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Ezreal Build Guide by Element Purple

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League of Legends Build Guide Author Element Purple

Ezreal - DPS, Kiting, Tanky

Element Purple Last updated on July 3, 2013
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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


Utility: 9

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Hey guys, I'm Element_Purple, and this is my first guide. It is for any level/rank.
This guide is for my best/favourite Champion, Ezreal.

Ezreal specialises in kiting. He has a fun, skill-based shot playstyle, high damage and fun champion overall.

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Pros / Cons

aria of preservance

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Greater Glyph of Magic Resist

Greater Mark of Attack Damage

Greater Seal of Armor

Greater Quintessence of Life Steal

AD Marks to make your Mystic Shot harass in lane enough to poke the support if they are brush camping and making your early game moderately good.

Armor Seals for survivability in lane. Helps you with AA trades and brawls, but also to make up for the lack of defensive masteries. Synergises with the Iceborn Gauntlet to give Ezreal alot of durability overall.

Magic Resist Glyphs for overall tankiness and for durability against poke from champions like Sona, Tristana, Corki, Soraka, etc.

Lifesteal Quints to get extra sustain in lane. The quints synergise especially well with Ezreal because his Mystic Shot applies on-hit-effects. In other words, his Mystic Shot gives you health back.

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Ezreal needs 21 in Offense to excel in lane with Q harrass, but instead of defensive points, the points in utility for Runic Affinity (buff duration increase) will help you late game, whereblue buff is a necessity.

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Most Viable Summoner Spells

Ezreal's mechanics make him pretty far back in the teamfight, so Cleanse isn't needed as much for someone like Vayne. The main reason to run Barrier is that in lane, you can bait a brawl with the enemy ADC, only to surprise them with your Barrier and with that kill that you just got, you can snowball your way through lane and the game too.

Flash is a must on every ADC. Ezreal is no exception. Flash also synergises with Ezreal more than most ADC's, because of his Arcane Shift. Your Arcane Shift + Flash combo will put so much distance between you and the chaser that they will either give up or take massive damage from your kiting.

Other Viable Summoner Spells

Interchangable with Barrier. If your vsing hard CC like Amumu or Nautilus, Cleanse is the best option. Cleanse will help you get kills in lane, but most importantly, it will make you less vulnerable to jungle ganks and teamfights.

Ezreal is one of the only ADC's Ignite is viable on. His attack range is lower, meaning he won't have to sacrifice his safety to Ignite the enemy, as he just has to stay in his attack range. Late game the only time you should find yourself using Ignite is when the enemy frontline is diving on you, or when you somehow manage to find yourself in a brawl with the enemy ADC.

Interchangeable with BarrierAlthough there are better options, Heal can still be used to help you out in lane. You can use it like Barrier and bait a fight, surprise the enemy ADC with your Heal, but Barrier is of course better than this, as it provides more of a shield than heal provides of health. However, Heal can also be used in lane to simply heal you. After a couple AA trades with the enemy ADC, you would both be on about half hp. Using your Heal would give you the extra hp advantage over the other ADC that he/she will be wary of brawling you.

Non-Viable Summoner Spells

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Ability Explanation

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

Standard Ezreal ability levelling. I see some people putting another early point in Essence Flux for that extra bit of damage in fights, but it's personal preference.

Rising Spell Force (Q)

This passive allows you to buy a variety of different items without having to buy items like Phantom Dancer and statik shiv. Synergises with Ezreal's ability kit because of how much you spam Mystic Shot.

Mystic Shot (Q)

Use your Mystic Shot whenever you can hit it to put the lane in your control. Always max it first. Try go for a Mystic Shot from the two bottom brushes whenever you see the enemy support or just have a feeling they are in it. Get your support to ward the enemies brush to make it even easier. Late game, whenever you walk past a jungle camp, use your Mystic Shot on it to lower the cooldown of your Trueshot Barrage.

Essence Flux (W)

This ability isn't very useful in laning phase or in general. Max it last. Use it when destroying turrets on your team mates to give them extra attack speed, but in fights use it once to get the extra attack speed buff. Essence Flux's main use in the later stages of the game is to help siege turrets with the extra attack speed buff to your team and to get an extra proc of the Iceborn Gauntlet By using it more than once, you are lowering your damage output.

Arcane Shift (E)

This ability is your escape mechanism. Max it second for maximum kite potential. Never use it into a fight. The only time you should use it into enemies is if you are around 3/4 into the fight and you are pretty much chasing the enemy down. When kiting, don't use it straight away. You want to use it when they are pretty much about to hit you. With your consistent Mystic Shot kite, it should come off cooldown quickly and you should be putting a decent amount of damage onto the chaser.

Trueshot Barrage (R)

This is a huge burst of damage level 6 - 11 in lane so always use it when you initiate on your lane opponents. Since your Mystic Shot lowers the cooldown of your Trueshot Barrage, when your opponents aren't in lane, use it to push the lane and the turret + get free damage to enemies going back to lane. When your not using it in a team fight, use it to push mid / damage enemies as they walk out to lane. Make sure to turn your Muramana on when you use it to give extra damage to the enemies / minions.

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Miss Fortune

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Situational Items

If you didn't take Cleanse and you need it or you need another Cleanse, get the Mercurial Scimitar. Also, if there is an enemy Warwick that manages to get past your front line to you in teamfights, get this item.

If it is late game and a Warmog's Armor isn't sufficient survivability for teamfights, get a Guardian Angel. This will cripple Ezreal survivability health wise but will give him more durability, but if you do die in a team fight, not only will you have a second chance, but that person that just killed you will have a couple of seconds of being in the middle of your team while you revive.

If there is an enemy Blitzcrank, Brand or Thresh, build a Banshee's Veil. If Blitzcrank lands a lucky grab, or Thresh lands a lucky hook, the Banshee's Veil will save you. Late game, if you were to get pulled by either of them, the other team gets a ridiculous advantage. If Brand goes to combo you, his whole combo will fail if it hits the Banshee's Veil.

If enemies like Vi, Udyr, Malphite etc. are getting past you frontline and straight to you, it might be ideal to buy the Blade of the Ruined King. When they jump you, use its passive to kite them until your team mates come to help.

Also, if your opponents are building close to no armor, you can replace the Last Whisper with a Blade of the Ruined King.

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Overall, I designed this build to maximize Ezreal's kiting potential, but still using his Rising Spell Force passive to make his auto attacks do just as much damage as his Mystic Shot.

I hope you enjoy my first guide! Remember to leave some advice, feed back, constructive criticism, as all is accepted. :3