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Choose Champion Build:
-
Muramana / Iceborn Focus
-
Trinity Force Focus
-
Infinity Edge Focus
-
AD Ezreal Mid / 2nd ADC
-
Early W-Maxing
-
Early Q-Maxing
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction

I've separated this guide into segments based on the different builds / lanes to attempt to make it easier to navigate and find the information you may be looking for.
This is intended to be a mini-guide meaning that you can basically get all of your need to know information from the +NOTES on the Itemization cheat sheet, Runes, and Mastery Page portion of the guide.
I'm a content provider for a few online gaming communities but the main project that I'm involved with is Diatomic Gaming.
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If you are interested check out any of the following links to seek more information:
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- AP = Ability Power
- AD = Attack Damage
- HP = Hit Points / Health
- AS = Attack Speed
- MR = Magic Resistance
- AA = Auto Attack
- DMG = Damage
- Pen = shorthand for Penetration
- MPen = Magic Pen
- ArPen = Armor Pen
- Q / W / E / R = References to a champion's abilities via default key bindings
- Ult / Ultimate = Champion's 4th ability (usually on a long cool down) that is not available until level 6
AD Carry Ezreal (No IE)
PROS
- Strong level 1 fighting potential (good DMG + low CD on
Mystic Shot)
- Inexpensive build path w/
Manamune +
Iceborn Gauntlet (if you choose to build them)
- Long range harass w/
Mystic Shot
- Uninterruptable blink ability for escapes via
Arcane Shift
- Strong Kiting w/
Trinity Force //
Iceborn Gauntlet +
Blade of the Ruined King's active +
Arcane Shift
- AoE Ultimate for team fights on
Trueshot Barrage
- Global snipe for low-health targets on
Trueshot Barrage
- AS Steroid on passive
Rising Spell Force
- AS Buff for allies via
Essence Flux
- Quick burst potential
- Lower CDs due to
Mystic Shot's passive CD Reduction on-hit
Trueshot Barrage can be used to clear a large minion wave pressuring any area where your team cannot afford to send someone to
CONS
- Damage falls off late game (no crit in build)
- Squishy
- Can easily run out of mana in lane if careless
AD Carry Ezreal (w/ IE)
PROS
- Strong level 1 fighting potential (good DMG + low CD on
Mystic Shot)
- Long range harass w/
Mystic Shot
- Uninterruptable blink ability for escapes via
Arcane Shift
- Strong Kiting w/
Trinity Force +
Arcane Shift +
Blade of the Ruined King's active (if you buy it)
- AoE Ultimate for team fights on
Trueshot Barrage
- Global snipe for low-health targets on
Trueshot Barrage
- AS Steroid on passive
Rising Spell Force
- IE Build helps you scale into Late Game well
Trueshot Barrage can be used to clear a large minion wave pressuring any area where your team cannot afford to send someone to
CONS
- Expensive build
- Squishy
- Can easily run out of mana in lane if careless
- Rushing
Trinity Force gives you a strong Laning Phase but if you rush straight
Infinity Edge you won't be able to make as many smaller purchases here and there to steadily increase your DPS, the increases will come in delayed chunks
AD Mid / Secondary AD Carry Ezreal
PROS
- Strong level 1 fighting potential (good DMG + low CD on
Mystic Shot)
- Long range NUKE harass w/
Mystic Shot empowered by
Iceborn Gauntlet and
Muramana
- Uninterruptable blink ability for escapes via
Arcane Shift
- Strong Kiting w/
Iceborn Gauntlet +
Arcane Shift +
Blade of the Ruined King's active (if you buy it)
- AoE Ultimate for team fights on
Trueshot Barrage
- Global snipe for low-health targets on
Trueshot Barrage
- AS Steroid on passive
Rising Spell Force
- AS Buff for your primary AD Carry via
Essence Flux
- Strong ability to peel for your Primary AD Carry via slows on
Iceborn Gauntlet
Black Cleaver gives you the utility to reduce the enemy's Armor to amplify the damage that your Primary AD Carry deals to the affected targets
- Great poke / tower siege potential via a huge Mana pool (AD
Ezreal Mid was picked up in competitive play as an alternative pick in poke comps and fills a similar role to
Jayce or
Nidalee)
Trueshot Barrage can be used to clear a large minion wave pressuring any area where your team cannot afford to send someone to
CONS
- Your utility goes down the drain if your primary AD Carry gets assassinated or is extremely under farmed / weak.
- Great pick when your primary ADC is a hyper-carry but not as good when your ADC is more of an AD Caster such as
Urgot or
Miss Fortune
- Squishy and vulnerable to tower dives Early Game
- Can be 100-0'd by assassins in lane if not careful (watch out of
LeBlanc,
Zed, AP
Tristana, etc.)
- Your team will need to pick up CC and Tanky champions in the Top / Jungle / Support roles in order to have a balance team comp with a good front line
AP Mid (Q Maxing) Ezreal
PROS
- Strong level 1 fighting potential (good DMG + low CD on
Mystic Shot
- Good farming / last hitting ability due to AD from Runes + Masteries as well as a ranked
Mystic Shot +
Sheen
- Long range NUKE harass w/
Mystic Shot empowered by
Lich Bane
- Uninterruptable blink ability for escapes via
Arcane Shift
- Strong Kiting w/
Arcane Shift
- HUGE NUKE AoE Damage for team fights on
Trueshot Barrage and
Essence Flux
- Global snipe for low-health targets on
Trueshot Barrage
Seraph's Embrace grants a strong shield to utilize when needed
- Great tower siege / poke potential w/
Mystic Shot,
Essence Flux, and
Trueshot Barrage
Nashor's Tooth causes your Auto Attacks to remain relevant late game even as AP
Ezreal which gives useful meaning to your passive
Rising Spell Force, your good AA range, and your high AS from base + itemization
Trueshot Barrage can be used to get farm in lane even from base when you back, making it hard for your opponent to ever pressure your tower
CONS
- Low Early Game damage / hard to push an opponent out of lane
- Harassing w/
Mystic Shot can be difficult if the opponent stays inside minions
- You have to decide whether you would rather max your repositioning tool or your AoE Nuke 2nd before Mid Game skirmishes
- Squishy and vulnerable to tower dives Early Game
- No CC - Most AP Mids bring some form of utility and CC to the table but AP
Ezreal only brings damage
AP Mid (W Maxing) Ezreal
PROS
- Strong level 1 fighting potential (good DMG + low CD on
Mystic Shot)
- Strong Early Game damage via
Essence Flux which is easy to land as it does not hit minions and has good range
- Long range NUKE harass w/
Mystic Shot empowered by
Lich Bane and
Nashor's Tooth
- Uninterruptable blink ability for escapes via
Arcane Shift
- Strong Kiting w/
Arcane Shift
- HUGE NUKE AoE Damage for team fights on
Trueshot Barrage and
Essence Flux
- Global snipe for low-health targets on
Trueshot Barrage
Seraph's Embrace grants a strong shield to utilize when needed
- Great tower siege / poke potential w/
Mystic Shot,
Essence Flux, and
Trueshot Barrage
Nashor's Tooth causes your Auto Attacks to remain relevant late game even as AP
Ezreal which gives useful meaning to your passive
Rising Spell Force, your good AA range, and your high AS from base + itemization
Trueshot Barrage can be used to get farm in lane even from base when you back, making it hard for your opponent to ever pressure your tower
CONS
- Not great at last hitting / farming early game
- Reliant on Mana in order to do good damage
- May have Mana problems in lane, giving incentive to rush
Tear of the Goddess /
Archangel's Staff instead of
Lich Bane /
Rabadon's Deathcap
- Squishy and vulnerable to tower dives Early Game
- No CC - Most AP Mids bring some form of utility and CC to the table but AP
Ezreal only brings damage

Your specific abilities to kite, poke, reposition, burst, and DPS will vary depending on your build path.
With the IE Build, your

Your Auto Attacks will also do more damage than your


With the


People seem to forget to Auto Attack when playing Blue Build / whatever you want to call it which is silly.





Remember that which core build you should choose to go with, what your purchase order should be, and what your primary objectives are will change every single game and you will need to learn how to adapt to these situations. You can't always build the same items in the same order. I mean... you can... but that doesn't make it optimal.
When building



As an AD Carry you will understand priority targeting as you mature as a player and become more experienced.
It is important to take out the enemy team's damage dealers but it is also important to know that you can win a team fight without always having to kill their carries first. In most team fights, each team's AD Carry attacks the opposing team's front line. If you can kill the enemy front line faster than the enemy carry can kill your front line, you will naturally win a team fight by simply focusing the front line and having your team dedicate to peeling for you. If the enemy ADC can kill your front line faster than you can kill the enemy front line, then you need to communicate that to your team so that they can make an effort to kill the enemy carry, zone them from the fight, land CC on them to drop their DPS, etc. so that you can come out on top in the damage dealt competition.
Don't sacrifice yourself to just kill one person. That's not your job. Your job is to win the team fight and win the game. Your job is not to kill any one person specifically but to just keep your focus on the long term effects of your targeting and positioning. If someone is running away from a team fight with low HP LET THEM RUN AWAY. You don't have to finish them off. Whether they die, abandon their team, or even only temporarily leave the fight to go life steal / heal up they are no longer dealing damage or providing CC / Utility for their team and they are as good as dead in the eyes of priority targetting. Force someone out of a team fight and then switch targets. If you do this for all 5 enemies and don't get a single kill, you have still won the engage because the enemies are too low to continue fighting, too low to contest an objective, and too low to defend a structure. Though, this may change if you are in their base and they have homeguard enchantments. That makes it particularly important to finish targets off because they will rejoin the fight quickly and your team is in their territory and does not have the same advantage.
You can perma-slow their front line by spamming


Use


The other team should see you as a threat alongside your AD Carry, as your

Running this build as




When running this build for Ezreal Mid, it is important to try to have a support that can act as a front line such as






Remember that with the base AP Ratio on













Make sure to be landing



You really should not use


You are a high priority target in the eyes of the enemy. You can use this to your advantage based on the enemies' team composition.
If they have one person who dives the back line, create a little bit space in between you and your ADC while kiting away from the opponent. Basically your goal is to trap the enemy diving you in the dangerously awkward open area between you and your ADC so that you can both pump out DPS on the same target while both staying relatively safe. If the enemy is following you, arcane shift to get him to pursue into this intermittent area. If the enemy is on your ADC, pump out large burst damage to him from close up in order to grab his attention and attempt to pull aggro because chances are you have stronger kiting with

If the enemy team has two people who dive the back line, you may want to do one of two things. Either 1.) completely separate from your ADC so that you can kite one enemy while they kite the other or 2.) fall back / reposition with your ADC so that both opponents are grouped together while diving you. The former means that if one assassin is able to finish off one of you, they will not be able to switch to killing the other target as quickly. The latter can be effective because you have HUGE AoE damage in your kit and you may be able to drop them simultaneously to completely prevent them from succeeding in their team fight objectives.



I know that my guide does not have a lot of coding and may appear as a wall of text in some areas but I am not one to add unnecessary fluff into my guides. This is meant to be a mini-guide and to be straight to the point. I only want to provide important need to know information.
A lot of the information that may answer questions can be found by simply hovering over the +NOTES parts of the itemization cheat sheet. I tried to make this guide so that readers are not left wondering why I set up Runes / Masteries a certain way or why I suggest certain purchase orders for different situations.
I will keep this guide updated to the best of my ability and I will gladly answer any questions you may have. If you are curious simply leave a comment or message me personally and I will do my best to respond with solid information to answer your question or concern in a timely manner.
Thanks for taking the time to check out my

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