- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Armor Penetration+2.56 armor penetration
Greater Mark of Critical Chance+0.93% critical chance
Greater Mark of Armor Penetration+1.28 armor penetration
Greater Seal of Armor+1.41 armor
Greater Glyph of Scaling Magic Resist+0.15 magic resist per level (+2.7 at champion level 18)
Armor penetration is highly valued in Dominion. Starting with Armor Pen over AD will give you way more damage mid and late game. You're inevitably going to get high AD items. The 19 armor pen from runes is more valuable for me than the flat 15 AD. Your autoattacks AND Mystic Shots will benefit from this. One of my teamates Buwberry likes to go Dual Pen, being able to deal damage with all four of his abilities. However, this guide is stricly AD Ezreal and I emphasize AD damage over anything. If you would like to do Dual Pen marks/quints, you can try it out and see how you like it yourself.
I like to do armor seals as I am always in range to autoattack the enemy, thus also in range to get gapclosed onto. People who like to do Frozen Fist can get HP/level if they want, but like I said, you're an ADC bruiser with this guide. The playstyle is yours to choose.
MR/level glyphs are the best in this slot. Some like to run flat CDR, having 13% at level 3 (9% from runes, 4% from masteries). Again, if you want to do Kitereal, that's completely up to you. I, for one, am not a supporter of such cowardly builds.
Armor penetration Quints because armor pen is OP. One crit chance mark for the lulz.
- Points Available: 30 / 30
90% of the time I will run Exhaust on Ezreal. The 10 MR and Armor shred from it is worth more than 1% attack speed or 2.5% crit damage. Since I do not build infinity edge, the crit damage mastery will not be needed and neither will Frenzy.
Do not forget to take Summoner's Insight in the Utility tree as it will grant you OP bonus health for using revive. The HP bonus lasts 2 minutes, which is enough for da big plays to occur.
The remaining 8 points can go into either the defensive tree or the utility tree, depending on your playstyle. With the build I gave you in this guide, you would be better off going 8 into defensive, as your early game will be a bit stronger and you will survive longer.
ExhaustExhausts target enemy champion, reducing their Movement Speed and damage dealt by 30% for 2.5 seconds and reduces their Attack Speed by 50% for the duration.
ReviveInstantly revives your champion at your team's Summoner Platform and increases their Movement Speed for a short duration.
Exhaust keeps you alive in the league of gap closers that is known as dominion. That Wukong just gapclosed you and is about to ult? Exhaust and kite. However, Use exhaust when you know you truly cannot escape from the enemy using your E. But, don't be afraid to use it. Don't save it for the next fight saying you might need it more then. Live to fight another day.
Revive is basically the flash of SR in Dominion. The arguments against revive are "0mg i d0nt need a skill that requires me to die; im too guud." Notice the grammar. Do not be that person. Revive is game changing. It is game breaking. Take 10 players of equal skill and put them against each other with one team having revive and the other with another summoner spell. I'm 100% sure that the team with revive would win. It allows for too many clutch plays and allows for comebacks, even though the Dominion comeback mechanics are already broken.
Alternative [Situational Based]
The only other summoner spell I would get on Ezreal is Cleanse. If they have massive amounts of CC on the enemy team and they love to focus you, then yes, cleanse would be much better than exhaust in that situation. Again, you're basically an ADC so every extra second you're alive means more damage onto the enemy.
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