Ezreal Build Guide

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Assassinate with Skill Shots (AP sniper from hell!)

written by Lucifer of Pride

Ezreal Build

Table of Contents

  • Introduction

    Hello and thank you for reading this. Please comment on my guide, rate it, and share your secrets with me so that I can make this Champion look even better. I tried to make this guide contain as much detail as possible so it is a wall of text. The winner is the one that is more informed after all. We are all reasonable adults that know how to point out flaws clearly and with manners and I'll appreciate whatever you say, as long as it makes sense. =3
    I promise to update as often as I can as I learn more about Ezreal.

    This is my first guide but I will update this guide as often as I can as I test more theories and learn more tricks from other Ezreals. This is not the only way Ezreal can be played, and their can easily be another build that better suits your style of play. This guide is just how I play him, and find it the most effective for my play style.

    My Ezreal focuses on AP to nuke champions and support your team in destroying groups of enemies and turrets.

  • Stats

    X Health___________350(+80 / per level)
    X Mana____________235(+45 / per level)
    X Damage__________47 (+3 / per level)
    X Range___________550
    X Move Speed______300
    X Armor___________9 (+3.5 / per level)
    X Spell Block_______30 (+0 / per level)
    X Critical Strike_____3 (+0.5 / per level)
    X Health Regen_____1.1 (+0.11 / per level)
    X Mana Regen______0.8(+0.07 / per level)

  • Abilities

    Rising Spell Force
    Hitting a target with any of Ezreal's abilities increases his attack speed by 15% for 5 seconds (Max Stacks: 5).

    Note: Trueshot Barrage can hit unlimited enemy's, and each of those hits WILL proc this, so that can send this from gone to full in 1 second. It's not the most useful passive for this build, but it does greatly help your ability to take out towers.

    Mystic Shot
    Ezreal fires a bolt of energy dealing 40/60/80/100/120 plus 100% of his attack damage as physical damage (applies on-hit effects) and Ezreal's cooldowns are reduced by 1 second if Mystic Shot hits a target.
    Cooldown: 6/ 5.5 /5/ 4.5 /4 seconds
    Cost: 30/35/40/45/50 Mana
    Range: Basic sight range

    Note: This is what you will spam. After you get Lich bane, the buff from Lich bane will apply to this spell so your AP will be added in as damage. I have tested this and it does work. This will also make the pure AP build rape. Adding any AP coefficient would make this overpowered. =3 Also, Frozen Mallet will be triggered with this, but not Rylay's Crystal Scepter sense this spell does physical damage and not spell damage. Even if you get both, the effects of their slow won't stack. The Tiamat's effect is triggered by this spell as well so 4 Tiamats will rape creep waves, though you don't get any extra cool down with the splash damage.

    Essence Flux
    Ezreal fires a fluctuating wave of energy, damaging and reducing enemy champions attack speed, as well as healing and increasing allied champions attack speed.
    Ezreal fires a wave of energy that damages all enemy champions and heals all allied champions for 70% of that as it passes through for 75/125/175/225/275 (+0.6). Affected ally and enemy champions have their attack speed respectively hasted or slowed by 20/25/30/35/40% for 5 seconds.
    Cooldown: 10 seconds
    Cost: 80/90/100/110/120 Mana
    Range: Basic sight range

    Note: This is your group fight spell. Heal your allies and rape turrets with it or whack enemies and slaughter them. The beam has the same range as your Mystic shot and is just as narrow. It sadly won't affect creeps but you can hit multiple enemies/allies with it with one cast. At level 18 this will be a decent heal, but you will need to make sure you actually hit your ally. If you are not in combat, ask your team mate to hold still while you shoot them and if your with more then one, have them line up to get the full benefit. I have tried flashing ahead of it to heal myself, but it seems like only the summoner spell is fast enough to get ahead of it, and even then when it passes you it doesn't seem to heal you sadly. Hitting allies will also add stacks of Rising Spell Force along with hitting enemies. All the more reason to buff your allies with it as you assault a tower.

    Arcane Shift
    Ezreal teleports to a target nearby location and fires a homing arrow which strikes the nearest enemy unit.
    Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing 80/130/180/230/280 (+0.75) magic damage.
    Cooldown: 17 seconds
    Cost: 100/100/100/100/100 Mana
    Range: same as flash

    Note: This is a chase down/escape move. Don't use it for just the damage unless you need to push creeps off a turret. The cooldown is short, but you want to make sure it's ready the second you need it. If you took the summoner spell Flash then feel free to spam this on champions. Don't bother hitting creeps with it unless you want the Lich bane buff to take a tower down faster.

    Trueshot Barrage
    Ezreal channels for 1 second to fire a powerful barrage of energy missiles which do massive damage to each unit they pass through (deals 8% less damage to each unit it passes through).
    Ezreal channels for 1 second to fire a barrage of missiles dealing 350/500/650 (+1) magic damage to each unit it passes through. However, it deals 8% less damage for each unit it hits (Minimum 30%).
    Cooldown: 100 seconds
    Cost: 150/150/150 Mana
    Range: Whole map

    Note: This is you globle, "I just killed you from the opposite side of the map", skill. It's fun, and rapes in group fights, though it quickly losses effectiveness as it hits enemies, but it still does decent damage at minimum and is back up quickly enough with cool down reduction + Mystic shot spam. Also, don't be afraid to use this spell to farm creeps early game. The +125 gold can go a long way, and mid game this spell can easily wipe two creep waves that have been unhurt before your spell hit them. This also makes a great finishing strike/ team fight opening.

  • Masteries + Runes

    These are the runes I recommend, though other runes will suffice.
    Greater Mark of Insight
    The magic penetration will improve your damage and make it easier to nuke enemies before they can run.

    Greater Seal of Clarity You could get Greater Seal of Replenishment but Clarity overtakes Replenishment at level 5, and they are almost on par at level 4 so go Clarity.
    The extra mana will allow you to be less conservative in your casting in fights, and prevent out of mana deaths/kill getaways.

    Greater Glyph of Celerity
    Cool down reduction is awesome for making your spells more spam-able, especially with mystic shot to get your ultimate back within a minute easily.
    Greater Glyph of Focus will also do but I like the late game advantage of the first, and Celerity is cheaper IP wise. win/win
    Greater Glyph of Force is also a good choice. 9 of these will give you +27AP at level 18 so your cool downs won't be much shorter, but they will hit a bit harder. Particularly nice for healing with essence flux.

    Greater Quintessence of Swiftness or Greater Quintessence of Wisdom
    I like the extra move speed / experience, though cool down reduction or magic penetration will also do great.

    This is the Utility tree I use.
    I like the cool down reduction, extra mana/exp, and the quicker use of my summoner spells. If you want to be more offensive though (without cursing the enemies in chat) I'd recommend this

  • Items

    I recommend you first buy two Faerie Charm and turning one of them into a Tear of the Goddess that leads into the Archangel's Staff. You only need to get the Tear of the Goddess early though. It requires 7 minutes of constant spell spamming to max out the tear so you will have some time to complete other items before doing the final upgrade.

    You can also open by getting a Sapphire Crystal and then rush making a Rod of Ages. The Rod of Ages is a great item to rush sense it offer lots of HP for survivability, mana for casting endurance, and AP for more damage. The item becomes worth the cost after about only 2 minutes so everything after that is icing on the cake. =3

    Haunting Guise has been reworked, and I recommend getting this second or after lich bane. I miss the CD and mana regen on the old version, but the spell life steal on it now is extremely useful.

    After that, get Sorcerer's Shoes, then Sheen to Lich Bane. when you cast Mystic shot, Lich bane procs adding your AP to your next attack (which this buff is gained faster then your missile can hit a target) and sense it's an on hit effect buff, it gets used up when mystic shot hits it's target (Which is faster then your auto-attack). This basically means your base spell has an AP ratio of 1 with your attack damage added on to boot now.

    Then start building your Void Staff

    A game should usually end by this time, but if it does drag on, here are some suggestions (with reasons)

    Abyssal Scepter Offers great AP, with magic penetration for extra rape. It also has a very nice boost to magic resistance that natural lacks behind armor boosting your survivability a bit.

    Deathfire Grasp Offers AP, cool down reduction, mana regen, and sense inventory is hot-keyed to your numbers, great for nuking overconfident champions with too much health.

    Mejai's Soulstealer If your good at killing/assisting without dieing, get this before or right after your Haunting Guise. The AP boost is amazing, even with only 5 stacks.

    [item=Zhonya's Ring] Major boost to AP and now it can be activated to make you intangible for two seconds.

    [item=Rylai's Scepter] Just so you never have a 'that one that got away' story. Plus has survivability and AP.

    Guardian Angel You just got to love how much an enemy hates it when this lets you escape what should have been a clean gank. =3

    Banshee's Veil Good for protection from casters. It may be used up after any spell hits you, but it can block instant spells though you'd probably be better of getting Magic resistance..

    Quicksilver Sash Basically is the cleanse summoner spell, without the 3 second buff. Very useful against enemies with poisons, stuns, or keep exhausting you to death.

    Remember, use your best judgment for when to buy what. Their are other justifiable items that aren't in my list. I recommended my usual progression for a smooth game but planning ahead is key.

  • Skilling Order

    You want Mystic shot early for the cool down reduction and farming. This will also keep Mystic Shot cheap to spam for most of the game getting your ultimate ready faster with less burden to your mana early game. The reduced cool down of the flash without increased cost will make Arcane Shift your finishing move in on weak, scared champions that hanged out to long and your get the frack out card.

  • Summoner Abilities

    I recommend Teleport and Clarity

    Teleport is good for map control, and you can fire your ultimate then teleport ahead of it like Ashe does, though you should make sure no minions will get in the way or else it would be better to trueshot him while he tries to flee with 200 health left.

    Clarity This makes you almost never out of mana, and keeps your friends from holding back because they are out of mana at the end of a group fight. (lane with someone that uses mana if you take this) Ezreal is mana hungery but if your good at conserving mana, then one or two mana potions can last you the entire game. at that point swap this for Flash or Heal for survivability.

    other justifiable spells are

    Ignite/ Exhaust to more easily gank. If you get Exhaust, trade the point in increased crit chance to improved Exhaust. Exhaust is nice for Ezreal sense he has no slow and improved exhaust is great for sealing the death on a stupid champion that rushes your tower with below 1/4 health.

    [spell=Rally] / Heal to support your team mates in a fight and keep them from dieing/ rape the enemy. (Staying alive yourself is a nice boot) If you go mostly offense and put the mastery point in Rally, I'd recommend changing one of the primary spells for Rally. That rally will really turn the tables in a group fight. Together these two spells give you great survivability. Rally + essence flux also makes a very strong push.

    Clairvoyance is nice for scouting bushes or checking the enemy tower for unseen champions. Your skill shots are the best way to check bushes though. Nice for harassing though sense all of your skills ignore terrain walls so you can harass from behind the safety of a wall with this.

    Flash Even if your Arcane shift is ready about every 8 seconds, A second flash can get you out of sticky situations when one flash is not enough or your Arcane shift isn't ready yet.

    [Spell=Fortify] I love how much people hate when you pop on of these, especially if you go defense tree for the splash buff to fortify, but I like my primary's better. This and Rally are good for a pre-made though.

  • Build Example

    This is the general build for my Utility Mastery Ezreal.

    Assuming a long game that went fairly smoothly, I'd fish like this.

    If you'd like more survivability, I'd recommend this path. The warmong's gives you health and HP regen like there is no tomorrow. That alone will give you ridiculous survivability. Also the innervating locket will heal everything around you, including minions and excluding towers/enemies, 50 HP and 20 mana every 3 seconds as you spam your spells.

  • Game Play

    Early leveling phase
    During early phase you want to focus on last hitting creeps. Harass the enemy if they move in front of their creeps but mystic shot is weak at harassing so just focus on getting your gold. If an enemy is stupid enough to charge your tower with less then 1/4 health, coordinate with your partner and rape them. Also try an lane with someone that can take a hit. Let the enemy focus on him because you can heal your partner if need be but you can't heal yourself. They will also focus their attacks on him sense he's much easier to harass and their dedication to kill him can lead to you easily killing both your opponents with the help of trueshot barrage.

    Mid game phase
    This is when a tower or two drop and team fights start to break out. You will harass from the backround and your mystic shot will be doing decent damage with lich bane. Use your trueshot barrage when the enemy team commits and become packed around your tank/carry. The damage from the trueshot will send some enemies cowering making the ones that stay easy picking. It will take some practice to perfectly time when to use each skill but your essence flux is mostly for boosting allies. Your basic combo is Mystic Shot> Essence Flux> Mystic Shot> Arcane Shift> Mystic Shot

    Late game phase
    Late game you should try and kill Baron. Hit all your allies with Essence Flux and fling a few spells at him, he will easily be down in less then 5 seconds. The buff will also give your team an advantage as you all push a lane together. Try and get Baron when he response and don't give the enemy a chance to get him. Baron will also give a gold and Exp boost to your entire team giving you another lasting boost. Your squishy and die if caught alone so stay with the group and focus one harassing and healing from the backround. Spam mystic shot so that you can use trueshot barrage as often as possible.

  • Summary

    You will rely on AP and magic penetration, though with Lich bane + Essence Flux you will still be able to rape towers. You may be squishy, but you don't even need to be near an opponent to harass /rape them with your spells so not only should you rarely be targeted, but you can hide behind the safety of a wall to assist a team mate. All skill shots ignore terrain walls, including the missile from Arcane Shift. =3

  • Pros / Cons

    - High AP means your Essence Flux will make you a decent (skill shot) healer making this spell great for coming in to save the day in a close call brawl.

    - Your ultimate will rape creeps and champions, and still do a bit of decent damage when it reaches it's minimum damage cap.

    - You will be a nuke assassin that can not be hindered by silly little walls or 'fog of war' or useless stealth when you know exactly where an enemy is. (Love killing Teemo because he waited for us to pass his location and then I learned his location after skill shooting where I thought he would be. Silly Teemos are so predictable.

    - Not as well built as some other builds for raping tanks with too much health and defense.

    - All skill shots, can't fix lousy aiming or unreliable mice.

    - Squishy and susceptible to ganks if you wonder too far from a turret alone.

    - Can run out of mana if you spam mystic shot and trueshot barrage recklessly (mainly the latter)

    - Doesn't reach full potential until mid game when group fights start and you have your Lich Bane

  • Tips

    Playing As
    *Use Arcane Shift to help line up your other skill shots.

    *You can play Ezreal either as a ranged physical or caster dps depending on how you build him.

    *You can line up Trueshot Barrage to hit multiple minion waves or even Monsters.

    (These next 3 where said by Longshot405 in a comment of another guide)
    *Ezreal is a strong pusher but only mid-late game. Initially just focus on last hitting creeps early game and conserving mana.

    *Ult: A lot of people seem to think that it's only good for killing people who run. I disagree. Don't get me wrong, it's not a bad use of his ult, but it's much better for initiation. We've all seen when a group of 2-3 enemies walk down a lane side by side. Try to fire it point blank from a nearby bush when you and some teammates are preparing to fight. It starts the fight heavily in your favor and may cause some of the enemies to flee instead of fight.

    *When going into a fight, if you're going all out use everything at your disposal as quick as possible. Ult (if you have it) -> Arcane Shift (to get up close and get a good angle for other skill shots) -> Essence Flux -> Mystic Shot (Reduce cooldowns). Once you've emptied your arsenal, auto attack like crazy with your increased attack speed and spam Q when it comes up. This is usually enough to win a fight if you started the fight.

    Playing Against
    * Use Creeps as a shield against his Mystic shot.

    * If an Ezreal gets too bold, call an ally with a stun or slow and rape him right after he uses his Arcane Shift.

    * A casting heavy Ezreal is mana hungry, and is susceptible to the affects of Wit's End. Wit's End

  • Clips

    I will list links to videos I think might improve your game or get a feel of what Ezreal is like here. Tell me if you think a video is bad or you know another good one to add to the list. I will not make any videos myself sense I don't have such a program, but I'd like to thank whoever makes each video here.

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