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Ezreal Build Guide by Alexyo234

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Alexyo234

AP Ezreal - Why Did They Change His Reccomended Build Again?

Alexyo234 Last updated on June 24, 2012
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Ability Sequence

13
14
15
17
18
Ability Key Q
1
3
5
7
9
Ability Key W
2
4
8
10
12
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Hello, and welcome to my ability powered Ezreal guide. In this guide, I will show you how to play him as an AP caster and why I think that he is better this way. Most people say that AD carry Ezreal is the way to go, but I simply prefer to play him as a caster.


Guide Top

Pros/Cons

Pros


  • Really good burst damage
  • Great at 1v1
  • Highly Mobile
  • Every move contributes to ability power
  • great range
  • across map ultimate
  • highly mobile
  • you get to freak out and celebrate when you kill teemo from bottom lane to top lane while he's recalling

Cons


  • Quite Squishy
  • kind of hard to team fight
  • farming is very hard
  • called a girl because of his sexy hair
  • no (good) crowd control


Guide Top

Abilities

Passive - Rising Spell Force



Your passive gives you 10% attack speed per person you hit within a decent amount of time, stacking up five times. This passive is clearly useless to AP, but it does make farming a bit easier.

Q - Mystic Shot



Your Q is basically useless in most ways until you get a Lich Bane. the AP ratio is very weak, so it won't do much damage until then. Still, when you do get the Lich Bane, the shot does apply on hit effects. because of this, it will do great damage only when you have the Lich Bane.

This ability also lowers your cooldowns when hitting a target. I do avoid getting this ability until around level ten, but you might find it good earlier in the game because of the cooldown reduction.

W - Essence Flux



This ability should be your main source of damage. It has a very high AP ratio, reduces/increases enemy/friendly champions' attack speed, and hits multiple champions. a sad part of this ability is the fact that it only hits champions. You can't use it at all to farm. Because this is your main source of damage but it doesn't hit creeps, it is quite hard to farm. This ability will be your main source of damage in team fights, hitting many champions and slightly crowd controlling each of them.

E - Arcane Shift



This ability is your free flash. AP Ezreal greatly contributes to this ability because it will damage the closest unit with damage built off ability power. The damage is decent, so it isn't a bad idea to start a burst with this flash in. Don't get too confident, though, because if this is on cooldown, escapes are impossible. Your W is your only crowd control, and it doesn't do much, so escapes are easily reliant on this ability.

R - Trueshot Barrage



This ability is the best ability in the entire game. When building AP, this ability does a lot more damage, with a ratio of .9 AP. Other than getting kills across lanes, it can also dice the health of enemy champions in team fights and save lanes from being pushed by minions.

This ability does less damage per unit hit, so you might want to find the best angle to launch it from.


Guide Top

Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

When playing ability power Ezreal, like I said, your Essence Flux will be your main source of damage. it has a high ratio, so you will want to max it out first. It also lowers attack speed, but I don't know if anybody cares about that...

You will also want to focus on your Arcane Shift because it does a hefty amount of damage and it will make you versatile while laning.

Avoid getting your Mystic Shot earlier in the game. It does very low damage when building ability power. It will just waste your much needed mana. Unless you are confident with your mana and would like to use it to lower cooldowns, do not buy it until you have a Lich Bane or at least a Sheen.

Like any good champion, get your ultimate, Trueshot Barrage as early as possible and as often as possible.


Guide Top

Summoner Spells

As you should know, summoner spells are almost always preferential, but I will still share mine.

Great





Clarivoyance may seem stupid, but it pairs well with your ultimate. it is always nice to have map awareness, too.



Flash is never a bad choice, and you can have a double flash with your Arcane Shift and use that to chase

Good





Ignite is good at finishing off enemies as they recall, and is a common pick



You can set up wards around the map and Teleport to them to snag a kill here and there.



Exhaust is good for chasing and bursting down an enemy as you lower their defense (assuming you have Summoner's Wrath )


Guide Top

Masteries

For Masteries, I prefer to go a standard 21 - 0 - 9, but 9 - 0 - 21 is viable as well.

Masteries
4/1
4/5
1/1
3/5
4/1
4/
1/
1/5
3/1
2/1
3/5

or
Masteries
4/1
4/5
1/1
1/5
3/1
4/1
3/5
3/1
4/5
3/1


Guide Top

Runes

You should go heavy on AP runes. some people prefer ability power per level, but I prefer flat AP. I would leave this up to your play style. you should also sneak in some cooldown reduction.


Guide Top

Items

Early Game




Doran's Ring is always a good start. It gives you health and mana regeneration to make you last longer, and ability power will give you a small amount of extra damage.



Sapphire Crystal will give you mana for early game, allowing you to spam your abilities and get your damage in.



Sheen will give you more mana and ability power for early laning. The passive will make it slightly easier to farm or do damage to your enemy.

Core




Rod of Ages is very common on any AP caster. it gives you good mana, health, and ability power. I like to get this earlier because the passive, which gives you stats over time, will take effect earlier. Leveling up in the lane will also activate the second passive, which gives you health and mana, letting you lane for longer and survive better.



Rabadon's Deathcap should be on every Ability power champion. If you don't have it, something is wrong. Having this will give you a great amount of ability power, which I'm sure you know by now.



Lich Bane Is not necessary, but it is great to have because it is the only item that makes your Mystic Shot usable. It also gives you ability power, of course.

Situational





Void Staff is needed when the enemy team is tanky. you will do almost no damage to them if they have stacked up magic resist. However, it isn't necessary because the enemy team might be squishy. If they are, Sorcerer's Shoes will be good enough to penetrate their defense.



Rylai's Crystal Sceptre is always good to have because it gives you health and good ability power. A bit more crowd control couldn't hurt, either.



Zhonya's Hourglass can give you much needed armor against a team of ad carries. It gives a lot of ability power. The active is great too.



Archangel's Staff can always give you a lot of ability power. However, I don't use it because you will almost never need the extra mana as long as you have any item with Catalyst the Protector and a Lich Bane.



Banshee's Veil is a decent item because it adds to your survivability. You might want to grab this with an Archangel's Staff and your Rod of Ages.

Avoidable





Will of the Ancients may seem nice, but you probably won't do enough damage to give you enough health to sustain. You really shouldn't be taking damage, either.



Abyssal Scepter will lower the magic resist of enemies near you, but you are, in a way, a sniper. Because of this, you should be avoiding close range fights either way.



unless you are a pro at this game facing people at a fraction of your level, I doubt you will get stacks on the Mejai's Soulstealer, or at least enough to outweigh the space it takes.

Boots





You can never go wrong with Sorcerer's Shoes.



I think that magic penetration is more important than cooldown, but if the other team is squishy, go for Ionian Boots of Lucidity.



Ezreal does need to be fast to get good positioning and what not, so Boots of Swiftness can be good in certain situations.


Guide Top

Portrayals of the Ballerness of Ezreal






Ezreal Triple w/ Essence Flux





It's kind of hard to see, but I did use my W


Guide Top

Credit

I would like to give credit to two people.

I give credit to Siv HD and his Ezreal Guide

I also give credit to Jhoihoi and his guide making guide