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Ezreal AP Build
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Spells:
Ghost
Ignite
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
Pros
-MASSIVE aoe damage mid and late game
-mobile with a reliable escape (essentially a free flash)
-long range sniping
-easily turn the tide in team fights; game-changer
-large burst damage output
Cons
-squishy
-semi-weak early
-all skill shots! difficult to master for some
-mana-hungry early when going AP
-MASSIVE aoe damage mid and late game
-mobile with a reliable escape (essentially a free flash)
-long range sniping
-easily turn the tide in team fights; game-changer
-large burst damage output
Cons
-squishy
-semi-weak early
-all skill shots! difficult to master for some
-mana-hungry early when going AP
MARKS
- I am using Magic Pen Marks to get through enemy MR. trust me if you play this right, you will have enemies stacking MR quickly.
SEALS
- I prefer flat AP Seals to AP per level, as the most trouble Ez has is early game. This allows his attacks to be much more threatening early on, especially his Essence Flux, and helps in lane. Late game you will have enough ap that it won't matter much which runes you take.
Glyphs
- I'm also taking flat CD reduction glyphs for the same reason as the seals. The bonus is especially nice early on to spam skills, and once you have a tear of the goddess, you can spam without mana issues.
Quints
- You can go a few different ways with your quints. Some like move speed or health for utility, but I like going AP here too. I personally like the large blasts of AP damage early on to really scare enemies out of xp range in lane. Again this is my own preference. Quints are expensive; I say use what you like here.
- I am using Magic Pen Marks to get through enemy MR. trust me if you play this right, you will have enemies stacking MR quickly.
SEALS
- I prefer flat AP Seals to AP per level, as the most trouble Ez has is early game. This allows his attacks to be much more threatening early on, especially his Essence Flux, and helps in lane. Late game you will have enough ap that it won't matter much which runes you take.
Glyphs
- I'm also taking flat CD reduction glyphs for the same reason as the seals. The bonus is especially nice early on to spam skills, and once you have a tear of the goddess, you can spam without mana issues.
Quints
- You can go a few different ways with your quints. Some like move speed or health for utility, but I like going AP here too. I personally like the large blasts of AP damage early on to really scare enemies out of xp range in lane. Again this is my own preference. Quints are expensive; I say use what you like here.
Ok I decided to change the items around since publishing this build previously. I have added mejai's soulstealer and hextech revolver, which allows for both exponentially increasing damage and healing. This will increase your damage output significantly, especially if you have about 10 stacks by the time you buy your rabadon's deathcap. This should jump your ap up to where one ult into a team fight can realistically take 50% health away from EVERY enemy it hits.
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