Ezreal Build Guide

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Ezreal? More like Real EZ. (AD Build) ~Updated 12/18/10 (Ezreal buffs and LW)

written by Pieceofcandy

Ezreal Build

Table of Contents

  • New Patch Updates!

    * Base damage increased to 47.6 from 45
    * Damage per level increased to 3 from 2.6
    * Base attack speed increased to 0.665 from 0.658

    Last Whisper

    * Combine path changed: now requires Pickaxe and Long Sword, instead of Recurve Bow and Long Sword
    * Upgrade cost increased to 700 from 500
    * Now provides +40 Attack Damage and 40% Armor Penetration


    Decent buffs, the base damage buffs increases the damage of Sheen and Trinity Force so that will help.

    Will probbably be adding LW into the build somewhere it's pretty damn good for Ezreal now that you don't burn 1k~ gold on attack speed that you don't really need.

  • Introduction

    Hello, my name is Pieceofcandy and this is my Guide to Ezreal. This will be a guide to AD Ezreal. AD is a viable item build on Ezreal due to his spammable nuke and powerful passive synergyze fairly well with attack damage.

    I was also just kidding about the guide name, he isn't really easy at all.

    I just thought it was clever.

    Feel free to leave comments or questions.

    Also, please don't forget to rate the guide!

  • Live Stream/Youtube


    Stream is now Inactive, but there are archived games that you can watch and pick up tips see AD game play.

    I also have a youtube channel that I periodically update


  • Recent Guide Changes

    Optional Starter build added.

  • Archived Guide Changes

    -Updated to new patch

  • Abilities

    Rising Spell Force
    Useful passive, you really start to notice it mid-late game where you can really start to spam your spells.

    Mystic Shot
    Your basic and most important spell, used for harassing, last hitting, and ganking. Whenever Trueshot Barrage is on cooldown you should be using this as often as possible.

    Essence Flux
    Support Spell, as this is a more Physical build I use this mostly to support friendly Champions. This spell is great for using on teammates when trying to burn down a tower, as it ups your attack speed as well as theirs.

    You can also use it as an extra source of damage or to slow enemy Champions' attack speed before/during a team fight, but I feel that an ally attack speed boost is far more beneficial. You should try to hit everyone you can with it.

    Arcane Shift
    Built in Flash, at least have 1 level of it to use to escape/chase.

    Recklessly using this ability to "dps" or to "line up shots" will often get you killed.

    I tend to only use it when going to secure a kill as it usually places you in a really bad position should the tables turn.

    Trueshot Barrage
    Works like Ashe's ECA but penetrates. Varied uses, your aim and enemy movement prediction make or break this spell.

  • Masteries + Runes

    If you do plan to main Ezreal, then I cannot stress how important armor pen runes are. Red slots should be filled with Armor Pen, Quints too if you can afford it. The more you have and the higher quality they are, the better.

    Update:My runes have been modified there are now 2 choices for your runes you can decide which is better for you and your play style.

    Please see "Armor Penetration & You" section for further details/discussion.

    My Rune Book looks like this...

    Ezreal - Page 1

    Page 1 is geared towards the normal build, due to the abundance of mana items blue slots are dedicated to CDR getting you as close to the cap as possible while still allowing for decent damage.

    Red - Armor Penetration Greater Mark of Desolation
    Yellow - Mana Per 5 (Per level) Greater Seal of Clarity
    Blue - Cooldown Reduction (Flat) Greater Glyph of Focus

    Black (Quint) - Flat HP/Armor Penetration Greater Quintessence of Fortitude/ Greater Quintessence of Desolation
    You can play around with Quints, I've swapped from full Armor Penetration for Flat HP Quints and the difference is noticeable, but they're only for early game while the Armor Pen will last you for the rest of the match. It's your call on what you feel is more important.

    Ezreal - Page 2

    Page 2 is geared towards the "hard carry" build, here we give up the CDR for added mana Regen, since with this build you rush damage items and have no time/gold for Mana Regen. The added Regen runes will give you almost all the Mana Regen you need for the game as long as you're not recklessly burning through it.

    Red - Armor Penetration Greater Mark of Desolation
    Yellow - Mana Per 5 (Per level) Greater Seal of Clarity
    Blue - Mana Per 5 (Per Level) Greater Glyph of Clarity

    Black (Quint) - Flat HP/Armor Pen Greater Quintessence of Fortitude/ Greater Quintessence of Desolation

    Again, Quints are you choice Flat HP gives you a solid base HP pool to work with early game so you can trade blows with the enemy and usually come out ahead.

    Per level vs Flat
    A frequently asked question is "Why do you get Per level instead of Flat?"

    Well, for Mana per 5 runes, per level surpasses Flats by level 5, making it a pretty obvious choice.

    As for CDR, I used to use per level before and they're still a viable choice, but Ezreal's CD's are longer early game so I gave Flat's a try and they've been working pretty good as well.

    Flats are also more expensive than the per level ones (IP wise) because they do give you a bit of an edge early game. If you already have per levels don't worry they're not "worse" than Flats as they improve when you hit late game rather than cap out like Flats do.

    As for your mastery trees I usually go with the standard build of 9/0/21, but you're free to use your own.

    External Image


    Picking up the passive CDR and 15% MR pen in the offense tree keeps your AP abilities from falling behind since you're not stacking AP.


    I grab both talents that buff my usual choice of summoner spells Teleport/ Clairvoyance). I skip "good hands" as you shouldn't want to be dead often enough for it to be worth the points you invested and also pass on "expanded mind" due to AD Ezreal not needing a large mana pool.

    "Insight" and "Blink of an Eye" are skipped due to me not using the equivalent summoner spells, but if they are part of your usual load out feel free to take them.

    "Greed" is skipped due to the low amount of gold return it provides.

    1 Gold per 10 seconds
    6 Gold per Minute
    45 Minute game = 270 Gold

  • Summoner's Rift

    This is what you're here for. Right? A quick build is featured below if you don't really want to read why I get items.

    Big thanks to Static Shock for getting me to re-think my build! Couldn't have done it w/o you!

    The new build removes the second Brutalizer in favor of the Black Cleaver. The reasoning behind this change was to add more damage late game as well as continue to boost our focus on Armor Reduction/Penetration.

    The change did come with a cost, we lost 8% CDR as with the old build. I feel that the damage that you gain is worth the loss in CDR, plus it can be easily remedied by taking blue buff, which won't take much time at all late game.

    Optional Starter build and explanation added below.

    Optional Starter Build

    This optional starter strat was popularized by the player Voyboy, the focus is to capitalize on Ezreal's peak Mid game. Build and explanation is found below.

    The build involves rushing an early Wriggle's Lantern this item allows you to take Golem and Lizard at high speeds while also being able to kill them and end the fight at same/higher amount of HP.

    You can choose to start with either a...

    Doran's Blade

    or rush the item with a...

    Vampiric Scepter

    I highly recommend running Flat HP Quints if you plan to start with the Vamp Scepter, as you'll be fairly squishy without some sort of HP item. Doran's Blade is very cost effective so don't let it deter you from starting with it.

    After completing your Lantern you can slide into your normal Ezreal build, usually following up with a Sheen. Dragon also becomes very easy to control with both a ward and Wriggle's Passive effect.

    Give the item a shot!

    Builds are as follows...

    Summoner's Rift

    [item=Meki Pendant] and 2x Health Potion -Optional- Note: Mana Regen is optional, you can skip Tear/Manamune for an early Sheen by swapping out Blue CDR runes for Blue Mana per 5/lvl, giving you an early damage boost.

    Building into...

    Tear of the Goddess -Optional-

    If you choose to skip Tear/Manamune, begin with...

    Sapphire Crystal and 2x Health Potion

    Building into a...

    Faster you can get it the better, the damage boost is deadly early game and is applied with to your Mystic Shot.

    Next item...

    Boots of Speed

    Building into either...

    Mercury's Treads or Boots of Swiftness

    Why? It all depends on how much map awareness you have and how well you know yourself. With his Arcane Shift you can usually get yourself out of most sticky situations but if you're terrible at map awareness or die often then Merc treads are worth the money (they also help if the other team is caster heavy in general).

    Next up...

    The Brutalizer

    Dirt cheap, has a bit of everything. The Armor Pen and AD keeps your Mystic's dealing decent damage while the CDR helps keep everything off cooldown. Amazing item!

    Build it into...

    Youmuu's Ghostblade

    Everything you could want, Armor Pen, CDR, and AD. The active + your passive can put you at around 2.0 attack speed at full stacks. It's also great for chasing and escaping, don't forget to use it!

    Up next...

    Phage or Sheen

    If you don't already have Sheen, then it's your call on which to get first. Phage is a much more defensive item, the HP as well as the slow can save you and your teammates.

    Getting Sheen first will boost your damage by a fair amount and give you an increase in damage every level.

    Which you get of course may change according to the situation, such as if you just got out of a team fight with Lizard buff in your posession, then buying the Sheen component first might be a better choice than purchasing Phage.

    Finish up...

    Manamune -Optional-

    At this point it should be nearly finished charging, combine it for the free AD.

    Leading to a...

    Trinity Force

    You saw this coming. Has everything you need, upgraded damage modifier to your Mystic Shot as well as a snare effect.

    At this point the game should be coming to a close, which end of the beating you were on depends on you and your team.

    This completes the "Core" of the build, the order can be adapted to the situation, but you want to have Trinity Force completed by around level 14 or so.

    Should the game continue...

    The build path at this point will split depending on your team's choice of items and how you feel at the time.

    If you're playing the role of "Carry" and or you're the main source of damage on your team, begin building a The Black Cleaver.

    This will allow you to reduce any Champion with 109 armor and below to zero. If they're under 60 armor, you'll take them into the negatives further increasing your damage.

    If you're not the team's "Carry", picking up a [item=Stark's Fervor] will help boost both, yours as well as "Carry's" damage. If someone already has Stark's, or if you're the team's "Carry" pick up a The Bloodthirster.

    Defensive Items:

    These should be subbed into your build when needed, if the enemy team is melee/caster heavy or someone on their team hits you and you go "ouch" it would be time to start building one of these. Do not delay these items if you notice you're taking serious hits from certain Champions/abilities, you'll thank yourself later.

    Randuin's Omen - Very good against melee heavy teams, or if a phys dps is dealing too much damage to you. Pop it and shift out once he's next to you, he'll be slowed and you'll gain some much needed range. The CDR on it helps as well!

    Banshee's Veil - Solid counter to most "combo mages" (Ryze,Anivia,Veigar) provides you with with both a bigger mana and health pool, as well as a chunk of MR. The item's passive is what you're really paying for and it delivers. Scales with the enemy team's damage, as it completely absorbs an enemy spell regardless of the damage it would have dealt.

    Guardian Angel - Very nifty if you've settles into either the role of "carry" on your team or of the enemy team has taken a liking to trying to bury you. Gives a fair amount of defensive stats as well as a visual aura that both deters enemies from wanting to focus you, and if they do gives your team a window of time to turn the fight in your favor. If it looks like you're going to die, make sure to move as close as possible to a nearby wall/terrain, and use Arcane Shift to hop over the wall and make your escape as you Resurrect.

    Frozen Heart - Helpful Aura item for your team, you're usually in range to debuff most melee Champions by just standing in the back. Moving in a bit will also cause ranged Champions to also be afflicted by the Aura. Has a great amount of synergy with Essence Flux providing a possible 52% attack speed slow, which can cripple most Auto Attack Champions. CDR on this also boosts your Offensive potential as well.

    Situational Items:

    Under certain situations these items should be taken in order to counter enemy builds/champion choices.

    Executioner's Calling - If nobody on your team has Ignite and the enemy team has 1-2 Champions with healing capabilities (Soraka/Nidalee-ap-/Taric). This must be picked up in order to seal the deal on kills, and prevent powerful heals from shifting the fight back in their favor.

    Wriggle's Lantern - Useful if you're in a side lane and the enemy team has a jungle Champion, it can be used to ward your lane against Ganks, as well as being able to ward/steal rune camps from the enemy jungle champion. Dragon can also be kept under constant watch, should you be
    in the bottom lane.

    [item=Madred's Bloodrazor] - Needed if the enemy team has 2-3 "Beefy" Champions (Garen/Xin/Jax), since they're naturally Tanky or have abilites that passively/actively boost their survival capablities. Most will build Armor to help neuter your damage as AD, Razor will provide you an extra source of (magic) damage that isn't being countered by their builds.

    "Bad" items for Ezreal

    I common question I often get asked is "is _____ good on Ez?" So I've decided to add a section that helps address this. I'll probably upgrade this to a full section should the need arise.

    [item=Tiamat] - Very Gimmicky, the splash range is too small to make a huge difference. The item's recipe is very cumbersome to build, as well as the regen stats being very weak. Stacking this item is usually the only way to make it work.

  • "Hard Carry" Build

    This is the "Hard Carry" build, it is not recommended for newer Ezreal players due to the lack of mana regen as well as the huge gaps between items. The build also costs more so if you're not proficient in last hitting you won't be able to complete the build within the time constrains to fulfill the "carry" role (this includes "last hitting" with Mystic Shot as you won't have the mana regen to support long term use of the spell in this manner).

    T3 Runes or at the very least a fully accessible rune book is a must for this build or you'll find yourself at a disadvantage that you really can't afford against equally skilled players.

    Sapphire Crystal and 2x Health Potion

    Building into a...


    Gives your Mystic Shot a deadly early game damage boost.

    Next up...

    B. F. Sword

    Building into a...

    The Black Cleaver

    The earlier you're able to get this the better, champions at lower levels have less armor you're more likely to take them into the negetives the faster you're able to get the Cleaver.

    Followed by...

    Boots of Speed
    Grabbing Boots 1 after finishing Sheen can be a way to deal with Ez's lack of move speed early game, but you want to rush Cleaver as fast as possible.


    Mercury's Treads/ Boots of Swiftness/ Berserker's Greaves

    This can be purchased before/during/after you finish Cleaver but ideally you want to finish BC as quickly as possible.

    Finish up with...

    Trinity Force

    Improves the damage modifier further buffing your Mystic Shot and Auto Attacks, the slow and extra stats are great all around.

    The Bloodthirster

    Continues to buff your damage as well as giving you a decent amount of lifesteal. You do have option of taking the Vamp Secpter right after you finish Sheen or Cleaver so that you're easily able to kill Lizard/Golem without the loss of HP.

    The game should have been over by this point, should it continue...

    [item=Madred's Bloodrazor]

    Everyone should have a repsectable HP pool at this point in the match, picking this up will improve your damage on more tanky champions like Xin,Garen and Mord. It also gives you another source of damage that they usually won't be building against since armor has been their main defensive stat against you up until this point.

    Closing it up with...

    Guardian Angel

    Basic late game item on any carry champion, the enemy team will do their best to shut you down in fights since you're the biggest threat. When you have this item, play like you don't, play offensive but make them work for the kill since they'll waste time trying to kill you buying time for your team to whittle them down, and should they finally down you, you'll pop back up and mop them up.

  • Twisted Treeline

    Finally got around to updating the Twisted Treeline Build.

    As you already know, Twisted Treeline is much shorter than Summoner's Rift so Gold is much tighter and you want to get cheap/powerful items.

    There are two item builds that I've developed, each depends on your team makeup, please take note of your team before following a build.

    These are "core" builds so after completing them, you should continue to buy items that will benefit both you and your team.

    The first build takes into account that you have a strong jungle hero on your team, something along the lines of Jax, Udyr, Warwick, or Mundo. This build takes into account that they will be taking/helping kill most of the runes/jungle mobs.

    Builds are as follows, a quick build is featured below if you don't really want to read why I get items.

    Twisted Treeline

    First item...

    Doran's Blade

    HP is key for your first team fight, which almost always happens at lizard before the first creep wave clashes. Ezreal is pretty squishy and most times you'll be the main target, this will help keep you alive.

    Next up...


    Extra early game damage that improves as you level, a great investment.

    Next item...

    Boots of Speed

    Basic boots can be picked up before completing phage, if you feel that you really need them.

    Finish boots with either a...

    Mercury's Treads or Boots of Swiftness

    On Ezreal, I nearly always take boots of speed. Paired with Arcane Shift you'll be able to get away from almost anything. If the other team is extremely caster heavy then Merc treads will give you the advantage.

    Next up is...

    The Brutalizer

    Building into...

    Youmuu's Ghostblade

    Again armor pen is key to keeping AD Ezreal's damage from tapering off, while the active helps with everything (chase/dps/flee).

    At this point, the game will pretty much be decided, if you have dominated the jungle and are maintaining rune control then it's only a matter of time before the eventual surrender/win.

    Should it continue, finishing your Sheen into a T-Force is a good idea and then supplementing it with whatever the situation will call for, whether it be defensive or offensive.

    Twisted Treeline

    The second Build assumes that you don't have a good jungle hero, or that they're not very good with rune/jungle control leaving it up to you to take care of it. This build relies on having the runes to bolster your lack of damage items, if you lose control of the runes, you lose a large portion of your damage.

    First item...

    Doran's Blade

    Again, HP is key for your first team fight, Ez is one of the few ranged/caster champs you'll see on TT, and everyone will make it a point of trying to kill you first.

    Next item...

    Boots of Speed

    Finish building it into either...

    Mercury's Treads or Boots of Swiftness

    Same reasons as above, snag merc if they're extremely CC/caster heavy, otherwise Swiftness will help much more.

    Next up...

    Long Sword

    Building into a...

    Madred's Razors

    Once you obtain the Razor, you must begin taking every rune, red being the priority. Buying several Hp pots and Wards is highly recommended. You want to ward the 3 runes camps and dragon, whenever they're up you and your team should be killing them.

    The next item is...

    Vampiric Scepter

    Building into a...

    [item=Emblem of Valour]

    This along with the Razors will allow you to jungle any mob you want without having to recall/pot.


    Madred's Razors

    Building into

    [item=Madred's Bloodrazor]

    Madred's will allow you to both quickly take rune camps as well as burn down beefy melee champions that tend to dominate Twisted Treeline.

    As players have learned, TT is a fast paced gank/team fight orientated map, but that's merely the surface of the strategy. The basic idea is to completely starve the enemy team of gold and xp, and keep them too scared to venture more than couple of steps away from their tower.

    Winning team fights is very important, but how you follow up the kills is how you secure victory for you and your team.

    As you know there are three sources for experience in Treeline, Champion kills, Minion Waves and Jungle Creeps. In Twisted Treeline, of the three there is only one that is relatively safe, that being the Jungle Creeps. The idea in TT is to completely deny the Jungle to the enemy team.

    Jungle control is important for two reasons, the first being the powerful Runes that are found within, these runes can help level the playing field between weaker under geared Champions and the ones that have been farmed. These runes must be under your team's control for most if not all of the game, if you plan to win. Runes help you keep team fights tilted in your favor. The other reason why Jungle control is important is because you can gain experience and gold without alerting the enemy team to your location.

    Team fights are also very important. Due to how important team fights are, you should never engage while under unfavorable conditions. The only time you should risk an engagement, is when you're fighting over control of a Rune. If you are in control of the jungle as well as the Runes, the gain of extra experience will cause the enemy team will begin to slip behind in levels thus furthering your advantage during team fights.

    The basic idea is to force the enemy team into the lanes as their only source of exp. Ideally, what you want is the second you disappear off the mini map to clear Jungle Creeps/Rune camps is the enemy team assumes that you're setting up for a gank and will start to tower hug or play very defensively. This allows you to further your level/gold advantage while at the same time forcing them to deny themselves exp with no effort on your part.

    Once you have momentum you must keep it, as games can easily go from sure win to a crushing defeat in less than a minute. Walking into ambushes, especially ones that result in an ace can cost you the game. This can be easily prevented by Wards and Clairvoyance.

    In Twisted Treeline, knowing where your enemies are is very important. Wards are key to victory. In Summoner's Rift, wards are great but when the map is as small as TT is, their value goes up ten-fold. Wards allow you to avoid ganks and keep watch on when Rune Camps respawn, allowing you to move quickly, safely and efficiently around the map.

    It takes about 4 wards to cover all the major rune camps, more is great but not necessary. A ward placed right above where lizard spawns will give you vision of the crossroads at the center of the map. One placed directly above where dragon spawns will allow you to see any movement to dragon or either wolf or shade camps from below. The two extra wards are needed due to the brush that blocks vision from dragon to the wolf/shade camps.

    With the Jungle under your control, and the enemies forced to scrape and crawl for meager amounts of xp and gold, it's just a matter of time before you out level/gear them and push their nexus for a win.

    I do not discourage pushing a tower after an ace, but once they are back up or if pushing the tower will take too long (your minion wave reaches the tower as they respawn) it's always more effective to clear out the jungle.

  • Quick Item Builds

    Summoner's Rift

    [item=Meki Pendant] + 2x Health Potion > Manamune-Optional-
    Sapphire Crystal + 2x Health Potion > Sheen
    Boots of Speed > Mercury's Treads/ Boots of Swiftness
    The Brutalizer > Youmuu's Ghostblade
    Phage/ Sheen > Trinity Force
    The Black Cleaver
    [item=Stark's Fervor]/ The Bloodthirster

    Situational/Alternative Items
    [item=Madred's Bloodrazor]
    Executioner's Calling

    Hard Carry Build
    Sapphire Crystal and 2x Health Potion > Sheen
    B. F. Sword > The Black Cleaver
    Boots of Speed > Mercury's Treads/ Boots of Swiftness
    Sheen > Trinity Force
    The Bloodthirster
    [item=Madred's Bloodrazor]
    Guardian Angel

    Twisted Treeline

    Normal Build

    Doran's Blade
    Boots of Speed > Mercury's Treads/ Boots of Swiftness
    The Brutalizer > Youmuu's Ghostblade
    Sheen > Trinity Force

    Jungle Build

    Doran's Blade
    Boots of Speed > Mercury's Treads/ Boots of Swiftness
    Long Sword > Madred's Razors
    Madred's Razors > [item=Madred's Bloodrazor]

  • Sheen Vs Brutalizer

    For the model and testing I will be using Garen as the Test subject. The reason I picked Garen as my test subject was due to the rate that his armor grows (2.7 per level, the slowest in the game, tied with Gragas.

    Ezreal's Stats at lvl 9

    Base damage - 68
    Mystic Shot's Damage/Formula at lvl 9 - 115+110% of AD

    Garen's Stats at lvl 9

    Base Armor - 43

    Rushing Sheen

    Mystic Shot: 115+68+68
    Sheen Damage: 100% of 68 = 68
    Total Mystic Shot damage = 251

    Now we factor in Armor...

    43 - 29 = 14 Armor, which is 12% reduced Physical damage.

    12% of 251 = 30

    251 - 30 = 221

    [color=#FF0000]Sheen + Mystic Shot deals 221 damage at level 9

    Rushing Brutalizer

    Mystic Shot: 115+93
    Brutalizer/Mystic Shot mechanics: 68+25=93 Mystic takes 100% of your AD, so 93 damage.
    Total Mystic Shot Damage = 208

    Now we factor in Armor...

    43-(29+15)= 0 (Armor Pen cannot reduce armor below zero)

    0% of 208 = 0

    208 - 0 = 208

    Brutalizer + Mystic Shot deals 208 damage at level 9

    13 point difference, with the recent changes to Sheen Mechanics it provides an earlier boost to your damage output, the faster you are able to get it the better.

  • Armor Penetration/Reduction & You

    Armor Pen mechanics work like this, and are applied in this order...

    Flat Pen
    % Pen

    % Pen and Flat Pen cannot reduce a targets Armor below 0. Reduction can.

    So let's toss a build into a model, and well as include a Masteries and Runes.

    Merc Treads
    Black Cleaver
    Last Whisper

    Here we have all 3 sources of Armor modifiers, so let's say the target has 100 armor (High/Tank status)


    6 Armor Pen (Masteries)
    29 Armor Pen (Rune page)
    15 Armor Pen (Brutalizer)
    40% Armor Pen (Last Whisper)
    60 [possible] Armor Reduction (Black Cleaver)

    Ok, so Cleaver's armor mod is applied first.

    100 - 60 = 40 Armor

    Now All Flat Pen is taken into effect.

    40 - 50 = 0 Armor (Armor pen cannot reduce armor below 0)

    Now % Pen is factored in.

    0 - 40% = 0

    As you can see 10 armor pen as well as the Flat % from the LW is essentially "wasted" due to the way armor mechanics are calculated. That's why stacking different types of Armor Pen mechanics usually end up with "wasted" stats like this.

    As I was designing this guide I took lots of time to take this into account trying not to get "wasted" stats, as far as Armor Pen goes.

    It's fairly difficult to get Champions to go into negative armor values, and shouldn't be a priority when designing builds imo.

    A rule of thumb you could go by would be something like this.

    3 or more players > 100 armor = Last Whisper
    3 or more players < 80 Armor = The Black Cleaver + Stark's (This will take them into negative armor values)

    My build gets "most" champions to 0 armor as long as they're not counter building hard (tanks not counted, but you shouldn't be focusing them anyway).

    20 from Starks
    64~ from Runes/Youmuu's/Brut

    This keeps you dealing "pure" damage most of the time.

    I don't mean to "toot my own horn" or sound like I'm taking offense to anything, but I did take lots of time considering and theorycrafting to get everything to synergize perfectly, from the runes to Masteries to the items in the build themselves. Everything helps to maximize your potential to it's fullest, stat wise.

    I leave the skill department, in your hands.

    Looking back and reading this, it looks like my armor mechanics section pretty much wrote itself lol.

  • Ideal lanemates

    I'll be sorting all champions into 3 Tiers as far as far as lanemates, as well as giving a brief overview on why they have synergy with Ez. Tier 1 being the best and Tier 3 being the lowest.

    ~Tier 1~

    Janna - Her shield directly influences Mystic Shot, as well as protects you from any harassment they may deal out in return. Her knock up and slow (Howling Gale/Zephyr) make it easy to line up shots as well as giving you large amounts of lane control.

    Morgana - Morgana's Dark Binding allows you to line up your shots with little effort. Her Tainted Soil allows you to herd enemy champions away from the creep line allowing you clear shot at them. Her shield can protect you from any dangerous CC that would normally force you to play a more defensive game.

    Kayle - Again her "Q" and "E" give you massive amounts of harassment potential as well as the slow making it easier to land Mystic and Flux. Her heal allows for both easy laning and early game baiting. Her Ulti is always game changing, it'll save you from pretty much any cross lane gank as long as you can time it properly.

    Blitzcrank - His pull puts out amazing amounts of pressure while it's not on cooldown, allows you and him to easily zone the enemy team out of experience once you establish lane dominance.

    Urgot - His "E" spell, Noxian Corrosive Charge gives you amazing damage on your Mystic as well as auto attacks, he can harass just as well as you can and can cover your blind spots behind creeps. His Ultimate can easily secure kills for you.

    ~Tier 2~

    Nasus - His snare makes it easy to secure kills as well as flee. Spirit Fire reduces armor making Mystic hit harder. His Ultimate also makes it easy to bait enemy players into over extending.

    Alistar - His usual initiate combo Pulverize+Headbutt allows you easy kills in the lane as it does later on in team fights. His heal keeps you in a lane should your HP pots not last you. His Ulti allows easy tower diving once you hit 6, and it also has great synergy with Flux for pushing towers.

    Soraka - Great partner for people who like to skip Chalice. Or if you're relatively new at Ezreal, she makes a good "safety net" partner till you learn the ropes.

    Kassadin - Solid lanemate, can easily harass with "Q". Once he hits 6, securing kills becomes fairly easy due to your Q giving him 2 stacks on Force Pulse. Very mobile can peel enemies off of you fairly well.

    Tryndamere - His slow is great for both saving you from extra daamge as well as netting kills should they try to escape. Your Flux helps his damage out by huge amounts due to his usual lack of attack speed early game. His Ulti like others allows both the ability to bait as well as Tower dive.

  • Skilling Order

    Summoner's Rift

    I tend to level Essence Flux more than Arcane Shift if I have a lane partner as to be able to shift any lane skirmishes in our favor should they break out. Plus it helps when you both need to push down the tower. This is of course preference, if you feel that E is more suited to your play style then by all means level it first.

    I do recommend at least 1 in each by level 6.

    Should the enemy hero you're laning against be using the minions to hide behind you can use Essence Flux to harass right through the minions and force them to dance. Plus the attack speed slow often throws off their last hitting ability.

    Twisted Treeline

    Due to the lack of a laning phase in Twisted Treeline, my skilling order has changed. Reason being that most game you will be team fighting at level 1 and the team that comes out ahead will have a huge advantage. The attack speed buff will help you shift early game team fights in your favor.

  • Summoner Abilities

    You should use whatever summoner spells you prefer, except Revive.

    Summoner's Rift

    For me, I prefer Teleport and Clairvoyance being able to check around for MIA champions helps a lot and if you're good with timing lets you steal Runes/Dragon/Baron from the other team with little risk to yourself. It also serves to keep an eye on jungle champions and scout for ganks.

    Flash I don't recommend flash, as it's a crutch. It's far better to learn your limits, and know what will get you killed, rather than use flash to escape and then die constantly when it's on Cooldown.

    Twisted Treeline

    On the Treeline I highly recommend using Clairvoyance and Smite, jungle and rune control is key on Twisted and both of these spells help with that without gimping your survivability.

    Ignite and Flash are also helpful.

  • Pros / Cons

    -Consistent damage.
    -Mystic Shot will hit fairly hard, and apply on hit effects (slow, armor reduc)
    -Better synergy with your passive.
    -Cheaper Core Build

    -Essence Flux, Trueshot Barrage and Arcane Shift don't hit as hard as a pure AP build.

  • Creep Jungling

    Golem - If you're a fan of rushing Sheen, Golem buff makes you deadly. Sheen rushing is usually limited only due to the mana problems you'll run into. If you roll with a premade, have them help you get it and you'll have a far easier time in your lane.

    Late game it'll cap out your CDR as well as give you an endless mana pool, allowing you to harass w/o having to manage your mana pool.

    Lizard - If possible take this whenever you can, the slow as well as the DoT effect is applied on Mystic Shot. Makes you a force to be reckoned with at any point in the game, it's especially powerful at helping you should your team be at a disadvantage (feeders/bad games).

  • Working in the team

    -Use Essence Flux to help you and your allies burn down structures.
    -Try to use your Ultimate effectively, every cooldown.
    -Don't miss

  • Farming

    Mystic Shot is a cheap and effective last hitting tool all game.

    You can also use your Ultimate to clear creep waves that are stacked up at towers, but if you feel a team fight coming up I don't advise it. Although if you must, with Mystic Shot you can get it off cool down again fairly quickly.

  • Tips & Tricks

    -Essence Flux can be used to harass enemy champions that hide behind creep waves.

    Enemies like to use creep waves to hide from your Mystic Shot, as long as they don't have health regen items, using Essence Flux is a great way to force them to dance.

    -Arcane Shift lets you blink over walls.

    Arcane Shift works much like any "jump" ability and can be used to cut corners or to jump over jungle walls.

    -True shot Barrage lets you steal runes from enemy Champions with the right timing from across the map. (Wards/Clairvoyance/Hax required)

    Warding Lizard/Golem early/mid game allows you to use Trueshot Barrage to ninja runes from enemy hero's. This serves to deny them rune control as well as devastate their morale. Dragon/Baron works in the same way. All the while gaining XP and Gold from your lane.

    -You can check bushes with Mystic Shot, sound effects and your spells cooling down faster means someone/something awaits inside.

    This is a great way to prevent ganks on you, it's cheap mana wise and the low CD of Mystic Shot allows you to use it without worry.

    -Careful when using Arcane Shift on Neutral mobs, as they will reset. Using it as an opener will work fine.

    Much like Yi's Alpha Strike, using it after starting combat with a neutral creep camp will cause them to reset.

    -Unlike most Champion spells Mystic Shot can be used to kill player placed items. (Wards/Mushrooms/Rally!)

    Mystic Shot allows you to easily dispose of enemy placed items, bursting down a Rally flag or a mushroom placed in combat will turn the tide of a fight. You're also rewarded for doing this by the built in CDR of Mystic Shot, so it's always a good idea.

    -Arcane Shift allows you to peek over walls and into brush.

    If you think that an enemy may be hiding on the other side of a wall, Arcane Shifting close to it will give temporary vision of them. The ability must hit them in order for it to reveal but it's a nifty little trick. When going for a gank and the enemy champion dives into a patch of grass, shifting close to it will give you vision of them for several seconds allowing you easier placement of your Mystic Shot or Flux.

    -Arcane Shift with proper timing can reduce or even completely counter enemy champion abilities and CC.

    If the spell has any sort of "airtime" casting Arcane Shift as it reaches you allows you to reposition yourself to a relatively safer location. This includes anything from Tyric's Dazzle, Sion's Cryptic Gaze, Singed's Fling and even the infamous Blizcrank Rocket Grab.

  • Closing

    In conclusion, I'd like to thank you for taking the time to read this guide and remind everyone that this is just how I play Ezreal. These are the items and builds that I found to be the most effective.

    In-game you can reach me at either "Pieceofcandy" or "Imheretoparty".

    Oh also if you have any suggestions/ideas post them in the comments section and I'll try them out and maybe add them into the guide.

    Again thank you for taking the time to read this.

    I've also written a bit on the Twisted Treeline map which can be found here.

Do you have your own
Build Guide?

Submitted by Pieceofcandy

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