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Ezreal Build Guide by Disegno

Ezreal - Piltover's Grandmaster Explorer

Ezreal - Piltover's Grandmaster Explorer

Updated on November 26, 2011
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League of Legends Build Guide Author Disegno Build Guide By Disegno 23 8 77,513 Views 30 Comments
23 8 77,513 Views 30 Comments League of Legends Build Guide Author Disegno Ezreal Build Guide By Disegno Updated on November 26, 2011
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LoL Summoner Spell: Flash


LoL Summoner Spell: Exhaust


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ADC Role
Ranked #28 in
ADC Role
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ADC Role Ranked #28 in
ADC Role
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More Ezreal Runes

Introduction to Ezreal

Ezreal - Piltover's Grandmaster Explorer

Ezreal is an extremely mobile and strong AD Carry. Although he can be built as an AP Carry, I prefer as an AD Carry because the cooldown on his most damage dealing skill, Mystic Shot, is about 2 seconds, that's a blink or two. His mobility is beyond other AD Carries, he can go through walls and target the closest thing he blinks to. You can usually get out of nasty situations with this or start a problem for the enemy team.

Although being this mobile and being an AD Carry he is very squishy, if you keep your range as all should, then you should easily be tearing through the enemy team, and if you have got the team to back you up at least. After you've gotten a Doran's Blade, Phage, and a Banshee's Veil, at that point you shouldn't be as easy to kill. After those three items, you will have your damage at that point, and you can remain alive for most of the teamfight.

Another thing is he has an extremely high skill cap. When learning him, it can be extremely enjoyable, but at the same time.. an extreme pain in the butt. If you can land your skill shots, wait a few seconds with the Sheen bonus damage, Mystic Shot and land it again, you can pretty much at that point, kill, and move on.

This video pretty much sums him up. Although I don't run Clairvoyance with him, you can still run it.

All in all, he's mobile, he's strong, he can be killed if you don't make use of how well you can kite and how well you can get around a person, and he's a hard champion to learn at the same time is fun. His skill set is extremely sexy, a blink, on hit skill shot, team steroid, and an AoE global. How you play him is what it really comes down to and I'll be providing you with full information on how you can contribute to a winning team.

Credits to jhoijhoi for the template, which you can find here.
Credits to WQLFY for the video on Ezreal, you can find his YT channel here.
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Pros / Cons

  • If you have good experience with Ezreal, you can easily get around the Cons. When I was listing his Pros, these are things you should keep in mind when you are playing him. They are the essentials to playing him, mastering him is a difficult thing to do, but it is possible to still do well if you keep up your farms. I'd recommend him being your team's only RANGED AD Carry, for he can fit that role well.

+ Extremely Mobile
+ Great Farming Ability
+ On-Hit Skill Shot
+ Global Ultimate
+ Team Attack Speed
+ Attack Speed Steroid

- High Skill Cap
- Very Squishy
- Weaker Ult With Hits
- 2 Skills With AD
- Easy To Dodge
- Can Get Zoned
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Mastery Trees

  • I like to run 21/0/9 Masteries, although it isn't your standard, AD Carry mastery page. He is considered a Hybrid and half of his skills do have AP on them so, why not throw in some AP Carry mastery points as well. Grabbing my remaining 9 points into the Utility tree to help out with buffs, death timer, and experience gain.
Offense :
  • Deadliness , Alacrity , Sunder , and Brute Force are all things that contribute to the AD portion of his attacks.
  • Archmage's Savvy and Archaic Knowledge are the points I put in to contribute to the AP portion of his spells.
  • Exhaust mastery because of the Armor and Magic Resistance reduction that will help you overall early game cause you share AD and AP.
  • Sorcery to contribute to more usage of his skills, the cooldown reduction isn't that much, but yes it does contribute to how much Mystic Shots can be thrown out.
  • Havoc to increase his overall damage for both AP and AD aspects. Contributes to your late game damage but not so much early game.

Utility :
  • Good Hands this can be a questionable mastery to max out, I either run it 3/3 points or 1/3 depending if I want all 3 points in Perseverence .
  • Perseverence is a great choice to put all 3 of your points in if you don't want the 10% death timer reduction. It contributes a bit earlier on but can fall off later. Good Hands works extremely well for me if the game goes on passed the 35-40 minute mark.
  • Awareness points to increase experience gain, if the enemy team doesn't have this mastery put in, could be the difference in why you have a spam-able Mystic Shot at 9, and prevent them for 5 minutes from getting to 9. Also pairs nicely with a Zilean.
  • Utility Mastery finally I get this, I ask the jungler if we have one for a Blue Buff after he reaches 6, and he doesn't mind. 15% buff increase is a lot, works well for Blue and Red, constant harass for a longer time.
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Rune Page Setups

  • These rune choices are pretty much recommended for him. The bonus AD Boost and the remaining in Armor Penetration and defense. I added some alternatives if you find the mana regen unnecessary for the time being. I have also threw in a few combinations that I recommend if you don't find a liking to mine.

Greater Mark of Desolation -- Greater Mark of Desolation : Armor Penetration marks that contribute to building the Brutalizer and Last Whisper, it'll help with the on-hit effects of your Mystic Shot, and will contribute to people with little armor builds.

-- Greater Seal of Scaling Mana Regeneration : For the most part, I like to run these runes, and simply for a greater harass in lane. Mana regeneration pairs extremely well with.. well all of your skills. More blinks, more skill shots, and more chances of killing the opposing champion.

-- Greater Seal of Armor : Basic runes, but they are helpful to a more defensive early game. So, this covers the AD attackers. The bonus early game helps, but not that significant, it does cover for 10 of the ArPen of the attacker if they have it so, that's why I prefer these.

-- Greater Glyph of Scaling Magic Resist : Magic Resist to any champion that uses AP. Helps a bit early game and a lot more late game. Grants you the Magic Resist boost that will help you and pair nicely with the Banshee's Veil that you buy.

-- Greater Quintessence of Attack Damage : AD Quintessences to finish off this rune page, why? I run AD Quints that'll grant 6 Damage, and go 15 ArPen with the 6 ArPen from masteries. 21 Armor Pen making up for the Quints - which would be missing out on 4 or 10 depending on how you build your masteries.

Greater Quintessence of Desolation -- Greater Quintessence of Desolation : Armor Penetration Quints to those who don't want the extra early game damage. It still helps cause your on-hit effects will be added onto your Mystic Shot, helps a lot early game as well, and contributes to mid/late game.

-- Greater Quintessence of Health : The only time I would run this is if I didn't want the money for a Doran's Blade and wanted to start off with Boots or a Sapphire Crystal and a few Health Potions to follow up. It provides you additional HP, which will let you grab some items to sustain you in lane longer.

Armor Penetration Ezreal
Greater Mark of Desolation / Greater Seal of Scaling Mana Regeneration
Greater Glyph of Scaling Magic Resist / Greater Quintessence of Desolation
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Summoner Spells

  • These are the summoner spells that I recommend on Ezreal. There are many reasons why I included some of these spells. Some are questionable yes and some can really work with him if you know how to use it well with him.

-- Flash : I always run this on him. Basically, if you've burned your Arcane Shift trying to escape once, then this can be used to get through another wall. I've also used this to juke and get a kill as well. Kiting around a person, blink one side with my E, and then as they use a skill, flash to the other side and get the kill.

-- Exhaust : I run this a lot of times as well. Reason being is because it basically takes adds more of a pain to your enemy cause you can just kite so well around an enemy. I've kited around someone using Arcane Shift, attacking, Flash to the other side, and then Exhaust to prevent escape. You can almost do this without taking any damage if done right.

-- Ghost : This is fine, I don't like it as much as Flash though. It is a huge speed buff and you can go through massive creep waves without being kited. You can use it to catch up or run away after using Arcane Shift.

-- Cleanse : I have never ran this before but I have seen people who have used it very efficiently. The enemy team has heavy CC, having a hard time kiting, and people Cleanse, Arcane Shift, and just kite around them without being slowed or stopped.

-- Teleport : I also ran this sometimes. If I felt like pissing the enemy team off then I would run this. He can backdoor pretty well cause of his Rising Spell Force. I don't recommend it but it is always an option. It's good if you aren't that experienced with Ezreal, looking to keep your farms up, and if your team requires one, you could be the one that grabs the Teleport on your team.

-- Clairvoyance : For all you bad snipers out there, this will end your problems. I don't have problems getting kills with my Trueshot Barrage but there are times when others just need vision to feel comfortable shooting it. This is the answer to that, although I recommend that a support grab this.
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Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
  • I max Mystic Shot first, all damage always goes first for me. Follow up with Arcane Shift for maximum cooldown. Essence Flux last because it's mainly for the team steroid which won't benefit you as much as other skills will. Trueshot Barrage whenever I can grab points for that.
  • Here is a quick run down of his skills and what they do. I'll provide a little explanation with the skill after showing the exact skill description.

Rising Spell Force
  • Skill Description : Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5).
  • Skill Explanation : This is like a attack speed steroid for himself every time a successful spell cast on an enemy. Stacking 5 times so a 50% increase in AS can really eat away at towers if you use your skills correctly.

Mystic Shot
  • Skill Description : Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit.
  • Skill Explanation : This is where all of his AD Damage comes from aside from his auto attacks. It applies on-hit effects like slows, a Sheen proc, and magic damage from Madred's Bloodrazor specifically from my build at least. Timing out your attacks with can really increase all your output damage from this, using Arcane Shift first, and Mystic Shot directly afterwards will add all the damage from the Sheen, maximizing your damage at the time being.

Essence Flux
  • Skill Description : 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.
  • Skill Explanation : This is a skill for others basically. If you've got a DPS Champ on your team this will add more pain to your enemies. A steroid for your team and a debuff for your enemies. Shutting down champions who are relying on AS to dish out damage.

Arcane Shift
  • Skill Description : Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit.
  • Skill Explanation : Your blinking skill, your juking skill, your life saver, and your stealth detector. So many uses with this skill and it can be used to kite around enemies. The homing missile can be used to detect invisible enemies which can eventually save your life. It's a mini- Flash with some homing damage. It goes around all walls throughout the maps saving you or granting you kills.

Trueshot Barrage
  • Skill Description : 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).
  • Skill Explanation : It's like a Lux ult cause eventually the cooldown on it is so low, that you can use it in the beginning of a teamfight, and use it in the end of one. It goes through enemies, weakening as each shot connects, and boosts up your passive really well. Which is why I use it in the beginning of a fight, stacks and it chunks the enemy HP for the most part.
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Item Build Choices

Disegno's Ezreal

Damage Ezreal

AP Ezreal

Surviving Ezreal

Manamune Ezreal

  • What I explain directly below this post is my build run through as the game progresses. I've listed all the explanations for the alternative builds above at the bottom of this section.

Early Items

/ /
  • Doran's Blade : I normally run this just cause it's a great starter item on a squishy AD Carry like, like Ezreal, and with my rune setup, this puts me at 70 Damage and over 500 health.
  • Sapphire Crystal : If you get the Greater Quintessence of Health you are open to other starter item options. If I go this route, I grab Sapphire Crystal for a quicker Sheen increasing the damage from my Mystic Shot by 150%. Also allows me to grab 2 Health Potions which will allow me to stay in lane longer.
  • Boots : This is the second option for a starter item. Granting you the movement speed and this time, 3 Health Potions. Healing 600 over time if used correctly. More sustain in lane means more farms to go back and get some more damage items.

Doran's Blade Path

  • Boots : Grab this next for the additional movement speed and you should have enough to spend some gold on this and a Sheen.
  • Sheen : Here is when you really start to hurt enemies, after getting your Sheen, kiting around and using Mystic Shot will be the base of your damage. Instantly rush this for it contributes to Trinity Force and the 150% damage increase.
  • The Brutalizer : Now I don't build this into Youmuu's Ghostblade but it is a massive increase to early gameplay for the damage and the cooldown reduction. The damage includes armor penetration and a nice damage bonus in general. The cooldown reduction is extra but also very helpful to all of your skills.

Sapphire Crystal Path

  • Sheen : As mentioned before, this is the base of your early game damage. If you did start this path that means you have enough health to start without the Doran's Blade and made full use of how much sustain you had. You should instantly be able to buy this after your first trip back.
  • Boots : Additional movement speed.. as mentioned above.. and could be why you get away, travel faster to get farther away with Arcane Shift. Can also be used to kite around enemies pretty well.
  • The Brutalizer : Same explanation as above, cooldown reduction, armor penetration, and flat damage to contribute to your already bought Armor Penetration and Damage runes.

Boots of Speed Path

  • Really no explanation needed, it's just you can farm a lot better, helps you build the items above, and helps you stay in lane longer. Granting movement speed from this, being able to kite, and chasing and running a lot better.

Core Items

  • Ionian Boots of Lucidity : I tend to go for cooldown reduction boots if the tenacity isn't required. What this allows me to do is throw out more skill shots, blink more frequently, farm more frequently, and last hit enemy champions with Trueshot Barrage more frequently.
  • Mercury's Treads : This would be the alternate option to the cooldown boots. This provides you the tenacity granted against a CC heavy team and the Magic Resistance. I'd consider this if there were greater AP threats as well as being against a CC heavy team.
  • Trinity Force : Immediately following the boots, finishing up Trinity Force. The overall utility that it has will grant you many things, it's basically the jack of all trades, master of none. Grants slow, 150% damage bonus for each skill use, and attack/movement speed.
  • Bloodthirster : This is where a HUGE portion of your damage comes from. Reason being is if it's fully stacked, it will grant you an additional 100 damage along with 25% lifesteal. Ezreal is probably one of the fastest farmers as far as mid game goes and can stack this pretty well. 100 AD and Sheen proc on your Mystic Shot, enemy is now in danger zone.

Are You Fed?

  • Ionian Boots of Lucidity : I tend to go for cooldown reduction boots if the tenacity isn't required. What this allows me to do is throw out more skill shots, blink more frequently, farm more frequently, and last hit enemy champions with Trueshot Barrage more frequently.
  • Bloodthirster : If you are fed instantly go for this, this and a Sheen will increase your damage output by so much. With that increase in damage and you are fed... than it should be no problem picking up kills because.. you'll just kill them.
  • Trinity Force : Immediately following Bloodthirster, go for this next, the slow, the speed, and yeah that's it. Kiting easier, damage increase, slow, and slow with your Essence Flux will let you 1v1 anyone because kiting around them will kill them and they'll try to run just to see how fail they are at it.

Finishing Touches



  • Banshee's Veil : If you follow my build, I immediately follow up Bloodthirster with a Banshee's Veil, granting you a nice chunk of HP as well as a nice boost in Magic Resist from the Negatron Cloak. Once you get this, you'll have a nice mini-cc shield that refreshes 45 seconds.
  • Madred's Bloodrazor : I almost always get this cause with today's current meta, there is no such thing as Glass Cannon or Full AP no HP builds anymore, they all eventually build tanky. Most of their team will be tanky as the game progresses anyways and if you live long enough in the team fight, the tanks will bow down to you cause of how fast you take them down.
  • Last Whisper : By end game, they get tankier, they get more armor, and if they don't they still have a base armor that you can't go through all the way. With Last Whisper it makes up for your sold The Brutalizer except, it's 40% Armor Penetration. Great penetration, Sheen & LW on your Mystic Shot, you are a dangerous boy.
  • Infinity Edge : This is a standard Ranged AD Carry item to go with. It grants nice damage and nice critical boost all around. I don't put it in my build simply because I find it better to use that money I could buy with this and get a Madred's Bloodrazor because I get Attack Speed, Damage, and makes kiting all around so much better.
  • Bloodthirster : Another Bloodthirster for those wishing for more damage. 50% Lifesteal, 200 Bonus Damage, when all stacked. This will let you lifesteal your way back to health using skills and basic attacks. Helps cause you are ranged, you can easily dish out damage, and heal while you're doing so.
  • Guardian Angel : Another item that will increase your ability to survive, helps those really sticky situations where when you are focused down first, GA back to life, while everyone is using their cooldowns on other people, Arcane Shift to the side, and go back to dealing damage.

Damage Ezreal

  • This is more of a Ranged AD Carry Ezreal, prioritizing their items on most / all damage before the surviving. 2 Bloodthirsters and an Infinity Edge although this hurts him earlier on, it really pays off after you get that Banshee's Veil, reason I don't go for it, too squishy early, and you deal enough damage without all the money that is needed for this.
AP Ezreal

  • This is an AP Ezreal Build, I don't like to run it alot but it's still a pretty good build as far as bursting goes. All of his skills scale with AP and although it's good, he does rely a lot on his cooldowns simply because his burst isn't as great as others.
  • Note if you build this way, you'd max Essence Flux first, Arcane Shift next, and Mystic Shot last.
Surviving Ezreal

  • This is for those who are having an extremely hard time staying in the fight. It starts off as my normal build would go and goes right into the Frozen Mallet, perma-slow, health, and the Madred's Bloodrazor makes your kiting again, an ease.
Manamune Ezreal

  • For those who want an extremely aggressive early game. What Manamune does for you is give you a nice Mana Regen along with a mana into damage converter. Each skill you use will grant you some more mana. I don't usually go with this build simply because I only make use of given opportunities, not trying to get opportunities.
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Gameplay Summary

-- Farming : Farming is such an ease for a few reasons on Ezreal. One, he's ranged, so he doesn't have to get in melee ranged and risk death to get creep kills. Another thing is he can last hit pretty fast if paired well with Mystic Shot. Increasing attack speed will obviously increase farm speed. You want to make farming a priority. Let's just say, don't stop farming at all, and you'll end up with 300+ creep kills by end game. What this does is let me get all my items before everyone else.

-- Laning : When laning you want to only take advantage of given opportunities. When you got a gank incoming from your team, that's a given, prepare for that, initiate with your standard combo. When they are overextending and if you can do your calculations right, then take advantage, make sure they regret overextending, giving you breathing space, and better farming. After you get your Sheen, your damage increases drastically, and will let you get more kills with opportunities. Don't harass whenever you can, keep harass up when you can.

-- Ganking : As far as ganking goes, he can pull off some ganks but they aren't guaranteed. He's more of a sniper than he is a ganker. If your team requires a gank, grant them one, initiate with Arcane Shift, and follow up with your skills after that. Sniping, just imagine for the most part where they would be, and you can get the kill.
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Arcane Shift / Flash Map

  • Green : Indicates areas where you can go through the walls.
  • Red : Indicates the areas where you can't go through the walls.
  • What I show above is the places where you can Arcane Shift or Flash through when it comes to walls.
  • Make great use of this guide if you aren't all that used to Flash and Arcane Shift it could be a lifesaver or a kill grabber.
This image belongs to hyouton-haku. All credits to him for this picture for he could actually put together this without raging.. As I would.
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Additional Information

  • Here is where I'll be putting some extra stuff, this includes the Conclusion, Videos, Example Games, and Updates about the guide. I will figure out if I want to add any extra stuff here and list it below.

In Conclusion

-- Ezreal : While other Ranged AD Champions don't have the ability to go through a lot of the walls in Summoner's Rift and Flash / Arcane Shift when you are in danger, after that point you can pretty much kite around it because of how your Essence Flux. His ability to kite after he gets a Phage is just, death defying, and if you play smart, and you can almost kill anyone after you got your Madred's Bloodrazor cause even tanks won't be able to stop you. Great champion, great speed, high paced, and just powerful.

Example Games

  • These are some games that I have played with him recently using my build in the same item order that I provided above.
Feel free to send in some of your example games using my build!


  • Planning on commentating on my own replays and posting them on this guide for good examples. I have to figure out how to increase the mic sound in my Fraps first..
If you have a video on using my build, please send in a video, because these are a lot harder to make for me.

Recent Changes

  • 9/11/11 : Achieved "Best of 30 Days", thanks everyone, highest reached 82%. Thank you everyone!
  • 9/10/11 : Separated the "Finishing Touches" part to the Item Build Choices section.
  • 9/10/11 : Added a "Are You Fed?" part to the Item Build Choices section.
  • 9/9/11 : Guide finished and released.

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