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Ezreal Build Guide by Scanath

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League of Legends Build Guide Author Scanath

Scanath's Guide to ADC Domination (NOT COMPLETE)

Scanath Last updated on January 19, 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: 21

Honor Guard

Defense: 9


Utility: 0

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Hey, this is Scanath and welcome to my ADC Ezreal build! This is my first build on mobafire, so sorry if it's not very good. As I currently write this, I'm at a 64% win ratio with Ezreal. So now, I'm gonna show you guys how I like to play Ezreal ADC.

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Pros / Cons

+ Good minion killing with his Mystic Shot
+ Escape ability with Arcane Shift
+ Good team buffs with his w, although is not as good since it was nerfed
+ Passive gives him the edge in most 1v1's
+ Good damage all game

- No cc, although that is usually excepted with an ADC
- If Ezreal gets focused, he usually gets killed quickly
- His ultimate, Trueshot Barrage, can be hard to snipe with
- Most of his abilities are skillshots
- Needs gold for items more than usual

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  • 1/1 Summoner's Wrath : This is really a must have, because you're getting a movement speed boost for your ghost, AND extra attack damage when your ignite is on cd. You'll also get extra ability power, but that won't do very much for damage.
  • 4/4 Fury : Gives you more attack speed. Not much to explain.
  • 4/4 Deadliness : Gives you more attack damage. Again, not much to explain.
  • 1/1 Weapon Expertise : Gives you some nice armor pen which always helps.
  • 3/3 Havoc : Increases ALL damage that you serve. Including your ultimate. Ouch.
  • 2/2 Lethality : Increases the chance to get critical strikes, and the bonus is double against enemy champions. If you max this, which you should, it gives you an extra 10% crit strike chance against champions. That, plus an Infinity Edge gives you some pretty nice crits.
  • 2/2 Brute Force : Gives you more attack damage.
  • 3/3 Sunder : Gives you more armor pen. Armor pen is always welcome.
  • 1/1 Executioner : Gives you a bonus 5% damage against any targets below 50% health. This will give you a distinct advantage in fights, especially if your adversary doesn't have this.
  • 4/4 Durability : Gives you extra health per level.
  • 3/3 Hardiness : Gives you more armor for that pesky Piltover Peacemaker
  • 1/3 Resistance : Lets you get to the next tier of masteries.
  • 1/1 Veteran's Scars : Gives you that little bit extra health for early game.

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Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Damage
Greater Mark of Armor Penetration Greater Mark of Armor Penetration : Gives you about 15 armor pen in addition to the +6 from sunder and the +8% from weapon expertise. This will help your attacks hit that much harder.

Greater Seal of Armor : Gives you a whopping +29 armor at the beginning of the game if you add the masteries and runes. I like using flat armor runes instead of scaling runes because it makes you very hard to hurt early game.

Greater Glyph of Scaling Magic Resist : You won't be needing the high magic resist earlier game since you'll be in a adc/support lane and won't be dealing with heavy ap damage as opposed to later game when the ad mid comes in to the teamfights and decides to focus you.

Greater Quintessence of Attack Damage : This'll give you an extra 6.75 attack damage which, adding masteries and other runes, will give you a grand total of 57.6 attack damage. This doesn't seem like much, but later game, when you get your Infinity Edge will make your auto attacks and your Mystic Shot very strong.

You can always change up some of the runes to modify them to your tastes, but these are the runes I would recommend.

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Summoner Spells

Recommended Spells

Ignite : Ignites a enemy champion, dealing 70-410 true damage based on your champion level for 5 seconds, and reduces healing effects on the champion for the duration. This is what will get you those kills early game where you get the enemy down to nothing, then realize you've got an ignite on him. Also, with Summoner's Wrath you'll get an extra 5 attack damage and ability power while it's on cd.

Ghost : Your champion can move through units and had 27% increased movement speed over 10 seconds. This, when coupled with your Arcane Shift will make you almost impossible to catch up to.

Other Viable Spell Options

Exhaust : Exhausts enemy champion, reducing their movement speed and damage dealt by 30%, and reduces their attack speed by 50%. This you can get if your support decides to be stupid and get and ignite. You can also make up for the slow by getting a Frozen Mallet.

Flash : Teleports your champion a short distance towards your cursor's location. You do know your Arcane Shift is pretty much a flash right? But seriously, this can also be useful; I mean a double flash can come in handy a lot. I just personally like the movement boost to ensure I get away after I e out of trouble.

Heal : Restores 90-345 health based on your champions current level to you and nearby allies. This would only be viable if you have a support leona or something that didn't pick up a heal her self. It can save you at some points, but you shouldn't need to rely on a heal to save you every time something goes bad.


Clarity : Restores 40% of you and your allies' mana. If you are a good player, you should know how to conserve mana. The only ability you should be using is your Mystic Shot to farm. That's it. The only time you'd be using you other abilities is if you're running away, or going in for the kill.

Teleport : After casting for 4 seconds, teleports your champion to an allied minion, turret, or ward. Really, you could get this, but you probably wouldn't use it very much, and you will need the ignite way more than you'll need this.

Revive : Instantly revives your champion at your team's summoner platform and increases your movement speed for a short duration. No. Just no. You're trying NOT to die. You should be getting spells that work while you're ALIVE. If you're dying repeatedly, you should consider playing more defensively.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Rising Spell Force (passive) : Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times. Becaus of this passive, you don't need to worry about attack speed too much, and can focus on putting down the hurts on your enemies. At full stack, it gives an extra 50% attack speed. Shooting your Trueshot Barrage through everyone at the beginning of a team fight will stack this instantly giving you a good advantage, as well as hitting the entire enemy team pretty well.

Mystic Shot (q): Ezreal fires a bolt of energy that deals 35/55/75/95/115 (+1.0 per attack damage)(+20% of ability power) physical damage and applies on-hit effects. If it strikes an enemy unit, it lowers all of Ezreal's cooldowns by 1 second. This is your bread and butter. You can farm so well with this as long as you can shoot it straight, and offer very good kiting opportunities. This stacks evenly with your attack damage too, which is always nice. Also has a low cd and mana cost, so you can practically spam this all day long. You will max this first.

Essence Flux (w) : Ezreal fired a fluctuating wave of energy at a targeted area. Any enemy champion it passes through takes 70/115/160/205/250 (+80% of ability power) magic damage, while any allied champion it passes though gains 20/25/30/35/40% attack speed for 5 seconds. This got nerfed in a recent patch so that it no longer debuffs the enemy champion's attack speed as well. You're going to max this last because it has a high mana cost, high cd, and really is just not very effective unless it it maxed.

Arcane Shift (e) : Ezreal teleports to a near by location and fires a homing arrow at the nearest enemy unit dealing 75/125/175/225/275 (+75% of ability power) magic damage. This will save your life repeatedly. This has just about the same range as flash, and you can also hop through walls like flash. You will max this second to reduce it's cd so it will be available more often.

Trueshot Barrage (r) : Ezreal channels for 1 second to fire a powerful barrage of energy missiles which deal 350/500/650 (+1.0 per bonus attack damage)(+90% of ability power) magic damage to each enemy unit they pass though. However, it deals 8% less damage for each additional unit it hits (30% minimum damage). This ultimate is just beautiful. In teamfights, in cuts through the entire enemy team dealing a nice amount of damage, while also stacking your passive. You can use this to either give your team an advantage in a teamfight, or you can save it, and use it to try and pick off anyone who might have made it out alive but with low health. Be warned though; if you have to shoot through half the jungle and a minion wave just to hit the champion, that will decrease the amount of damage it will do to him. You will max this at 6, 11, and 16 like with every ultimate.

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Starting Items

This is basically the standard starting items for almost all ADC's. The boots of speed offer mobility, which helps you track down a noob Ashe that decided not to get and boots early game, while the 3 health potions give you an extra 450 health. If you feel like you won't be getting hit very much; you can trade in one of the health potions for a Mana Potion so you can spam you Mystic Shot all day long.

Mid Game Item Choices

Getting a vampiric scepter used to be a 475 gold item, but was increase to a 800 gold item with the addition of a Long Sword in its build. This now gives you an additional 10 attack damage and 10 lifesteal, which will help you a lot when trading with the enemy team. Since your Mystic Shot applies on-hit effects, landing it will also reap lifesteal which will help you stay in lane longer. The berserker's greaves are another common ADC item; giving you a bonus +20% attack speed in addition to +45 movement speed.

This very nice item gives you an extra +45 attack damage. You may notice your Mystic Shot will start hurting a lot more now.

Why would I get an Infinity Edge over a The Bloodthirster or a Trinity Force? Because this will make your Mystic Shot hit so hard, the enemy champions will start complaining that their bot lane fed. And you're just getting started at this point. This baby will give you +80 attack damage, +25 critical strike chance, and -bonus- make any crits you do do 250% damage instead of 200%. This last passive is why I love this thing so much. When you hit someone with a Mystic Shot and it crits, they will go crying back to their mom's for a bandage. If you're getting to beat down in your lane, you may want to consider getting a The Bloodthirster to regain that health back while still getting damage.

Mid/Late Game Item choices

I really like this item. It gives you a bonus 70 attack speed, AND an amazing passive. Every time you auto attack, you'll shoot out an extra 2 bolts that deal 10 + 50% of your attack damage while ALSO applying on-hit effects. You're probably starting to see why I got a infinity edge first. These minor bolts can critical strike, and can life steal. This works so well in team fights . This can also give you the capability to 1v2 and not die in 2 seconds flat. In face, you might even get a double. If you're not a fan of this item, you can always change it for a Phantom Dancer but i prefer a runaan's myself.

This is whats going to give you enough sustain to get through a teamfight and live. Your Runaan's Hurricane will also lifesteal off the bolts from it's passive. Fully stacked, The Bloodthirster will give you a maximum of +100 attack damage and +12 lifesteal; then 6% of what lifesteal you have afterwards.

Late Game Items

It's late game now, and you and your team are roaming, trying to catch an enemy off guard, and also maybe trying to take Baron nashor . If a teamfight breaks out, usually by now, the enemy team will have pretty high armor; especially the top lane brusier or the jungle tank. This will effectively let you ignore 35% of your enemy's armor while also giving you and extra 40 attack damage.

Find yourself being cruelly focused by the ENTIRE enemy team? Wish could pick up that support that somehow was the only one to walk away from that teamfight alive? Well, then this is the item for you! But seriously, this will give you a nice amount of armor and magic resist, and an amazing passive. When you die, you will be revived for 30% of your maximum health and mana. This is just beautiful. You focused down hard, die your enemies dance on your corpse then BAM Ezreal pentakill. Thank you, may I have another?

elixer of fortitude elixer of brilliance
So now you're at full build. What should I spend my hard earned gold on now you might ask? Get all of these. At level 18, you'll get +235 health, +15 attack damage, +40 ability power, and +10% cooldown reduction for 3 minutes, and also the ability to see stealthed champions such as Teemo, Evelynn, Twitch, Rengar, etc. You'll also be able to see enemy wards, which you can promptly destory. Now, because of a recent patch, instead of granting this vision until you die, it only lasts for 5 minutes.

Items that you might be wondering why I didn't pick them.

I didn't pick this because it just plain takes too long to build, and doesn't really have high enough stats to take out like the Runaan's Hurricane or Last Whisper for it.

I actually have never used this on Ezreal. I plan on doing this soon, so I will update whenever I get around to it. If you love this item on ezreal, then feel free to put it in there somewhere. Remember, this is just a guide, not a rule book on how to build ezreal.

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CSing like a boss.

So now that you know you to build Ezreal, lets get into actual gameplay. Early game is very easy to CS with Ezreal as long as you can aim a skill shot. All you have to do is sit in the back, and shoot your Mystic Shot at an almost-dead-creep. You will basically do this until you hit about level 5 where your Mystic Shot is pretty powerful, and you have your Arcane Shift to run away with. Ezreal doesn't really have and AoE abilities that hurt minions except for his ultimate. This is where your Runaan's Hurricane comes in handy. YOu will bec able to celar waves just as fast as a Sivir. Now, your jungler will probably have ganked by now, unless your lane has been pushed all game, which it shouldn't have been because you haven't been pushing. Mid game, when people start to roam, and you either have your enemy's turret down, or (hopefully not) your turret is down. If your turret is down, go roam and kill things in the jungle, or gank a lane until your support can ward well enough so you can see if anyone tries to gank you. Mid game is when people start going MIA in lanes, so you need to be more careful. If you suddenly are viciously attack by the enemy ADC that's usually your cue to run, because there's probably an enemy Lee Sin ready to kick your face in. Late game, you're usually either at their nexus, or they're at yours so you won't need to worry about killing minions much anymore since you'll probably have an almost full build.

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Team FIghts