Ezreal/Strategy

Skill usage

 * By aiming in brushes and watching your cooldowns while listening for the  hit sound, you can see if enemies are hiding in a brush.
 * Keep an eye on your stacks and whether they increase. This aspect allows you to check brush with  other abilities as well.
 * If attacking a tower with an ally, you can use on them to boost their attack speed. Hitting the friendly champion will also increase the stacks and duration of your passive.
 * In the lane, early burst damage and poke is very high. Combine this with a lane partner or jungler's crowd control to get some kills.
 * Do not underestimate damage, especially with a bit of Ability Power. With some aim, AP  can easily harass and burst enemies down safely behind minions.
 * Remember that can be used to jump terrain spots and walls in the jungle. It is your best escape mechanism.
 * Be careful using it offensively in a skirmish as people will know to focus you while it's on cooldown.
 * Take note of the surrounding area. If is low on health and tries to  over a wall, the escape attempt will be pointless if the homing missile targets a jungle monster and pulls aggro.
 * Use to help line up your other abilities, but avoid using it in situations that would leave you vulnerable.
 * You can line up to hit multiple minion waves or monsters.
 * Do not hesitate to use to just farm a creep wave or defend a turret. By spamming  the cooldown for  will come back up very quickly. With maxed cooldown reduction, its cooldown can end up as low as 30 seconds.
 * can be used at the beginning of a team fight to instantly gain 5 stacks of.
 * 's strength grows considerably when equipped with both neutral buffs, start getting them as soon as possible.
 * With some wards, can be used to steal the enemy's own buffs.
 * With perfect timing and warding placement, can be used also to steal the enemy's  kill or  buff.
 * can and be saved when in a teamfight or on a one on one situation to last hit or to finish off a enemy if they run away. Since the range is global and does massive amounts of damage you can defeat any champion with a method of escape. e.g using her  and then following up with  would not be able to escape a well aimed.
 * Although is a channeled ability, you cannot stop the channel with hard CC. The only way to prevent Ezreal from ulting mid-cast is by killing him.
 * Never forget that is global and you may be able to snipe a enemy champion from all the way across the map if you have good aim. You can also use it to soften up a enemy that you are aiming to fight.
 * If you decide to snipe a fleeing enemy, make sure they don't have any sort of heal, shield or invulnerability.
 * Use when the enemy has no vision of Ezreal, so they will be unable to warn their teammates.
 * Also note that can be seen through the fog, so a wary opponent can watch for it and avoid it from a distance.
 * has a channel time upfront and is easily dodged by skilled players. For this reason, it is often a good idea to use it to hit an entire team immediately after the battle starts, dealing significant total damage and granting multiple stacks of.
 * is especially powerful in Dominion, delaying enemies' attempts to capture your towers and buying crucial time. Due to its relatively low cool down in conjunction with, use it wisely and use it often.
 * Smart casting will give you a faster response time, allowing you to hit more abilities.
 * Smart casting can help you dodge a lot of otherwise deadly situations.

Build usage

 * deals physical damage. Stacking up on armor penetration runes greatly increase the damage this skill deals, especially in the lower levels.
 * has several options regarding using armor penetration and armor reduction in all of his builds (Mind the notes regarding armor penetration):
 * is a good early item for an attack damage or hybrid (attack damage and ability power) build, granting attack damage, armor penetration, and cooldown reduction.
 * can be used as an all-around item complementing well into mid to late-phase. While a less to not-effective option for ability power, its strength for and improving auto-attacks with attack damage and armor reduction make it a good item against low - mid armor champions.
 * complements for  and attack damage. While less-useful for regular auto-attack than, the armor penetration is the strongest against mid-high armor stacking champions, it is an amazing item against tougher enemies. Its low cost makes it an affordable purchase in the early-phase. However, it's not exactly suitable for ability power and/or hybrid builds as  is.
 * You can play either as a ranged physical or caster damage per second depending on how you build him.
 * Physical damage per second plays like a ranged damage per second, utilizing autoattacks, and  for burst damage, and other abilities for utility and supplementary damage.
 * Caster damage per second plays like an area of effect caster, utilizing and  to damage multiple targets in battles while using  for supplementary damage and cooldown reduction.
 * If you get you can turn  into a very fast jungler and increase his farming considerably.
 * is a good item early game (upgrading to or  later on) if you run out of mana too quickly.
 * The casting of procs 's damage buff, which is then applied when the shot hits the target, thus increasing its damage.
 * If you miss, auto attack the enemy once before casting again. Same applies for using other abilities before casting , as not using the  can decrease DPS considerably.
 * If using a primarily AP build, it is much better to go with than  to improve this proc.
 * can be stacked quickly using . On cast it procs one stack, and procs a second stack if it hits the target.
 * cannot critically strike, so building items like would be less effective than building an item like  unless you are unable to maintain stacks.
 * When building AP, and  will boost your damage output by providing 35% CDR, 75 AP, and 12 MP5.
 * / improve his kiting ability, and grant him a slow.
 * Alternatively, provides an area slow when hitting any enemy with, great for pinning down or separating teams.
 * If using a primarily AP build, it is much better to go with.
 * Dependant what you build, Ezreal can choose to pick up an, or both.
 * Within the preparation phase of Dominion in the early 1:20 minutes, Ezreal can start collecting Mana with by keeping every ability on Cooldown. This can serve as a minor improvement for the early phases.
 * While the bonus Mana pool of and  are the same, they compliment each other very well. Getting both requires a high level of farm though. Nevertheless, each item is very useful if quickly farmed and can be a fundamental part of most builds.
 * can trigger 's passive, making it a core item on any AP build since it increases 's AP ratio from .2 to .95 (in addition to an extra 50 base magic damage).
 * is perfect for both AD or AP as it provides Attack Speed, Cooldown Reduction to continiously spam  and Ability Power to increase all Ezreal's ability damage, and all for a relatively low cost.
 * , or  is useful for, when teamfights occured, you can quickly escape enemies crowd control effects, to reposition yourself to deal more damage to enemies.

Countering

 * is fairly squishy at early game. Harassing him early will hinder his gold and experience gain.
 * Three of his spells deal magic damage. Buying a or  early will help you mitigate his damage if he builds towards those spells.
 * has a global range. Take care when recalling when your health is low.
 * The projectile can be seen through fog, watching the map while recalling can help you notice it soon enough to move out of the way.
 * All of 's abilities are skill shots. Buying movement speed items will make it easier to evade his spells.
 * When 1v1ing an as, try using  to dodge their first . Immediately, you are in a good place to chase them, have dealt more damage, built a stack on , and have a cooldown advantage. If you can dodge  while they are casting , you will have an even greater advantage. For this reason, be careful using  offensively against another.
 * cannot trade fairly during close combat and rely on poking as much as possible. Having a champ that can dash or blink towards him (ie,  ,  ) would cost  his blink to run away from the team fight and be isolated from the defending allies causing his death.

First Spotlight
GfeNQ_dbPvE

Second Spotlight
http://www.youtube.com/watch?v=0dGYt0Ibw94&feature=colike