Deciding for Picking Ezrealis like , he does not need much protection as champions such as
When there are a lot of tanks on the opposing team such as and , Ezreal is usually not recommended.
Ezreal is recomended when there are bruisers or assassins on the opposing team that are designed to kill carries.
are examples of champions that can easily kill AD carries.
Opposing teams AD carries:
do good against Ezreal.
Summoner SpellsFlash and ignite are both one of the most useful spells in the game. Ignite allows you to burst your target faster and flash allows you to close in or escape(Arcane Shift has high cool down). I highly recommend on all champions but not necessarily depending on what you're used to.
If the opposing team you are facing has a ton of crowd control effects then you might consider taking and . I usually take these two summoner spells when I am facing a bot lane with aggressive supports such as . Otherwise is always the best option.
or might also be an option, these summoner spells allow you to bait your opponents but I usually don't recommend these two spells.
RunesRunes can be built quite differently for AD carries like .
My rune set for standard AD carries lies above but doesn't mean it's greater than other rune sets. You may ask why I have attack speed glyphs instead of having magic resist or mana regeneration glyphs. This is because I use mana and mana regeneration masteries and I have additional input into mana potions during early to mid game. I try to set my runes as useful throughout the game. Though talking about all this, everyone has their own play style.
My attack speed runes are meant for early game farming and aggression. I want to be able to farm and harass the opposing enemy AD carry with auto-attacks while being able to farm. The +10% attack speed makes me farm better early game.
Other Possible Ezreal Rune Setups:
1. Attack Damage Quints + Attack Damage Reds + Armor Yellows(must have) + Magic Resist Blues.
2. Armor Penetration Quints + Attack Damage Reds + Armor Yellows(must have) + Magic Resist Blues.
3. Attack Damage Quints + Attack Damage Reds + Armor Yellows(must have) + Mana Regeneration Blues.