Ezreal Lore

  1. Ezreal Lore
  2. Lux And Ezreal Lore
  3. Lol Ezreal Lore

Ezreal 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. 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. So I was curious is there a big lore reason behind this or is this something just for fun? One issue I had with the whole dynamic is the age difference, Zoe is iirc a teen that acts like a child, while Ezreal is a young adult probably in his twenties, and I know its supposed to. 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. Mar 16, 2010 Add a photo to this gallery. Mystic Skills Enemy champions hit by long range (Greater than 75% of max range) Mystic Shots (Q).

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

Ezreal Lore

Primary Role
4800 880
491 (+86)
4 (+0.55)
360.6 (+42)
Ezreal Lore
8.092 (+0.65)
60 (+2.5)
0.625 (+1.5%)
22 (+3.5)
30 (+0.5)
45W : 42L (51.72%)
  • 5Additional Content


Every time Ezreal hits one of his abilities, he gains 10% bonus attack speed for 6 seconds, stacking up to 5 times for a maximum of 50%.
Active: Ezreal fires a bolt of energy in a line, dealing physical damage to the first enemy hit, and applying on-hit effects.
If Mystic Shot successfully hits an enemy, all of Ezreal's ability cooldowns are reduced by 1.5 seconds.
Physical:15/40/65/90/115 (+110% of Attack Damage) (+30% of Ability Power)
Active: Ezreal fires an orb that sticks to first champion, epic monster, or structure hit for 4 seconds.
Hitting the orb with an ability or basic 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 (+60% of bonus Attack Damage) (+70/75/80/85/90% of Ability Power)
Active: Ezreal blinks to the target location, firing a homing bolt that deals magic damage to the nearest enemy.
Arcane Shift prioritizes target hit by Essence Flux.
Magic Damage:80/130/180/230/280 [+50% of bonus Health] (+70% of Ability Power)
Active: After gathering energy for 1 second, Ezreal fires an energy projectile in the target direction, dealing magic damage to enemies it passes through
Minions and non-epic monsters take 50% reduced damage.
Magic Damage:350/500/650 (+100% of bonus Attack Damage) (+90% of Ability Power)
Reduced Damage:175/250/325 (+50% of bonus Attack Damage) (+45% of Ability Power)


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.

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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.

Patch History[edit]

Patch VersionBalance Changes
Patch 8.23
  • W - Essence Flux
    • Base Damage: 75/125/175/225/275 ⇒ 80/135/190/245/300
    • Ratio: 0.7 ability power at all ranks ⇒ 0.7/0.75/0.8/0.85/0.9 ability power
  • R - Trueshot Barrage
    • Damage is no longer reduced by 10% for each enemy hit (minimum 30%)
    • Minions and non-epic monsters now take 50% reduced damage
Patch 8.21
  • W - Essence Flux
    • Base Damage: 75/120/165/210/255 ⇒ 75/125/175/225/275
    • Double-pressing Ezreal's abilities no longer cancels movement commands

Notable Players[edit]

Additional Content[edit]

Lux And Ezreal Lore

Champion Information[edit]

Skin Spotlight[edit]


I would never suggest a direct translation, or reflection, but I've always thought that Ezreal is League's equivalent of Indiana Jones. Just replace gruff Harrison Ford with an anime-inspired pretty boy. I'm not saying that Ezreal needs to have a scene where he runs from a giant boulder, but many of the themes from the Indiana films could be utilized as both an homage to the character's very obvious inspiration ('You belong in a museum!') and to give the otherwise not very fleshed out character some much needed meat on his bones.

Where do Indiana and Ezreal overlap?

Ezreal Lore
source: Riot Games

They're both treasure hunters, explorers, and archeologists, but more-so they're both good guys. Neither are influenced by greed or personal gain, but rather an altruistic pursuit of knowledge, and primarily a desire to help those in need. Both are adamant about the preservation and study of ancient history and culture. Indy strongly believes that ancient history belongs to everyone, which is why the primary antagonists in the films are those that want to use the artifacts for ill-gotten gains or for a purely capitalistic endeavor; the exact opposite of Indy's motivations. Ezreal protests against the Noxians, hates them, because he views their goals as selfish and inwardly focused. Whereas Ezreal seeks to benefit all of Valoran, Noxians seeks only to benefit themselves.

'He doesn't always win'

Despite being the main character, however, Indiana Jones does not always win. In fact, he most often loses. Every movie involves him becoming embroiled with a conflict that is largely over his head, and it's only through strength, wit, and determination that he manages to pull through. In every film the 'legendary artifact' that a normal treasure hunter goes after never ends up in a museum: the ark is locked away forever, the jewels are returned to the village, the grail falls down the pit, and the crystal skull flies off with all the gold. Regardless, each film has a happy ending because Indy survived and managed to come out of the whole thing emotionally satisfied. He saves the day. Ezreal is in a similar spot as the quintessential good guy that’s a bit to obsessed with the many ancient cultures of Valoran. This is the direction I think Ezreal needs to go in with the stories he will become a part of.

'Bookworm and Adventurer'

source: Riot Games
Indiana values higher learning as a major asset to a person. In fact, Indy preaches that both 'Seventy percent of all archaeology is done in the library' and 'If you want to be a good archaeologist, you gotta get out of the library.' These statements imply that Indy acknowledges the fieldwork he does in the films to be important, nay, crucial to archeology, but also they are an equal part to an academic pursuit of knowledge. Indy is both book worm and an adventurer. This duality is what helps make him an interesting character. Ezreal distinctly lacks this, seeing bookwork as something that is lesser than himself, “There's little time to study musty tomes when you're busy crawling around where the musty tomes originally came from.” Ezreal is arrogant in this aspect, seeing more to gain out of finding lost artifacts than studying them; Ezreal is only one side of the coin. However, this characterization is then flipped during Aatrox’s reveal, where Ezreal is shown poring over various artifacts related to the champion. Whenever Ezreal is updated, there needs to be a decision on what Ezreal is going to be: either the bookworm, the adventurer, or both at once.

Lol Ezreal Lore

'He's relatable'

But, I think the biggest difference here, and what is really going to make Ezreal a GREAT CHARACTER, as opposed to a pale reflection of Indiana Jones, is the ability to relate to him. Indiana comes off as the quintessential badass; a perfect specimen of rugged manliness and Doc Savage quality adventurism. But, he’s more than that. As discussed Indiana has a bit of a duel personality; the bookworm and the adventurer. Harrison Ford described him as both a romantic and a cynic. Indiana Jones is complex in his desires and motivations; he seeks both quiet study and adventure. Indy isn’t flawless, either; he makes mistakes, he gets hurt, he doesn’t always win. When asked about the character’s emotional range, Steven Spielburg said, “Indiana Jones was never a machine. I think one of the things we brought to the genre…was the willingness to allow our leading man to get hurt and to express his pain and to get his mad out and to take pratfalls and sometimes be the butt of his own jokes. I mean, Indiana Jones is not a perfect hero, and his imperfections, I think, make the audience feel that, with a little more exercise and a little more courage, they could be just like him. So he’s not the Terminator. He’s not so far away from the people who go to see the movies that he’s inaccessible to their own dreams and aspirations.”
source: Riot Games
Indiana Jones is not a superhero. He’s just a capable person trying to do a job, but a regular person nonetheless. He uses only the tools at his disposal, the same that anyone else could have. This is the primary difference between the two characters, as they stand right now. Unlike Indiana Jones, Ezreal is the owner of a powerful magical artifact which gives him access to something that is the equivalent of superpowers. Ezreal may be human, but these powers place him in a pantheon above normal people; people such as the players. So, how do you make an Übermensch relatable? I’ll argue for two ways of doing this.

Humanizing the Explorer

Like I’ve stated, Indiana Jones is not a flawless character. He’s brash, a womanizer, and stubborn. These aspects of his personality, however, ground him in humanity and make him more relatable to the audience. Ezreal himself doesn’t seem to have many flaws, other than arrogance. However we’ve never seen this arrogance negatively affect Ezreal. Much in the same way that Indy’s stubbornness gets him into trouble, we’ve never seen Ezreal take a fall and make a buffoon of himself. Ezreal needs to have real flaws to make him human, and we have to see the affects of those flaws or they might as well not exist at all.
source: Riot Games

Another way is to separate Ezreal from his powers entirely. First off, remove Ezreal’s “latent magical ability”. This is the power that attunes his magical gauntlet (the thing that gives him all those powers) to him and his will. Ezreal doesn’t need to be a “chosen one” type or have a high midi-chlorian count. Instead, put all the power in the glove itself, and give Ezreal not the power to command it but to ask for its power. This is more in line with a character like latest Blue Beetle who’s powers come from an alien artifact attached to his body, one which does his bidding but has a mind of its own and can (and has) control the Beetle’s own body to do what it wants as well. This concept already exists in League: Pulsefire Ezreal’s A.I., PEARL. While non-canonical, as a player I enjoyed the interactions between Ezreal and PEARL and can see this being a way to give Ezreal, as a character, something to bounce off of. Much like Quinn and Valor’s jokes with each other, these sparse interactions give us an impression of the character we don’t normally see. It also humanizes Ezreal by stripping away some of his innate power and putting him in more of a position like Indiana Jones, just a capable guy who found some good tools.
While Ezreal is not in the worst shape story-wise, and certainly won’t be looked at Riot any time soon, I think these are important thoughts to keep in mind when discussing character direction. League of Legends is almost entirely character driven, in terms of story, and therefore how the characters work is of vital importance to the story’s health.