
Money in the Bank

First Strike
Attacks or abilities against an enemy champion within 0.25s of entering champion combat grant 10 gold and First Strike for 3 seconds, causing you to deal
7% extradamage against champions, and granting50% (35% for ranged champions) of bonus damage dealt asgold .
Cooldown:25 - 15 sWhy?
Kleptomancy **procs exactly like Sheen** resulting in Ezreal being one of the biggest abusers of the proc **though the use of [Q]**. The consistent influx of both Mana and Health potions saves you a lot of money over the course of the game paired with a significant income from the occasional "Sacks of Gold" proc.
Magical Footwear
You get free Slightly Magical Footwear at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner.
Slightly Magical Footwear grants you an additional10 Move Speed .Why?
Magical Footwear combined with Klepto is designed to skyrocket you ahead in item efficiency for an extremely powerful mid-game.
Biscuit Delivery
Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.
Biscuits restore 12% of your missing health. Consuming or selling a Biscuit permanently increases your max health by 30.Why?
Klepto potions plus Biscuits means you **shouldn't have to purchase many potions** at all with earned gold. The extra bit of maximum mana and mana sustain is also important for dishing out damage.
Cosmic Insight
+
18 Summoner Spell Haste
+10 Item HasteWhy?
Ezreal probably loves CDR more than any other AD Carry does. CDR means more survivability and way more damage. The slight **Summoner cooldown also provides safety in your weak early game**. If you're looking to build Iceborn Gauntlet instead of Tri-Force then Approach velocity is an interesting choice here to further chase down your target.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 secondsWhy?
Manaflow band grants massive early game lane sustain when paired with the potions from Klepto. In the later points of the game when you have a stacked tear, Manaflow will refund massive amounts of mana.
Gathering Storm
Every 10 min gain AP or AD,
adaptive .
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...Why?
Gathering Storm is your late-game insurance policy. Since you'll be spending the majority of your early game surviving and poking with [Q], the early damage isn't as necessary.





