell Force
    • BUFF DURATION 5 seconds ⇒ 6 seconds
  • Mystic Shot 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 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 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

EzrealSquareEzreal released

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