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Ezreal Build Guide by Rawnix

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League of Legends Build Guide Author Rawnix

Ezreal for new players! (Incomplete oops)

Rawnix Last updated on January 18, 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: 23

Honor Guard

Defense: 0


Utility: 7

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TL;DR (For Advanced Players)

For all you advanced players looking to pick up Ezreal I've created a TLDR here. For all you newer players, skip this and read the guide below in detail!



Greater Seal of Armor

Greater Mark of Attack Damage

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Life Steal

Greater Quintessence of Attack Damage
I use these runes for early sustain. When combined with Doran's Blade they give you a great edge in lane.

As Ezreal you'll be kiting a lot and dont need the early tank from 9 in Defense because of all your long-range poke. The mana regen and reduced Flash cooldown help out a lot here. I went 23 in offense because I feel those 2 extra points are best spent in Butcher which helps a ton with last-hitting under tower.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Best sequence. W is virtually useless during laning phase and eats through mana like a starving man at an all-you-can-eat buffet. Max Q for damage + CD and then level E next for CD. Low CD on E = you cant catch me.

Iceborn Gauntlet: I find most people to be skeptical about this item, but with the early CDR, AP, Armor, and Mana it gives you you'll find that it's the perfect item for Ezreal. Thanks to Mystic Shot proccing on-hit effects, you can E+Q people for extreme kiting. If you follow the ability sequence above by level 12 you'll have a 3 second CD on Arcane Shift which makes you impossible to catch when combined with the slow from Iceborn.

Blade of the Ruined King: Basically if the enemy team consists of mostly tanks, build this. If it's mostly high-dps offtanks or assassins, try building The Bloodthirster instead.

The Black Cleaver: If you build Iceborn Gauntlet and this item you'll have 30% CDR and a ton of damage. It's a great item because of it's passive and CDR; also gives you a mild amount of HP so you're a bit less squishy. Combine this with Last Whisper and Blade of the Ruined King to roll tanky teamcomps into the ground.

Flash is required. Period. If you don't take flash, you will lose 8/10 games. Heal is the general safe 2nd summoner but if the enemy team has a ton of CC you might take Cleanse instead. Barrier is for when you know the enemy ADC will have healing debuffs ( Tristana, Miss Fortune, or Varus are good examples) or if you know the enemy ADC will take Ignite (Most Ashe's will pack ignite for extra DMG in lane).

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A note about the guide

-This guide assumes the reader is familiar with the mechanics of Cooldown Reduction.
-This guide assumes the reader is familiar with Kiting.

Ezreal has a high skillcap to play well and is not the easiest champion to learn. If you're a new player looking to pick up an easy AD Carry, Caitlyn is much, much easier to play than Ezreal.

This guide uses a key:

Green text is positive information.
Red text is negative information.
Blue text is important information to note.

The guide is incomplete at the moment, I accidentally hit "Publish" -_-

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Ezreal, the Prodigal Explorer

Ezreal is a high-mobility carry with long-range poke and a very small damage steroid. He has less damage late-game than most AD Carries but his survivability makes him a popular choice in both Solo Queue and Tournament play. He has been featured as one of the most powerful carries in League of Legends and is a generally "ez" champion to learn.

This guide will teach you the basics of Ezreal what what your [viable] options are when playing him as either an AD or AP Carry.

This is my 3rd guide for League of Legends and I'd appreciate some constructive feedback! :)

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Why Play Ezreal?

Picking Ezreal is usually a good idea when the enemy team has a lot of carry-divers like Irelia and Olaf. A good Ezreal makes use of Arcane Shift and Flash to kite while poking with Mystic Shot.

Your role as Ezreal is either AP or AD Carry. In both cases you'll want to be familiar with kiting and knowing how to DPS without putting yourself in danger.

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Ezreal's Skillset

Rising Spell Force - Passive

Hitting a target with any of Ezreal's abilities increases his own attack speed by 10%. This effect lasts for 6 seconds and stacks up to 5 times.

This ability can grant you up to 50% attack speed. To get Rising Spell Force charged quickly, try to ult at the start of a teamfight and hit as many enemies as you can. From that point forward just spam Mystic Shot and Essence Flux to keep stacks. This is Ezreal's only damage steroid and it's much less reliable than other steroids like Quickdraw and Silver Bolts

Fun facts about Rising Spell Force:
  • You can combine this passive and any of Ezreal's skillshots to check bushes. Keep an eye on your stacks and if they change then you know you hit an enemy.
  • Fully stacked, this steroid is actually quite potent. However keeping full stacks is difficult.

Mystic Shot - Q

This is AD Ezreal's poke and farming tool. It has great range and does good damage. Use this to last-hit better, poke in lane, poke in teamfights, and poke in general!

A great thing about this ability is that it proc's On-Hit effects such as Blade of the Ruined King and Sheen. With Iceborn Gauntlet, Ezreal can kite extremely well by using this ability after he Arcane Shifts away from an enemy. Iceborn will be discussed soon.

Some fun facts about Mystic Shot:
  • Mystic Shot cannot crit, however there was recently a bug that caused it to
  • Mystic Shot applies any on-hit effects.
  • Mystic Shot has exactly double Ezreal's auto-attack range.
  • Hitting an enemy with Mystic Shot lowers all of Ezreal's cooldowns by 1 second, including Mystic Shot itself.

Essence Flux - W

This is AP Ezreal's main damage ability. While it doesn't have the best damage or scaling, an important thing to note is that it can go through minions.

When this ability is fired through an ally, that ally gains up to 40% attack speed for 5 seconds. This make's it a great ability to use in teamfights as it empowers your allies and makes you even more useful.

Arcane Shift - E

This ability is the main reason Ezreal is picked so much. With its low cooldown at max rank and extreme utility, it gives Ezreal the edge he needs over other carries. AP Ezreal uses this ability for damage due to it's AP Scaling.

Fun facts about Arcane Shift:
  • Arcane Shift cant be cancelled by CC or disables.
  • If Ezreal is grabbed as Arcane Shift is used, Ezreal will still teleport to the target location.
  • Ezreal can teleport through a wall larger than Arcane Shift's range as long as the range reaches at least halfway into the wall.

Trueshot Barrage - R

Trueshot Barrage is Ezreal's ultimate. It fire's a wide skillshot that spans the entire map and can hit multiple enemies. For every enemy it hits the damage is reduced (minions count too). Use this at the start of teamfights when you know you can hit the entire enemy team. It will instantly stack your passive if you hit all of them and do TONS OF DAMAGE.

This ability has a fairly low cooldown and it can be made even lower by spamming Mystic Shot on minions.

Fun facts about Trueshot Barrage:
  • Trueshot Barrage cannot be cancelled by disables, despite being a channel.
  • If Ezreal is pulled while channeling, Trueshot Barrage will fire from the original position.
  • Trueshot Barrage cannot damage the same target more than once per cast.
  • According to Lolwiki, "Trueshot Barrage's lowest possible cooldown is 28 seconds, with 40% cooldown reduction and constant hits with Mystic Shot, considering it hits an enemy everytime."

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Blade of the Ruined King vs Bloodthirster

This is a damage chart showing the comparison of every build you see above (aside from the ARAM build).

The chart was used to show the damage against a target with 3500 HP, 220 Armor, and 150 MR. As you can see Blade of the Ruined King actually managed higher DPS against this target, however I personally recommend The Bloodthirster in most situations as it gives you more power to duel assassins with low HP.

That being said, if the enemy team is lacking assassins with low HP, it is often a better (and cheaper) alternative to buy Blade of the Ruined King over The Bloodthirster.

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Pros and Cons


    Very good at kiting
    Versatile build path.
    Good AD or AP
    Q proc's On-hit effects
    Buff's allies with W
    Great ultimate


    Mana dependant
    Horrible if you dont farm well
    Hard to master
    Extremely squishy

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Skill Sequence

Ezreal's skill sequence can vary a lot depending on what you need. Typically you'll max Mystic Shot as AD Carry and Essence Flux as AP Carry, but lets take a more in depth look at why.

AD Carry

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Obviously you want to take a level here whenever you can. It's damage at level 6 is pretty high, giving you a small edge if you hit 6 first.
As AD Ezreal maxing Mystic Shot over Arcane Shift or Essence Flux is preferred due to its higher damage and lower cooldown. I do see some people max Essence Flux, but I find Mystic Shot to be far more reliable.
I personally level Arcane Shift over Essence Flux because it lowers the cooldown a lot. With a lower cooldown on your escape you can kite easier and become a beast really quickly.
I max this ability last and generally dont even take a point in it until level 13. It's a great ability and all, but outclassed by Ezreal's other skills.

AP Carry

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Obviously you want to take a level here whenever you can. It's damage at level 6 is pretty high, giving you a small edge if you hit 6 first.
Essence Flux has a .8 AP Ratio with some really high base damage. If you're going AP Ezreal, you're going to want damage.
As AP Ezreal I find myself using this ability offensively rather than defensively. It's damage is pretty good early on and it's nice to have a low-cd escape mid-game when you need it.
With 0.2 AP scaling you want to max this last. Your other abilities do a lot more damage than this can as AP Ezreal.

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Preferred Runes

As Ezreal is a very flexible champion, there are many different rune builds that are viable on him. My personal preference is the runeset in Build 2.

Greater Seal of Armor

Greater Mark of Attack Damage

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Life Steal

Greater Quintessence of Attack Damage

Why these? Well it's simple!

Greater Quintessence of Life Steal x2 : The reasoning behind these is that you can safely start with a Doran's Blade or Long Sword on ADC's in Season 3. With these quints you can buy the early ad and haveearly lifesteal on top of it. I only take two of them because the 2.25 AD from the 3rd quint helps a surprising amount.

Greater Quintessence of Attack Damage x1 : One of these puts your AD with a Doran's Bladeat the perfect spot to safely last-hit under tower.

Greater Mark of Attack Damage x9 : You need these to last-hit under tower. No questions about it.

Greater Seal of Armor x9 : These help with trades in lane.

Greater Glyph of Scaling Magic Resist x9 : I find these to be a lacking choice sometimes until I survive with 10 hp after a LeBlanc gank. Really, they'll save your life.
Greater Mark of Armor Penetration
Other options

As I said earlier, Ezreal is a flexible champion. The runes I mentioned above are just personal preference, and any combination of runes could be a good choice in the right hands. Below we'll cover some basic rune choices on Ezreal.


Greater Quintessence of Armor Penetration

Ezreal is mostly an early to mid game champion. In lane you should be doing a lot of trading and poking with Mystic Shot. Sometimes you mess up and a trade goes wrong so you end up with 1/2 HP. That's where these beauties come into effect! These let you sustain yourself back up after taking harass or catching the wrong end of a bad trade. The downside to these is that they make it harder to last hit and dont trade as well. That's where the masteries below come into place however.

Currently these are standard on AD Carries, and for a good reason. These allow you to out-trade your lane opponent, last hit under tower, and get stronger with any lifesteal or armor pen you buy. They're great for beginner Ezreal players because they are very forgiving when it comes to making mistakes. I don't like these because I prefer early sustain to early damage. Thanks to the boots nerf it is now possible to start Doran's Blade which makes up for not having these.
Greater Quintessence of Armor Penetration These work pretty well in most circumstances, and they're especially effective when laning against Graves or Taric (or both). I wouldn't recommend these, but they are a viable option.
I've never tested these myself, but I have a friend that runs these on AD Carries and he would recommend them over any other Quintessence. The point of an AD Carry is to get to late-game and then kill everyone. These help you achieve your late-game build faster, but have the same downfall as Greater Quintessence of Life Steal.


Greater Mark of Armor Penetration
These are great. They help with last hitting, trading, and skirmishes in general. These are generally the standard on AD Carries and I recommend them myself.
Greater Mark of Armor Penetration I would never recommend these unless you're going up against a Graves + Taric botlane. This is a bad situation for you and the armor penetration will help you poke Graves down so that he cant engage onto you.

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Summoner Spells

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