Ezreal Build Guide by xVitaminD
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.
Rush ( In this order )
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.
IntroductionEzreal because of his ultimate Trueshot Barrage. I thought I could just snipe enemies across the map and dominate. After playing several games with him, I noticed that I could play him very differently. As I investigated several times with items through the season, I found out these are the best. I hope this build will help u become a better Ezreal player!
Pros / Cons
+ Good early, mid, and late game
+ Essence Flux gives team attack speed
+ Cool down reductions ( Mystic Shot )
- Needs a lot of gold
- Hard to master
- Most skills are skillshots
These masteries let Ezreal position himself so he won't get killed in teamfights. The 21 points in offense allows Ezreal to do damage and gives him his position. This allows Ezreal to do high damage in early and late game. Warlord , Fury , and Frenzy gives Ezreal the extra attack speed that he lacks form Trinity Force . Brute Force , Martial Mastery , and Havoc allows him to do damage throughout the game. Devastating Strikes allow you to do damage to those tanks in late game. This allows you to have armor penetration until you get Last Whisper or The Black Cleaver . Executioner is a nice finish where you could do more damage in a 1v1 situation or finish off the low champions. Dangerous Game gives you the extra mana to Arcane Shift out after getting a kill.
The next 9 points in the defensive tree scale really well because of your lack of health and armor . Block and Unyielding helps you in lane, it reduces the damage you take from your opponent's harass. Recovery , Veteran Scars , and Juggernaut just give you the extra health that you need. It also helps to trade with your opponents, having the fact that you have more health regen.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Damage
- Greater Mark of Attack Damage: This makes it easier to last hit and get minions early game. This also works really well for poking with Mystic Shot.
- Greater Seal of Armor: Scales well during laning phase since your up against other bot adcs.
- Greater Glyph of Magic Resist: This works with the laning phase against enemy support's poke.
- Greater Quintessence of Attack Damage: This makes it easier to last hit, poke, and basically deal more damage.
Flash, is the one of the best summoner spells in the whole game. It allows you to catch up to a champion or get away from them. This spell allows you to survive and can jump over a wall with this. Arcane Shift can be used with Flash to provide HUGE distance.
Barrier, allows you to bait trades or help you survive when they think they ignited you or something. This spell allows you to win trades because other champions don't know that you have it. If this spell is used as bait, remember to use it last so they think they can win the trade.
Cleanse, this allows you to get away from ganks or any teamfight. This can potentially save your life from ignite. Remember to use this if they have a slow or stun on you. This works especially well against lanes that have Leona and Taric
Ignite, it allows you to simply finish off enemies and do more damage in a trade. This also reduces all heals that enemies might use.
Heal, you can bait using this spell and it will keep you alive in most situations. This allows for you to turn fights around that you might not of won.
Exhaust, can make you slow an enemy thats chasing you or you chasing them. Using this in the beginning of a 1v1 can it so you slow the enemies attack speeds. Also, if anyone is focusing you in a team fight, this may be a good pick. This will allow you to slow the enemy and then your team finishing off the rest.
Rising Spell Force- Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times. This skill allows Ezreal to not build attack speed but attack damage.
Mystic Shot(Q)- Ezreal fires a bolt of energy that deals 35 / 55 / 75 / 95 / 115 (+1.0 per attack damage) (+20% of ability power) physical damage and applies on-hit effects. If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second.This skill gives Ezreal free cool down reductions when it hits an enemy. This is mainly used for poke early game and most of Ezreal's damage. Remember that if this hits an enemy, it makes a sound so pay attention to his. Using this to check bushes will help from facechecking.
Essence Flux(W)- Ezreal fires a fluctuating wave of energy at a targeted area. Any enemy champions it passes through take 70 / 115 / 160 / 205 / 250 (+80% of ability power) magic damage, while any allied champions it travels through have their attack speed increased by 20 / 25 / 30 / 35 / 40 % for 5 seconds.Do not use this often for poke as it does have a high mana cost. I mainly use it for increasing the attack speed of my teammates. I used this on teammates when doing Baron , Dragon , and destroying turrets.
Arcane Shift(E)- Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 75 / 125 / 175 / 225 / 275 (+75% of ability power) magic damage. This spell can help you get away from most of anything. This is basically a free Flash. Because its your only way to get away, use it wisely.Also, remember that this also sends a shot to your nearest target.
Trueshot Barrage(R)- Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal 350 / 500 / 650 (+1.0 per bonus attack damage) (+90% of ability power) magic damage to each enemy unit they pass through. However, it deals 8% less damage for each additional unit it hits (30% minimum damage). Use this ultimate to snipe enemies or clear out waves. Do not use it for kill stealing. Remember to use this at the beginning of a teamfight.
-Essence Flux(W): I find this spell not to use often because of the high mana cost. Using this spell only does little damage and only increases allied champions. Taking this at level 4, makes it so you can push towers during early game. I don't find this very useful but you can take this before Arcane Shift if you want. But keep in mind, leveling up this up does do more damage.
-Arcane Shift(E): Leveling this up 2nd can help lower the cooldown on it. Remember that this is your only escape method other then Flash. Leveling this up can do + 50 ability power damage.
-Trueshot Barrage(R): Always level this up at 6 so you can clear waves before you go back. Also, this ultimate can be used during an early teamfight. This spell is really nice because if has a short cooldown due to Mystic Shot. Using this to clear waves is a good idea because of its cooldown.