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Ezreal Build Guide by Syther Blade

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League of Legends Build Guide Author Syther Blade

Syther Blade's Guide to AD and AP Ezreal

Syther Blade Last updated on September 29, 2012
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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

Strength of Spirit

Utility: 0

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When I first ever heard of Ezreal I was watching some tournament. I saw him and all of his ability's and was like "Huh?, this guy looks cool" Turns out the next week he happened to be free. I used him immediately and loved him. My next 6300 ip went in to buying, and still today he is my main AD Carry, and one of my best AP Carrys. Before we start I also will like to note this is ONE way to play Ez, this is not the best just a way I think works.

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Why AD...Why AP

So how does one champ play two roles. Well, Ezreal is a strong AD carry do to the fact that his Mystic Shot Scales on AD, he also has nice range and a passive that gives him more attack speed the more ability's you can land.

He is a strong AP due to the fact that all four of his ability's scale on AP and can be chained together easily. He also can harras from afar nicely.

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Skills and Skill Sequence

Understanding a champions skills are key to being able to use them. Ezreal is no exception.

:Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times.

Ezreal's passive ability. It's key to AD Ezreal as it allows you to combo better by using a technique called waving when you auto attack between ability's. This gives you more attack speed and allows you do deal more damage,. On AP Ezreal it helps, but not as much.

: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 reduces all of Ezreal's cooldowns by 1 second.

This spell is amazing on both AP and AD Ezreal. On ad ez it's your main source of damage. It has great range and a 1:1 scaling with AD. It's passive also allows you to spam it, and then help you spam other ability's. Learning to land this means your ultimate will almost always be up, meaning more damage.

:Ezreal fires a fluctuating wave of energy at a targeted area. Any enemy champions it passes through take 80 / 130 / 180 / 230 / 280 (+70% of ability power) magic damage and have their attack speed slowed by 20 / 25 / 30 / 35 / 40 % for 5 seconds, while any allied champions it travels through have their attack speed increased by 20 / 25 / 30 / 35 / 40 % for 5 seconds.

This is your main damage on AP Ezreal. It debuffs enemy champions and works especially well against Twisted Fate. It scales well and Late game it will do so much damage. Remember this spell travels through minions. SO don't attempt to farm with it.

:Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 75 / 125 / 175 / 225 / 275 (+75% of ability power) magic damage.

AN AMAZING SPELL. It a flash every 14 seconds, and on AP Ez it's a nice gap closer that does a good amount of damage. On AD ez it's more utility but it is never a bad spell to have.

: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 through. However, it deals 8% less damage for each additional unit it hits (30% minimum damage).

A great ultimate that has so many uses. It has a nice AP scaling and scales on bonus ad. That means that it only scales on AD you receive from items, runes and masteries. It deals less damage for the more enemy's it hits, but it will always deal so much in a team fight. In team fights I recommend trying to line it up to hit as many enemy's as possible and also hit there carry's. This may take practice, but it's worth it. It's also great for finishing off fight across the map, or stealing baron or drag with it.

So now that you know his ability's, what do you do with them, when do you level them up. That depends on weather your playing ad or ap Ezreal


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

You obviously will be leveling up you Mystic Shot First as it is your main source of damage. Take your Trueshot Barrage every time it's available. I like using Arcane Shift mainly for utility, not for damage, so I level it up early, but max it later. In between max out your Essence Flux for increased damage output.


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

Your Essence Flux is you main source of damage so you want to level it first. Aracane shift become more than your utility here as it deals good amount of damage to melee champs who may get to close to you. Mystic Shot doesnt do as much damage so maxc it last.

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Summoner Spells

Summoner Spells are a very important part of the game. Having the right spells and knowing when to use them can win the game for your team. Here I will go through what spells are Best for AD Ezreal and why.


Flash: A great spell for Ezreal, it can create a double flash with your Arcane Shift, and be a second escape or chase.

Ignite: Is great for finishing off a champ without having to tower dive. Also good early as Ignite takes off half health of an enemy squishy. An all aroundgreat skill, the passive also gives you bonus AP and AD.


Ghost: If you think your ok with only one flash then this is a good spell for longer chases. I still recommend Flash as it gives you a little head start.

Heal: Good to give you that last bit of health to stay alive, and maybe secure a kill, a must have if there is a Karthus on the other team.

Cleanse: Good for a CC heavy team, especially early game where you may not enough gold for a quick silver sash.

Clarity: Better for less experienced players who are not good at managing there mana.

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Runes give you small boosts in key stats, here I will discuss which runes I choose for this build and why.


Greater Mark of Lethality

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Attack Damage
Greater Mark of Desolation : Armor pen is extremely important on AD Ezreal to stop enemy's from countering you with armor.
Greater Seal of Armor: Gives you armor to reduce the damage done by the AD carry early. It's also great to have armor all game as they will probably be focusing you in team fights.
Greater Glyph of Scaling Magic Resist : This gives alot of LATE game Magic Resist as early game you will be against and AD. But late game your goanna need MR to counter there AP damage.
Greater Quintessence of Attack Damage : More AD means more damage, enough said.



Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Ability Power
Greater Mark of Magic Penetration: Magic Pen is great against almost all champs as they may build AP in order to counter you.
Greater Seal of Armor: Gives you armor to pretty much take less damage
Greater Glyph of Magic Resist: Allows you to take less damage during the laning phase.
Greater Quintessence of Ability Power: More AP means more damage, nothing wrong with that.

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Masteries (AD Ezreal)


Summoner's Wrath : Gives you bonus AD and AP for Ignite

Brute Force : More Ad

Butcher : Makes last hitting a bit easier

Alacrity : Some Bonus Attack Speed

Deadliness : More AD to scale into late game.

Weapon Expertise : Gives you some extra armor pen to counter those stacking armor.

Lethality : Dem Crits do so much damage especially with Infinity Edge

Vampirism : Some bonus life steal, great for early game sustain.

Sunder : Same as Weapon Expertise

Executioner : Great for finishing off low health enemies.


Resistance : Gives a bit of MR for more sustain

Hardiness : Gives more armor for sustain


Summoner's Insight : Reduce's the CD on Flash

Expanded Mind : More mana for a mana hungry AD carry.

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Masteries (AP Ezreal)


Summoner's Wrath : Gives ignite a 5ap boost when used

Brute Force : Helps with last hitting

Mental Force : More AP

Butcher : More last hitting help

Sorcery : CDR lets you spam skills

Demolitionist : Helps you push down towers easier

Arcane Knowledge : In case they build a lot of MR

Blast : Gives more AP late game

Archmage : Gives you a percentage of AP that increases as the game goes on.

Executioner : Good for finishing off low health targets.


Resistance : Gives a bit more sustain and can help counter there Magic Pen

Hardiness : More Sustain


Summoner's Insight : Reduces the CD on Flash

Expanded Mind : More mana

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Items (AD Ezreal)


There are really two possible ways for AD Ezreal, Doran's Blade or Boots of Speed and 3 Health Potions.

:Pretty much the best way to start any non-support build. The boots help you get around the lane faster, more mobility and the 3 Health Pots give you a good amount of sustain to take so enemy harassment.

:Another good start on Ezreal but not ideal. You get a good amount of health and AD, the life steal is nice to. But you miss amount on speed, and health potions give more sustain then the 80 health this gives you.

~~~~~MID GAME ITEMS~~~~~

: The best early/mid game item for any AD Carry, Ezreal is no different. 45 ad can do alot of damage I recommend rushing this item. Buy two fairly early and Build into Infinity Edge and The Bloodthirster

: Gives some attack speed, movement speed and crit chance. Another great Item for all AD Carry's. Build into a Phantom Dancer

: A decent item on AD Ezreal, gives you nice burst damage, some mana and the AP helps on your Ability's. Build into Trinity Force.

: A nice amount of both AD and Sutain. I reccomend only getting this early if your being pushed out of lane hard. Build into Trinity Force

: Good if there building armor as it can go to a quick Last Whisper, also some cheap AD.


: In my opinion the best possible boots for any AD Carry. The attack speed lets you attack more, ultimately meaning a higher damage output.

: Good if they have a heavy amount off CC, a high AP team or a bot lane of Alistar and Ashe.

: A safe choice as it gives you armor to counter enemy carry. Good if your being outplayed, or the enemy carry gets fed early on.


: Gives a huge amount of AD, and a nice passive which heps out your crits. A must have for any AD Carry.

: Gives damage, but the most important is the Armor Pen. Not to many items give Armor Pen and it can be crucial to victory.


: An AMZING item for any AD Carry. Has great snobal potential. The reason it's not in core is because if your dying alot then the snowball potentiall isn't worth it as you have to farm before you get it's full potential.

: Another great Item for Ezreal. Gives you good amont of AD and AS. Alot of utility with its slow and sheen proc. Can help a lot if your bursting people down.

: More mobility, attack speed gives better damage output, The crits also work well with Infinity Edge.

: A decent item for Ezreal. If you want to build a crazy amount of attack speed this is the item for you. The passive also helps as it gives repeated armor pen.

: A good substitute for Last Whisper if your going for a crit build. Passive is like a mini Ghost. Armor pen is always nice. Although yes I do know the passive works better with Melee champs, it's still not bad.

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Items (AP Ezreal)


There are really two possible ways for AP Ezreal, Doran's Ring or Boots of Speed and 3 Health Potions.

:Pretty much the best way to start any non-support build. The boots help you get around the lane faster, more mobility and the 3 Health Pots give you a good amount of sustain to take so enemy harassment.

:Another good start on Ezreal but not ideal. You get a good amount of health and AP, the mana regen is nice to. But you miss amount on speed, and health potions give more sustain then the 80 health this gives you.

~~~~~MID GAME ITEMS~~~~~

: The best early to mid game item on Ezreal. Works well with his passive, and gives good burst damage.

: Gives a flat amount of AP and nothing else. Buying this gives you a huge increase of early game damage output.

: Some bonus AP, but the real reson we get this is for the amount of spell vamp it gives us. Helps you sustain both early and late game.


: Magic pen is never a bad thing to have. Lets you counter those building MR and also just means more damage.

: Good if they have a heavy amount off CC, a high AP team or a Karthus, Morgana or any other champs that will deal stupid amounts of damage with there ability's.


: Pretty much an upgraded Sheen, the MR is also nice for defensive purposes.

: Core on every AP champ. Gives a huge damage boost and a passive which gives even more as the games goes on.

: More magic pen is nice. Some AP for more damage is good to. Pretty much another boost in damage.


: A good amount of AP, CDR is always nice and the Passive is amazing as it makes up for your non-existent CC and is good against tanks who stack health.

: A great item on AP Ezreal. The Spell Vamp gives you sustain, and the life steal works well with your Lich Bane proc.

: ONLY get this item over Hextech Gunblade if your team has a high amount of AP and no one else is buying it.

: Good if you're carrying the team and getting focused. Use it, wait for you CD's to end and continue to burst.

: The best snowballing item for any AP. If your getting fed hard than buy this.

: Must buy if they have a Galio. Reduces enemy MR, and also helps if you have a heavy AP team, gives a lot of Magic Pen.

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Defensive Items (AP and AD)

This are items that serve defensive purposes. I only recommend buying one per game.

: Good if your being focused a lot, or have a lot of deaths. Once you die, you just get back up.

: Get if they have a Karthus or Blitzcrank, blocks a spell, and that spell might be what leads to your death.

: Better on AD Ezreal, but it's great if they have a fed snowballing AD Carry, best against Hyper carry's like Vayne and Kog'Maw.

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Laning Phase

How you play in the Laning Phase can decide the game.
I would like to apologize in advance for the huge walls of text.
First, leash your jungler if the buff he start's at is on the Bottom Lane side. If it's on the Top lane side, then stay there until about 1:40 then head out to lane in order to protect for an invade. When in lane you will be with your support, make sure not to ever leave your support behind. I'm a support player and I hate when the AD Carry goes in with out me, dies, and says "OMG NOB JANNA NO HELP GG NOOOOB". Ping first or say something in chat if your going for a kill. Make sure to try to last hit, and not push lane, especially when it's not warded. Ask you support to ward, the Tri-bush, the river and Dragon and the side bushes. These are vital places that need to be waded to protect you. If you fell you have a good advantage in lane, you may want to Arcane Shift pass you minions then follow up with either a Mystic Shot or a Essence Flux. Be careful when you do this, as first the support can turn around, stun or slow you, and either force you to waist flash or get a kill on you. Or if the jungler's in the area then you just gave him the easiest possible gank. When you jungler comes down to gank, try to deal as much damage as you can to the enemy. Remember the gank will be a bit harder as you have no CC. If the enemy gets away with low health, use Trueshot Barrage to finish them off. Don't push the tower untill about 17 minutes in, unless your crazy fed and want to help other lanes, or your getting destroyed and have an open chance to push it. Try to farm the lane as much as possible.

AP Ezreal plays in a solo lane unlike AD. Just like AD, make sure not to push your lane to hard especially when it's not warded. I recommend warding the bush on both sides, and not pushing. You may want to also ward further up in the river to protect both your top, mid and jungler. Just like AD, you have no CC when the jungler comes to gank, so try to burst down the enemy quickly. Save Trueshot Barrage for a finishing blow. Farm your lane to the max. Make sure to support other lanes, ganking when they need be if your junglers unavailable. Tel you team when your ult's and use it to finish off enemy's. Remember to ask your jungler for blue so you can spam ability's like anything. Avoid the biggest mistake AP Ezreal's make, make sure to auto in between ability's to make use of your Sheen.

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Late/Mid Game


On both AP and AD you never want to be caught alone. Two reasons, first, your squishy and will be easy picking for the enemy. Second, your a main source of damage for your team. If you die then a team fight breaks out, your team will be at a huge disadvantage. Mistakes like that can lose your team the game. Make sure whenever your going out to push a lane you have allies in the area.

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Team Fights

Both AD and AP Ezreal have similar jobs in team fights. In my opinion there a two ways to play a team fight.

#1: Sit Outside

This how majority of people play Ezreal. Stay towards the back to avoid taking the damage and use your pokes to deal as much damage as you can then hop in and be the cleanup crew. Either use your ult to deal as much damage as possible or save iot till the end to finish off running enemy's.


Although this style isn't seen as smart in some situations, it is fun. I do recommend only trying when you have your Guardian Angel passive up. Pretty much what you do is Arcane Shift into the middle of the fray. Start launching attacks at the enemies carry's like no one's buisness. Dash around like you don't give, because you don't. You will probably die, but your Guardian Angel will revive you for round 2. If you can use this well, then you will be stacking triples. You would want to use Trueshot Barrage either before or after the fight as you wont have time to cast it while in the middle of everything. For added effect after the fight type in "**** THE POLICE" in all chat.

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Support Combos

Picking the right support can be crucial to victory. These are who I believe are the best supports for AD Ezreal in bot lane.

: One thing Ezreal lacks is CC. And this guy has alot of it. A Knock up and knock back that will set up ezreal for some easy attacks. Can also tank hits for you as your squishy.

: Although she lacks any hard CC which is a down point, she gives a good amount of Mana regen that can help Ezreal spam his skill like crazy. Also can sustain you all day. Soraka is the best babysitter support in my opinion.

: More heavy CC to help where Ezreal lacks. Has no true heal other than ult. But she can set up kills and sheld you from damage.

Other Good Support

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AD Ezreal:
Arcane Shift towards enemy -> Auto attack -> Follow with Mystic Shot -> Auto Attack -> Essence Flux -> Auto Attack -> Mystic Shot -> Aracane Shift -> Auto Attack
If they ever start to get away with low health, use Trueshot Barrage to finish.

AP Ezreal
Aracane Shift -> Auto Attack -> Essence Flux -> Auto Attack -> Auto Attack -> Mystic Shot -> Auto Attack -> Essence Flux
If they ever start to get away with low health, use Trueshot Barrage to finish.

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This was my guide to playing Ezreal. It's my second guide ever on MOBAfire, and probably my best of the two. I would like to thank you for reading, or even consider reading this. If you enjoyed or found it helpful, feel free to upvote. If you have any criticism, tips or notice any mistakes, feel free to comment on it as no one is perfect. Feel free to PM me if you have any questions, or add me in game or the NA servers (Syther Blade).


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Change Log

8/20/12: Changed Item Order
8/22/12: Added Nunu to supports
8/24/12: Fixed coding and spelling errors around the guide. Fixed that my skill sequence was wrong for AP Ezreal.