Ezreal Build Guide by KingEmonerd
| Health | 1910 |
| Health Regen | 15.4 |
| Mana | 1495 |
| Mana Regen | 24.7 |
| Armor | 177.69 |
| Magic Resist | 60 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 181.2 |
| Attack Speed | 0.999 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 655.65 |
| Life Steal | 32% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
What's happening, whippers and snappers? It's yaboi Emo here, and today, we're celebrating - however late - the release of Pulsefire Ezreal. With this short introduction, I'll be showing you how to play Ezreal as a successful AP Mid Carry - which is how I mainly play him, and have the most knowledge on - as well as showing you how to function as an AD Carry.
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It's always up to you how you play a champion, however. You are, in no case, forbidden to avert from this guide, as this is mainly to show you how I play Ezreal.
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So read on if you will... it's only a matter of time before you will join Ez in the future.
~Emo
Pros / Cons
So what makes Ezreal tick... and what makes him unwind?
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Pros Ez + Good constant stream of damage + Damage scales well into late game + Range advantage over most mages + Ultimate for mad sniping + Ridiculous single-target damage + Mad fun to play |
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Cons Ez - Extremely squishy throughout all stages - If shut down, becomes totally useless - Has a very high skill cap - Easy to get OoP with - Very combo-reliant for good damage - Has no form of lane sustain |
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Abilities
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Each time you successfully land one of your spells, you gain 10% Atk.Spd. for 6 seconds for each correct application. This effect stacks up to 5 times, and each new application refreshes the duration.
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This is a pretty straight-forward passive, and it's pretty much why AD Ezreal became viable - other than the business with
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For an AD-based Ezreal, this is the skill you'll want to max as soon as possible. It's basically a new auto-attack on a really low cooldown, which applies all goodies a normal auto-attack would otherwise. So where does it leave us on an AP-based Ezreal? Nowhere. Its AP Ratio is abysmal, and it's no good ranking before Lv.4, and even less good maxing before Lv.18.
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About
Mystic Shot...
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This is the ability most AD Ezreals rank last, because of its apparent 'low usefulness'. I've always considered having an Atk.Spd. gap with the enemy carry - in your favor - a good thing, but oh well. For AP Ezreal, this is facewreck-mode engage. The damage on this thing scales rediculously with level, and I reckon it can be easily maxed to max damage before building any real AP items due to it being an amazing poking tool and zone hazard.
Also, remember that it is not only effective at poking at enemies, but also effective when pushing towers or capturing big targets - Baron Nashor and The Dragon with allies, as you can help them attack a lot faster.
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About
Essence Flux...
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It's a free flash on a reducing-by-level cooldown. There's basically only one thing to keep in mind: the homing missile. It's the only thing that actually deals damage through this ability, and missing it means you mis out on about half your damaging rotation. Now there's always
Note: You can scale walls bigger than the max casting range - which
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About
Arcane Shift...
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This ultimate is so incredibly powerful, you'll hardly ever have troubles with it if you know how to use it correctly. Only problem can be when all of a sudden, enemies begin to move - FFFUUU - when enemies receive a clutch heal just before striking - FFFUUU - or when they just manage to survive and your allies are too filled-with-fµck to actually land the kill - areyoukiddingme? Other than that, it's on a relatively low cooldown for such a high-damage spell, with an even lower true cooldown thanks to
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About
Trueshot Barrage...
Setups
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Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Ability Power 9 |
Greater Quintessence of Ability Power 3 |
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For AP Ezreal, I take my standard AP Caster Runepage. First off, I take Flat Magic Penetration on Reds to give me a bit more... oumph in the early game, as well as building towards the targeted 30MR-to-beat.
Secondly, Flat Mana Regeneration on Yellows to just increase my early game regeneration by that little bit.
Lastly, I take Flat Ability Power on Blues and Quints to strengthen my early game, and send me off with over 30AP. Good stuff.
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My Casteries (haha, Masteries+Caster... fu) consist of a 21/0/9 setup, taking every standard Caster mastery in Offense - Ability Power, Ability Power/Lv., AP Percentage Increased, % Magic Penetration, the good stuff.
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In Utility, I take Flat Mana and Increased Mana Regeneration, paired with the standard Increased Neutral Buff Duration, because Ezreal LOVES Blue Buff.
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| Runes | |||||||||||||||
Greater Mark of Attack Damage 9 |
Greater Seal of Mana Regeneration 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
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For me, it's a standard Ranged Physical Damage Carry Page. I go for Flat Attack Damage Reds and Quints. They give me a total of 15 Bonus Atk.Dmg., which complements my
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Simple AD Carry Masteries. I take every goodie for a carry here, being Flat Attack Damage, Attack Damage per Level, Flat and % Armor Penetration, Attack Speed, and Percentage Increased Damage.
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In Utility, I take Flat Mana and Mana Regeneration, and Increased Neutral Buff Duration. Ezreal likes Red Buff pre-Mallet.
Summoner Spells
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These are respectively for AP Ez and AD Ez. It's more than perfectly possible for you to swap them, but this is how I use them. I like the added safety on Bot lane, seeing as how... well, AD carries have the same constant stream of damage as you do |D On mid, it's a nice thought to have |
AP Ezreal Itemization
Starting Items
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Before revisiting this guide, I used to start with a |
First Back
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In the best scenario, you'll be able to afford this off-the-bat, along with a |
Rush:
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You'll want to rush this. Like, really fast. Farm hard, if you have to. You'll want to have three damaging abilities, not two-and-a-quarter. Seeing as how |
Second Rush:
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Your damage will fall of oh so hard if you don't get this second. It's a bit... strange - I'm Dutch, can't find the word, fu - to get it this early, because other mages scale differently into later stages of the game. However, this brings Ezreal to a whole new level of hurt - for the enemy, that is. Rabadon's for all your abilities, and for |
Sustain: Check.
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You'll want some sustain. I personally absolutely hate having to go b everytime I win in an exchange, but have next to no HP left. A |
More Sustain On The Way
Screw You, Tanks
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Yeah, if you get fed - which is likely, AP Ez too stronk - enemies will counter you. Be it via |
Awwh, Defensive?
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Last item. I like this because it provides allround good defensive items, but there's always a |
AD Ezreal
So yeah. You know those times when you just feel like playing Ezreal Mid, and then someone instalocks
Anivia or
Annie or some sh¡t. Well, I sure as hell do. If you just want to play Ezreal, you could always opt an AD Version of him. It would require you to alter your playstyle a bit, but AD Ezreal is close to just as much fun as AP Ezreal.
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Please note though, that only his
Mystic Shot has a good scaling with AD.
Essence Flux and
Arcane Shift are both solely utility-spells, and even though
Trueshot Barrage has an AD Ratio... it's a Bonus AD Ratio, which is sh¡tty because it really doesn't add much to what it already had to offer.
AD Ezreal Itemization
Starting Item
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There's two... actually three options. My favourite is going for a |
First Back
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You're at least aiming to get |
First Item Plz
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Both are more-than reasonable options. Starting with a |
The Other One
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You take whichever is left. Most notably, I don't go straight for an |
Scare Ezzy?
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We skip |
How's This?
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You might downvote the guide, purely because of this item. But think about it. You strike an enemy with |
Lastly...
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Last item is always a bit more defensive, but with this setup, you'll dish out more than enough damage. AD carries can't take you on because of |
Lane Presence
So what do we use and do to maintain our lane presence?
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You'll want to get aggressive, as an AP Carry. Your main damaging skill is on a relatively short cooldown, and has some more-than reasonable damage figures on it. Really, it does. Just keep on the pressure and if you can, try to kill 'em in a quick burst. Ignite is a great addition to any spell rotation, preferrably the last one before they die |D
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When you have this, you can instagit people with a single spell rotation, if you go at it properly.
Trueshot Barrage is powerful enough to take off 35-50% of the enemies' health, and if you can, use it as an assured entry into a spell rotation. TSB into AS into EF+MS is game over, if you hit them all.
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Game over. If enemies buy resist, they're down to 50% health after an E+W+Q rotation, just not dead. Sure thing, wait 10 seconds and you're dead. You can even contribute to fights halfway across the map with a 50% damaging
Trueshot Barrage is you desperately want the assist on it. I'd recommend holding on, but hell, we have
Mystic Shot.
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Using Trueshot Barrage
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This basically means, especially during the laning phase, you walk out of minion sight range. Walking to your tower is way too obvious, as it's the easiest way to get out of sight range. They'll just push minions to the tower. You'll have lost farm, and get a sloppy, if one at all, ulti off.
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Best thing to do, is move to the side of the lane - the wall between River and Wraith Camp - and fire it from there. From there, you have clear vision of the enemy, and if they cower near the tower, you have a clear shot on them without minions and mobs knicking damage from it. As such, it's strongest when you make the enemy champion eat the first hit of it. Doesn't matter who takes the second bite, as long as your target takes the first hit.
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For AD Ez...
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Ganking
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When you gank, you'll want to hang on to your spells as long as possible. Especially after Lv.13 or so, when
Laning Enemies
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Annie is one of those champions on who you have the ability to stomp in the early game, but becomes an absolute train once she hits Lv.6. She can't harass you pre-6 like you can, because her main damage is a mana-devourer, but after Lv.6, if she hits you with a |
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LeBlanc is the nemesis of all AP Mid champions. Her lane presence and poke are too powerful, on too low a cooldown, and too low a mana cost. She can outdo your poking and go in for the kill once she hits Lv.6, she doesn't give a sh!t at all. Play as passive as you can, farm, snipekill enemies, and if you feel like wasting your money on it, buy some MR. Her |
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I've had to face one, but for no apparent reason, he abandoned his lane to the botlane |
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Galio is a hard counter to any AP Mid, really. The more hits he can take from you, the more damage he can do you. It's rediculous, and props to the person who thought of Galio going mid. However, he has really poor mana sustain. He'll often start Boots and Pots because of his lacking speed, and has the upper hand - health-wise - over |
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Kennen's a d¡ck. He has rediculous poke from a long range, and he is a generally very scary guy to deal with. You fire |
Change Log
29/05/2012
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~ Guide published.
05/06/2012
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~ Note that in the
Draven Patch, Ezreal received an amazing buff, in that for
Essence Flux, all mana costs have been lowered by 10, making early game aggression very rewarding and little hurting. In addition, the Mana cost for
Trueshot Barrage has been lowered at all ranks from 150 to 100, making it less of an attack to your manabar. It's like using an
Essence Flux with its current mana cost, making him a very strong lane enemy due to having no mana costs over 100 Mana.
27/6/2012
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~ Added a section containing info on using
Trueshot Barrage best. I've found it so annoying to have minions eat some of the damage, or have the enemy champion move out of its path before it struck them. Hating Emo is hating.
11/7/2012
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~ Added the AD Ezreal page, consisting of Runes, Masteries, Items, Level-ups, and an in-depth look at his items. Also slightly updated the Laning Enemies section, but I will add AD matchups to that once I feel like playing AD Ez again (I've been playing Urgot over Ez, really).
Closing Words
So this rounds up my guide to both AD and AP Ezreal. Feel free to ask any questions you have, I check my messages almost every day, so I'll get back to you as soon as I can :)
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Don't forget to rate and comment, and +rep if you think this guide is worth it. I'd like to see this guide at the top of the leaderboards - at least AP Ezreal will get you there, will you help me get Ezreal there?
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So peace out guys, hope you enjoyed.
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~Emo
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