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Choose Champion Build:
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
~Introduction~

Mouse-over any abilities or spells to see their tooltip
I feel that the terms I use are fairly common and most players should/would know what they mean, but I'll put this here in case there are any new players.
AP: Ability Power
AD: Attack Damage
AoE: Area of Effect
APC: AP/Ability Power Carry
CDR: Cooldown Reduction
Mpen/Magic Pen: Magic Penetration
AA/AA'ing: Auto Attack/Auto Attacking
Quint(s): Quintessence(s)
AP: Ability Power
AD: Attack Damage
AoE: Area of Effect
APC: AP/Ability Power Carry
CDR: Cooldown Reduction
Mpen/Magic Pen: Magic Penetration
AA/AA'ing: Auto Attack/Auto Attacking
Quint(s): Quintessence(s)
-
Arcane Blade : This mastery has amazing synergy with
Lich Bane and is great overall for pushing turrets and last hitting minions
-
Spell Weaving : This mastery has good synergy with this build for the same reason
Arcane Blade is a good choice as well. As such, it is a better choice than the alternative of
Double-Edged Sword or
Dangerous Game
![]() Ignite A good spell to use on champions like ![]() ![]() ![]()
|
Main Runes
![]() Flat Mpen runes, standard for any APC. The extra Mpen in early game gives quite a large extra chunk of damage. ![]() I feel these are a necessity on AP ![]() ![]() ![]() ![]() Another standard choice for any APC. The reason I do not get ![]() ![]() ![]() ![]() Instead of going the traditional route of 3 ![]() ![]() ![]() ![]() ![]() Other Rune Choices![]() If you do not agree with my choice of 2 ![]() ![]() ![]() |





This ability makes


Tips and Tricks:
- Try keeping the stacks to 5 while pushing lanes to help you destroy enemy structures faster.
This ability doesn't have much use on AP




Tips and tricks:
- At higher levels, use
Mystic Shot to deal devastating damage with
Lich Bane while also increasing your stacks of
Rising Spell Force, allowing for faster farming and tower pushing.
This is AP

Tips and tricks:
- This ability is great for harassing the enemy during early game, due to it's long range.
- Make sure to use
Essence Flux during your combo.
This your second main source of damage, it's great for closing gaps and chasing fleeing enemies. Does a fairly good amount of damage once you have a decent amount of AP.
Tips and tricks:
- A great way to burst and run, starting with this and unleashing your full combo should kill the enemy if it isn't a tank. If the enemy is still alive, use ignite on them, if that fails you can always fall back on your flash to escape.
- Amazing tool for escaping, also fun for parkour-ing around the map as you constantly jump walls.
- Great for checking bushes or seeking out invisible enemies as the bolt seeks out the closest enemy unit. Very fun to find a stealth teemo in bushes and kill him while he's waiting for you to run away.
One of the ult's that everyone loves when they're on your team, while hating and fearing it when faced with it as an enemy. It's cross-map capabilities are amazing once you have mastered the ability of aiming it at a moving target. End game it can do around 1300 damage (before resistances and assuming you have 750 AP). Quite the amazing ability on an AP

Tips and tricks:
- Great for helping your team from across the map if they get ganked or a team fight starts and you know you won't get there in time.
- Amazing way of finishing off enemies after bursting them down with your combo.
- Very good tool for picking up multi-kills, quite easy to do in team fights after you burst down the enemy team.
The secret behind the success of a good AP
Ezreal is being able to burst/combo your abilities in a short period of time to burst the enemy down and deal massive damage. The order that you do the abilities in makes all the difference, especially in actually landing them on the enemy's face rather than missing. You will want to initiate with
Arcane Shift (Now remember, this is only for single target, I am NOT telling you to inititate a team fight), then follow up immediately with
Essence Flux, then lastly your
Mystic Shot. The order of these spells each have a longer range than the one before it, meaning, that if the target is fleeing, there is still a great chance of the spells hitting your retreating opponent. If the enemy has low enough health after you burst them down with your combo, you should immediately start charging your
Trueshot Barrage to finish them off and get the easy kill.










Build 1






Recommended build 1 sequence:
Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Health Potion
50

Warding Totem Removed
0

Sheen
900

Sorcerer's Shoes
1100

Needlessly Large Rod
1200

Rabadon's Deathcap
3500

Enchantment: Alacrity
450

Blasting Wand
850

Lich Bane
2900

Giant's Belt
900

Rylai's Crystal Scepter
2600

Needlessly Large Rod
1200

Deathfire Grasp
3100

Blasting Wand
850

Void Staff
3000
Build 2






Recommended build 2 sequence:
Item Sequence






Health Potion
50

Health Potion
50

Health Potion
50

Health Potion
50

Warding Totem Removed
0

Chalice of Harmony
800

Sorcerer's Shoes
1100

Needlessly Large Rod
1200

Rabadon's Deathcap
3500

Enchantment: Alacrity
450

Sheen
900

Blasting Wand
850

Lich Bane
2900

Fiendish Codex
850

Athene's Unholy Grail
2250

Giant's Belt
900

Blasting Wand
850

Rylai's Crystal Scepter
2600

Blasting Wand
850

Abyssal Mask
2650
Build 1 focuses on AP sooner, only getting a


Build 2 gives more mana regen which is something every AP









![]() ![]() ![]() Boots of Speed + 4 Health Potions + Warding Totem These starting items, in my opinion, are the best items to start the game with. Movement speed, health potions, and a trinket, the best combination that gold can get you at the start of a match.. ![]() ![]() ![]() Sapphire Crystal + 2 Health Potions + Warding Totem In my opinion, your gold would be better spent on ![]() ![]() ![]() ![]() |

Sorcerer's Shoes


Rabadon's Deathcap
Another necessary item on any true APC, not much to explain here.

Lich Bane
A great item for AP
Ezreal. I feel that this extremely good synergy with the masteries and other abilities specified in the build. Things like
Arcane Blade
and
Rylai's Crystal Scepter allow
Ezreal to slow the enemy and AA to deal magic damage from both his masteries and the passive from
Lich Bane
Rylai's Crystal Scepter






Rylai's Crystal Scepter
There are a few items that were not listed in the build and should be used only under certain circumstances.
Abyssal Mask : This is an alternative item for
Void Staff if the enemy team doesn't realize the threat you may be to their safety or simply do not know when or how to build magic resist. The way to find out if you should get an
Abyssal Mask on
Ezreal over a
Void Staff is this. Check the magic resistance on each enemy champion to see what it is, once you find this number you need to subtract the magic pen from your boots and runes, and then 8% magic pen from your masteries. If the magic resistance left on the enemy is roughly 55 or less on all (58 to be exact), or at least the majority of the enemy team, then you should get an
Abyssal Mask. The reason for doing this math to find out their resistances after your masteries is because
Void Staff gives you 35% magic pen, meaning that if you were to focus on lowering a single champion's resistance, the tipping point of when to buy a
Void Staff would be if they have 57 magic resist.
Abyssal Mask only removes 20 magic resist, and the point where the 35% penetration from
Void Staff is more than 20, is when an enemy champion has 57 or more magic resist. If they have more than 57 magic resistance, then
Void Staff will give you more than 20 magic pen, making it the superior choice and why you should only get
Abyssal Mask under specific circumstances. Another set of circumstances that I have had pointed out to me is when you are faced with an enemy in mid who is superior in some way. It could be
LeBlanc or
Veigar's burst, or it could be a pesky
Kassadin that's giving you trouble and not letting you farm. Buying a
Negatron Cloak early in the match which you can then build into an
Abyssal Mask after your
Rabadon's Deathcap is always a great way to try and deny the enemy APC from bursting down your health before you get more sustain from a
Rylai's Crystal Scepter or any other source you may choose. You can always replace
Abyssal Mask later in the game for a
Void Staff if the enemy team has more magic resist than an
Abyssal Mask can reduce, as I stated above. Thanks to Chu_Chu_Jelly for the tip on how to better this section of my guide.
Hextech Gunblade : This item was listed in one of the previous two builds that were removed but I feel that it is still worth mentioning as an alternate item.
Ezreal is a burst champion and the healing received from the damage he does is more than enough to keep him alive after combat without having to return to base, which would leave your team vulnerable without one of their carry's. The argument I see the most around this item on APC's like
Ezreal is whether to get
Hextech Gunblade or
Will of the Ancients. Personally I feel the choice between the two comes down mostly to how you play
Ezreal. If you have
Lich Bane in your build, then I feel
Hextech Gunblade is the right item. Due to your AA's that you're doing to take advantage of the passive from your
Lich Bane, it is a better option.
Hextech Gunblade has the same amount of Spell vamp as
Will of the Ancients, with extra AD for attacking turrets, and lifesteal for gaining back health in between fights when you're clearing minions or even clearing small jungle camps. If you choose to get
Hextech Gunblade, I suggest replacing either your
Deathfire Grasp,
Athene's Unholy Grail, or
Rylai's Crystal Scepter. Do not get
Hextech Gunblade unless you have
Lich Bane in your build as well.
Liandry's Torment : I feel this item has become a better option on champions like
Malzahar,
Teemo, or
Singed.
Liandry's Torment can still be used as a good item if you're laning against a champion with a large amount of magic resist or damage reduction, especially champions like
Galio, who stack magic resist (Because of his passive
Runic Skin), and
Gragas (because of his ability
Drunken Rage).
Liandry's Torment has a fairly good synergy with
Ezreal -if- you buy
Rylai's Crystal Scepter because it causes his spells to slow, which in turn allows
Liandry's Torment to deal twice it's usual damage. If you decide to build a
Liandry's Torment, I suggest replacing either
Athene's Unholy Grail, or
Deathfire Grasp.
Zhonya's Hourglass : While this item is not part of the main build on most occasions, there would be some situations where it can be a nice replacement item for
Deathfire Grasp. With incredibly high AP just like
Deathfire Grasp, you can substitute this item for an item with more defense stats, equally large amounts of AP, and a live-saving active to replace a more offensive one. This would usually be a wise decision for a very AD-heavy team, perhaps against an AD mid like
Zed,
Talon, or the occasional
Riven.
Enchantment: Homeguard : This is a good alternative to
Enchantment: Alacrity. I feel that both upgrades are viable choices, seeing as how it comes down mostly to personal play-style. My own personal preference on these choices is I tend to get
Enchantment: Alacrity if the game is going well, and
Enchantment: Homeguard if I find myself more on my team's half of the playing field or while being on the defensive if the game isn't going as well. As I said, the choice between the two mostly comes down to personal preference/play-style.

































































AP
Ezreal's main weakness is his early game/pre 6. The main thing you need to make AP
Ezreal a real threat, is AP, which you're a bit short on until around level 6. You want to make sure to stay behind your minions and avoid skillshots from the enemy as best you can. Try not to spend your mana on minions, making sure that if you use a spell it will hit the enemy and not the empty space to their left or right. Your main priority in the laning phase, even above harassing, is to farm. Farming is Ezreal's other main weakness, as he has no AoE spells, making him one of the weaker farmers in the game, so you need to be sure to last hit minions every chance you can.


AP
Ezreal's role in team fights is similar to any APC. You will want to stay as far back as you can while still making sure your abilities hit, making the enemy team have to get through the rest of your team if they want to try and kill you. Try and focus the enemy carry, whether it be AP or AD, and shut it down so their main source of damage is gone. If you have your
Trueshot Barrage available, use it as soon as 3 or more of the enemies are stacked together, so you can do the most damage to them.


To those who may still be skeptical about the viability of this guide, here are a few screenshots of my match history. While they are old, they are still relevant to the guide and show some level of success. I hope and plan to do more testing to show here, but for now, here are just a couple of games as AP
Ezreal from the early days of testing my guide.


Thank you for taking the time to read my guide. I hope I was able to give some insight on how I feel is one of the best ways to play
Ezreal to his full potential. If you feel the urge to leave any feedback or tips on how you think I can make this guide any better, feel free to do so in the comments section. Thanks again for your time ^_^

12/3/12 - Guide Created
12/4/12 - Changelog added. Updated masteries for Preseason 3
12/5/12 - Added 12 more chapters and turned my build into a full-fledged guide.
12/7/12 - Altered the second build, rearranging the build order slightly.
12/8/12 - Changed the alternative items slightly, updating the description.
1/9/13 - Added Alternative Items section under main build in the cheat sheet area.
1/14/13 - Fixed some errors and did some general maintenance on the guide.
2/3/13 - Updated the Alternate Items section and did some more general maintenance.
3/5/13 - Fixed some wording issues and did some other general maintenance.
1/23/14 - Updated the guide after a long stretch of time where it was neglected. Changes were made for the new season, items were altered, coding was updated, as well as other general maintenance.
12/4/12 - Changelog added. Updated masteries for Preseason 3
12/5/12 - Added 12 more chapters and turned my build into a full-fledged guide.
12/7/12 - Altered the second build, rearranging the build order slightly.
12/8/12 - Changed the alternative items slightly, updating the description.
1/9/13 - Added Alternative Items section under main build in the cheat sheet area.
1/14/13 - Fixed some errors and did some general maintenance on the guide.
2/3/13 - Updated the Alternate Items section and did some more general maintenance.
3/5/13 - Fixed some wording issues and did some other general maintenance.
1/23/14 - Updated the guide after a long stretch of time where it was neglected. Changes were made for the new season, items were altered, coding was updated, as well as other general maintenance.
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