Ezreal Build Guide by Alexyo234
Champion Build: Ezreal
| Health | 2370 |
| Health Regen | 15.4 |
| Mana | 1695 |
| Mana Regen | 21.7 |
| Armor | 125 |
| Magic Resist | 36.66 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 101.2 |
| Attack Speed | 0.999 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 552.39 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
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.
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
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
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.
Ability Sequence
When playing ability power Ezreal, like I said, your
You will also want to focus on your
Avoid getting your
Like any good champion, get your ultimate,
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.
Good
You can set up wards around the map and
Masteries
For Masteries, I prefer to go a standard 21 - 0 - 9, but 9 - 0 - 21 is viable as well.
or
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.
Items
Early Game
Core
Situational
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.
Avoidable
unless you are a pro at this game facing people at a fraction of your level, I doubt you will get stacks on the
Boots
You can never go wrong with
I think that magic penetration is more important than cooldown, but if the other team is squishy, go for
Ezreal does need to be fast to get good positioning and what not, so
Portrayals of the Ballerness of Ezreal





Ezreal Triple w/ Essence Flux



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