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Ezreal Build Guide by EzMisa

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League of Legends Build Guide Author EzMisa

The hybrid Ezreal

EzMisa Last updated on December 2, 2011
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ADC Role
Ranked #3 in
ADC Role
Win 53%
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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: 0

Strength of Spirit

Utility: 9

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Hey all! As you can see, this is my Ezreal guide, the one champion I just cannot stop playing. As soon as i saw this champ in action for the first time I loved him. There is just something about being a full skill-shot champion that makes playing him so damn satisfying!

I play Ezreal as an hybrid-carry most of the time (unless I'm bored for a bit), taking mid lane. I rarely loose my lane, since my long range poke is so annoying and constant they either just have to go back all the time, get zoned hardcore, or just plain feed me.
I hope this guide will help all of you aspiring Ezreal players!

This is a work in progress (obviously).


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Its All skill!

When Ezzy says, "It's all skill" he's not kidding. Having, in my opinion, the hardest learning curve in League of Legends, Ezzy spits in the face of conventional playstyles. And unlike heroes with unique mechanics (Mordakaiser and soon Shen), Ezzy has NO room for error. Being one of the squishiest champions, if you get focused you are almost guaranteed to be done for. Obviously his blink and "shoot anywhere" skills support a more ranged playstyle. When you throw his considerable nuke from Arcane Shift into the fray, players need to balance between agression and self preservation - more so than most champions.

However, despite all of these possibilities, there's very little information going around about strategies, builds, and synergies in regular and high-ELO play. While I would hardly consider myself an expert at Ezreal, or LoL for that matter, I'm hoping that we can all pool knowledge together to benefit skill shotters everywhere.

So, all of these points raise a few key questions. First, how do you build your Ezreal? Second, what playstyle does your build support? And finally, why do you feel this is the superior way to build/play Ezzy?

Bear in mind that when concerning build, we're not asking for your start-to-finish item and spell guide. This isn't league craft. We want a clear and concise idea of what you have to provide.

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Pros / Cons

-Insane burst
-Every skill does high damage.
-Very fun to play
-Great escape artist due to double flash
-Low cooldown poking

Needs skill (quite a lot)
REALLY needs to pay attention to earlygame (pre-lichbane) lasthitting

All in all, Ezreal makes for an awesome ap burster, doing so with very low cooldowns and at great range. If played correctly, enemies will never even see you/get close to you while you are harrassing/nuking them down until it is too late.

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Early, mid and end game

Early Game

Make sure to harass with mystic shot by always aiming it at enemy champions. Only use it on minions when you have just used your ult once you reach level 6 and still its better to use on the champions for conservation of mana. Use your essence flux to be able to harass from behind your own minions and while they are behind theirs. Also you can arcane shift to the side to set up a mystic shot but only do so if you think it will be the killing blow. Also never charge in unless you have the opponent near death otherwise you will get killed very easily.

Mid game
Make sure to communicate with your team mates about who is low on the map so you can try and use your ult to kill them and buff up with that majis. Ganking people also becomes very useful because when they start to try and run behind their turret you can pop ghost chase them down get the kill and still run away by arcane shifting out of range of the turret.

End game
Work with your team don't be alone cause you can easily be ganked. Try to get the killing blow with mystic shot until you have 20 stacks of mijis which at that point just make sure the enemy dies. If you manage to get all of your items just sit behind your team mates and blow up the enemy team. You can simply essence flux regular attack, arcane shift mustic shot, regular attack then ult if need be.

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Team Fights

Ezreal shines in team fights for four main reasons.

One, his poke is fantastic. He can wither down the enemy team's hp by himself if he wanted to. With his kiting abilities he can stay relatively safe while laying waste on his opponents.

Two, his buffs are fantastic. Having other attack speed champions like Udyr, Nocturne, or Master Yi buffed by Ezreal's Essence Flux (W) will give them a huge steroid. 40% attack speed buff isn't something to be scoffed at. You're dangerous, yes, but now so are your teammates.

Three, his initiate is fantastic. Hitting the enemy champions to with Trueshot Barrage (R) not only puts your team at a serious advantage but it gives you a huge attack speed steroid as long as you didn't miss.

Four, Ezreal's ability to position himself with blink is critical over other carries. While

Tristana and Caitlyn both have movement skills too, they have a delay whereas Ezreal's is almost instant. Getting where he needs to be to lay the most damage on the enemy team's squishies safely is the strongest aspect of Ezreal in teamfights. That said, if you can't reach their squishies, attack whoever you can. Don't waste your damage on air, you can spend it melting the tank instead.

Start off fights with your ultimate and either blink in to deal damage or blink out to find a better spot to jump in. Alternatively, position yourself against walls to blink over when the situation gets dangerous. Ezreal's hard to catch, play off that as much as you can. You should never be off cooldown on your skills during fights, make sure you're spamming. Q nuke damage and W attack speed debuff are both very powerful and highly critical in winning fights.

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Passive: Rising Spell Force

(Innate): Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 6 seconds, this effect stacks up to 5 times.

A very good passive. Raising this before fights acts as a steroid, granting you killing power so spam your skills when a fight is eminent and keep the stacks high. Using Trueshot Barrage (R) can get this up to 5 stacks really quick. You can also stack this while pushing turrets on enemy minions arriving to the lane by spamming Mystic Shot (Q) or by using Essence Flux (W) on friendly champions.

(Active): Ezreal fires a bolt of energy in a line that will deal physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreal's cooldowns will be reduced by 1 second.

Range: 1100
Cost: 30/35/40/45/50 mana
Cooldown: 6/5.5/5/4.5/4 seconds
Physical Damage: 35/55/75/95/115 (+1.0 per attack damage)(+0.2 per ability power)

The bread and butter for all attack damage Ezreals. It has one of the highest damage outputs early game and can be very devastating for your lane opponent if you consistently land them. Extremely strong poke for sieges at turrets and great kiting opportunity against your opponents (hitting opponents with Q while running reduces the cooldown on your blink even further), it is the strongest tool Ezreal has. It can even proc Wriggles so taking Dragon and Baron are quick. Landing these consistently takes practice but once you get a feel for it you can devastate opponents from afar. Please note that the range indicator that appears when you select Mystic shot is a little bit longer than Mystic Shot's actual range. Although it's an insignificantly small distance and issue, make sure you're close enough to be hitting successfully.

(Active): Ezreal fires a wave of energy in a line. Any enemy champions it passes through are dealt magic damage and have their attack speed slowed for 5 seconds, while any allied champions it travels through have their attack speed increased for 5 seconds.

Range: 900
Cost: 60/70/80/90/100 mana
Cooldown: 9 seconds
Magic Damage: 80/130/180/230/280 (+0.7 per ability power)
Attack Speed Buff/Debuff: 20/25/30/35/40 %

As attack damage Ezreal this won't serve you much good until late game when debuffing the attack speed of your opponents can put you on top in the fight. A 40% attack damage debuff is VERY strong and can cripple enemy carries significantly. You level Arcane Shift over this only to decrease the cooldown on the blink. In other aspects, this is a stronger skill. Don't forget to use it in fights or on teammates while pushing/Dragon/Baron

(Active): Ezreal instantly teleports to a nearby target location and fires a homing arrow at the nearest enemy unit, dealing magic damage to it.

Teleport Range: 475
Arrow Range: 750
Cost: 90 mana
Cooldown: 19/17/15/13/11 seconds
Magic Damage: 75/125/175/225/275 (+0.75 per ability power)

Ezreal's spammable blink, the reason why his kiting abilities are so strong. Not only are there very few walls you can't blink over with it but it also does magic damage that can even target invisible units. Furthermore, it readies your autoattack with a sheen proc making the damage output you're about to unload insanely high. Use it to escape or to initiate, just be weary of it's cooldown. It's spammable but not as much as his Q. Use Mystic Shot (Q) to reduce the cooldown while running or chasing to get this spell back up as soon as possible.

Please refer to the "Tips and Tricks" section a few scrolls down to view a map illustrating all the walls Ezreal can blink over. Blinking over the right walls can either ensure your getaway or enable you to cut corners, catching up to whoever you're chasing.

(Active): Ezreal channels for 1 second to fire a powerful broad energy missile that will travel in a line by the whole map and will deal magic damage to each enemy unit they pass through. It will deal 8% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.

Range: Global
Cost: 150 mana
Cooldown: 80 seconds
Magic Damage: 350/500/650 (+1.0 per bonus attack damage)(+0.9 per ability power)

The biggest reason to play Ezreal is due to this spell. With its global range and high damage you can kill fleeing foes, initiate a fight on multiple enemies (which stacks your passive with every unit it goes through), run into a bush and use it on a chasing foe for a surprising amount of burst that could very well kill your attacker, etc. Hitting all your enemies with this spell early on can put your team at a great advantage. Plus, spam your Q enough and the cooldown will be much, much lower than 80 sec.

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Why Clairvoyance And Flash?

So yeah why Clairvoiance?
This is why:

    * It makes it easyer to get kills with your ulti
    * Its always good to have clairvoiacne on a team, specialy when you go a jungler and a ****er jungler like Trundle and Udyr.
    * Can find our when SS or Re, if theyr ganking you can easly see it.
    * It makes it easer to follow all of the enemy at the same time.
    * Easy to chack baron etc instent for Vard if not.

So yeah, this is why i choose CalairVoiance .. But that dosn't mean that it will feat you.

So why do i use Flash then?

Dubble flash ofc? XD.... No i'm just kidding. Yeah ofc its about the dubble flash aswell, this makes it easyer to flash in and out of team fights etc if loosing or stealing baron, flash in and use W out, this works perfect for me aswell with my clairvoiance.
But still it dosnt mean that it will feat you aswell like it does to me, but anyway, this is why I Choose em.

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Other Summoner Spells


Other good choices-

- Extra mobility is always good to cath up with people who are faster then you.

- I rarely take this simply because i prefer to grab a QSS, but if you are going against a high CC team with Malzahar and WW, i recommend this summoner spell.

-Teleport simply adds to ezreals already amazing mobility and even if they start running the second they see that you are teleporting, you can still catch up with rylais and "E"

- Exhaust? On an AP carry? Yes. Exhaust in my opinion is very broken at the moment. It reduces the targets damage by a ridiculous amount and can render and AD carry useless for a brief period of time. Since you are such a good anti-carry this spell is still a great choice and shouldnt be limited to AD ezreal only.

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How to farm and harass


This is pretty much standard knowledge for any summoner. Last hit but only go crazy killing minions when the enemy is pushing. And by crazy, autoattack those with full health and try to switch attention to the ones with low health so you can secure the kill and gold. Otherwise, just focus on last hitting and harassing the enemy. You have the option of last hitting in safety using Mystic Shot. This, however, should only be used when you're last hitting one minion and another is about to die. Autoattack then fire a quick Mystic Shot to claim both kills. This works especially well when you get Mystic Shot to rank 3 and leave it there PLUS getting an early Sheen.

The real trouble with AP Ezreal is that he can't farm quickly without his Trueshot Barrage. However, keep in mind that during laning phase, this isn't really the issue as you should not be pushing too hard and focusing on harass/last hit. Mid/lategame, however, you should have a decent amount of cooldown reduction(CDR) from any source (runes, masteries, blue buff, item) so your ultimate should be up most of the time. Consider saving your Trueshot Barrage when a tower is getting pushed hard. Otherwise, visit each lane individually and farm using Mystic Shot, Arcane Shift, and autoattacking.

There is something you should consider. Ezreal's ultimate has a special function - while champs like Yi can push lanes by going to each, Ezreal can push lanes from his base, without actually attending the push in person. This is very effective with a CDR build, as you can constantly pressure the lanes to divide their attentions and potentially weaken their numbers for an eventual teamfight. This is not always the case, though. You can simply save your ultimate when an enemy gets away with low health for an easy kill, or for teamfights to shift the team health advantage to yours.


Harassing is a finer art, however. You have a choice on how you want to harass. If you rank Mystic Shot up to three first, you have the option of being able to harass the enemy gradually and then swoop in for the kill. All for cheap mana costs, of course! The downside is Mystic Shot will hit minions if you aim improperly.

However, you'll simply hit harder with Essence Flux if you bring AP/MRpen runes to the table AND hit the enemy through his minions. But, while you can hit the other guy much harder, you will definitely lose damage over time if you miss sometimes. So, here's a few tips on harassing...

    *The other guy isn't gonna sit around and take your harass. Most people will try to harass you back. But most people has less range than Ezreal. Even Caitlyn is manageable if you position yourself out of range and swoop in with Mystic Shot and/or Essence Flux when she fires her Piltover Peacemaker (Q) or tries to last hit. Firstly, there are signs that the guy will try to damage you. This is often indicated by moving towards you, or closing the gap by subtle back and forth movements. Either way, anticipate his movements and fire a spell. Ezreal can instantly fire a spell while running, so ALWAYS run back while firing something when the enemy is getting closer to harass you.

    *Study the enemy movement. Most people are just randomly pacing back and forth, and move in a certain direction when they think they will get hit. Test your observations with Mystic Shot first, if you will use Essence Flux later. For example, an enemy Malzahar has a pattern of going up-left when I fire a Mystic Shot. After a couple more shots, I can start taking advantage of him by making it obvious I will fire at him, making him move as predicted, and then proceed to fire exactly where he would go. More Essence Flux's landed, I've forced the enemy Malzahar back to his turret or base.

    *It's a very neat trick to imagine a block between you and the enemy. If the block gets smaller, he's too close. If the block's too big, you're too far away to do effective harass. Stay within optimal range (around 1k~1.3k, about the range of a Mystic Shot). Most people will not be able to touch you, but you can do quite the reverse.

    *Gap closers are harder to lane against, but not impossible to do so. You can time your Arcane Shift to blink out of safety and damage the harasser. Then, fire Mystic Shot/Essence Flux to reverse the harassment to your advantage. Keep in mind, though, that gap closers use mana (with the exception of some champs) so if the enemy is using gap closers to try and harass you, you're doing your job well. Getting an early red buff works great with kiting enemies with Mystic Shot, while also being effectively an enemy's shadow while he attempts to retreat.

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The best way to play

One of the fun parts about playing a champ like Ezreal is his ability to go in various lanes due to his skillset. Usually, as any other ranged attack damage champion, Ezreal's home is bot lane with a support champ backing him up. However, he can play comfortably in other lanes as well, provided you alter your playstyle and builds accordingly.

Mid Lane

Why/How: Ezreal's an extremely strong duelist with high nuke damage, atypical for most ranged attack damage carries.

Where most ability power carries lack is their early game strength; their skills scale significantly with level and ability power but start off relatively weak (in general). The key to winning mid lane is to hit early and to hit hard. Even landing one or two Mystic Shots (Q) enables you to pressure your opponent and possibly even zone him. Dominate your lane early and you're sure to dominate the rest of the game due to solo lane exp. Plus, their ability power carry is gimped, a huge plus for someone squishy as yourself.

The biggest problem is mid-lane ganks being dangerous for someone as squishy as Ezreal, even with blink if pushed too far. Also, champions with stun-lock combos like Brand can damage you fairly significantly if they catch you. You need to harass them before they reach this point to stay on top.

Top Lane

Why/How: Most top lane champions thrive due to their sustain and utility, not their bulkiness. They're relatively squishy at level one and their sustain is weak until leveled up.

What does this mean for Ezreal? It means you still nuke and you still nuke hard. Just like mid lane, utilize your early game dominance to keep the top laner's health low and get an early gank. Dominate early, stay on top the rest of the game. The benefit is the same as mid with the solo lane experience and a gimped key adversary.

The hard part about top lane is when they do reach that state of sustain. If you're unable to shut them down they'll be open to free farm as much as they want, leaving them extremely strong mid-late game. Plus there are a few champions that hard-counter Ezreal such as Talon who's habitat is top lane.


Why/How: Mystic Shot can proc on hit effects including Madred's. Ezreal's passive also gives him a significant attack speed boost to take down creeps. Blink also ensures safety in case of invasions.

Jungle Ezreal, while unconventional, isn't the most viable way to play Ezreal but it is definitely possible. The biggest point being that Ezreal has a gap closer, something some typical junglers don't. Further, Ezreal has great Dragon control as is so sticking him in jungle makes it that much harder for your enemies to take it. Ganks are powerful but the lack of CC may enable the enemy to get away, so try ganking with Red Buff. Blue Buff is essential as well, it's important to get your Razor (and even your Wriggle's) as soon as possible, preferably your first back after blue buff runs out.

Downsides is your clear time isn't the best, ganking isn't reliable although the burst isn't something to ignore, and unless you successfully make some ganks you'll end up weak since Ezreal's an item-dependent champion.

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Tips and Tricks


Yellow = Regular/popular spots for blinking over walls.
Blue = Blinking towards/away from turrets. Helpful for diving/escaping from turret aggro.
Red = Crazy spots that blink you further than your max range. Guaranteed escapes.

This is the reason why Ezreal's ability to kite is phenomenal. Notice how you can jump virtually anywhere. Compared to Nidalee leap or the new flash, you can get away from enemies if you find a good wall to blink over and escape.

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Thanks for reading my build!

Thanks for reading my build, hope that you got somthing out of it..

Thanks again, i will read all the comments and answer your questions..