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Introduction
These are your generic ADC runes. The starting defenses are essential for that extra survivability so you can safely trade or even maybe survive a Blitzcrank pull. The flat attack runes are nice because they give you that little extra starting game power, and this build needs all the help it can get in that department.
I deviate a little from the normal ADC build here with the exclusion of crit masteries. The reason? This build conveniently doesn't crit. This allows Ezreal to grab some cooldown masteries so that he can use more abilities. You are building an early Tear after all. Perseverance is just nice on everyone because it grants that much more sustain in lane.
There are two things to note that are odd about the starting items. First off, you aren't holding half a Vampiric Scepter or some nice boots. The other odd thing is that you don't actually spend all of your cash. I've found from testing that 5 potions is quite a lot. This allows you to trade stupidly well with your sad opponent who only carries 3. You also are that much closer from the start to getting your boots or finishing the Tear. Thanks to your starting Faerie Charm though, you can use your Q to farm from a safe distance against even the hardest harassment. The name of the first part of the game is simply farm and harass. Only when you have built your earlier damaging items do you actually start to become a threat.
After you have farmed a sufficient amount, you should be set for buying your Boots and/or the Tear. If you are having trouble with the enemy Miss Fortune's harass, you should probably pick up a Vampiric Scepter the first chance you get. Even with all three of these items though, you are still on the soft side. using your Q to stay out of harm's way is the safest bet for now. Just be patient for mid game.
Congratulations, you managed to make it to mid game. If you played it safe, both bot turrets should be in good health. Once you opt back and purchase your Manamune though, whole new possibilities emerge. Suddenly, your weak Tear has transformed into an incredible damaging item! Your Q is also an endless supply of pokes. You can either wait for your jungler to prepare for the kill, or catch your enemy at low HP from your harass. With the activated ability of your Bilgewater Cutlass and your support's CC, you can secure kills much easier. Just remember to farm your Manamune until it blooms into the destructive Muramana.
It is now late game, and the enemy has taken notice of you. They all just got done building Randuin's and Warmogs, but you have the advantage still. An evolved Muramana grants you a major magic damage output that complements your auto attacks nicely. The Blade of the Ruin King gives you some % damage that makes bringing down the tanks that much more possible, and the extra attack speed is welcome. Your Black Cleaver also gives that extra armor shred and a little cooldown reduction. The Iceborn Guanlet gives you a nice ranged CC and a powerful boost to your Q. You are now a Tank's worst nightmare (all Kog's aside).
Just a few notes on how to counter the enemy team with items. If facing Karthus, I highly reccomend an earlier Banshee's Veil. If the enemy team is not stacking too much HP, Blood Thister is a great alternative to Blade of the Ruin King. Trinity Force is always nice on Ezreal, but it has that unneeded crit that is just awkward on this build. Trinity Force is also just so expensive! Guardian Angel is a good pick if the enemy team is Assassin heavy, or you just find yourself caught out too often. If the enemy team is building ZERO armor, Yomuu's Ghostblade is a better choice than Black Cleaver. The activated ability is good for giving you that extra attack speed that this build is so lacking on.
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