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Ezreal General Guide by ggLA Umashi

AD Carry Blue Ezreal

AD Carry Blue Ezreal

Updated on June 8, 2013
8.6
67
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14
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League of Legends Build Guide Author ggLA Umashi Build Guide By ggLA Umashi 67 14 264,980 Views 60 Comments
67 14 264,980 Views 60 Comments League of Legends Build Guide Author ggLA Umashi Ezreal Build Guide By ggLA Umashi Updated on June 8, 2013
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1
SmokedCarpenter (53) | June 20, 2013 12:28pm
This was probably brought up already but I feel that you need a vamp scepter much earlier in the game than your cheatsheet says. maybe before completing lizard elder or after tear?
1
Jovy (953) | June 19, 2013 10:56am
pretty legit, +'d
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.
1
skellingty | June 11, 2013 6:58pm
Voted +1
went 22 and 2 with it :)
1
HumanShade (1) | June 11, 2013 3:29pm
Voted +1
Great build +1. 13/5/17 on first game. Went for a Blood Thirster instead of the RBK though. I guess it depends on who I am up against, but BT seems much better for sniping - but I would probably need RBK if I have to AA more and take down targets that have high HP, and RBK passive is pretty much an extra escape if you have iceborn as well.
1
torchen | June 11, 2013 1:00pm
Voted +1
Cool build, thank you.
1
Embracing (353) | June 11, 2013 8:46am
@Haedrix:

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.
1
A Chubby Baby (290) | June 11, 2013 6:37am
Voted +1
Decent.
1
Haedrix (24) | June 11, 2013 2:15am
Yeah I stopped buying it when I saw that it was going to be getting nerfed and I started looking for alternatives. I guess that is what led me to the purchase order I use now. We'll just have to see how hard they nerf it. I haven't read the set of patch notes that just got released yet. But yeah thank you for being open to discussion and actually replying with good information. Most high elo players don't respond in the comments section of their guides. A lot of the guest authors on here have their managers or friends put the builds up and rarely ever check them. So thanks for your time!
1
ggLA Umashi (3) | June 10, 2013 8:24pm
Usually, if I'm really focused on charging my tear I charge it faster than in those games. That said, you do bring up interesting points and I'll mess around with them. I still think Lizard Elder is a must-buy because it gives a huge surge in strength, however, it is being nerfed slightly and that means finding a more optimal build may be a good idea! Thanks for the fantastic criticism man :)
1
Haedrix (24) | June 10, 2013 3:52pm
I appreciate your detailed response Umashi. It is very nice to get the chance to discuss topics such as this with an experienced player like yourself.

In order to try to understand your points better, I went to your stream and watched the Ezreal games that you uploaded. In one of the games, your Manamune evolved into Muramana at 30 minutes and another game it evolved at 29 minutes. The game that it evolved at 29 minutes, your team actually lost a team fight right before you were able to evolve it. You explained to the viewers that you were trying to stack the Manamune and wanted to have the fully evolved Muramana before the next team fight happened but your team engaged too early.

These were issues similar to what I experienced when I used a purchase order similar to this. If you had gotten Manamune earlier you certainly would not have to worry about stalling the game prior to fights, wasting mana to spam abilities into thin air just to get stacks finished, and you would not be forced into the awkward position of not wanting to fight as this can cause your team to miss out on the opportunity of capitalizing on an enemy's mistakes.

On the subject you mentioned about getting Glacial Shroud early, I'm not advocating against it. The item I skip in my itemization is Spirit of the Elder Lizard. Upgrading to Manamune costs 1400 gold while Spirit of the Elder Lizard costs 2000 gold. With spending 600 gold less, I actually get Glacial Shroud sooner than in your purchase order.

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 Ezreal is naturally dominant in Lane Phase so I value Mid Game strength more. Also, Last Whisper only costs 300 more gold than Spirit of the Elder Lizard so, since I don't itemize for Spirit of the Elder Lizard 1st, I tend to prefer Last Whisper over it as a Mid Game Purchase of equivalent gold cost.

I think my route has more damage at the 25 minute mark, and by the 30 minute mark when you do have Muramana, I have Last Whisper instead of Spirit of the Elder Lizard. I think I have more damage at the 30 minute mark as well because of this. I can definitely see where you are coming from though in why you like it the way you do.

I appreciate the chance to have this dialogue with you. Thanks for giving a reply and taking the time to listen to my opinions (:
1
ggLA Umashi (3) | June 10, 2013 1:16pm
Haedrix wrote:

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 Essence Flux at Level 4 or Level 8, depending on how early my team appears to be planning to apply Dragon Pressure. Using Essence Flux to maintain stacks on Rising Spell Force while buffing my Jungler's Attack Speed seems worth the ability point to me. I know it is usually not worth the Mana to cast during early game but it does provide +70 Damage in a burst trade if I'm in a life or death situation or am going for a kill on an enemy attempting to escape. Your Magic Penetration Mastery Points also compliment putting at least one point into Essence Flux at some point before Level 13.

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 Lulu, Zyra, Nami, and Sona often enough to be convinced of the benefit of early Magic Resistance. I run Flat MR Glyphs because of this. I know it means I lose out on 12 MR at Level 18 but I feel that it really helps early game. Of course there are some supports who do not pose a poke threat and I would take Scaling MR given the match-up opportunity.

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 Spirit of the Elder Lizard when I am behind. I do this because the item itself has many cheap components which allow me to continue increasing my power in small increments when I have low amounts of gold upon returning to base. The item is also quite cost-effective, which is arguably one of the most important factors in how to itemize when you are behind. I occasionally will buy it AFTER the items I consider to be "core" as a cheap Mid Game item in certain situations. I enjoy buying it in poke comps, as the true damage is only fully utilized over the burn duration. I also occasionally itemize for it when we are focusing a heavy amount of attention on Dragon / Baron spawns due to the increased monster damage on the item. This being said, I believe rushing it is situational and not necessarily always optimal.

I have been messing with Muramana on Ezreal since before the passive on-hit damage was changed from Magic Damage to Physical Damage. Over a large number of games in Normals, Solo Queue, and Ranked Premades I feel I have done enough experimentation to support my theory that rushing Manamune ASAP yields the best end result. I know that most players will disagree with this but I would like to offer evidence to support this.

I believe the largest spike in damage comes when Manamune evolves into Muramana. With this being said, it is a fact that a Tear of the Goddess does not accrue stacks as quickly as a Manamune because the former only stacks on Ability Use and the latter stacks on Ability Use AND Auto Attacks. Assuming the primary goal is to get to Muramana, how early a Manamune is purchased directly correlates to how early you can have a Muramana. I also find that stacking a Manamune is easiest to do during the Laning Phase since I am constantly last-hitting (or attacking even more often if I am pushing). This is the same ideology behind why Bloodthirster has always been said to be a good purchase during Laning Phase, as it is easy to quickly build stacks while farming. If I rush a Manamune I usually have a full Muramana between 19 - 24 minutes. So by that time, my investment in the early Manamune has mathematically paid itself off very nicely and I do more damage by the 25 minute mark than any other possible itemization (within the confines of this build's objectives) using the same amount of gold spent.

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 Long Sword + 2 Health Potions instead of a Doran's Blade, as this helps me get to Manamune faster. So in reality I only have 1000 gold to pay after I have a Tear of the Goddess. Upgrading Tear of the Goddess + Long Sword gives me an instant +10 AD from the flat amount on the item (the equivalent of another Long Sword or 400 gold). We also have to calculate the amount of AD given from the passive. For this, we consider Ezreal's base Mana as well as the mana given to us by the item. Ezreal has 245 + 45 per level Mana. 515 Mana @ Level 6 (10.3 AD) and 740 @ Level 11 (14.8 AD). The item itself gives us +250 Mana (4.5 AD). Not including AD given from the continuously growing Mana via stacking Manamune, the 1000 gold spent on the upgrade provides +14.8 AD @ Level 6 and +19.3 AD @ Level 11. This also does not calculate the bonus AD I get from building Sheen, Glacial Shroud, or Iceborn Gauntlet. I always buy Sheen very soon after completing Manamune as it gives a good increase to Mystic Shot's damage and has item synergy with the Manamune rush. The amount of AD I lose out on is a small amount and WELL WORTH getting Muramana 5 - 10 minutes sooner.

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 Ezreal with a Tear of the Goddess OR a Manamune has the ability to out-poke almost any lane opponent merely due to the spam factor of having a larger Mana pool with a short-CD + high-damage ability. I believe Ezreal is dominant in lane and it is simply his nature to be this way due to his kit containing a wonderful early game damage steroid on Mystic Shot. Because Ezreal tends to have a dominant laning phase regardless of early itemization, I believe it should be a primary objective to ensure Mid Game relevance. The most effective way to do this is by getting Muramana as soon as possible. After Manamune I aim for Iceborn Gauntlet, Vampiric Scepter, and Ionian Boots of Lucidity with a purchase order dependent on the situation. I always have a Muramana by the time I purchase Iceborn Gauntlet. The amount of damage I have by the 25 minute mark is ridiculous and I would not trade it for +1000 gold worth of AD.

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 Spirit of the Elder Lizard due to earlier and more frequent Dragons? I am curious.

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.
1
Kaggboer2012 (19) | June 10, 2013 1:02pm
Voted -1
you know what guys i will just downvote too because of the stupid glyph and you cant do anything about it MUAHAHAHAHA
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