Ezreal Build Guide by nrj6490

League of Legends Build Guide Author nrj6490

Triforce and Blue Builds - ADC Ezreal (S7)

nrj6490 Last updated on January 16, 2017
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R


Natural Talent
Battering Blows
Piercing Thoughts

Offense: 18


Defense: 12

Runic Armor
Veteran's Scars
Legendary Guardian

Utility: 0

Threats to Ezreal with this build

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Threat Champion Notes
Jinx Pretty easy lane. Ezreal's Q gives him more constant and harder to dodge poke than Jinx, since her W is easy to dodge and her Q relies on mana, which Ezreal gets a ton of. Late game, Jinx WILL beat Ezreal (hypercarry) so shut her down early.
Ashe Keep out of range of her W and Q autos, and dodge R. You'll be fine.
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Hi, I'm nrj6490 and this is my Ezreal Build! Ezreal is an AD Carry with some AP abilities (think Kog'Maw), but since his Ult, Q, and E all scale off AD, he is better with an AD build, although Sheen is a necessity. He is generally passive early game (if that floats your boat) but is a monster mid/late game after getting Manamune and Trinity Force/ Iceborn Gauntlet.

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Pros and Cons


+ Amazing poke with Mystic Shot
+ Really strong mid/late game
+ Amazing kiting thanks to Phage, Mystic Shot, and Arcane Shift
+ surprisingly high burst damage if you have items
+ Rising Spell Force is good for taking objectives
+ He doesn't belong in a museum, you do.


+ Can be pretty useless if you fall behind
+ Highly dependent on skillshot accuracy
+ Bad early sustain
+ Hard to position well in fights

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The standard summoner spell for AD Carries. Better than Barrier, especially early on, since it gives you the ability to deprive your opponents of kills both against yourself and your support. Also gives a nice burst of movespeed. The best spell on Ezreal.

Again, a standard spell for ADCs. Even though Ezreal has his E, there are a TON of situations where you won't be able to use it (OOM, on cooldown, level 1), so Flash is, as always, mandatory.

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Passive: Rising Spell Force
Upon hitting an enemy with an ability, you get a stack, which caps at 5. This increases your attack speed exponentially (10% more per stack). It's GREAT for taking towers and objectives thanks to the low cooldown on Mystic Shot. You can also Arcane Shift or Trueshot Barrage if you're desperate. Another easy way is to use Essence Flux on an ally, speeding up their attack speed and your own.

Q: Mystic Shot
This is Ezreal's primary damage and poke ability. Get your pinky finger ready because Q is your best friend. Needless to say, take your 1st point in it (unless you get in a sticky invade situation and need to E out of danger) and max it first. Especially with Sheen this ability makes Ezreal's trading really good, provided you get a good position. Mystic Shot's also really powerful when combined with Iceborn's proc, and is great for poke in teamfights and chasing. As for early game, it makes CS-ing pretty safe, as if you see a few minions who are low and you don't think you can catch 'em all thanks to his low attack speed, feel free to Q.

W: Essence Flux
On AD Ezreal, this ability does practically no damage save for a little in laning phase. Literally none. However, it is a great utility ability, as well as an extra way to stack your Tear. If it hits your allies, it boosts their AS for 5 seconds, but this will ALSO boost YOUR AS if it hits YOU (THANK YOU ARCANE SHIFT). This makes pushing down towers with Ezreal pretty nice, especially when combined with his passive.

E: Arcane Shift
A really great mobility ability. Wall hops are scarce on ADC's, and especially on a champion that requires such precise positioning, this ability is invaluable. It does do damage, in the form of a homing bolt, but it does MAGIC damage, even though it scales off AD partially. It's great for getting in and out of fights, but be wary of it's cooldown. I usually save it for escapes in teamfights.

R: Trueshot Barrage
This ability is too glamorous for words. Easy waveclear and pushing off tower, good way to ensure kills in laning and 1v1s, and good in teamfights provided you hit the carries first. However, the fact that its a global pass-through skillshot doesn't come without its weaknesses, which are its annoying channel time and reduction of damage as it passes through enemies.

Max Q first for optimal damage output, E second for lower cooldown and a bit of AD scaling, W last, and R at 6, 11, and 16.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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The S6 Items make Ez way better in the later stages.

Ionian Boots of Lucidity
The "default" boots for Ezreal. You want CDR where you can get it, and since you're more Sheen proc based than auto-based, this overall increases your DPS.

Berserker's Greaves

If you want a more auto-attack based DPS build on Ezreal, get these. Only get these if you take Trinity Force, though.

There are 2 options for the Manamune build path. You can either take a Tear of the Goddess early and finish your Sheen item first, or get Manamune first then move into Sheen item. Depends whether you want fast stacking for a quicker power spike but a kinda eh end of the early game until you get your Sheen item or the more ramping up Tear > Sheen item > Manamune build.

Trinity Force
If you feel good about your ability/lane matchup or if you're already snowballing, definitely take this. It gives you overall higher damage on your Q and autos (more damage overall) than Iceborn Gauntlet, but the tradeoff is worse kite/chase, mana, and less defense. Monstrous late game.

Iceborn Gauntlet
When in doubt, go Blue Build. With Gauntlet, your kite is great, you have a source of potentially life saving self peel, and your poke still packs a wallop and has follow up potential thanks to the slow. Not to mention the considerable armor helps you out against the enemy ADC in duels and trades.

Blade of the Ruined King
Honestly, this item isn't what it used to be. Heck, it isn't even the best item on Vayne anymore (or at least as of 6.21). However, it fits Ezreal like a glove. It adds to the chase and kite of Iceborn Gauntlet, give you some lifesteal, attack speed for getting some towers, and on-hit to help deal with tanks.

The Bloodthirster
To be taken situationally instead of Blade of the Ruined King. This is usually only taken if you're fed/snowballing pretty hard. Even if you are fed, though, with Gauntlet, BORK is probably still the better option for better 1v1ing and kiting. However, it does go well with Trinity Force.

Lord Dominik's Regards
Probably the best AD anti-tank item in the game. Nuff said.

Mortal Reminder
Take instead of Regards if they have a lot of healing ( Vladimir, [[Soraka, Darius, etc).

Youmuu's Ghostblade
Only take if you're building Triforce. Best if taken with Berserker's instead of CDR boots. This item is to help with snowballing, as it isn't the optimal armor pen item and should be replaced with a Last Whisper item eventually.

Maw of Malmortius
This is gonna be a CDR item instead of a Pen item soon, but for now you get decent damage that comes with a good defense against bursty mages. Note: probably won't do much against a late game Veigar.

Mercurial Scimitar
This is a good damage and utility item. It's base damage is pretty high, and it gives you some good lifesteal, but the Quicksilver Sash component is priceless. Remember to use it AFTER you get CC'd.

Death's Dance
Situationally useful for dueling and against poke comps. Remember not to go above your CDR cap though.

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Early Game

Ezreal's early game is pretty good, but absolutely terrible if you get counterpicked. Due to this, avoid blind picking Ezreal unless you're feeling confident. His CS is pretty reliable if you're smart about expending his Mystic Shot. It can be used to last hit minions both near and far, and pretty ok at whittling down a wave. That said, Ezreal has terrible wave clear unless you use his ult, Trueshot Barrage. Due to this, CSing is very hard under tower, and it is likely that if you're in this situation, the enemy ADC will be harassing you anyway. Solution? Be smart about the enemy poke abilities ( Caitlyn, Varus, Draven, Graves) and their cooldowns, and poke when you can. Those guys don't have as much sustain as you do. If you do manage to push the lane, be wary of ganks. Don't use Arcane Shift unless you have to, and play safe until it's off cooldown if you do. If looking for a kill under tower, Trueshot Barrage is your friend. Just be sure to hit as few minions as possible in order to get the most damage on the enemy. The safest way to get early kills, though, is to poke as much as possible with autos and Mystic Shot, and Arcane Shift in followed by a Trueshot Barrage to secure the kill. Roam if you're winning for a high probability of a kill in some other lane.

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Mid Game

This is where Ezreal hits his stride. He is ridiculously useful in fights, especially around Dragon . His ability to instantly reposition using Arcane Shift is key, and the low cooldown on Mystic Shot is great for chunking priority targets, since everyone's still fairly squishy. A well placed Trueshot Barrage can turn a fight in your favor instantly, essentially turning it into clean-up. Rising Spell Force and Essence Flux are great abilities for taking towers or jungle objectives, like Dragon and Baron Nashor . The enemy ADC is probably still scaling at this point, and won't be as powerful as you (exceptions include Corki and Lucian, as well as Draven and Miss Fortune if they get a kill or two). This is the time to get as much kill participation as you can, to try and compete with the other ADCs late game.

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Late Game

Unlike past seasons, Ezreal is a late game monster. He has pretty surprising burst if he can get on top of someone, good poke to whittle down the enemy team before a fight, and great DPS and target focusing in fights. His objective control is great due to the damage and range (as well as sustainability) of his primary poke, Q, as is his siege and even siege defense. Remember to watch your positioning and to keep your E ready, as you'll probably be the priority target and its easy to overaggress since you have a teleport ability.