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Ezreal ARAM Build and Guide

Updated for patch 26.21. Ability details come from Riot’s official game data for this patch; ARAM balance numbers come from the League of Legends Wiki’s champion data.

An Ezreal ARAM build stacks Attack Damage, Mana and Ability Haste so Mystic Shot keeps flying, with Spellblade items to turn each spell into a harder attack. He plays at normal numbers on the Howling Abyss: 100% damage dealt and 100% damage taken, no adjustment either way.

We matched each item to his patch 26.21 ability text and the item’s own description. Win rates played no part.

Ezreal ARAM build: Ezreal, the Prodigal Explorer, splash art

How is Ezreal changed in ARAM?

ARAM modifier Ezreal
Damage dealt 100%
Damage taken 100%

He isn’t, at least not in this patch’s data. Both rows read 100%, which in the Wiki’s ARAM data means the champion plays with the same numbers he has on Summoner’s Rift. No damage bonus, no damage penalty, no healing or haste line at all. Plenty of ranged champions with long poke get trimmed for this mode, so an untouched Ezreal is a quiet statement in itself (Riot clearly doesn’t see him as a problem here). What you get is the plain kit, on a map that happens to suit it.

Why does Ezreal suit the Howling Abyss?

Because every spell he has wants a target, and one lane full of champions always has one. The kit, from Riot’s patch 26.21 data:

  • Rising Spell Force (passive): he gains more Attack Speed for each spell that hits, up to 5 stacks.
  • Mystic Shot (Q): a damaging bolt that slightly reduces all his cooldowns when it strikes an enemy unit. Cooldown 5.5/5.25/5/4.75/4.5.
  • Essence Flux (W): an orb that sticks to the first champion or objective hit; hitting that enemy detonates it for damage. Cooldown 8.
  • Arcane Shift (E): a teleport to a nearby location that fires a homing bolt at the closest enemy, prioritizing anyone with Essence Flux on them. Cooldown 26/23/20/17/14.
  • Trueshot Barrage (R): after winding up, he fires a barrage that damages every unit it passes through, less against minions and non-epic monsters. Cooldown 120/105/90.

Mystic Shot’s cooldown refund only triggers when the bolt strikes an enemy unit, and on Summoner’s Rift a careful laner can stand where nothing is in the way. On the Abyss there’s always a minion, a tank or somebody’s support in the path. More hits mean more refunds, more Rising Spell Force stacks and more Arcane Shifts per fight. Trueshot Barrage works the same way, since it hits each unit it passes through and the enemy team stands in a line between two walls. The catch? With 550 attack range and one blink, he has very little room to recover when a diver reaches him.

What should an Ezreal ARAM build focus on?

Mana first, then Spellblade, then haste and penetration, so the Q stays on a short timer and each cast hits harder. Four items plus boots.

Manamune opens it. It gives 35 Attack Damage, 500 Mana and 15 Ability Haste, and Manaflow adds 3 max Mana each time an attack or ability lands, doubled against champions, up to 4 charges every 8 seconds. Ezreal lands a lot of abilities on champions here. That’s why it transforms into Muramana at 360 max Mana faster in ARAM than in a careful lane, and Awe keeps turning that Mana into bonus Attack Damage.

Trinity Force comes second. On Ezreal it’s mostly about Spellblade, the passive that adds bonus physical damage to his first attack after any ability, though the 30% Attack Speed, 36 Attack Damage, 15 Ability Haste and 333 Health all pull their weight. Every Mystic Shot sets up one empowered attack, and the Health is the only buffer he gets against a dive (to be fair, 333 is not a lot, but it beats nothing). Quicken adds 20 Move Speed for 2 seconds when he attacks, which helps him kite.

Serylda’s Grudge takes slot three, mainly for 35% Armor Penetration against the tanks who line up in front, plus 45 Attack Damage and 15 Ability Haste. Once a target drops under 50% Health, any ability damage from him also drags their speed down by 30% for 1 second. That’s Bitter Cold. For a champion whose kit has no crowd control at all, that slow is the closest thing to peel he’ll find, and Mystic Shot applies it every few seconds.

Spear of Shojin rounds out the core with 45 Attack Damage, 450 Health and 25 Basic Ability Haste from Dragonforce, which covers Mystic Shot, Essence Flux and Arcane Shift but not the barrage. Focused Will raises his ability damage by 3% for 6 seconds per hit, stacking 4 times. Boots? Ionian Boots of Lucidity, 10 Ability Haste for 900 gold, are the usual pick; Mercury’s Treads make sense against heavy crowd control. Real talk, the haste boots are cheaper and add to everything above.

How do you play Ezreal on the Howling Abyss?

  • Throw Mystic Shot into the crowd, always. Any enemy unit in its path triggers the cooldown refund, so a bolt aimed at the pack is rarely wasted.
  • Stick Essence Flux on the champion you plan to finish. Arcane Shift’s homing bolt prioritizes the orb’s target, and the next hit detonates it.
  • Keep Arcane Shift for leaving. It’s his only escape, and at 26 seconds on rank 1 a blink used to chase is a blink you won’t have when the tank arrives.
  • Fire Trueshot Barrage down the lane. It damages each unit it passes through, and in a single lane that’s often the whole enemy team.
  • Stack the passive before fights. Rising Spell Force builds on spell hits, so a few landed Qs before the engage mean faster attacks once it starts.

How do shopping and summoner spells work on the Howling Abyss?

There’s no recall here. You buy at the fountain when the game starts and again each time you respawn, so the opening purchase should head straight for Manamune, since every Q landed early stacks Manaflow toward Muramana. Ezreal has no healing in his kit, which makes the Health relics on the lane genuinely his (look, the tank can live without one).

You choose your summoner spells before loading in and keep them all game. The ARAM-only one, Mark, is a snowball that lets you dash to whoever it hits. Is that useful on a champion who wants distance? Mostly no. Ezreal already has a blink, and dashing into five enemies is the opposite of his game plan, so Flash plus a defensive spell keeps him alive longer. For what it’s worth, a Mark that lands on a low-Health champion right after the barrage does close games out, just not often enough to rely on.

Is Ezreal good in ARAM?

Yes, and he gets there without help. With 100% damage dealt and 100% damage taken, he’s playing his normal kit, and the crowded lane does the rest: Mystic Shot finds targets, the cooldowns come down, and the passive stays stacked. His weak spot is the same as on the Rift. Divers.

The bot laners who give him trouble on the Rift are in the Ezreal counters guide. Our guide to LoL roles explains what marksmen do in a normal match, the item database has the full numbers for each item above, and the Ezreal skins page shows his cosmetics.

Long story short, the Ezreal ARAM build is Manamune, Trinity Force, Serylda’s Grudge and Spear of Shojin, and the plan is one Mystic Shot after another into the pack while Arcane Shift waits for the dive.

FAQ

Is Ezreal buffed or nerfed in ARAM?

Neither. Neither damage dealt nor damage taken moves away from 100% for him in the Wiki’s patch 26.21 champion data, so ARAM Ezreal is standard Ezreal.

What items does the Ezreal ARAM build use?

Manamune, Trinity Force, Serylda’s Grudge and Spear of Shojin, with Ionian Boots of Lucidity or Mercury’s Treads.

Why build Manamune first on Ezreal?

Manaflow grants max Mana when attacks and abilities land, doubled against champions, and the item becomes Muramana at 360 max Mana. Ezreal lands abilities often in ARAM, so it stacks quickly.

Does Mystic Shot reduce cooldowns when it hits minions?

Yes. Mystic Shot slightly reduces all of Ezreal’s cooldowns when it strikes an enemy unit, and minions are enemy units.

How was this build chosen?

From Ezreal’s ability descriptions for patch 26.21 and the stats and passives of each item. No win-rate data was used.