This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction





I've been using




Pros+Strong early game damage + in lane poke. +High mobility via ![]() ![]() +Dominant in trades. |
SPACE |
SPACE |
Cons-Requires good instinct and precise timing. -Falls off late game. -Outclassed by most ADCs. |
Pros/Cons Explained
+
+"Strong early game damage + in lane poke."




+"High mobility via





+"Dominant in trades."





-
-"Requires good instinct and precise timing."

Over time you'll learn the abilities range and hit-box to the point where it shouldn't be an issue, as for completely new

-"Falls off late game."





-"Outclassed by most ADCs."







Greater Mark of Attack Damage: You either go with these runes for the damage or Greater Mark of desolation for the armor pen. AD runes are stronger early then ArP runes, which scale better into late game.
Greater Seal of Armor: A must for any ADC or support going bot. Nothing better you could use in the Seal slot.
Greater Glyph of Magic Resist: Also a must for all ADC, because I really doubt the enemy support doesn't do magic damage or that they don't have an AP carry . You can also run
Greater Glyph of Scaling Magic Resist runes.
Greater Quintessence of Attack Damage: Same reason for using as
Greater Mark of Attack Damage. You can also take greater quintessence of desolation for the ArP late game.
Other Possible Rune Pages






Infinity Edge vs Trinity Force on Ezreal
"Even after trying to give the edge to Trinity Force by limiting the study to a small number of basic attacks, including a full QWER rotation and numerous sheen procs. It is painfully obvious that the Infinity Edge is significantly better damage wise than a Trinity Force. It is important to note that an Infinity Edge also scales any other AD you might have due to the critical damage increase. Having said this, I would strongly recommend not rushing a Trinity Force first for damage purposes unless you absolutely require a bigger mana pool or the utility from the slows and MS increase. However that is my opinion and you are free to disregard it if you wish."
Standard Build
Start with






After about three to four backs you should have the build above. As tempting as it is, don't buy a





At the 23+ minute mark you should at least have a finished




Quicksilver Sash if you are having issues surviving in team fights.
Last Whisper if you are surviving team fights + for the extra damage and armor pen.





Same reasoning for starting out this build with


You should have the above build after 4-5 backs. I recommend getting the



You must be logged in to comment. Please login or register.