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.
This is my first build, after reading too many builds and guides of Ezreal and getting no own I decided to do my build and now I can say that I own not like rampage, but remember this is a support char.
Rising Spell Force - Hitting a target with any of Ezreal's abilities increases his attack speed by 15% for 6 seconds (Max Stacks: 5).
Mystic Shot - Ezreal fires a bolt of energy, if it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second.
Ezreal fires a bolt of energy dealing 40/65/90/115/140 plus 110% of his attack damage as 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
Essence Flux - Ezreal fires a fluctuating wave of energy, damaging and reducing enemy champions attack speed and increasing allied champions attack speed.
Ezreal fires a wave of energy that damages all enemy champions it passes through for 75/125/175/225/275 (+0.6). Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds.
Cost: 80/90/100/110/120 Mana
Arcane Shift - 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 80/130/180/230/280 (+0.75) magic damage.
Cost: 90/90/90/90/90 Mana
Trueshot Barrage - 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 (+0.7) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).
Cost: 150/150/150 Mana
Flash - Teleports your Champion to target nearby location.
I always use this spell, because it will provide you a great clean escape or a very easy chase. You can combine it with Arcane Shift too.
Ignite - Ignite is a damage over time spell that targets a single champion dealing 50 damage plus 20 damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target's healing and regeneration by 50%.
This is my second choice because Ezreal is a support character and he can't just chase the enemy, so the Ignite reduces the chance of getting away.
Exhaust - Blinds the target (100% miss chance) and slows its Movement Speed by 40% for 3 seconds.
Range: 550 Range
Ghost - Your Champion ignores unit collision and moves 32% faster for 14 seconds.
Cleanse - Removes all control debuffs, silences and blinds from your champion and reduces the duration of subsequent stuns, slows, taunts, fears, snares, sleeps, and immobilizes by 65% for the next 3 seconds.
The rest of the other spells don't even look at them.
[*] Great Damage and Ability Power
[*] Great Armor and Magic Penetration
[*] Great Mana Regeneration
[*] Moderated Health
[*] Minor Armor
[*] No Natural Croud Control
[*] Moderated Speed