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I could say sth about the layout and give you some tips or whatever but I don't know if you care about that stuff so I'll refrain from doing that.
I think the main reason why people don't rush Manamune is because of the extremely poor early game until you actually get other items.
I see your logic with stacking it earlier, as koreans did popularize that for Khazix and Jayce. However you cannot simply do that with an AD Carry. You will fall extremely behind due to bot being a duo lane and lose all dragon control.
You need to balance out early game lane presence with scaling items, which is why people chose to not buy tear on ezreal in season 2.
Also, the muramana doesn't give Ezreal an insanely strong power spike like it does for jayce and kha.
In order to try to understand your points better, I went to your stream and watched the
These were issues similar to what I experienced when I used a purchase order similar to this. If you had gotten
On the subject you mentioned about getting
I understand the trade-off that you want to be stronger in Lane Phase while I want to be stronger in Mid Game. I just feel that
I think my route has more damage at the 25 minute mark, and by the 30 minute mark when you do have
I appreciate the chance to have this dialogue with you. Thanks for giving a reply and taking the time to listen to my opinions (:
I'd like to first say that I acknowledge your experience and success. I'm sure that this method works for you at a high level of competitive play which means it is proven to be effective.
Secondly, I have questions regarding some of your choices that I disagree with. I can see that the majority of subject matter which I find myself in disagreement with appears to be focused on preferences but I am interested to know why you prefer things this way over what I have found to be optimal.
I get a point in
I also see that you run Scaling Magic Resist Glyphs. In the current meta, I feel like supports contribute largely to early game harassing. I have laned against
I personally do not enjoy running Crit Runes on AD Carries. My reasoning for this is that I find the random proc to be annoying. During the laning phase I am attacking minions much more often than champions. This means that when the Crit happens it is much more likely to happen while I am hitting a minion. Getting a random Crit on a minion will do me more harm than good, as it will be unexpected and unplanned 100% of the time. The only times I have ever gotten "lucky" Crits off 1 Crit Rune is when I am under my tower farming and plan to hit a caster minion once, let the tower hit it once, and finish it off with a 2nd Auto Attack. If I get the random Crit on the first hit, the tower hit kills it and denies me a minion. Even if I am not under tower, it can cause me to miss a last hit if it occurs on the minion that my minion wave is also focused on. For this reason, I simply prefer to avoid the Crit Rune and remove "luck" from the equation. I admit to being a bit stubborn because I have to admit another reason that I do not like running the Crit Rune is because I want to win my lane on my own as I improve as a player and don't want a lucky Crit to take away my ability to say that I earned the right to claim to have won my lane. This is more of a mentality issue I suppose.
I only buy
I have been messing with
I believe the largest spike in damage comes when
I feel the primary reason why players are hesitant to invest the extra 1400 gold is because they feel it makes them weaker during lane phase than the alternatives. I disagree with this theory and I would like to attempt to explain why I feel this way.
I start with a
I also find it hard to notice a drop in Damage Dealt during Lane Phase due to the nature of trading and harass. I have slightly less AD when I poke but
I do not believe your method is "wrong" because it obviously works for you in Diamond. I believe there are multiple ways to execute a strategy successfully, I am merely looking to debate what is mathematically optimal according to various standards and time frames. I feel you prefer the extra damage during Laning Phase while I prefer having more damage Mid Game during what I consider to be vital skirmishes / early crucial team fights.
My question is what encourages you to have your preference in compared to mine? Is it because games at your Elo break out of Laning Phase much sooner? Is it a desire for the increased damage to monsters via
I hope I do not come off as too critical. I think you have made a very nice guide and are a good player. I appreciate your contribution to the guide-making community and hope to be able to learn something from discussing this topic.
Getting a point on Essence Flux at level 8 is probably very acceptable for what the skill benefits you but I don't think it's worth it when you compare it to what you lose. Beside the mana cost and the fact that you'll rarely if ever use this skill early game, you lose a point on E which is 2 seconds left on the cool-down. It's hard to compare the two in what's worth more but E gives +50 damage and a 2 second lower cool-down while W gives 70 damage and in the right situation can speed up a turret kill or a dragon attempt. It's preference, my preference is in E.
I run scaling MR because I rarely find myself having real issues in-lane as Ezreal unless I'm against something like Draven. Otherwise, most lanes for the most part run fairly linear. I'm more worried about the AP Mid whatever getting a few extra kills and dominating me. Scaling MR becomes stronger than flat at level 7, it's not the high of a level, and again my experience tells me that scaling MR will save me more than flat. It's preference again, though.
The crit rune, naturally, is all luck and I think it's won me two or tree lanes and I don't feel I sacrifice much.
I don't think buying Spirit of the Elder Lizard is so much preference though. It allows you to reach max CDR, it's very cost effective (2700g for 2000 before adding in the passives.) If you're behind it can help you recover, if you're ahead it can make you snowball because you completed a big item so much sooner than your opponent. It's ridiculously strong and I don't see any reason not to buy it perhaps beside the one game where you suddenly have 3200g before your first back so you can just straight up get a BT (which does have a better Gold:Stat ratio maxed out!)
For rushing Manamune, it's a comparison of what you get vs. what you can get. That 1400g would normally go toward a Glacial Shroud for me. I'm spamming Q constantly from the moment I leave the base with my tear to farm in lane with Q. I can max that tear incredibly fast, I don't need the manamune auto attacks to be helping as well. By waiting to upgrade until my Muramana is ready I can finish my boots and my Frozen Fist which means I'm kiting, I have max CDR, and I'm already putting down huge damage. If you think the little bit of damage you get from upgrading to Manamune early is worth it, go ahead, but I think the survivability, kiting, CDR, and poking ability from saving that purchase a little longer benefits a lot more. We end up with the same damage in the end, I just go for more utility while rushing a Manamune is going for more damage. I guess it could be situational but the laning phase is still going, you're against an ADC, having armor is basically an automatic win at that point. By the time I finish my Fist the laning phase is usually over, which means I'd have just bought my armor is I got Manamune first.
We're going to end up with the same damage mid-game. My tear can max out easily at 21-22 mins and I can have my entire core build (fist, boots, lizard elder, muramana) by 25 minutes quite easily.