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Build Guide by Ezreality
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*NOTE - The Item Build Portion of this text guide has become outdated. I will update shortly, for now please refer to the mobafire guide above
(1) Ezreal lacks any kind of natural CC.
(2) Most of Ezreal's damage comes from his Mystic Shot spell, besides auto attacks.
(3) His damage output is reliant on the player's accuracy with Mystic Shot as well as having a clear path to the target. Which means his damage output can vary greatly depending on the situation, such as in messy team fights where he is unable to focus fire. However, given ideal circumstances, AD Ezreal has among the highest raw DPS output coupled with the ability to kite effectively.
Rising Spell Force
Excellent passive that meshes extremely well with AD Ezreal. You can basically get up to +75% attack speed (the equivalent value of approximately 2000 gold) at any time, which is incredible for a passive! The passive stack is incremented and the timer renewed every time you hit anything with any of Ezreal's skills, ensuring ease in maintaining stacks of it.
The foundation and core of AD Ezreal because of how good it is. As such, beefing up Mystic Shot is key to being successful. Doubtful? Then let's analyze why it's so good:
-At max level with max cooldown, this skill has a cooldown of approximatly 1.4 seconds if you hit something!
-Its damage is incredibly potent, starting at approximatly 100 damage at level 1 and up to around 600 damage mid to late game.
-It has around 1100 range, meaning it out-ranges all other non-skill shot single target spells in the game! And its projectile speed is very fast, as well
-Its extremely low mana cost allows you to spam it indefinitely all game long
-It procs on-hit effects like sheen, life-steal and slows, but not crits.
-As if that's not enough, this spell also reduces the cooldown of all 4 of Ezreal's skills (including Mystic Shot) by 1 second every time you hit something
What does all this mean? It means using a single spell AD Ezreal is capable of spamming 600 damage per shot every 1.4 seconds with 1100 range! Extremely effective for sniping targets during tower sieges or before team fights begin.
Important: Mystic Shot deals physical damage
Before, it was an overpowered aoe heal + aoe damage + aoe attack speed buff on teammates + aoe attack speed de-buff on enemies all packed into a single spell with relatively low cooldown. But now its just a shadow of its past with everything heavily nerfed except for its aoe damage component. In other words, this spell is no longer as good as it used to be, and should therefore be neglected on AD Ezreal.
A blink (600 range) with an added damage component that strikes the nearest target within 700 range of your landing point (which means this spell has a strike range of 1300!)
This is Ezreal's survival and semi-initiation spell. With it you can blink out of reach of the enemy's spellcasters in team fights or hop over walls to escape a chase. For initiation purposes, this spell allows you to get in range to dish out some damage. Its cooldown is reduced by 2 seconds for every level, which is very useful.
Keep in mind that blinking while a homing projectile is heading towards you will not prevent the damage, unlike flash.
Ezreal fires bolt with global range that damages anything it passes through. Excellent ultimate with many many uses. Never be afraid to use your ultimate unless a team fight is imminent. The cooldown is low and is further reduced every time you use mystic shot. As such, you should be spamming mystic shot on anything you can hit whenever your ultimate is on cooldown.
Standard Ranged carry spells. Helps get positions and flash out if your blink is on cool down.
Works well as you have a free blink anyway.
The new exhaust Is very good as a dmg reducer against a 1v1 mid and rendering a target almost useless in a team fight, as you have no cc it's good as a slow to chase and a slow to escape. make sure you put a point in masteries if you plan to use it.
This mastery tree is a 21/0/9 mastery tree which attempts to maximize:
cool downs reduction
and base and magic damage
in the offensive tree while grabbing a couple points in Utility for:
and increased buffs
/Dorans Blade If you choose vampiric scepter, during your first couple of levels you should be playing passive. Unless your enemy has a brain the size of a pea than he will exploit your weakness (Your damn squishyness at low levels!) If you choose the blade you will be a bit behind in rushing the wriggles lantern but will be very strong out of the gate. Extra health damage and 3% life steal mean you can trade blows wit the best of em.
These two starting items will give you excellent lane staying power for your early levels and replenish health every time you hit a minion. Low on health? Q a couple minions! Not enough mana? Remember to last hit and mostly auto attack at this point.
As if this wasn't great enough this item conveniently also builds into our next amazing item Wriggle's lantern!
At 1.1k or 1.45k (boots) Gold pick up..
Okay, so here's the deal. After you have about 1.1k gold.. If your opponent goes back for any reason you should match him and also return to base. Pick this item up immediately! You now have a 1/5 chance of instantly killing enemy minions. This makes you a minion killing beast! But wait... It gets better. That 500 damage you deal to instantly kill the minion... It gets returned to you via life steal.. This means that for every 5 hits on minions, your life steal will be returning
approximately 62.3 health (depending on if the minion is at full health) back to you based on the 14% life steal you know have. This means that if you insta-kill a minion at-least once every five seconds you are now regaining about 747 health every minute just from the passive ability of this item alone. Not to mention the beautiful active this item has. Placing a 3 minute ward on the field will help prevent those nasty ganks and save you 150g. In addition this item will allow you to jungle with ease on downtime while running through jungle. This means you can easily snag red or blue while the enemy is porting back to base to heal. Being buffed throughout the game as a ranged carry or caster is essential and also made possible to you with Wriggles.
If you have the extra 350g from when you went back to get Wriggle's than also pick up these. Movement speed is always good and should be an early game item.
At 1565 Gold pick up..
/ [/color] This is important because your characters speed is very key, getting in an out of fights effectively is crucial and attack speed will ensure that you are life stealing and hitting hard at all times. . This item is always situational however and can be substituted for Mercury Treads for those CC or Magic heavy lanes on rarer occasions.
Although this item is under ability power it will give us a bit of mana and increase our base damage by 80% when we use our Q. This can only be applied once every 3 seconds. So poke intelligently. It will keep your Q hitting hard.
At 2.810k Gold pick up..
Trinity Force is an all around balanced item that complements everything Ezreal needs. It gives a whole bunch of interesting bonuses including attack speed, attack damage, ability power, critical strike chance, health, mana, and movement speed. The most interesting thing though is this items passive. More chances to slow enemies with auto-attack and an increase in base attack damage by 130%. That's huge!
From Here items are flexible. Choose whatever fits your needs and try and build to counter your opponents. Might I suggest a Madred's Bloodrazor for those tank Heavy Games, and The Black Cleaver to lower your opponents armor. Bloodthirster for Attack Damage and life-steal. Possibly Infinity for very late game. Items are limitless.. Up to you.. :D