Build Guide by cassidy00
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.
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.
Ezreal is fantastic because, as you know, he can be built as a ranged DPS or a heavy caster (or anything in between the two, for that matter). I've experimented with different builds over my time with him, and I find that this one is the most effective of those that I've experienced. In this guide, I will explain why I've made the choices that I've made.
Clarity is a natural choice, given the fact that by spamming his Mystic Shot along with his other abilities can quickly eat up what mana he has. Between this and Meki pendant, it isn't often that you'll run out of mana, and if you're playing smart and not taking heavy damage, it'll save you having to run to and from base often to replenish your HP/MP.
Teleport is a godsend. While it can make for speedy getaways when your recall isn't fast enough, I tend to use it offensively, allowing me to jump back into battle just seconds after returning to base. As an added bonus, it means you can jump from one side of the map to the other if any of your teammates are in need of assistance.
I focus heavily on an offensive build, focusing on crit. strike/chance, armor penetration, extra damage and attack speed. I also throw in cooldown reduction and spell penetration to help out all of his abilities (excluding Mystic Shot), to increase their spam-ability, if you will. With utility, I added the reduction to the teleport's delay, along with HP/MP regen and a touch of added EXP.
Marks go to Armor Penetration, Seals go to Attack Speed, Glyphs go to Cooldown Reduction, and Quintessences go towards additional flat health. I find all of these are extremely self-explanitory, so I will solely explain the Seals: With Ezreal's passive increasing attack speed with each target hit by a spell (plus stacking up to 5x), you can easily have a high attack speed very early on in the game, allowing you to pound on enemy minions and champions just as early without having to spend the money on items to boost said attack speed.
Mystic Shot is the bread and butter of Ezreal's abilities. It applies as physical damage (and thus on-hit effects like Sheen or Lichbane), but with it's passive, it also reduces the cooldown of his other abilities by 1 second when it hits a target. And yes, this passive includes Mystic Shot itself. With these little bonuses, plus the already-low cooldown and low mana cost, this is the ability I focus on from the get-go.
Essence Flux took a major hit in the last patch, completely removing it's healing buff. Yes, it's handy because it harmlessly passes through minions while hitting champions for a decent sum. And sure, it boosts the attack speed of ally champions. But due to the way my build works, I save this ability for last. Mostly because Mystic Shot does the job so much better (with longer range as well), and partially because farming minions is easy and helpful.
Arcane Shift helps balance Ezreal very well, giving him his only "lock on" ability (which deals an okay sum of damage too). It's beautiful for it's perks though; used defensively for escapes, or offensively to push forward. There have been many occasion where I finish off the last of an enemy's health with this ability, giving them no chance to escape. This is why it is the second ability I focus on, as it can be deadly when used with Mystic Shot properly.
Trueshot Barrage, the global skill-shot. When I first saw this ability, I thought that it was designed with range in mind. But the more I played, the more I realized that my initial thoughts were wrong. This ability is perfect to either heavily damage or kill enemy champions. When you can, though, use it at point-blank range. This way your target gets hit for full damage (as opposed to reduced damage), and it makes it that much harder to escape. And when you're pounding on a turret with friendly minions as cannon fodder, use this ability to wipe out the oncoming enemy minions. That way you can finish off a turret with what friendly minions you have left as well as the fresh wave that is on it's way.
Meki Pendant (+2 HP potions) are how I start the game. The MP regen is helpful for spamming abilities early in game, and the HP potions help make up for how squishy Ezreal is (even with the flat health quintessences). Most people upgrade this early on for a Philosopher's Stone or Chalice of Harmony, but I actually save my gold towards the next item, and end up upgrading Meki Pendant much later into the game. If need be, pick up more HP potions whenever you're back at base, but try to save your gold for your first real item, which is...
The B.F. Sword. +50 Attack Damage. I shouldn't need to explain why this is important, but for those of you who are newer to the game, I will. Mystic Shot deals damage PLUS 120% of your attack damage. By purchasing the BF Sword, you're turning a good ability into a great ability. And with your already-high attack speed, you can really pummel any enemy, be it minion, champion, or turret. I do upgrade this to The Black Cleaver (for extra damage and armor reduction), but usually not until I have all my other items.
Berserker's Greaves. By now, you're already a force to be reckoned with. Let's add some movement speed and attack speed, and start really dishing out the damage. After getting the BF Sword, it shouldn't take you long to be able to purchase this item with just one stop to the base.
Malady. A lot of people say that the Lifesteal isn't worth it. The Lifesteal is useful though, given how low Ezreal's HP regen is. And when your attack speed is already through the roof (+50% from this item too), you don't need high lifesteal to benefit from it. Just keep on shooting, and you'll be fine. If you can't get it in one go, start with Vampiric Scepter and then get the Daggers necessary to upgrade.
Madred's Bloodrazor is the most expensive item of this build, which is why when you have the other four items above, this is the order I recommend buying the items required for this build; Recurve Bow, then Pickaxe, then wait until you can finish off Bloodrazor. This item is golden because of additional attack speed and damage. But then throw in it's passive; "On hit, deals Magic Damage equal to 4% of the target's maximum Health." When your attack speed is already nearly at 2.0 (not including Ezreal's passive), you can clean out enemies' HP bars very quickly with this item.
Last but not least is Sword of the Divine. Even more attack speed, and every four hits, deal an extra 100 magic damage to the enemy. This is amazing, especially when four attacks can go by in the blink of an eye at this point in the build. I've never actually used the Active ability that comes with this item, but I imagine it would come in handy when dealing with someone who's crafty with the dodging of attacks.
From here, upgrade the Meki Pendant and B.F. Sword, and you'll be described with one word; Deadly.
It's simple; early-game, play relatively defensively, focusing on the range of your mystic shot and using arcane shift for quick positioning or escapes. It's easier if you're in one of the outer lanes and have someone assisting you, but regardless of which lane you're in, it allows for gaining gold quickly and effectively. Once you have the B.F. Sword, turn your game around and start playing offensively. From there, it continues to be simple; play to your strengths, keep farming minions and killing champions, and take out turrets.