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Ezreal Build Guide by

Not Updated For Current Season

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Last updated on September 6, 2011
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ADC Role
Ranked #3 in
ADC Role
Win 53%
Get More Stats

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

Table of Contents
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If you prefer AP Ezreal please go find a different guide. In my opinion AD Ezreal has the complete upper hand on AP Ezreal. When you go AD Ezreal you can deal more sustained damage, than if you were to go AP Ezreal. Most AP mages have a high damage or something about them that makes them extremely useful, Ezreal is currently not a high damage AP Mage.

Note: At the beginning of the game make sure you gain the upper hand fast, or you could find yourself in the dirt.

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You can use any mastery tree you want for Ezreal, but the one I use is the one I prefer the most. Spending defense on Ezreal isn't really worth it since you don't have a ton of damage in the first place. The only time it might be good for defensive masteries is vs a team with a lot of gap closing, tower diving, fast bursting, hard fighting machines. Anyway I grab utility to keep up with the game and out level my opponents before they get the upper hand.

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Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds (Max Stacks: 5). This is Ezreal's passive and one of the main reasons why I love playing him as an AD caster/carry. If you ult a minion wave while your attacking their tower you will gain a large amount of attack speed and will take down the turret faster and get away faster.
Note: Do not spam abilities just to keep this up, your mana will deplete EXTREMELY fast, so be careful how you use this.

Ezreal fires a bolt of energy which reduces all of his cooldowns by 1 second if it strikes an enemy unit. Mystic shot is your main skill, without this and its 1 second CD reduction per HIT, Ezreal would be a lot worse off... max this as soon as possible and start the game with it 99% of the time.
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. This is the AP damage of Ezreal I don't put anything into it until level 13, I only use it against high AS champs or when im chasing and they are super low. (it is also useful for getting stacks on your passive.)

Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit. This is the reason Ezreal hasn't been buffed (AD wise) for a long while. You can flash every 2-4 seconds at level 12. That 1% time I dont level mystic shot first I get this. If you know your team is gonna be ganking for FB at level 1 you can grab this so that if they flash you can deal an extra burst of damage. Plus this should give you a stack on your passive allowing you to auto attack them twice.
Note: Wouldn't recommend getting this first unless you know what your doing. (I have done it around 5 times and the first time was an accident.)
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). This is your bread and butter, the thing that makes you what you are. Many times I have gotten into a fight and had the other team run away all at low health. This is where it gets fun, and this is where you learn to aim Skill Shots. (Extremely hard to hit at long range when you first playing Ezreal, but once you get used to the warm up time it gets way fun.)

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Marks: 9x 1.66 Armor Pen
Seals: 9x 0.065 Mana Regen per/5 per level
Glyphs: 9x 0.65% Cooldown reduction
Quints: 3x 2.25 Attack Damage

You can get different marks, but I would highly recommend keeping armor pen since you need a really good early game.

You can get Flat mana regen seals if you want to have a better early game, but Ezreal will have problems mid-end game if you do. If you don't want to buy a manamune, which just isn't powerful enough for Ezreal, keep these seals.

Flat cooldown reduction, end game you won't have a problem with Cooldowns, but early game you might. Keep these live longer, kill longer, and escape... more.

There are many quints that will work such as Flat Health, Armor Penetration, and Movement speed. I just prefer Flat AD because it really helps out early game and can be the reason for a few of your kills.