Ezreal Build Guide by Alexyo234
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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.
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.
- 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
- Quite Squishy
- kind of hard to team fight
- farming is very hard
- called a girl because of his sexy hair
- no (good) crowd control
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.
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.
As you should know, summoner spells are almost always preferential, but I will still share mine.
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
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 )
For Masteries, I prefer to go a standard 21 - 0 - 9, but 9 - 0 - 21 is viable as well.
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.
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.
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.
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.
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.
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.
Portrayals of the Ballerness of Ezreal
Ezreal Triple w/ Essence Flux
It's kind of hard to see, but I did use my W