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Ezreal Build Guide by ArisingDarkness

Ezreal :: Be a True MEGAMAN

Ezreal :: Be a True MEGAMAN

Updated on October 2, 2012
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League of Legends Build Guide Author ArisingDarkness Build Guide By ArisingDarkness 4,024 Views 0 Comments
4,024 Views 0 Comments League of Legends Build Guide Author ArisingDarkness Ezreal Build Guide By ArisingDarkness Updated on October 2, 2012
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Introduction

Introduction



Hi guys, this is my guide for AD carry-ing as Ezreal, I hope you try it out, and agree to my methods :) obviously I am not the best LoL player of all time, but I do think that this build is more potent and effective than the conventional 'Double Doran's Blade' tactic :)

I prefer to rush Black Cleaver because early game it is tremendously OP. A lot of people debate over what stat is best to get first for the AD carry; attack speed, or attack damage. well Black Cleaver gives you both. I personally think this item is the best AD early game item there is, even better than Infinity Edge, why you ask? well read this guide and you will find out ;)

Below is a video of my Youtube channel :) I would appreciate the Sub :)



So basically, this guide explains why Black Cleaver is so OP on Ezreal.

Credits to jhoijhoi for the template, which you can find here.
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Pros / Cons

Pros / Cons

spaaaaaaace
Pros


+ // Very fun to play
+ // Great poke early game
+ // Great DPS Mid/Late game
+ // Easy to escape from ganks
+ // Sniper ultimate
+ // You are MegaMan
space
space
Cons


- // Squishy
- // Guardian Angel is only resistance
- // Easily shut down with CC
- // Relies heavily on farm
- // Ultimate can be hard to navigate
- // You are MegaMan, you will be focused
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Masteries

Masteries


  • Brute Force :: +3 AD, pretty standard.
  • Butcher :: 2 bonus damage to minions, helps with last hitting. Take Summoner's Wrath instead of this if you take Ignite.
  • Alacrity :: +4% atk speed, always necessary.
  • Deadliness :: +9 Attack Damage at champion level 18, always a bonus to have Scaling AD.
  • Weapon Expertise :: +10% armour pen, you are going up against laners who probably have armour in their runes. This is very necessary.
  • Lethality :: +10% Crit Damage, along side with your Infinity Edge, your Crits will do 60% additional damage, a total of 260% damage.

  • Vampirism :: +3% Life steal, every little helps, along side with a Vampiric Scepter you will have 13% life steal.
  • Sunder :: +6 Armour Pen, always handy on an AD champion.
  • Executioner :: Increased damage to enemies below 40% health, very good for getting those last hits on minions and champions. if people rage at you for 'KS', they obviously dont know that the team is meant to get the carry feed. Just tell them that KS means more gold for the team, as they get assist gold, depending on how much damage they did to that enemy, and you get full Gold.
  • Resistance :: +2 Mag Res, to help against lanes the have a lot of magic damage poke supports, like Lux and Nidalee.
  • Hardiness :: +6 armour, a must have when versing an AD carry.
  • Durability :: Health per level, this is required as you will not be going for thos Doran's Blade's.
  • Veteran's Scars :: +30 Health, same reason as why we took Durability
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Runes

Runes



  • Greater Mark of Attack Damage: // I think flat AD is better than Armour Pen. due to the fact you are rushing an armour reducing item first, the armour pen. will become quite useless so to speak. I don't mean useless useless, I just mean it is better to have more AD going into them, than having more armour taken away from them, if you get my drift.
  • Greater Seal of Armor: // This is a no brainer, your going Bot against an AD carry, armour is essential to stand up to and Auto attacker.
  • Greater Glyph of Attack Speed: // I personally prefer atk speed because it makes farming a little easier when you are trying to rush that Cleaver.
  • Greater Quintessence of Attack Damage: // Again, I prefer flat AD over Armour Pen. I don't need to repeat why :L
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Summoner Spells

Summoner Spells

  • : // This Summoner ability is essensial for any AD Carry, positioning is everything, and with this baby, you can initiate a small fight, or you can use it as a 'get out of jail free card'. Also along side with your Arcane Shift you will have the ability to double blink, which is very powerful.
  • : // explain your choice here
  • : // explain your choice here
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Ability Explanation

Ability Explanation


  • RISING SPELL FORCE: // explanation of ability here
  • MYSTIC SHOT (Q): // explanation of ability here
  • ESSENCE FLUX (W): // explanation of ability here
  • ARCANE SHIFT (E): // explanation of ability here
  • TRUESHOT BARRAGE (R): // explanation of ability here
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Ability Sequence Order

Ability Sequence Order







> > >

// explain your ability sequence here
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Items

Items


  • : // explain your choice here
  • : // explain your choice here
  • : // explain your choice here
  • : // explain your choice here
  • : // explain your choice here
  • : // explain your choice here
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Farming + Teamfights

Farming


// explain how the champion should farm in lane/jungle

Teamfights


// explain champion's role in a team fight
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Summary

Summary

// summary here

// byline

// additional credits/shout-outs

Credits to jhoijhoi for the template, which you can find here.
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