Meta, tier list & top-player builds from the China server · live
伊泽瑞尔 · 探险家 Marksman A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 17 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Ezreal: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Ezreal players, captured in-game.
📖 How to play EzrealCounted on 17 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
17 of the top 29 players have a public match history; the others keep theirs private.




































































The toughest lane matchups for Ezreal on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Draven counters Ezreal: Farm at normal range and he punishes you bare-handed: one of his axes out-damages your entire early combo.
How to play Ezreal into Draven: Farm with Q from out of range and trade only with your blink up as defense. His patience runs out fast: make him chase into your jungler's ganks.
→ DravenWhy Kalista counters Ezreal: Her hops dodge half of your Qs and her early pressure is higher: you play this lane on defense.
How to play Ezreal into Kalista: Throw Qs by predicting the direction of her hops. Use the blink only defensively until her support has spent their CC.
→ KalistaWhy Vayne counters Ezreal: Time runs backwards here: you dominate her for 10 minutes, then she Condemns you into every wall if you misuse one blink.
How to play Ezreal into Vayne: Maximize the early lead with Q poke. In late-game fights keep the blink to dodge her Condemn, not to deal damage.
→ VayneWhy Sivir counters Ezreal: Her Spell Shield absorbs your W or R, and her endless shove eats your tower out from under you.
How to play Ezreal into Sivir: Hit her with Q while she pushes: she stands still on minions and becomes easy. Do not duel while her speed R is active: wait it out.
→ SivirWhy Lucian counters Ezreal: An early skill duel: his double-tap punches through, your blink dodges. Whoever wins the first trades decides who farms in peace.
How to play Ezreal into Lucian: Respect his level 2-3 spike: stay behind the wave. Punish every aggressive dash of his with instant Q, W and attack.
→ LucianThe champions Ezreal works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Mystic Shot (Q) and Trueshot Barrage (R) have travel time and get dodged - not against a group Unstoppable Force (R) has just knocked up. And since every landed Q trims your other cooldowns, that window gives you back a whole rotation, not a single shot.
For a kit of slow projectiles every extra tenth of a second of lockdown is a shot that does not miss, and Brittle from Bellows Breath (W) adds 30% to any of it. The Call of the Forge God (R) recast then knocks up the very line you are shooting through.
Mega Adhesive (W) under someone who has just been thrown by Fling (E) roots them on the spot, and a glued target is the only one that cannot slide out of a Trueshot Barrage (R). The glue also denies the dash they would dodge your Q with.
In Mega form Wallop (W) stuns the group for 1.25 seconds and GNAR! (R) slams them into a wall, turning the slow into a full stun: those are the seconds when a slow skillshot becomes a guaranteed hit on several targets.
Worth it in siege games: two long ranges force the enemy to walk into the open, and Shock Blast (Q) fired through Acceleration Gate (E) hits from outside their reach just like you do. Neither of you locks anyone down, though.
A one-second suppress cannot be dodged: inside Infinite Duress (R) everything you throw connects, including the Essence Flux (W) detonation you have to trigger yourself. And your chip keeps laners under half health, the threshold where Blood Hunt (W) makes him sprint.
Cataclysm (R) locks a target inside a ring he cannot leave and nobody can walk into to body-block: for a kit of projectiles with travel time that is the perfect condition. Dragon Strike (Q) into the flag knocks up whoever stays outside.
Cease and Desist (R) is unstoppable and point-and-click: the enemy carry gets pinned where he decides, and you bury her in Mystic Shot (Q) from outside the brawl. Denting Blows (P) also strips 20% of her armour, and your Q is physical damage.
Curse of the Sad Mummy (R) locks a clumped group for a second and a half, which is the exact condition Trueshot Barrage (R) wants: it crosses the line and takes all of them, because nobody can step aside while it travels. Despair (W) burns percentage health meanwhile.
Absolute Zero (R) buries a whole team in a heavy slow and Biggest Snowball Ever! (W) knocks up anyone trying to walk out: a group that cannot reposition is the only way an ultimate as slow as yours hits everything it passes through.
Trueshot Barrage (R) pays off when you fire it where the enemy is about to be, not where you can see him: Destiny (R) reveals every champion on the map and hands you exactly that. In lane, a gold Pick a Card (W) is a 1.25-second stun nobody dodges.
Every tool you own has travel time, and Pyromania (P) is the opposite: once charged, Annie's next spell stuns with nothing to dodge. On a target that cannot move you miss neither Essence Flux (W) nor the detonation that makes it worth casting.
Winds of War (Q) keeps the group under constant chip while you sit at max range, and the Shield of Durand (W) taunt nails whoever tries to walk up. Since Arcane Shift (E) saves you by itself, Hero's Entrance (R) stays free to engage instead of being your parachute.
Seismic Shove (W) neither slows nor stuns: it moves the target exactly where you decide, which is the only way to line someone up for Trueshot Barrage (R) instead of hoping. And Unraveled Earth (E) stuns anyone who tries to dash onto you.
Worth it in long games and only there, because before level 5 he brings your lane nothing. But Force Pulse (E) charges off spells cast around him and you cast constantly, so from mid game on he reaches every fight with it ready.
Dark Binding (Q) is two full seconds where the target does not move an inch, and your stated problem is that your shots get dodged. Black Shield (E) then lets you keep Arcane Shift (E) for going in to finish rather than for running away.
Aqua Prison (Q) knocks up and Tidal Wave (R) knocks up again before the first ends: two back-to-back windows where no projectile can miss. And Tidecaller's Blessing (E) loads the autos you weave between spells to stack Rising Spell Force (P).
Zenith Blade (E) roots, Shield of Daybreak (Q) stuns and Solar Flare (R) extends it: the longest lockdown chain any support has, which is exactly the time Essence Flux (W) and its detonation need. Every hit of yours pops Sunlight (P).
A target caught by Death Sentence (Q) is stunned and close, and you are the one marksman who can afford to follow it in with Arcane Shift (E) and then get back out. The Box (R) walls off anyone who wants to punish you for it.
Focused Resolve (W) threatens a root on two enemies from range with neither of you stepping up: that is lockdown at poke distance, which is your distance. And an empowered Inspire (E) gives you the shield and the speed to take your firing position.
Grasping Roots (E) roots in a line and her Thorn Spitters keep firing on their own: the lane still deals damage in the seconds you spend waiting for Mystic Shot (Q). Stranglethorns (R) then knocks up the whole group after its two-second warning.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | A | 51.19% | 11.43% | 0.88% | #6 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | A | 51.17% | 11.67% | 0.95% | #5 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | S | 51.47% | 12.6% | 1.15% | #4 / 22 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | S | 51.91% | 16.19% | 2.86% | #3 / 22 |
Ezreal, the Explorer, is a skirmish marksman in Wild Rift who trades a bit of raw auto-attack range for long-distance poke and a personal blink, making him one of the safest and most mobile ADCs to pilot. His damage is a genuine mix — Mystic Shot hits for physical damage while Essence Flux, Arcane Shift, and Trueshot Barrage all burn magic damage — so he snowballs through consistent chip damage and skill-shot pressure rather than pure stat-check auto-attacking. He rewards players who'd rather land shots and reposition than stand still and trade blows.
Skill order: Q > W > E (level R whenever it unlocks)
Sit at max Mystic Shot range and poke whenever the enemy commits to a last-hit — avoid trading autos at point-blank range if you can help it. Attach Essence Flux to the enemy laner whenever mana allows, then follow up with a Q or auto to detonate it for extra chip damage and mana back. Respect matchups like Draven or Kalista, where the enemy's early damage or mobility can out-trade your combo, and hold Arcane Shift to punish overextensions or dodge all-ins rather than burning it just to farm. A lane like Vayne is yours to bully hard before she scales — just don't get careless with your blink once she has Condemn online.
In fights, hang at max range poking priority targets with Mystic Shot and weaving in autos or Essence Flux detonations to stack Rising Spell Force before you commit any closer. Treat Arcane Shift as a reactive tool first — dash away from a flanker or dash in to finish a low-health target, not just to squeeze out one more auto. Fire Trueshot Barrage as a pick before the fight starts on an isolated backline target, or as a follow-up finisher when the enemy is grouped in a line, since it hits everything it passes through. Keep an eye on your Rising Spell Force stacks — your attack speed and effective mobility spike hardest once you're fully stacked mid-fight.