Ezreal Build Guide

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Pure AP build for Ez

written by Zaycik

Ezreal Build

Table of Contents

  • Abilities

    Rising Spell Force
    Pretty nice passive, as it gives you the ability to push towers faster, after a successful teamfight, tho not that useful for our AP build as it is for AD and hybrid builds.

    Mystic Shot
    Main skill for AD builds, because it's damage increases from your physical damage, so it's not that useful for AP build. Anyway, we are getting this on 1st level, for last hitting creeps, and harassing opponents, to make your laning phase easier.

    Essence Flux
    Your bread & butter, as it does awesome amount of damages with AP build. Moreover, this skill hastes/slows your team mate/opponent attack speed by nice amount, which makes this skill more awesome. This will be your main skill during teamfights, and you have to max it out as soon as possible.

    Arcane Shift
    I can say, that this is one of the most entertaining skill for me in whole LoL. It gives you a nice escape mechanism, and moreover it's very useful while chasing your enemies + deals nice damage when going for AP build. It requires a good accuracy, when attacking enemies around good bunch of creeps, so it's not that easy to use, and needs some training.

    Trueshot Barrage
    Awesome damage, global range, and unimaginable speed. Very nice skill to either last hit your opponents, or start a fight, with decreasing your opponents morale.

  • Masteries + Runes

    1) Greater Seal of Potency x9 = 5.31 AP
    2) Greater Mark of Potency x9 = 5.31 AP
    3) Greater Glyph of Potency x9 = 8.91 AP
    4) Greater Quintessence of Potency x3 = 14.85 AP

    - at total of 34.38 AP

    Or you can go for default AP rune setup, tho this one does very good for me.

    As for masteries i go for this:


    This varies from summoner abilities you choose.

  • Summoner Abilities

    My choose:
    - With arcane shift, and these two, you will be uncatchable.

    Possible ones:

    Cleanse - Always good, with almost every champion who is squishy, and dies fast when disabled.

    Ignite - Everyone loves First Blood.

    Heal - Good if you happen to feel lame, and going to feed, or going to your lane with bad setup.

    Clairvoyance - Well, take this only if you have mastered it.

    Teleport - Good ability when you play against a good pusher team.

    Exhaust - Nice for First Blood too, and disabling AD champions.


    [spell=Fortify] - I think i dont need to tell why this is useless with Ez, as he does not have any disables.

    Revive - Useless with every champion.

    [spell=Rally] - Good only in premades, when the team is going for right setup, and is good at teamwork. And anyways, never, i said NEVER with carries.

    Clarity - You can take this, tho i don't recommend it, as you are not going to be low on mp for whole game after laning phase.

  • Items

    Laning phase:
    Sapphire Crystal
    Health Potion

    Early game:
    Archangel's Staff
    Sorcerer's Shoes

    Mid game:
    [item=Zhonya's Ring]
    Lich Bane

    Note: Almost every game ends at this point, as if you manage to get those items during mid game, you are truly raping opposing team.

    End game:
    Archangel's Staff
    Archangel's Staff

  • Skilling Order

  • Build Example


  • Summary

    Although this build differs a little bit from builds with default amounts of magic penetration, cooldown reductions, and ability power, something a bit different will never hurt, aight?

    Don't forget, that the 6th item of the build, is your choice, which depends on the opposing team setup ( Guardian's angel/Banshee's veil/Force Of Nature etc.)

    Thanks for your attention, feel free to comment and discuss this guide.

    P.S. Gameplay tips coming in soon!

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Submitted by Zaycik

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