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Ezreal Build Guide by Dltcrazy

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author Dltcrazy

Ezreal-Global Ults are OP

Dltcrazy Last updated on November 2, 2011
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ADC Role
Ranked #3 in
ADC Role
Win 53%
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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.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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With the introduction of the new map, Dominion. Some champs that were looked over many times before are becoming powerful again. Ezreal has always been strong, but looked down on by many saying he is "underpowered". Especially in Dominion, this is not the case. Ezreal brings many things to the table in this new map.

Ezreal's Story:
Ezreal was born with the gift of magic flowing through his veins. Ezreal, however, was also born with a much stronger sense of wanderlust. Put into school to become a skilled techmaturgist, Ezreal quickly became bored with magical studies. By the time the boy genius was eight years old, he had fully mapped out the underground tunnels of Piltover. The quality of his work was so great that the government of Piltover purchased his maps and salaried his services as Piltover's Grandmaster Explorer. This sealed the deal on Ezreal's path in life - he would eschew the arcane arts in favor of archaeology. Since then, countless of Ezreal's adventures have been written about as romanticized stories.

One of Ezreal's latest adventures, however, has brought him face-to-face with his other legacy - his latent magical power. While exploring the pyramids of Shurima Desert, Ezreal uncovered an amulet of incredible power. Aside from the sheer size of the amulet (it was made for a being easily twice Ezreal's size), it allows the wielder to control and shape magical energy - provided a source of magic is in the vicinity. This allowed Ezreal to tap into his natural talent for magic without having to put any serious effort into it - a big win for the Prodigal Explorer. The drawback is that for some unknown reason, the amulet is attuned with summoning magic. Without warning, Ezreal may find himself acting as a champion for, as he puts it, ''a summoner hell-bent on resolving some irrelevant world-shattering League conflict.'' Still, Ezreal feels being summoned into a Field of Justice on occasion is a small price to pay.

''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.

On most builds out there they compare the burst damage that Ezreal would have with Hybrid/AD/AP builds but what is not incorporated is auto attacking. When you have your full build most if not all of your damage will be from meleeing, and that damage is constant. If you do the math, Ez's W (Main source of damage for AP) has about a 11 sec cooldown at max level. Your W will hit upwards for 500-600 when used, but if you just melee with an AD build each of your melees will hit around 200 (not crit) and you can fit up to 15-33 melees in the amount of time you can use the W again. This is why your passive is so crucial with Ez, it will pull you ahead of all the other damage builds.

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Rising Spell Force - Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5).
Ezreal's Passive makes him a auto attack hungry champ. This is the reason why items like phage and trinity force work so well on him. Try to keep these stacks high.
As a side note. When you use your W spell on allies you will get a stack for every person you hit.

Mystic Shot - Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit.
Ezreal fires a bolt of energy, dealing 35/55/75/95/115 (+) (+) physical damage (applies on-hit effects).

Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
30/35/40/45/50 Mana
Your bread and butter skill. This is what makes AD Ezreal possible. With a tiny cool down and some great range and dmg do not be afraid to spam this ability because the mana cost is so low, even at level 5
This ability is treated as an auto attack. So sheen, life steal, phage, etc. work on this ability. When you have your sheen, when you use the ability, sheen is applied when shot no when the damage occurs so when you use your Q, if you hit them it WILL be 150% dmg unless sheen is on cool down.

Essence Flux - Ezreal fires a fluctuating wave of energy, dealing magic damage to enemy champions and reducing their Attack Speed, while increasing the Attack Speed of allied champions.
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.
60/70/80/90/100 Mana
This is not your strongest ability, at all. In general if this is used even a little in early game you will run out of mana and be rendered useless. Yes it is nice for team fights because if you are lucky/smart enough you can give everyone on your team the buff and everyone on their team the debuff. But besides that, since this ability bases off AP, the amount of dmg it does for the mana it costs makes just pressing W pointless mostly.
Though this ability is fairly terrible on summoners rift, one thing I have noticed that it works great for in Dominion is tower defense because it will go through champions where your Q just hits one. So you can potentially stop an entire teams capping of the base.

Arcane Shift - Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit.
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.
90/90/90/90/90 Mana
This is by far my favorite ability on Ezreal. Though it doesnt lack the punch in dmg, it makes up for that in just plain utility. This ability will make your enemies hate you because when their whole team is mauling you, just press E and poof youre gone!
I wouldn't advise using this move to do any real dmg in a team fight mainly because its not very reliable on who it will attack. Many times when a champ is walking away with 20 health and I port over to them, this move decides to attack some random minion and the person I was chasing flashes away.

Trueshot Barrage - 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).
Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+) (+0.9) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).
150/150/150 Mana
As the title says. This move is just plain OP for dominion. If aimed correctly you can stop a capture and get your team, if not you a kill out of it. This has a relatively short cool down so dont be afraid to snag that person running away and make them say "OMG EZ YOU F**KING NOOB LEARN TO PLAY A REAL CHAMP"
When you use this move to cancel a capture, when you hit them it will do about 300 dmg to them. Not only stopping their capture but also not allowing them to capture for about 2 sec. Meaning the turret will probably hit them once. Many times that can kill someone who just won a fight and is going in to cap the base they fought for.

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Greater Mark of Desolation - +1.66 armor penetration
Take 9 of these. There is no other option for Ezreal, these work for you all game where standard attack damage only really helps early game.

Greater Seal of Resilience - +1.41 armor
Greater Seal of Vitality - +1.08 health per level (+19.44 at champion level 18)
You can take either of these. I prefer to take the armor though, mostly for early game makes you not die instantly. Just preference here really

Greater Glyph of Focus - -0.65% cooldowns
Greater Glyph of Clarity - +0.055 mana regen / 5 sec. per level (+0.99 at champion level 18)
Again, mostly preference again. I recommend these two though. CDR if you are good about not spamming W and E. Mp5/LvL if you arnt :)

Greater Quintessence of Desolation - +3.33 armor penetration
No option here in my opinion. The ArP is just too good. If you like to roll with the flat HP quints, knock yourself out. But missing out on this 10 ArP isn't worth the health.

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Standard 21-0-9 Masteries. Nothing much to explain here. One note, personally on Ez, I like to take that 2% attack speed over the 2 attack dmg because 2 AD at the beginning of the game wont help you as much as 2% AS at the end of the game will.

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Here we go. Probably the only real reason you are looking at this guide. The items.

Starting items:

These give you a little punch in that first fight at top and enough speed to not be behind on your way up. Also the health is pretty nice considering how squishy Ez is.


On your first time back to base grab what you can of a brutalizer. This item works great with Ez. Giving him some dmg and even more armor pen to just rip through anyone. Next grab your booties, I prefer zerker greaves but merc treads and boots of mobility are also viable, really depends on your team and their team. Next, trinity force. This is a must have on ez. Everything it gives you makes you stronger. After you grab this item there willbe noticable difference in your dmg. Last on your core is sanguine blade, this is not quite as good as bloodthirster, but it still does its job well. This only shines over bloodthirster when you are having a bad game where you could not keep your BT stacks up.

Other options:
- When I first looked at this item, it really didnt appeal to me much but after using it a few times it almost belongs on Ez's core build. After you grab this bad boy those pesky enemies you are chasing down cannot bush jump to juke you and your melees will keep firing away.
- This is only not on the core because though it is nice to have late game, the brutalizer is all you really need in terms of dmg and ArP. But if you like use items, go ahead and grab it, still an awesome item.
- This is a little obvious. This makes any AD champ. Hurt more. Alot more. If you feel like grabbing this, by all means do. You will destroy some people either way.
- I'm still deciding how much this item actually does. It really is fun to use, but I'm not sure how useful 100 dmg every 4 attacks is. If you want to use this, it rocks with Ez. Makes you feel like a Sith lord who is just tossing lightning around everywhere.

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Skill Sequence

Not much to say here. Take your moves in this sequence and you will be good all game.

At the beginning of the game grab 2 points in your Q and one into E. If you want, when you level up grab one into your W but I dont recommend it. You will be tempted to use all your moves to kill someone, so if you have your W, you will be using it and just destroying your mana. But its your choice on what to do.

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Summoner Spells

- Just too good to ignore. This can make you win against that stupid Xin Zhao who has been getting fed all game. This can save you when running away from that Caitlyn. This is too versatile to not take.
- This will allow you to get away from almost any situation, as well as get you into a team fight quicker, as well as chase down that runner. Again, really hard to ignore and not take.

- When used in combination with your E. You can play some nasty tricks with this one.
- Good for when you are pushing and there that little heimerdinger just sitting under the turret. Just use this and walk right up, kill him. Take his point then /d on his body. :)
-When you are fighting someone, and they get away with 20 health. That shouldnt happen anymore with this. Also good for any champ with self healing, to really shut them down.
- I haven't used this much in Dominion, but seems good for when you need to be back as soon as possible. Only downfall is the CD. Thanks Draginy for the recommendation.



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Tips & Tricks

Ezreal, with his range and his personal flash can do some amazing things in dominion. Some worth noting:

"That cap stopper" : At the top base in dominion you can sit in the bushes above the base near the health rune and your Q has enough range to hit anyone capping the base. So if one person is coming up there to solo cap it, just keep shooting them with that. Many times they just stand there looking really confused. Also, if they go to run up there to fight you, wait until they get one melee on you and port over the wall. Near your turret. This will generally just plain piss them off and they will leave the base alone.

"You cant walk through that turret?" : If any melee champ is coming over to turret dive you, use your E to your advantage and port through the turret when they run over to fight you. Then just keep playing a little game of ring around the rosy while the turret destroys the poor, Master Yi or Lee Sin.

"OMG HOW DID YOU PORT AGAIN SO FAST?!?!?!" Remember that your Q ability reduces the cooldown of every one of your abilities by one second, so when running away, or chasing remember to keep shooting that behind you while your E is on CD and it will save your life.

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Thanks for looking through and reading my first guide here on Mobafire. Please feel free to give me feedback on how to improve this guide. Ezreal has become my favorite champion to play in LoL and I knew when dominion came out, he would.... Dominionate! ;)