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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
Who am I?
Hi, I'm Schadenfriend, and this is the first of a series of guides I hope to make about a handful of my favorite champions to play. I'm Silver IV, but I avoid ranked like the plague, as I am a solo player and solo ranked is masochism, plain and simple. I main ADC, and used to main Jungle, though most of my preferred Junglers have soured with the meta changes (Kayle lost her Devourer, Poppy was nerfed into the ground, etc.). I'll be adding links to my other guides as I create them.
This guide is very much under construction, so formatting, organization and the contents of the FAQ section I expect to change rather frequently. That said, I will begin with the reasoning behind picking AP Ezreal in champ select, then explaining my choices behind his items and skill order and such, and transition into gameplay, your role in teamfights, and so on. I dearly hope this guide is impactful, informative, and helps to convince you that AP Ezreal is a compelling pick!
My other guides:
The case for an AP AD Carry
In solo queue at my elo (Silver IV), there is often a strong chance I will be matchmade with a full AD assassin comp. For example, Shaco Top / Yasuo Mid / Kha'zix Jungle is a extremely typical lineup I will see in champion select, and it is an ADC's worst nightmare. Unless my support is able to front-line all by themselves (Alistar, Nautilus) there will be no front-line whatsoever, and the enemy carries/assassins/midlaners have nothing between them and my squishy ***. Even worse, unless my support is a significant magic damage threat (Karma, Lux) the enemy team has no compelling reason not to stack armor and ignore all of our damage. Despite winning every lane, our full-AD squish team was doomed from champ select.
Enter AP Ezreal. Aside from Corki, he's possibly the only mage with ranged damage consistent enough to fill in for a real ADC, and his Arcane Shift can often save him from the enemy carries despite the aforementioned lack of a frontline or any hard CC on your team. AP Ezreal exists to fill a hole in the team comp; he will capitalize on the enemy's lack of MR, and every point of MR they buy is a wasted stat against your AD allies. It follows, then, that you do not pick him every game, as many (if not most) games a standard crit-build ADC would fit the team just as well, or even better if your team is AP-heavy.
When to pick AP Ezreal
AP Ezreal is countered by MR more heavily than other mages, because he has no open item slots for situational penetration items. Additionally, since he has no source of %health damage (such as




Despite being comfortable with just about any matchup, consider picking another carry if you're confident you will fall behind, such as in the case of laning against extremely aggressive supports like







Pros/Cons
Pros-Quite fun, much outplay potential + high skill cap -Heavy, heavy magic damage -Can one-shot squishies with burst, but without trading off DPS -Built-in flash on a short CD -Serious snowball potential, but still scales incredibly well into late-game -Enemies may not realize you are AP until late into the match |
Cons-Squishy, unhelpful if behind -Entirely skillshot-reliant -Inevitable flame from teammates unless ahead -Poor kite compared to AD Ezreal -Very low variation in build path/flexibility -No good answer to mega-tanks |
A decent tactic is to pick Ezreal, and then select whether to play AP or AD after assessing the team comps. AD Ezreal is extremely effective against AD assassins, but falls off hard late-game; AP Ezreal is not particularly effective against tanks, as he has few MPen / % Max Health options (Liandry's is awful on him). However, this guide is not about AD Ezreal, and you'll find plenty of other guides on him written by other people.
Playstyle
Each champion has a pattern in their style of play, and to those accustomed to




As for your role in a team, Ezreal is a classic ADC in the sense that he provides no utility to his team other than damage. To make up for this, his poke, burst, and sustained damage are all top-tier, he can 1v1 better than most ADCs and his teamfight is above-average, though certainly inferior to mega-utility teamfighters like




Runes
Runes are a subtle-yet-powerful factor that impact Ezreal's power and stats at level 1 ( a few runes provide incresed benefit with level). The early-game is a critical stage that can determine how successful you are able to be throughout the match, and so we must carefully consider which stats we most desperately need with the limited Rune Slots available. I suggest running AP Quints (or even Hybrid Penetration Quints), Attack Damage Marks, Flat Armor Seals, and 9 Scaling AP Glyphs.

Masteries
(Note: I am having trouble getting the Mastery Tree Planner working properly, so I'll be referring to masteries individually, without the use of a sweet visual aid. Rip in pepperonis.)
Skip this spoiler to get to the keystone discussion.

There are benefits to both 18/12/0 and 12/18/0:



If taking Thunderlord's, grab




This is where this guide begins to tell you something new. AP Ezreal is not a new idea, and he's certainly been played bot lane before, but everyone has their own way of building him. I see him with
Rod of Ages, I see him with
Luden's Tempest, I've seen him with
Guinsoo's Rageblade. In my mind, however, there's only one way of building him.
Lich Bane >
Nashor's Tooth >
Rabadon's Deathcap >
Sorcerer's Shoes >
Seraph's Embrace >
Hextech Gunblade
Played in the bot lane, AP Ezreal has slightly different priorities than a mid-lane mage AP Ezreal build. Less emphasis is put on bursting squishy targets, and more emphasis on putting out consistent DPS (Damage Per Second) on the enemy team from maximum range. Since Ezreal deals all his damage with his abilities, CDR and Mana are paramount, followed by lifesteal/sustain, and of course, raw damage. Luden's Echo might offer a lot of burst, for example, but pales in comparison to the sustained damage of a Nashor's Tooth, or a Seraph's Embrace. With this in mind, this is what I've built.
The above build gives 30% CDR, ~750 AP, 1250 bonus mana, and miscellaneous yet important stats (7% movespeed, 15 magic penetration, 40 attack damage, 50% attack speed). It also contains 2 enormous item actives that I won't emphasize much since I don't use them reliably, but that a more skilled player could easily exploit: an enormous shield lasting 3 seconds (~610 HP at lvl 18, at max mana) and a 250 (+30% AP) targeted slow on a 40 second cooldown. I'll discuss each item in detail, and discuss items NOT worth building in comparison, and why.
STARTING ITEMS
THE CASE FOR NASHOR'S TOOTH
IONIAN BOOTS
STACKING MEJAI'S
Please don't build these. Every item has pros and cons, but these items have more cons than pros in almost every case.
BAD ITEMS
These are decent, but should only be built in the appropriate situation. They will typically replace Hextech Gunblade, as every other item in the build is nearly essential; against immobile teams,
Sorcerer's Shoes are an acceptable sell, though I do not advise it. If you aren't constantly harassing with
Mystic Shots, consider selling your
Tear of the Goddess instead, though first you should consider why you aren't harassing with Mystic Shots. If you are able to get free damage on an enemy, why wouldn't you??
SITUATIONAL ITEMS









Overview
Played in the bot lane, AP Ezreal has slightly different priorities than a mid-lane mage AP Ezreal build. Less emphasis is put on bursting squishy targets, and more emphasis on putting out consistent DPS (Damage Per Second) on the enemy team from maximum range. Since Ezreal deals all his damage with his abilities, CDR and Mana are paramount, followed by lifesteal/sustain, and of course, raw damage. Luden's Echo might offer a lot of burst, for example, but pales in comparison to the sustained damage of a Nashor's Tooth, or a Seraph's Embrace. With this in mind, this is what I've built.
The above build gives 30% CDR, ~750 AP, 1250 bonus mana, and miscellaneous yet important stats (7% movespeed, 15 magic penetration, 40 attack damage, 50% attack speed). It also contains 2 enormous item actives that I won't emphasize much since I don't use them reliably, but that a more skilled player could easily exploit: an enormous shield lasting 3 seconds (~610 HP at lvl 18, at max mana) and a 250 (+30% AP) targeted slow on a 40 second cooldown. I'll discuss each item in detail, and discuss items NOT worth building in comparison, and why.
Items

Nashor's Tooth
![]() |
Nashor's is also core, but this fact is not as widely understood, and I'll be explaining in-depth in a spoiler below. Short version: It's an AP/CDR item that adds some nice on-hit damage to your Q and auto attacks, and the attack speed synergizes well with your passive,
![]() |

Sorcerer's Shoes
![]() |
Out of all the available boot choices, these are the clear winner. They are the only source of magic penetration you have available from items, unless building
![]() ![]() ![]() ![]() ![]() |

Seraph's Embrace
![]() |
148 AP and 1000 bonus mana on one item? Sure, dude. Compared to other mana options, it's the clear winner (
![]() ![]() ![]() |
Hextech Gunblade
![]() |
Besides being the only viable (or even possible) lifesteal option for AP casters, it has excellent stats for Ezreal and an exceptionally useful active (though I myself never remember to use it). This is the item to replace with a situational item in the rare case where you find yourself blown up too quickly to react with an
![]() ![]() ![]() |
Mejai's Soulstealer
![]() |
Builds out of
![]() |

Bad Items
Please don't build these. Every item has pros and cons, but these items have more cons than pros in almost every case.

Situational Items
These are decent, but should only be built in the appropriate situation. They will typically replace Hextech Gunblade, as every other item in the build is nearly essential; against immobile teams,




Overview
Typical Ability Spread VS. AP Ezreal's Ability Spread
Damage
Movement/Escape CC (Slow, Stun etc.) Ultimate (variable) |
Q
W
E
R
|
Damage in a line
Damage in a line Blink + damage Big damage in a big line |
Compared to other ADC's, Ezreal's abilities are not terribly complicated nor diverse. If you can aim linear skillshots, you're all gravy; if you can't, Ezreal is not the right champion for you. However, there are a few nuances worth elaborating on, so here's a paragraph for each ability to give you some context to the Combos section directly below.
Passive:


Q:




W:

E:



R:


Combos
Now we learn how to use Ezreal's abilities in conjunction. These are all fairly intuitive, especially to someone who's already played AD Ezreal, so feel free to skip to the next section if you feel you have a handle on AP Ezreal's abilities. To the uninitiated, we are learning 3 basic combos: the Trading Combo, the Full Combo, and the Utility Combo.
The Trading Combo
One
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Note: If you miss your ![]() ![]() |
The Full Combo
This is your all-in combo. When your
![]() ![]() ![]() ![]() ![]() ![]() After ![]() ![]() ![]() |

The Utility Combo
There is a well-known trick where you can grant yourself the attack speed buff from
![]() ![]() ![]() ![]() ![]() ![]() ![]() Note: When using ![]() ![]() ![]() ![]() |
Skill Order
"Hold on, buddy," you must be asking, "why aren't you maxing W first?


I assure you I am not. With Lich Bane the effective ratio on your Q becomes 90% (40% base + 50% Lich Bane). Besides, your Q reduces all your cooldowns by 1.5 seconds, which means putting ranks into your Q effectively reduces the cooldowns of ALL you abilities by as many times as you're able to cast


Next, we rank up his




Item Order
I've covered the build path in other sections of the guide already, but I feel it's necessary to go over WHY I build the items in the order I do, which item components to prioritize, and how to manage your slot space. Due to the boring and redundant nature of this section, I'll enclose it in several spoilers for easy skipping.

Farming
Typically this wouldn't be its own section: Farming is an essential skill on every ADC, and there are excellent guides on Youtube and even Mobafire on this topic specifically. However, AP Ezreal has some of the most trouble farming compared to other carries because his waveclear is so poor pre-

Melee-1, Caster-2 is the usual rule about how many auto-attacks it takes to finish off low-health minions after they've taken damage from your turret. Long story short, after a melee minion has taken 2 turret shots you may kill it with 1 auto attack; after a caster minion has taken 1 turret shot you may kill it with 2 auto attacks. This is not set in stone, however, since minions gain defensive stats over time; I occasionally have to use 2 auto-attacks to finish off a low-health melee, for example, after finishing



However, perfect freezing will theoretically prevent you from ever needing to farm under turret. I use this technique all the time to hold a minion wave at a specific spot, typically right outside tower range. Freezing is useful not only for easier farming, but also to make your lane easier to gank by your jungler and more difficult for the enemy jungler. Simply put, as long as both minion waves are of equal size, they will be "frozen" in place, preventing them from pushing in either direction. To freeze a wave, all YOU need to do is deal more damage to minions if your wave is smaller, and less damage if your wave is larger. Simple, right?
The only time you want to push your wave is when you can destroy an enemy turret, or when you're about to back to base. In the latter case, pushing out the wave results in the enemy laners requiring more time to push it back towards your tower. The longer it takes for the enemy to push, the less CS you are able to lose to your own turret in the time it takes to return to lane. Learning to manipulate minion waves is a very complicated subject that took me a very long time to learn, so I suggest you do your own research and practice on your own time. These two paragraphs are hardly all there is to the subject!
Teamfighting
You do NOT need to wait for a teamfight to begin to attack the enemy team! Pre-teamfight, harass constantly with


Once a fight begins, you immediately want to look for an opportunity to use your ultimate. With a 90% AP ratio and global range, it can easily decimate an entire enemy team, but there are 2 conditions to this: You must be alive, and they must be grouped as 5. The longer a teamfight progresses, the less likely it will be that both conditions will be met, so use it at the very beginning to maximize your damage. At later levels, you can actually use it twice in a teamfight with enough CDR and


As the teamfight closes out and a victor emerges, proper use of






Objectives
Generally, ADC's are not splitpushers. That said, AP Ezreal has an extremely reliable, spammable escape, and his



On the subject of wards,





This is a real game I had; the match history is available here. It ended in a surrender for the enemy team, but I'm showcasing this match in particular because it is fresh in my memory and I made more-or-less optimal decisions which gave us the win. This section is really repeating information I've already spelled out in previous chapters, so feel free to skip.
(Forgive me for having the wrong Runes: the runes I have spelled out in this guide are the optimal ones, not the ones I actually use. I'm a poor, poor soul, and runes are 2expensive5me.)
DEFINING TYPICAL GAME
I'm first pick, but I see Rengar and Yasuo instantly hovered jungle and mid, and I know there's a good chance top lane is AD as well, or a low-magic damage tank such as Maokai. With this in mind, I select AP Ezreal as my go-to AP bot-laner, of which I have a few. As champ select progresses, I see Syndra locked in on my team, as well as two tanky enemy champions,
Lee Sin and
Singed, locked in on the enemy team. These are indicators that AD Ezreal may be a better pick, but since I prefer AP Ezreal due to preference and am fairly confident I can get an early lead in lane to snowball with Mejai's I go with AP Ezreal instead.
Lee Sin has gotten first blood on Rengar in his own jungle. Even were this NOT the case, Ezreal has very low pressure in lane pre-sheen, as he has no mana to poke with and low damage on his
Mystic Shot. On top of this, Lee Sin is one of the most aggressive early junglers, and he will very likely pay bot lane a visit in the near future. This all in mind, I freeze the minion wave just outside tower range, and farm, farm, farm. Despite my complete lack of AD, I manage to get a slight CS advantage over Vayne with strategic use of
Mystic Shot and Taric's
Relic Shield. Also thanks to Taric, we are able to completely sustain through
Nami's poke, and they can't engage on us because of my
Arcane Shift and the fact that we're practically always within tower range.
My first back, I pick up
Tear of the Goddess,
Cull and
Boots for only 1500 gold (and a
Vision Ward for 75!). I don't always buy Cull, but Vayne and Nami are hard-pushing into our tower, and now that Vayne has some damage items it's harder to freeze outside tower range, and I'll be forced to farm UNDER tower. With Tear, I can finally start counter-harassing the enemy laners with
Essence Flux, and Boots help me dodge skillshots and position for Taric's stun. The vision ward is essential for obvious reasons.
There's a skirmish in our jungle, and I immediately head over to contribute to the fight. A failed gank by Rengar onto Viktor leads to Viktor and Lee Sin pursuing him into our jungle for the kill. At the raptors bush, Rengar kills Viktor with Yasuo's help, before dying to Lee, and Yasuo begins chasing Lee. At this point, I cut off Lee's escape and shut him down with a quick combo and another Mystic shot as he flees, shutting him down and getting the first 2 stacks on
Dark Seal.
Soon after, Taric and I skirmish with Vayne and Nami after pushing them off our tower. We win the trade, but they escape under their tower with low HP. I actually pull off an incredibly sick double kill with
Trueshot Barrage, sniping them as they recalled; if it had been on cooldown, however, I could have easily picked off at least one with E>W>Q from the bush. I now have 6 stacks on my Dark Seal, and Taric and I begin pushing into their tower. Lee ganks and kills Taric, but flees before I can kill him also.
I've bought Mejai's and Sheen, so I'm at the strongest possible state for this phase of the game; I ping Dragon, and we take it down rapidly due in part to my attack speed buff on Rengar and Yasuo. Immediately we go to mid tower, as Vayne and Lee are MIA and Nami died in a futile effort to stop us from getting dragon. After taking that as well, Yasuo kills Viktor before he can flee to his Tier 2, and I return to bot lane in a frantic effort to finish my Cull so I can cash in and free up the item slot. I stop briefly to fire my ult towards top lane where Singed and Lee are skirmishing with Syndra and Yasuo, picking up yet another assist. Despite getting no kills since purchasing Mejai's, I now have 12 stacks total, for 60 bonus AP.
Finishing Cull, taking towers and getting 3 assists give me a huge pile of gold when combined with my farm, so I'm able to instantly buy
Lich Bane and
Stinger, the more expensive half or
Nashor's Tooth. I'm at my strongest point until I'm able to finish Deathcap 4 or 5 thousand gold from now, so I want to capitalize on this spike by making picks around the map. Syndra has gotten Singed's tower low, so I go top and kill him as he tries to flee. Because I'm top, the enemy bot lane is trying to take our bottom tower, but I manage to get there with my 17% bonus movespeed from
Lich Bane and
Mejai's Soulstealer and assist in the fight that nets our Yasuo a clean Triple Kill. With practically the entire enemy team down, we pick up a tower and another dragon, and I back for my
Nashor's Tooth with almost full stacks on Mejai's despite having only 4 kills.
From this point on, the game is trivial for AP Ezreal. My Mystic Shots hit for nearly 500 mixed damage per shot, I can
Arcane Shift out of any CC attempts by the enemy team, and I have so much movespeed I can chase and secure kills extremely effectively. I pick up an easy double kill bot lane, then kill Singed while he attempts to defend his tower from Yasuo and me. Because nothing demands my immediate attention, I back to pick up a
Needlessly Large Rod, though I changed my mind and completed
Sorcerer's Shoes instead to reduce the chance of dying and losing stacks.
I am now 7/0. There is no danger whatsoever of failing to achieve my late-game dream: I could be shut down and killed twice more for good measure, but I've crossed my greatest hurdle of completing my first 2 items, and I was going to sell Mejai's soon to complete
Rabadon's Deathcap anyway, so I lose little. For this reason, I 'gift' Rengar the next 3 kills: Vayne and Nami are dropped low by
Trueshot Barrage, and I take Lee Sin down to below 25% with my full combo. If the enemy hadn't surrendered, this would have been more than enough to bring Rengar back into the game, despite having gone 1/5 until this point. It's really rare in my experience to have the opportunity to single-handedly bring someone back into the game like that, and I'm glad it worked out the way it did.
Had the enemy not surrendered, I would have completed my Deathcap, upgraded my Tear to
Seraph's Embrace, and built either
Hextech Gunblade or
Void Staff depending on the amount of Magic Resist on the enemy team. With this much AP, clearing waves with
Nashor's Tooth is actually extremely simple, and for extreme pushing I can one-shot entire lanes with
Trueshot Barrage. I'd use this to pressure enemy towers while our team fights or takes other objectives, and escape with
Arcane Shift when the enemy comes to stop me. Even assuming the enemy team catches up, my sheer damage gives me the edge in teamfights and I can win with smart positioning, good mechanics and teamwork.
(Forgive me for having the wrong Runes: the runes I have spelled out in this guide are the optimal ones, not the ones I actually use. I'm a poor, poor soul, and runes are 2expensive5me.)

Champion Select
I'm first pick, but I see Rengar and Yasuo instantly hovered jungle and mid, and I know there's a good chance top lane is AD as well, or a low-magic damage tank such as Maokai. With this in mind, I select AP Ezreal as my go-to AP bot-laner, of which I have a few. As champ select progresses, I see Syndra locked in on my team, as well as two tanky enemy champions,


3:00
Lee Sin has gotten first blood on Rengar in his own jungle. Even were this NOT the case, Ezreal has very low pressure in lane pre-sheen, as he has no mana to poke with and low damage on his





7:00
My first back, I pick up





~10:00
There's a skirmish in our jungle, and I immediately head over to contribute to the fight. A failed gank by Rengar onto Viktor leads to Viktor and Lee Sin pursuing him into our jungle for the kill. At the raptors bush, Rengar kills Viktor with Yasuo's help, before dying to Lee, and Yasuo begins chasing Lee. At this point, I cut off Lee's escape and shut him down with a quick combo and another Mystic shot as he flees, shutting him down and getting the first 2 stacks on

Soon after, Taric and I skirmish with Vayne and Nami after pushing them off our tower. We win the trade, but they escape under their tower with low HP. I actually pull off an incredibly sick double kill with

12:00-16:00
I've bought Mejai's and Sheen, so I'm at the strongest possible state for this phase of the game; I ping Dragon, and we take it down rapidly due in part to my attack speed buff on Rengar and Yasuo. Immediately we go to mid tower, as Vayne and Lee are MIA and Nami died in a futile effort to stop us from getting dragon. After taking that as well, Yasuo kills Viktor before he can flee to his Tier 2, and I return to bot lane in a frantic effort to finish my Cull so I can cash in and free up the item slot. I stop briefly to fire my ult towards top lane where Singed and Lee are skirmishing with Syndra and Yasuo, picking up yet another assist. Despite getting no kills since purchasing Mejai's, I now have 12 stacks total, for 60 bonus AP.
20:00-22:00
Finishing Cull, taking towers and getting 3 assists give me a huge pile of gold when combined with my farm, so I'm able to instantly buy






Closing out the game
From this point on, the game is trivial for AP Ezreal. My Mystic Shots hit for nearly 500 mixed damage per shot, I can



I am now 7/0. There is no danger whatsoever of failing to achieve my late-game dream: I could be shut down and killed twice more for good measure, but I've crossed my greatest hurdle of completing my first 2 items, and I was going to sell Mejai's soon to complete


Had the enemy not surrendered, I would have completed my Deathcap, upgraded my Tear to






Congratulations! You've made it through the ENTIRE GUIDE. I've wasted a lot of time on this guide when I could be pulling my sad, sad life together, so I hope you get some good use out of it! Feedback is critical to improving my guides, so PLEASE leave a comment if you liked, disliked, or felt general apathy towards my guide. I will go out of my way to answer your questions in a somewhat timely manner, either through private messaging or in the FAQ section below. Good luck in Ranked!
Having not yet received any questions, I'll answer questions I've gotten from friends of mine who've seen me play this build.
AP Ezreal is extremely strong, and in my opinion much stronger than AD Ezreal. LCS players do not play Ezreal AD because he's the strongest available option, they play him because he offers a ton of utility to the team with
Iceborn Gauntlet and has a ton of build flexibility with really only
Muramana as the other core item, and 4 slots for situational purchases. AP Ezreal's biggest weaknesses are being heavily countered by Magic Resist and having no flexibility in his build path, issues both addressed by picking him into the correct matchups in Champion select. I play him when I need to be a source of Magic Damage to my team and to be able to solo lane without relying on my Support for peel, both enormously common circumstances in solo queue.
No. This build is NOT a burst mage build, it's intended for sustained damage comparable to an AD Carry, which requires CDR, Mana, and a Nashor's Tooth. A normal AP Ezreal build with Luden's Echo, Void Staff and Zhonya's Hourglass has plenty of burst potential but no sustained damage whatsoever. They're two seperate playstyles, for different lanes and different goals in Champion Select.
Yes! But not now. My technological capabilities are extremely limited at the moment. I will add pictures sometime in the near future.
Why AP Ezreal? What's wrong with you?
AP Ezreal is extremely strong, and in my opinion much stronger than AD Ezreal. LCS players do not play Ezreal AD because he's the strongest available option, they play him because he offers a ton of utility to the team with


I read another guide that says Nashor's Tooth is trash and Luden's Echo is core. Are you trolling me with this build?
No. This build is NOT a burst mage build, it's intended for sustained damage comparable to an AD Carry, which requires CDR, Mana, and a Nashor's Tooth. A normal AP Ezreal build with Luden's Echo, Void Staff and Zhonya's Hourglass has plenty of burst potential but no sustained damage whatsoever. They're two seperate playstyles, for different lanes and different goals in Champion Select.
Can you please include some pictures to help illustrate your points?
Yes! But not now. My technological capabilities are extremely limited at the moment. I will add pictures sometime in the near future.
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