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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Pros-Has a natural flash ![]() -Team steroid ![]() -Good Damage output -Somewhat good skill set |
![]() |
Cons-No Crowd control -Squishy ![]() -Difficult to master because his abilities are all skill shots -Item dependent |







Early Game
So, the items are basic. The early


Then the


Mid Game
Moving on to the mid game, the



Late Game
Leading to late game, the



More later, the


Finishing the build,


Either buy the








^this will help more late game since at early games there wont be a lot of bot laners who have bunch of AP (that is why you take scaling not flat)
^these 2 rune types make you less squishy^
Greater Mark of Armor Penetration helps a little early game against supports/adcs that have some Armor


Greater Seal of Armor

Greater Glyph of Magic Resist
Greater Mark of Hybrid Penetration
Greater Mark of Hybrid Penetration

Greater Quintessence of Ability Power
For Masteries take 21/9/0
21 on offense for obviously damage focusing on AP since the items give a lot of AD
9 on defense for more defense.
These stats/numbers below are based on how much my build put in such as 1 point in
4% Attack Speed -Helpful since you use AD as well
4% Cooldown Reduction -Helpful since you use AP and Skill
1 Ability Power Per Level-Gives you more AP
8% Magic Penetration-Helps you with Champions with Magic Resist
6 Ability Power-Helps you since it gives a little AP
Increases AP by 5%-Good when you have a decent amount of AP
Increases Damage by 5% to champions under 50% health-Standard when you take 21 points in Offense and when you are one of the primary damage source in your team
6 Health per level(108 when level 18)-Makes you less Squishy
2 Armor-Helps you early game with some trades
5 Magic Resist-Helps you early game with some trades against AP champs. (they wont be too strong then)
30 Health-Helps you with trades early game and sometimes you live by 30hp left
21 on offense for obviously damage focusing on AP since the items give a lot of AD
9 on defense for more defense.
These stats/numbers below are based on how much my build put in such as 1 point in
Hardiness
Offense







Defense






















Range: 1100
Projectile Speed: 2000
Cost: 30/35/40/45/50 mana
Cooldown: 6/5.5/5/4.5/4 seconds
Physical Damage: 35/55/75/95/115/(+1.0 per attack damage)/ (+0.2 per ability power)



Cooldown: 9 seconds
Range: 900
Cost: 50/60/70/80/90 mana
Magic Damage: 80/130/180/230/280 (+0.7 per ability power)
Attack Speed Buff: 20/25/30/35/40 %



Cost: 90 mana
Teleport Range: 475
Arrow Range: 750
Cooldown: 19/17/15/13/11 seconds
Magic Damage: 75/125/175/225/275 (+0.75 per ability power)



Cost: 100 mana
Cooldown: 80 seconds
Range: Global
Projectile Speed: 2000
Magic Damage: 350/500/650/(+1.0 per bonus attack damage)/ (+0.9 per ability power)
Minimum magic damage: 105/150/195/(+0.3 per bonus attack damage)/ (+0.27 per ability power)






















^The reason why




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