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Ezreal Build Guide by Alderix

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League of Legends Build Guide Author Alderix

Bot lane

Alderix Last updated on April 4, 2012
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Classic Ezreal / Tank Ezreal


AP Ezreal / Alderix Ezreal

Ability Sequence

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

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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Ezreal introduction

Heloo I'm Alderix And this is my Ezreal build.

Happy reading and answer below is it good or bad build.
And of corse say what is wrong.

When I started to play "Language of legends"

Sorry I don't have time to end write about this build, but when I find free time I will end it

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I take items to Attack demage, but you can take items to Ability power.
In my opinnion Ezreal is much better on Attack demage, because the Mystic Shot take more demage, you can slow enemy (with phage or trinity force) and take the critic shoot.

If you have bad players (noob team), than play carefully and take items to health and armor or magic resist (take armor when there more AD enemy, or magic resist when there more AP enemy's). for example sunfire cape or banshee's veil.

At the begining take shen before shoes, to attack with arcane shift at shoot mistic shoot to take bigger demage. After bought inionian boots buy bloodthrister and decorate the minons massacre.
Later buy mardred's bloodrazor and with mistic shoot shoot to evryone champion enemies.

Ezreal is carry so i take life steal, but also you can take to critic demage and shoot.
with mistic shoot it's take very big demage, you can try to take bloodthrister and infinte edge.

Frozen mallet and Lich blane is very good, unfortunatelly you must spend more money, but you take more demage with mistic shoot and essence flux.

Hextech is good to heal at all speels.

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Pros / Cons

-good to play top
-good at begins
-applies on-hit effects on Mistic shoot
-easy to escape
-great to gang
-awesome global ulti
-essience of flux is great to use for your team (to attack the towers)

-expensive items
-possybility to miis ulti

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Runes depends of items and style of playing.
I take marks to demage penetration, also you can take to attack speed, but remember to take marks only for offensive!
Seal take only to defense!
In seal I take to health or armor, but magic resistance take in glyph (because it,s bigger).
To glyph I take cool down reduction to hit faster in Q, and make combo in all spells, but ulti is prefer to use with exshoust and when you have small life or to finnished enemy.

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Ranked Play

At ranked mach play at the top and buy fast an Wringlle's latern to put totems to bushes to see where is an enemy and say ss when you see as they coming down.

Use usually essence flux

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Team Work

Use essence flux for your team to give extra attack speed, it's can really help especially when you attack the towers or just in team play

Use ulti to hurt enemy, and help your team to kill him. Shoot ulti even second end of the board to kill or help to kill.

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Summoner Spells

Good to take:
-exhoust (use it when you have small life and to specify ulti)
-ingnite (I usually don't take it, besause I only shoot by mistic shoot, but you can take it just to take a demage)
-flash (use it when your arcade shift is in cooldown, and you have terrible)
-ghoust (Is great when you use arcade shift to obviate, but when you can't have enough health and activate it you can death and be angry)
-teleport (you can take it to don't waste your time, or to protect tower, or help your comarde)
-clairvoyance (it's use full when you don't see target and you want to kill him)

Don't take:
-heal (may be you are carry but never take it, because it's annoying if someone use it, when you thik you kill him)
-clerance (usually I don't take it because i have always mana, only at begins it can be usefull, but later only to help team)
-promote (it's usefull in ranked, when you can help to distroy towers, but it's enother better spells)
-fortify (only to protect tower's)

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Skill Sequence

Mystic Shot -Ezreal fires a bolt of energy, dealing 35/55/75/95/115 (+ ) (+1) physical damage (applies on-hit effects).
Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.

Essence Flux -Ezreal fires a wave of energy that damages all enemy champions it passes through for 80/130/180/230/280 (+0.7) magic damage. Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds.

Arcane Shift -Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit, dealing 75/125/175/225/275 (+0.75) magic damage.

Trueshot Barrage -Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+0.4) physical damage and (+0.9) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).

Rising Spell Force -Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5).

''There's little time to study musty tomes when you're busy crawling around where the musty tomes originally came from.'' Such is Ezreal's credo.

Sorry I don't have time to end write about this build, but when I find free time I will end it