Ezreal Build Guide by M3ntaLy

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League of Legends Build Guide Author M3ntaLy

AP Ezreal in my <3

M3ntaLy Last updated on May 18, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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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 Ezreal's credo.

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Ok so i havn't really seen a alot to AP Ezreal guide's out there, so i decided to make my own.
AP Ezreal's combo deals more Damage than AD Ez, but lack the auto attack damage ofc.
there's much argumenting around what's best, but it's mostly about personal preferance...
Also i advice all Ezreal players to enable smartcast for atleast Q W E.

(much more details will be added to this guide as i don't have the time to finish it in the nearest future)

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Pros / Cons

- High burst
- Loads of skillshots <3
- Global ultimate
- good harras with (W)
- Ultimate deals a ton of damage
- inbuildt flash

- squishy
- much harder to farm with the whole game rather than AD (untill lichbane).
- long cooldown on E early-mid game
- Q dosn't really do much untill you get Lichbane.
- taken down easy if positioned wrong
- pretty much dead if crowd controlled, just as many other AP's

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Base stats at level 1

Damage 47.2 (+3 / per level)
Health 350 (+80 / per level)
Mana 235 (+45 / per level)
Move Speed 305 (375 with boots)
Armor 12 (+3.5 / per level)
Magic Resist 30
Health Regen 1.1 (+0.11 / per level)
Mana Regen 1.4 (+0.13 / per level)

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Passive - Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 5 seconds (Max Stacks: 5).

(Q) - Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit.
Ezreal fires a bolt of energy, dealing 35/55/75/95/115 physical damage (applies on-hit effects).

Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
Cost 30/35/40/45/50 Mana
Range 1100

(W) - Ezreal fires a fluctuating wave of energy, dealing magic damage to enemy champions and reducing their Attack Speed, while increasing the Attack Speed of allied champions.
Ezreal fires a wave of energy that damages all enemy champions it passes through for 80/130/180/230/280 magic damage. Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds.
Cost 60/70/80/90/100 Mana
Range 900
this is your main skill as AP ezreal, but remember who you use it on. the best position is if you could get it on your ad carry aswell as enemies that scale well with attackspeed.

(E) - Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit.
Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit, dealing 75/125/175/225/275 magic damage.
Cost 90 Mana
Range 475
Arcane shift can be a bit tricky sometimes, but after some experience you learn when to use it to take someone out and when to save it for escaping.
awesome spell though, can't count how many times it's saved my *** from a gank or made a chase down someone.

(R) - Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 8% less damage to each unit it passes through).
Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).
Cost 150 Mana.
Range Global.
this is insane as AP, you can farm lanes with it, save a teammate and last, but not least, win teamfights.
And with your Mystic Shot the enemy team will think something like wtf CD!?!

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Core Items

Your core items is Archangel's Staff Lich Bane and Rabadon's Deathcap
you'll have to decide for yourself if you want to rush archangel staff after Tear of the Goddess
i tend to do so because you should be using your Mystic Shot as much as possible to get cooldown reduction for your ultimate.
that way you will get it stacked pretty fast.

I know Lich Bane before Rabadon's Deathcap is a bit unusuall, but the thing is when you have completed your Archangel's Staff and have 1-2 Doran's Ring your Q Mystic Shot will hit for about 300-400 with Lich Bane and you will need that extra damage so you aren't that dependant on having your ultimate ready to kill someone.
also your Q Mystic Shot is your skill with the lowest cooldown.

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Situational / Alternative items

now the three last items depends on the situation of the game.
you can build the items listed, but items like
Deathfire Grasp
Will of the Ancients
Morello's Evil Tome
Rylai's Crystal Scepter
also work's well with ezreal.

If the game seems to be going your way feel free to buy a Mejai's Soulstealer but if you do so, tell your team mates to hold enemies of you. so you can kite and come in with small bursts of damage.
when they notice you have 20 stacks they're gonna be all over you.. actually won games that normally would be lost, cuz they got kited around while my tank helped me out of all the sticky situations... So keep ezreal's amazing ability to kite while poking the **** out of people in mind.

If the enemy team have a champion with high burst that can take you out in one combo remeber to buy Banshee's Veil Quicksilver Sash or any other defensive items.

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Your combo should be E-W-Q-R or take R to initate them.
Arcane Shift - Essence Flux - Mystic Shot - Trueshot Barrage

the sad thing here is that if there's minions near, you may hit one of them with your E and since your AP, that can mean life or death.
so keep a track of where you will end up after Arcane Shift to hit the target you want to.

Since your Q makes the cooldown on your spells 1sec shorter it's always the last spell you should use.

In teamfights if you have a tank like amummu or galio, wait for them to pop their ult and target the place with most enemies with your ult then E - W over them right after your ult.. they should mostly be dead by now, unless they had much hp / magic resist

In lategame when people have full builds i swear, if that AD carry isn't building any magic resist or Hp you'll take him in one combo without ult.
though you might have about 1k Ap with full build so it ain't wierd that Ez is able to do that kind of thing

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Summoner Spells

i choose Flash and Ignite because of escaping sticky situations.
i'll give you a few exampels
she have 3 charges on her ultimate and she will take you down fast if left alone and you have something on cooldown. E from her and see what happens, if she charges again, just flash over a wall.

baron nashor
you know they are there and you can't initiate them because one of your teamates/tank ain't there. ult over the wall behind baron and Arcane Shift over to steal it or pick out some enemies. then flash back to safety if it fails.
same thing for dragon.

sometimes i run with Exhaust and Ignite but then i have to play much more carefull and always have control on the minimap.

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im open to any suggestions and feedback.
check back on this guide if your interested as i will add a lot more information here.