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Ezreal, in 5 different flavors!

Ezreal, in 5 different flavors!

Updated on April 17, 2011
6.9
9
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League of Legends Build Guide Author Nyoike Build Guide By Nyoike 9 4 14,031 Views 25 Comments
9 4 14,031 Views 25 Comments League of Legends Build Guide Author Nyoike Build Guide By Nyoike Updated on April 17, 2011
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Choose Champion Build:

  • LoL Champion: Ezreal
  • LoL Champion: Ezreal
  • LoL Champion: Ezreal
  • LoL Champion: Ezreal
  • LoL Champion: Ezreal

Spells:

LoL Summoner Spell: Clairvoyance

Clairvoyance

LoL Summoner Spell: Teleport

Teleport

GUIDE IS STILL IN PROGRESS

Do not down rate or throw out some negative comments because of the last 2 or 3 builds, I am still hard at work getting them completely figured out. I will update frequently and take feedback about the first 2 or 3 builds, the last 2 are purely experimental at this point.




**Note**
This might take a while, kinda forgot how to play Ezreal and haven't played seriously for a while.

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Ezreal, The Prodigal Explorer

"It's all skill."
~ Ezreal
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To Do List

  • Figure out the item order for Build 5
  • Finish getting Builds 4 and 5 described in the guide
  • Test all of the builds and post stats
  • Add Items section
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Change Log

2/19/2011: Replaced Trinity Force with Abyssal Mask (thanks to StaticFX for pointing that out)
2/13/2011: Added a Journal section
2/8/2011: Updated the Skill Sequence and Summoner Spells section with Builds 4 and 5; added another point on To Do List
2/6/2011: Fixed a typo in Build 2 Runes section saying to take 9 Quints; also updated the Runes section with Builds 4 and 5's
2/5/2011: Changed the masteries and a couple of items in Build 2
2/2/2011: Added the actual items and runes for Build 4 and 5 and added a "To Do List" section
2/1/2011: Builds 1 and 2 done enough to be published
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Introduction

This is a small compilation of some build ideas I've had for Ezreal.
This guide will not carry your hand and tell you how to play Ezreal, you should be able to figure that part out. This just explains the items/runes/masteries/skills and why you would think about taking them.

I am still working on Build 3, 4, and 5. As of the moment only Build 1 and 2 are actually completely finished being described.
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Brief Build Descriptions

Build 1


Build 1 is all about getting extreme amounts of Ability Power and Magic Penetration. If someone has no Magic Resist items or any mastery points increasing it, with all of these items you end up bringing their Magic Resistance from +30 to about -30, which is EXTREMELY helpful with your high damage spells beefed up on all of your Ability Power. This build is the most expensive, but also what I have been using the most, still monkeying with the other builds.
PROS CONS
  • Fairly underpowered Mystic Shot
  • Passive kind of goes to waste
  • Pretty squishy

Build 2


Build 2 is based all around getting an EXTREMELY potent Mystic Shot . Especially since the damage scale is 1:1. This build also really takes advantage of Ezreal's passive, since it increases Attack Speed when you hit a target with your spells, you can get your Attack Speed fairly high without any Attack Speed increasing items.
PROS
  • Extremely powerful Mystic Shot
  • Auto-Attacks hit really hard
  • Stacks Attack Damage and Armor Penetration
  • Passive is extremely potent when combined with the high Attack Damage

CONS

Build 3


Build 3 is just a hybrid between Ability Power and Attack damage.
PROS CONS
  • No over powered spells (but no underpowered ones)
  • Still a work in progress

Build 4


TBD

Build 5


TBD
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Runes

Build 1


Pretty basic rune selection for a caster:

Build 2


Your average Attack Damage rune selection:
  • Greater Mark of Desolation x9 for Armor Penetration
  • Greater Seal of Vitality x9 for extra HP
  • Greater Glyph of Cooldown Reduction x9 for extra CDR
  • Greater Quintessence of Desolation x3 for Armor Penetration

Build 3


A mix of AD, AP, and HP runes:

Build 4


A mix of AD, AP, and HP runes along with some Armor Pen Quints:

Build 5


A mix of AD, AP, and HP runes, along with some Magic Pen Quints:
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Masteries

Build 1


Fairly standard caster masteries:
9/0/21

Build 2


Fairly standard Attack Damage masteries:
21/0/9

Build 3


Mix between Offense and Utility masteries:
15/0/15

Build 4


Slightly more towards offensive masteries, but still has quite a bit in utility:
16/0/14

Build 5


Slightly more towards utility masteries, but still has quite a bit in offensive:
13/0/17
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Skill Sequence

Build 1


Since this build revolves entirely around your spells that actually make use of your AP, you want to get those up first in rank. However, you will want 1 point in Mystic Shot for the reduction to your cool downs as well as a spam spell to get your Tear of the Goddess/ Archangel's Staff mana up fast.
Priority: Which skills at what levels:

Build 2


Since this build focuses on auto-attack and other ways of increasing your attack damage, you want to max out Mystic Shot first. Then you want Arcane Shift for the utility and to help line up your Mystic Shots. Essence Flux is a nice spell, but it really has low usefulness in this build, except in late game pushes/team fights.
Priority: Which skills at what level:

Build 3


Since this build is a hybrid, you want to get Mystic Shot up as soon as you can. You will also want to get Essence Flux pretty quickly as well. Arcane Shift is mostly for utility with this build.
Priority: Which skills at what level:

Build 4


TBD

Priority: Which skills at what levels:

Build 5


TBD

Priority: Which skills at what levels:
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Summoner Spells

Build 1


Clairvoyance and Teleport are what I always use, with a 45 second cool down on Clairvoyance is an absolutely awesome ability. Use it to check bushes, check neutral monster camps (esp. Baron/Dragon
), and to help line up your ultimate if you can no longer see the enemy you're trying to get a killing blow on. Teleport is the other summoner spell I use all the time. It lets you get back to your lane ASAP, farm even more minions late game by porting to one of the towers that is being overrun by them, and is just plain cool.
Possible alternatives:
  • Ghost A little extra run speed increases is never a bad thing.
  • Clarity Nice for keeping you filled with mana.
  • Cleanse Not too bad, gives extra survival against champions with stuns and slows.
  • Exhaust A slow, a damage reduction, and (with the mastery) a armor/magic resistance reduction. What more could you really want?
  • Heal Nice for keeping you filled with health.
  • Ignite Nice for stopping champions that can heal or depend on health regeneration, and also securing a kill via the True DoT it causes.
Spells to not take:
  • Revive You do not want to plan on dying, just plain and simple.
  • Smite You're not jungling! Why would you want Smite???
  • Fortify Handy little spell, but not for this build, you want to kill the enemy team and their towers, not protect yours.
  • Flash You already have a built in Flash! Arcane ShiftWhy would you want one with a much larger cool down and that does no damage???
  • Rally Nice spell, but it is just not very helpful for Ezreal esp. since he tends to move a lot and this beacon doesn't move at all.

Build 2


Exhaust and Ghost are what I always use for this build. Exhaust, esp. with the talent bonus, will really help you out a lot, and the same deal with Ghost.
Possible alternatives:
  • Teleport Very nice for getting back into lane ASAP.
  • Clarity Nice for keeping you filled with mana.
  • Cleanse Not too bad, gives extra survival against champions with stuns and slows.
  • Clairvoyance Prevent ganks, help line up Trueshot Barrage, and keep an eye on junglers. Very helpful overall.
  • Heal Nice for keeping you filled with health.
  • Ignite Nice for stopping champions that can heal or depend on health regeneration, and also securing a kill via the True DoT it causes.
Spells to not take:
  • Revive You do not want to plan on dying, just plain and simple.
  • Smite You're not jungling! Why would you want Smite???
  • Fortify Handy little spell, but not for this build, you want to kill the enemy team and their towers, not protect yours.
  • Flash You already have a built in Flash! Arcane ShiftWhy would you want one with a much larger cool down and that does no damage???
  • Rally Nice spell, but it is just not very helpful for Ezreal esp. since he tends to move a lot and this beacon doesn't move at all.

Build 3


Exhaust and Ghost are what I always use for this build. Exhaust, esp. with the talent bonus, will really help you out a lot, and the same deal with Ghost.
Possible alternatives:
  • Teleport Very nice for getting back into lane ASAP.
  • Clarity Nice for keeping you filled with mana.
  • Cleanse Not too bad, gives extra survival against champions with stuns and slows.
  • Clairvoyance Prevent ganks, help line up Trueshot Barrage, and keep an eye on junglers. Very helpful overall.
  • Heal Nice for keeping you filled with health.
  • Ignite Nice for stopping champions that can heal or depend on health regeneration, and also securing a kill via the True DoT it causes.
Spells to not take:
  • Revive You do not want to plan on dying, just plain and simple.
  • Smite You're not jungling! Why would you want Smite???
  • Fortify Handy little spell, but not for this build, you want to kill the enemy team and their towers, not protect yours.
  • Flash You already have a built in Flash! Arcane ShiftWhy would you want one with a much larger cool down and that does no damage???
  • Rally Nice spell, but it is just not very helpful for Ezreal esp. since he tends to move a lot and this beacon doesn't move at all.

Build 4


Exhaust and Ghost are what I always use for this build. Exhaust, esp. with the talent bonus, will really help you out a lot, and the same deal with Ghost.
Possible alternatives:
  • Teleport Very nice for getting back into lane ASAP.
  • Clarity Nice for keeping you filled with mana.
  • Cleanse Not too bad, gives extra survival against champions with stuns and slows.
  • Clairvoyance Prevent ganks, help line up Trueshot Barrage, and keep an eye on junglers. Very helpful overall.
  • Heal Nice for keeping you filled with health.
  • Ignite Nice for stopping champions that can heal or depend on health regeneration, and also securing a kill via the True DoT it causes.
Spells to not take:
  • Revive You do not want to plan on dying, just plain and simple.
  • Smite You're not jungling! Why would you want Smite???
  • Fortify Handy little spell, but not for this build, you want to kill the enemy team and their towers, not protect yours.
  • Flash You already have a built in Flash! Arcane ShiftWhy would you want one with a much larger cool down and that does no damage???
  • Rally Nice spell, but it is just not very helpful for Ezreal esp. since he tends to move a lot and this beacon doesn't move at all.

Build 5


Exhaust and Ghost are what I always use for this build. Exhaust, esp. with the talent bonus, will really help you out a lot, and the same deal with Ghost.
Possible alternatives:
  • Teleport Very nice for getting back into lane ASAP.
  • Clarity Nice for keeping you filled with mana.
  • Cleanse Not too bad, gives extra survival against champions with stuns and slows.
  • Clairvoyance Prevent ganks, help line up Trueshot Barrage, and keep an eye on junglers. Very helpful overall.
  • Heal Nice for keeping you filled with health.
  • Ignite Nice for stopping champions that can heal or depend on health regeneration, and also securing a kill via the True DoT it causes.
Spells to not take:
  • Revive You do not want to plan on dying, just plain and simple.
  • Smite You're not jungling! Why would you want Smite???
  • Fortify Handy little spell, but not for this build, you want to kill the enemy team and their towers, not protect yours.
  • Flash You already have a built in Flash! Arcane ShiftWhy would you want one with a much larger cool down and that does no damage???
  • Rally Nice spell, but it is just not very helpful for Ezreal esp. since he tends to move a lot and this beacon doesn't move at all.
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Summary

Still working on this, will update frequently and will look forward to positive feed back from others.
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Nyoike's Ezreal Journal

2/13/2011: Played a few games as Ezreal, first game I went AP, got RoA ASAP and didn't bother to get AA's Staff, did all right, lost the game though. Second game played as AD Ez, started out with getting 2 Doran's blades, getting Manamune, Avarice->Youmuu's, Infinity Edge, Black Cleaver, nearly got a pentakill, got a quadrakill and was KS'd out of the last enemy by an Eve (damnitall!), also got a lot of assists, about 7 kills and around 2 deaths, and a win on top of that.
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