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Ezreal Build Guide by MrMayong

AP Ezreal - still your best choice

By MrMayong | Updated on February 19, 2012
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15 Comments
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He loved hearing tales of high adventure, and shared their desire to fill in the blank spaces on every map. He was often left in the care of his uncle, the esteemed Professor Lymere. The professor did not enjoy having to wrangle such a rash and unruly child, and assigned the strictest tutors to teach him subjects including advanced cartography, hextech mechanics, and the ancient histories of Runeterra. But the boy had a knack for simply absorbing information, and found studying a waste of time. He passed assessments easily, with little or no preparation, infuriating his uncle and giving himself more time to roam the university grounds. Ezreal took great pleasure in evading the campus wardens, navigating the tunnels beneath the lecture halls as easily as the library rooftops. He even practiced lockpicking, sneaking into his teachers’ offices and rearranging their belongings for his own amusement. Whenever Ezreal’s parents returned to Piltover, his father in particular would tell him all they had seen, and their plans for future expeditions—none more ambitious and secretive than the search for the lost tomb of Ne’Zuk, a Shuriman tyrant who was said to be able to jump instantly from one place to another. If Ezreal’s father could learn whatever sorcery Ne’Zuk had possessed, he joked that wherever he was traveling, he would simply drop into Piltover for dinner with his son each night. As the boy grew older, the time between his parents’ visits grew longer until, one year, they did not return at all. Professor Lymere tearfully admitted that they had most likely perished, somewhere out in the desert. But Ezreal could not accept that. They had been too careful in their preparations. They must still be out there, somewhere… Abandoning his reluctant studies, the budding explorer would strike out on his own. He knew, if he was ever to find his mother and father, he had to start with the final resting place of Ne’Zuk. He spent weeks secretly gathering supplies from the university—celestial diagrams, translations of runic sigils, guides on the burial rites of Shurima, and a pair of protective goggles. Leaving a note of farewell for his uncle, he snuck onto a supply ship bound for Nashramae. Following his mother’s meticulous field notes, he crossed the Great Sai with merchant caravans heading south. For many months, he delved into cavernous ruins beneath the shifting sands, relishing the freedom of the unknown, facing unspeakable horrors that guarded hidden chambers. With each step, Ezreal imagined himself following his parents’ path, drawing ever closer to solving the mystery of their disappearance. Finally, he managed what they evidently had not. Beneath the newer mausoleum of some unnamed emperor, he uncovered the tomb of Ne’Zuk. The great sarcophagus lay empty, save for a gleaming bronze gauntlet, with a bright, crystalline matrix at its center. As soon as Ezreal laid his hands upon it, the tomb itself seemed to turn upon him, with cunningly wrought traps and wards laid down thousands of years ago. With scarcely a thought, he donned the gauntlet and blasted his way through, even teleporting the last hundred yards back to the hidden entrance before the whole structure collapsed in a plume of sand and masonry dust. Breathing hard, Ezreal looked down at the gauntlet as it hummed along with his heartbeat. He could feel it siphoning and amplifying his own essence. This, he realized, was a fearsome weapon of a previous age. A weapon fit for a god-warrior of Shurima, and the perfect tool for an explorer. Soon after returning to Piltover, Ezreal found himself bounding from adventure to adventure. From lost cities to mystical temples, his nose for treasure-seeking led him to places most university professors could only read about on maps, and his reputation began to grow. Naturally, to Ezreal’s mind, these tales rarely conveyed the true scope and scale of his exploits… but they did give him an idea. If he could make a name for himself as the greatest adventurer in the world, then his parents would surely return, and seek him out in person. From the untamed borders of Noxus and Demacia, to the seedy depths of Zaun, and the frozen wilderness of the Freljord—Ezreal chases fame and glory, uncovering long-lost artifacts and solving the riddles of history. While some may dispute the details of his anecdotes, or call his methods into question, he never answers his critics. After all, they’re clearly just jealous. 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[ranked_description] => Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal {350/500/650} (+1.0 per bonus attack damage) {0.9} magic damage to each enemy unit they pass through. Minions and non-epic monsters take 50% reduced damage. [description] => Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 8% less damage to each unit it passes through). 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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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ADC Role
Ranked #39 in
ADC Role
Win 50%
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Introduction

I know what you are thinking: AP Ezreal sucks! Well, you are wrong. I still play and love Ezreal with an AP build and i own the enemies. The difference to an AD Ezreal is, that you do heavy burst damage to not only one champ but the whole team at once with your ultimate and your essence flux. Of course that also includes burst damage to single champs in 1on1 fights.
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Pros / Cons

Pros
1. excellent mid champ
2. high mana regenration because of runes and Archangel's Staff
3. high damage output to all champions
4. you are able to slow many champions at once with Rylai's Crystal Scepter
5. you are able to chase enemy champions down with Arcane Shift + slow

Cons

1. very squishy
2. if you don't get enough AP you are pretty useless
3. you get focused in teamfights
4. difficult to farm
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Skills

Passive
Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times.


Pretty good for an AD Ezreal but uninteresting for us, though it's usefull to get some last hits on champions in teamfights.

Mystic Shot
Ezreal fires a bolt of energy. If it strikes an enemy unit it reduces all of Ezreal's cooldowns by 1 second. Applies on-hit effects.


Though we don't do many damage with this skill it's still useful to get some last hits on creeps but most important is that our cooldowns get reduced by one second every time we use it. With our high mana regeneration we can spam this spell so we can for example reduce the cooldown of our ulti by about 15 seconds.

Essence Flux
Ezreal fires a wave of energy at a targeted area. Any enemy champions it passes through are damaged and have their attack speed slowed for 5 seconds, while any allied champions it passes through have their attack speed increased for 5 seconds.


That's our main spell. We do nice damage to multiple targets. It's also good against physical DPS champions because we reduce their attack speed.

Arcane Shift
Ezreal teleports to a nearby target location and fires a homing arrow at the nearest enemy unit, dealing damage to it.


This spell actually does the most damage in the end when we got some nice AP (except ultimate and only to one target) but we normally use this spell to get to the enemies and start the E-W-Q-combo or we use it to run away. Together with Flash you cover a nice distance in a short time.

Trueshot Barrage
Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal damage to each enemy unit they pass through. However, it deals 8% less damage for each unit it hits with a limit of 30% less damage for any hit after the first 4.


I love this ulti and it's and you do devastating damage to multiple champions with this build. In late game i normally do over 1000 damage with this ability. Imagine for example that you see all your enemies pushing the mid lane and before the teamfight starts you cast you ultimate that hits all your enemies. Then it's yout team with full health against the enemy team with everyone at 50%(squishies) - 80%(tanks) health. That gives your team a huge advantage.
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Summoner Spells

Flash:

Good to chase down enemy champions. You can flash through walls and it's awesome in combination with Arcane Shift. Instead of Flash you can use Ghost.

Ignite:

I use it to get an easy first blood or to reduce the healing of champions like Dr. Mundo, Vladimir or simply champs with much life steal/spell vamp. It also does a nice damage at higher levels.
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Items

We start with a Meki Pendant and two health potions so you shouldn't have too much mana problems. If you are low on mana there is no reason to go back to base because you just have to wait a little to get your mana high again. When you have enough gold, grab yourself some boots and a Tear of the Goddess to start increasing your mana, so you have a nice AP boost with Archangel's Staff. If you don't have enough money for the Staff and Sorcerer's Shoes the next time you are a the shop than i would first buy the shoes first because Ezreal is quite slow and that's bad for a squishy like him.
If we die often and/or don't get many kills then don't buy Mejai's soulstealer or at least wait until it's getting better.
The last thing i can say to the item build is that you can buy Rylai's Crystal Scepter before Rabandon's Deathcap so you get the HP boost and the slow earlier but that depends on how we are doing in the game.

EDIT: Instead of Void Staff, Lichbane is also a great choice for Ezreal because it adds 100% of your AP to your Mystic Shot so you also do great damage with this skill.
When you choose between one of this items you have to consider if you have many champions in the enemy team with high magic resistance. If so, i recommend to buy void staff but if not, your maximum damage output might be increased if you buy Lichbane.
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How to play

The best lane for us is the mid lane but if one of your team wants to go mid, then that's not a big problem.
We try to last hit minions with our Q-skill and also try to hit the enemy. The advange of our W-spell-focus is that we don't have to care about minions between us and the enemy and when this spell reached level 3 we do very nice damage with it. Harass the enemy with Essence Flux constantly and the HP will drop fast. After some hits the enemy will try to stay out of range but with a suprising E-W-combo you can still hit them. Finish them off with ignite and melee attacks or your ultimate when you reached level 6. Also watch the other lanes and use your ultimate if an enemy is low and wants port back to base. That's an easy kill and it gives you some extra money and an advantage against the enemy on your own lane.
If you did well you can kill squishies in just a few seconds and you do a nice damage to multiple targets in team fights. Always stay behind your teammates because you die like nothing and try to hit as much enemies as possible with our ultimate. One last thing: Blue Buff is your best friend.
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Changes

17.09.11
- i changed the skill sequence, so essence flux gets maxed as soon as possible, because this makes it very easy to harras the enemy champ with this spell
- i changed my masteries a little bit. i took 4 points away from expanded mind to max awarness and utility mastery, because when you have 2000 mana you would only get like 100 mana with expanded mind.
- i replaced the greater seals of replenishment with greater seals of clarity, so i have 9 greater seals of clarity instead of 5 because when you are lvl 6, these seals give you the same mana reg and at that point, you normally dont already have an archangel's staff. i also replaced the greater quintessence of intellect with a greater quintessence of swiftness, because i think the extra little movement speed is more usefull than 38 more mana.
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Last words

That's my first guide, so I am not very experienced.
I only show you how I play and I do quite good with Ezreal. AD Ezreal also works fine but I prefer this build.
League of Legends Build Guide Author MrMayong
MrMayong Ezreal Guide
AP Ezreal - still your best choice