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Ezreal Build Guide by ReaperGaming

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League of Legends Build Guide Author ReaperGaming

Who Needs A Map? A True Display Of Skill. [S3] ADC

ReaperGaming Last updated on March 14, 2013
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Team 1

LeagueSpy Logo
ADC Role
Ranked #3 in
ADC Role
Win 53%
Get More Stats

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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About The Author

Hello! My name is Reaper. I'm the captain and primary AD Carry for the new team called, "Lateralus Gaming". We play League of Legends primarily, but also play Starcraft 2 and Dota 2. I'm an older player (Been playing LoL for around 2 years now) and have been playing MOBAs/ARTs for the past 8-10 years starting with Warcraft III Dota by Icefrog.

I stream constantly on


Here's the link to my stream

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Pros / Cons


Great Burst
Escape Mechinisim
Cross-Map Ult
Good Zoning Ability
Good Farming Abilities


Not The Hardest Carry
Requires High Skill Cap
No CC (Crowd - Control [Stuns and snares])

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Rising Spell Force

INNATE: Hitting a target with any of Ezreal's abilities increases his own attack speed by 10%. This effect lasts for 5 seconds and stacks up to 5 times.

Mystic Shot

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.

PHYSICAL DAMAGE: 35 / 55 / 75 / 95 / 115 (+ 100% AD) (+ 20% AP)

Essence Flux

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

MAGIC DAMAGE: 70 / 115 / 160 / 205 / 250 (+ 80% AP)
ATTACK SPEED BONUS: 20% / 25% / 30% / 35% / 40%

Arcane Shift

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

MAGIC DAMAGE: 75 / 125 / 175 / 225 / 275 (+ 75% AP)

Trueshot Barrage

ACTIVE: Ezreal charges 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 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.

MAGIC DAMAGE: 350 / 500 / 650 (+ 100% Bonus AD) (+ 90% AP)
MINIMUM MAGIC DAMAGE: 105 / 150 / 195 (+ 30% Bonus AD) (+ 27% AP)

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Summoner Spells

More Safe / Defensive Spells

Some people don't take flash on Ezreal because he basically already has one with his Arcane Shift. Personally, I find flash extremely useful as I can cover more distance faster with it, or use it in desperation when all my CDs are up.

As for Barrier; I started to just recently use Barrier as it gives you a decent shield with a pretty low cool down (For summoner spells) that can come in handy at the right time. It's always available to use even while CC'd or in the middle of a team fight, and it's also good for duels if you need that little extra life.

Other Summoner Spells You Can Use Over Barrier

Ignite comes in handy for many reasons. Things like securing a kill after a dive, stopping sustain on an enemy, extra AD/AP with ignite mastery is also kind of handy in the early game.

Cleanse is good for everyone if the enemy has a lot of CC on their team. Though it isn't as necessary because Ezreal already has a great escape.

Though I wouldn't recommend it, I could see Clarity being useful if you're using a lot of your mana to harass.

Your support should already have Exhaust.

Meh. Teleport gives you good map control and more gank potential, but I'd still prefer the other summoners over this.

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I prefer these runes normally always for any of my AD Carries. It gives me a good early game advantage over the enemy AD Carry with the bonus Armor and the extra Attack Damage to boost.

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My Preferred Mastery Page:

You can always change around masteries depending on your play style as well.

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Starting Items

Get this if you're more experienced with Ezreal and you have the proper laning conditions. (i.e Sustain lane, want the extra damage)

This is a good starting set of items to get if you need a bit of sustainability with decent movement. You should start off with this if you're not as experienced with Ezreal or if you don't trust your support well enough.

Transitioning Throughout Laning Phase Through Mid Game

You'll want to pick these up sooner rather than later.

Depending on your situation, you could pick up either one next.

Get The BloodThirster if you're doing decent. It helps a lot for dueling, gives you great sustain, and the passive stacks gives you a lot of extra damage for your hits.

If you're completely crushing your laning opponent (by crushing, I mean up 25+ CS along with a few kills) you can opt. for this bad boy. It gives you a great amount of damage early on for Ezreal's epic burst of spells.

After you get your first item (depending on your situation) it's always best to get Phantom Dancer right after. This will give you that necessary attack speed, Crit chance, and the movement speed is nice to have too.

Right after you get your phantom dancer, start building the item that you didn't get earlier. (i.e if I got Bloodthirster, I'd start building Infinity Edge.)

Late Game

The Perfect Build:
You can swap out Iceborn Gauntlet with other items depending on your situation. If you're trying to max out damage, you could build Mercurial Scimitar or Trinity Force. If you need something more defensive, you can build things like Guardian Angel, Frozen Mallet, and of course, Iceborn Gauntlet.

Other Viable Items

Ruined King is being used more and more often. It gives some pretty shotty AD with decent attack speed along with an amazing passive and an even cooler active. It will keep you alive in most fights, while also dishing out a lot of damage.

Statikk Shiv is really good in the mid game and not so much the late game. If you do pick this up, it syncs extremely well with Infinity Edge by being able to crit, doing a lot of team fight damage or clearing waves. You'll want to sell this item later on though, as Phantom Dancer gives better stats over-all.

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People Ezreal Likes to Lane With:

Most Preferred

Sona: Sona's good because of the constant harass and she's really strong all throughout the game.

Soraka: Ezreal's very mana dependent, and Soraka can handle that pretty well.

Leona: Leona provides really good CC to make up for Ezreal's lack of CC. Able to secure many kills.

Taric: Again the matter of CC + Taric has great sustain and thanks to his new passive he can deal pretty decent damage and even on top of that he gives Ezreal more survivability while decreasing the enemy's armor for Ez. to do more damage.

Blitzcrank: His pulls + silence provide Ezreal enough time to unload his abilities onto his unsuspecting enemy's face.

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Counters To Ezreal

Difficulty To Lane Against: 9.5/10
Graves is probably the biggest counter to Ezreal. He has massive burst to destroy Ezreal's squishy health, along with Grave's passive that gives him bonus armor. On top of that, his dash is a good way to catch up to your Arcane Shift. STAY AWAY FROM GRAVES.

Other Strong Counters:

Difficulty To Lane Against: 7/10
He hits pretty hard. With constant harass and his range, it makes it hard for Ezreal to do much without a good support behind his back.

Difficulty To Lane Against: 8/10
She hits hard and fast and on top of that her range is insane. If she's a good cait, she'll take advantage of this and zone Ezreal out of most of his farm. You really can't do much until about level 6-8.

Miss Fortune
Difficulty To Lane Against: 6/10
She's really just annoying. She can hide behind her minions while using Double Up and Make It Rain to harass. While you're trying to land a few decent Mystic Shots, she's just strutin' around dodging everything.

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Laning Tactics / Farming

How To Zone With Ezreal

Ezreal is great at zoning the enemy. This means he can keep his laning opponent away from farm while getting it himself. This is a more aggressive style of play, so be careful of ganks.

Start by making sure your support has bush control, and you have vision of both the enemies at once. Use Mystic Shot (Your Q) on the enemy ADC when you see some of your own minions getting low. (Keeping an eye on not only the enemy minions can really help you out in the long run. You'll be able to see which one's they're going for, and if they're going to use a skill shot, you can dodge easily.) Keep up the harass and start herding them t'words their tower, while still last hitting and keeping pressure with Mystic Shots. DO NOT USE YOUR ARCANE SHIFT (E) TO INITIATE! Arcane Shift is a really good escape with a lengthy cooldown at lower levels. It's best to harass with Mystic Shots and Essence Flux. If you've been doing it right, you should be about 10+ minions ahead of your opponent at all times throughout laning phase.

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Ezreal is an AD Carry that can preform a multitude of tasks. He has excellent burst damage that can wreck an opposing enemy ADC or can poke his enemies into submission and zone his lane for optimal farm. His end-game is pretty strong (not as strong as other ADCs in comparison) and his ult is extremely handy at clearing minion waves and team fight damage, or used for a quick burst in a duel.

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Thanks For Reading!

It means so much that you guys read this guide. I'd love to hear feedback from as many of you as I can. This is only my second guide and I feel as though I've improved tremendously since my last attempt. Again thank you for taking time out of your day to read this. :)

If you have any questions you can email me:

Or you can contact me through Twitter