: With the dorans passive and the lifesteal runes, you can sustain yourself enough in lane while still being able to be aggressive. You will be less dependent on
and stay in lane longer to farm. The healing effect from
combined with the Life Steal Quints, really does a great job at keeping your health up. I would argue that it heals you at roughly the same rate that a
does. This would require you to keep attacking, but Ezreal is naturally aggressive, so it shouldn't be much of a problem.
While laning, get what you need. If they have skillshot pokes or grabs, take
. Otherwise, just buy
to help with your cs and to build into
. Some grab
first because they want to build the stacks early, but i highly recommend against it! The issue with
is that the typical person has this idea that getting it earlier is better because it will have more time to build stacks. While this is true in general, it is not an effecient choice to make as an AD Carry. The problem with building
first is that you sacrifice your early game strength for almost nothing early on. It just becomes a waste of space until you complete it into
. As an AD Carry, you need to keep up with your opponents!
is a much stronger item to get first. It is essentially equivalent to a
with an array of essential added bonuses. With Blue Ezreal, you don't need to worry about building
stacks. Since Blue Ezreal is all about CDR and your
is on low cooldown, you will build those stacks VERY easily. It is much more efficient if you complete your
. The CDR, armor, and spellblade passive are a must on ezreal. This will give you some survivability while allowing you to spam your mystic shot which will slow on contact. The +125% AD from the spellblade proc will make up for the lack of AD early on.
- The Synergy of the Core items:
In this subsection, i will explain why it is important to complete the core of the build as soon as possible. The synergy of these items with your
is outstanding! However, as individual pieces of items, they offer little to your cause. It's like a puzzle. Each piece is VERY crucial to the build, but while the build is incomplete, your presence will lack a bit of adequacy.
: This item is an amazing first buy. The incinerate passive quite literally sets your opponents on fire with a TRUE DAMAGE burn(check out the animations on a minion while you hit it with
). As a first-back buy, this item gives you what you need: +45 AD to help with minion farming, health and mana regen for sustain, and a small CDR bonus to add to the cause.
: Adds to the fundamental idea of Blue Ezreal. While the other core items give CDR as well, i will explain the significance of CDR as a whole here. With the combination of your Sorcery Masteries, the CDR bonus from
will add up to 39% CDR. As stressed previously, the 39% CDR will allow you to spam your
. Your main damage source will be your
, NOT your autoattacks. Since
cools down instantaneously, you will be able to fire more of them which, in turn, will shorten the cooldowns of your other abilities as well! Add to that the on-hit passives from
and what you become is a kiting machine!
: This item is what makes your
legendary! If you think of your
as a gun,
is the upgrade! Since
applies the on-hit effects, it will become an AoE CC that does +125% AD. Also offering more CDR, it will add to your cause as Blue Ezreal. The extra armor will help you survive too!
: Using the gun metaphor again, this will essentially become the "ammunition" to your
. Since Blue Ezreal is based on spamming, you will need a lot of mana to do so!
will counteract your mana drainage so you can spam freely with less of a fear of running out of "ammunition". Also, once this upgrades into a
, you can think of the toggle ability as an "overdrive" mode. Do you see an imminent and vital teamfight coming your way? Turn on your "overdrive" mode and blast your opponents down at the cost of your mana bar! Once the fight is over, turn it off and let your "guns" recharge. I would be baffled if you could not draw a connection to Megaman at this point...
: Armor Penetration is great if opponents start stacking armor. This is a typical buy after the core items because the armor penetration helps you do much more damage. Armor Penetration is strong later in the game, especially since most players will start stacking armor at this point.
: Unfortunately no where close to blue, but the extra AD is amazing on
. Usually, if the game is going way too long and you all 6 item slots full, selling the
for this is a good trade.
tends to lose its effectiveness late game. Also, realize that your
does apply lifesteal!
: Good pick if the tankiest champions are giving you trouble. Also gives a nice active for chasing or running, but you shouldn't need to depend on it if you can hit your mystic shots. Other than these reasons, i personally think
is still a stronger pick. Blue Ezreal does not scale much with attack speed, and the 5%-of-health damage will only do more damage when you are attacking tanks with full health, which should be your least priority. Still, i will say that
has its place.
: If going against heavy AP or CC. Buy this if you find yourself getting caught with slows and stuns too often. Usually, getting caught is not a problem for Blue Ezreal because of his strong ability to kite, but if the stuns, slows, and AP damage keep getting to you, this item should help.
: If against very bursty champions that can burst you dead before you can run. One of the few things that can catch Blue Ezreal are bursty champions with a strong engage (for example,
). There isn't much you can do against these kinds of assassins because even if you kite well enough, they still have an ability to get up close and burst you down. That is their job.
should help you survive their initial burst and once you come back, your assassin will most likely be out of ammo. This will give you a chance to either run away or counter attack them.
: Great against heavy AD or against AD assassins that keep targeting you. If the enemy AD Carry is fed, or if there is an AD assassin (for example,
) that is constantly targeting you, the armor will help you survive. Typically, the armor from
should be enough for most games, but if you run into an AD heavy team with strong autoattacks, this should nullify enough of the damage.
: For general tankiness and late game survivability. Unfortunately not blue either, but the extra health is great if you want assurance that you won't die off after long team fights. Generally, the defense item choose should specifically counteract what your opponents build, but if you find that your enemies are quite balanced and cannot decide who to specialize against, then
is a good general defense item to choose.
In General, an AD carry should get 1 Defensive item during the game. It is more important that the AD carry sacrifices a bit of damage potential for survivability for this one simple fact: You cannot do damage while you're dead.
: It's blue, it gives health, it gives damage, it gives slows. Why is this not considered in the blue build?
This is a question some people ask me as
is a typical standard AD Carry Defensive option. The problem with this item is, although it is blue, a lot of what it offers is already given by the core items. Unfortunately, although the slow is a great idea, the slows don't stack with the slows from
. The extra health can be easily outdone by
, and the extra damage is quite low for a late game item.
: It's a strong item that gives immense amounts of damage and critical chance. Why not consider this?
This is a typical AD Carry item and it works great for standard Ezreal builds and other standard carries! But this item does not quite fit into the blue build. Although you're playing the AD Carry position, the blue build is not about Crits.
synergizes well with items such as
, but in the blue build, the mechanics just don't quite fit in. The AD from
can be outdone by