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Ezreal Build Guide by Meiyjhe

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League of Legends Build Guide Author Meiyjhe

An Alternative Ezreal - Hybrid and AP

Meiyjhe Last updated on April 9, 2013
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Hybrid - AP

Ability Sequence

1
4
5
7
9
Ability Key Q
3
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Nimble
 
 

Utility: 21


Table of Contents


* Introduction
* Legend
* Pros and Cons
* Spells
* Summoner Spells
* Runes
* Masteries
* Starting Items
* Hybrid Main Build
* Hybrid Alternative Picks
* Ability Power Main Build
* Boot enchantments
* Tactics
* FAQ
* The End





Welcome ladies and gentlemen.

In this guide I will discuss a different way to play our favourite explorer: Ezreal.

Why? Ezreal has a very strong availability towards both AD and AP, yet, you only see AD Ezreal.
Which I think is stupid. So with the hope of seeing more AP and hybrid Ezreals, I made this guide.

Beware all, this guide does NOT follow meta, because meta is boring, and I hate boring :O








Legend:
Hybrid -> Trinity force
AP -> Lich Bane
XP = Experience
AP = Ability power
AS = Attack speed
AD = Attack damage
MS = movement speed
aoe = area of effect, like an explosion, it hits a bigger ground than just one enemy
AOH = Apply On Hit
Ez = Ezreal
Q = Mystic shot
W = Essence Flux
E = Arcane Shift
ult = Trueshot Barrage
Green = Recommended
Yellow = Viable
Red = Not so good....







Pros :
+ Does damage with ALL spells and auto attacks
+ 2 of your spells scale with both AD as AP
+ Long range
+ Low cd ultimate
+ No one expects you to do damage with everything

Cons :
- Squishy!!!
- Not a real AD carry nor AP carry
- Requires an amount of skill
- Early game not a lot of power


Pros :
+ High burst
+ Strong aoe with your ultimate and w spells
+ Eventually also your Q hurts
+ Great midlaning due to underestimation
+ Short cooldowns

Cons :
- Squishy
- Your Q sucks early game
- Your passive is basically useless
- No sustain damage

Overall, we see that both Hybrid and AP Ezreal have their pros and cons.
Pick what you prefer.

BTW: If you wonder: where the hack can I play hybrid Ezreal?
You can play Hybrid Ezreal mid or solo top when you are really skilled.

Play Ez AP always mid or with a premade bot, but really, play him mid.

I will discuss his lanes later on more in-depth, so please keep reading ;D








(Passive)
As you can see, each time you HIT a spell, you get extra attack speed.
Thus 1 ultimate which hits a minion wave or a W that hits your whole team count can count as a multiple stack for this passive. As Ez, this is very useful, because of the fact that also your auto attacks hurt. Though, for Ez, it is only useful for pushing a turret or soloing blue buff.
Anyhow, this is a good reason, other than doing damage, to hit your spells.


(Q-spell)
Your CDR per hit, high damage source late for Ez and for Ez, your main damage source early game. Each time you hit your Q spell, ALL your abilities get 1 sec CD off, including your ultimate! This is the reason why you can spam your ultimate each 20 seconds.
Also, this spells applies on hit effects, including Lich bane and Trinity force. This is why these items are very important for your Ez, whether you are AP, AD or Hybrid.
As being AP, early game, it doesn't do a lot of damage, but when you have your Lich bane, it hits with great amounts.
Keep in mind: This spell only hits the first target it reaches and when it misses, you will NOT get the 1 sec CD reduction, including your Q itself!
This spell also hits minions making last hitting easier at times.
As Hybrid being, I max this skill first.
As being AP, I get one point at lvl 4 and max it last.


(W-spell)
Your main source of damage as Ez, your basic aoe spell and your attack speed buff towards allies. This spell goes through targets including champions, but this also ignores minions at all, causing you to do 0 damage against minions. This is not a farming spell for that reason.
When pushing a tower or something with an ally, throw this spell at your ally and he will get bonus attack speed. This allows you to finish off Baron, Dragon and towers of quicker and easier.
As being Hybrid, I max this spell second taking 1 point at lvl 2.
As being AP, I max this spell first.


(E-spell)
Your mobility spell, your extra Ez damage spell and as well for your Ez. This spell works as a mini-flash. I call it mini because it has a shorter CD!
Keep in mind: when this spell is used, it will fire a missile to the closest enemy target within a certain range. This makes it a great spell for chasing, but of course, it is still also a mobility spell, which also makes it useful for escape.
As being Hybrid, I max this spell last taking 1 point at lvl 4.
As being AP, I max this spell second taking one point at lvl 2.


(R-spell/ultimate)
Your banana power!
A long range aoe superdamaging spell effective for ALL damaging Ez's. This spell works with 100% of your bonus AD and 90% of your AP. This makes it a great spell for any damage Ez.
Keep in mind though, each time it hits a target it will reduce its amount of damage, so if you want to kill someone, try to avoid minion waves.
Like said before, if you hit your Q well, this ability has a relatively short CD, for this reason, you are allowed to abuse it. If you see one of your towers getting pushed, just throw your ult. Do you see an enemy midlaner with higher HP than you, just throw your ult. Is an enemy within another lane low on hp, throw your ult at him with the hope you hit him.
This spell isn't the fastest thing ever, so you will need some movement prediction to do long range ultimates. A bit of practice, but when you know how to use it, you are a boss!!
I max this spell whenever I can.








These are good:


(For & )
This spell allows you to fail your E, escape or chase great distances combined with your E, making it very very useful. You are squishy anyway, so this spell is basically a need.
Always take this spell

(For & )
This spell makes killing blows easier. It is OP these days, for that reason, it is a very good thing to consider this spell.
If you want another summoner spell than Ignite + Flash, always replace Ignite!! Not Flash!!


Average:


(For )
When you are botlane and your support has no healing spell, and you think: I'm useless without. You might consider this, but I do not really like it, especially now it is more a supportive spell.

(For & )
Very defensive, but that' it. If you can position yourself well as Ez, you should be fine without this.

(For )
For if you are going top lane. It is great for lane sustain, allows you to recall when low. Enough reason to take it for top.

(For & )
If everyone in your team has ignite, you should see by now, maybe it is smart to get exhaust. Exhaust is a great spell overal, but not so great for AP and hybrid Ez, still, worth consideration.

(For & )
If you think flash and E isn't enough chasing and escaping ability, you might consider it. Though, I wouldn't. If you can use your E and flash good enough, you should be fine without it.

(For & )
The more individual version of Heal, take it when you think you are too squishy.


The Rest:


MEIYJHE DOES NOT APPROVE

OMG WHY NOT MEIYJHE D:
Sure, why not take Clarity or Revive? Those spells are also possible picks for Ezreal.
But all the spells unmentioned have just to little use in comparison of the spells that I recommend.

Starting from level one, you can already pick 2 of the recommended summoner spells, so no excuses mister! :P








For Ez we have the following:
Greater Mark of Magic Penetration x9
Greater Seal of Scaling Mana Regeneration x9
Greater Glyph of Scaling Ability Power x9
Greater Quintessence of Ability Power x3

These runes are very basic for any ability power champion. It grants both ability power as magic penetration for damage, and mana regeneration for the more sustained gameplay.
I pretty much always take this for Ez.


But what about Ez?
Hybrid runepages are reaaally expensive. I do not advice at all to buy one for that reason.
For Ez, and AP runepage or AD runepage will suit him as well.
So either take the runes of Ez or a bit more AD Ez, depending if you want to hurt more with your Q and auto attacks, or with your other spells.

I myself mostly take my AD runes, including:
greater mark of armor penetration x9
Greater Seal of Scaling Mana Regeneration x9
Greater Glyph of Scaling Magic Resist x9
greater quintessence of armor penetration x3

As you can see, I have no bonus AD at all, only armor penetration. My beliefs on bonus AD is, that it is great early game, but not so great late game as armor penetration.
But hey, this is what I use, and it works.

Keep in mind: You could also take a bit more utility like gold regen and bonus experience, granting your late game earlier if you know what I mean. Ez is a incredibly late game champion after all.







Maining Offense


This speaks for itself. As Ez you basically take everything that an AP carry needs. If you do not know what that is, it is mainly AP itself, magic penetration, CDR and increased damage done in %. You also could take Spellsword , but since you are not really playing as an auto attacker, I would use my mastery point for the utility tree, granting mana regen and CDR of items and summoner spells.

For Ez, this is a bit harder. From offense I basically take CDR, AD/level, AP/level, magic penetration and armor penetration. As a filler I also had put 2 points in Havoc . Since I wanted my hybrid masteries to be special, I really wanted Vampirism , because I believe it is really interesting as a hybrid champion.
You could also add some more in to the offense tree, making you deal more damage.

You could basically pick anything for Ez, except for:
Butcher (Because you must damage champions, not minions and monsters)
Destruction (Same reason for Butcher, but now with towers)
Lethality (You barely crit as Hybrid, do not take it)
Archmage (This is useful if you have massive amounts of AP, you don't!)



Maining Defense


This is not smart, neither for as Ez. Why is this not so smart? Because we want to do damage, not take damage. You might take remaining points in this tree if you mained offense or utility, but I would never ever ever ever main this mastery tree.



Maining Utility


Utility tree does not exactly deal damage, but it allowes you to deal damage. What do I mean by that? I mean it grants you MS (making chasing easier), CDR (quicker spellcasting) and extra gold & XP (allowing late game to be earlier). As AP you could take it if you think you do not have enough CDR with the offense tree.

As hybrid though, you could take it (like mentioned earlier) to get late game earlier. Taking points in gold regen and bonus XP.

Just like in offense, you can pick anything in this tree, but also here, there is an exception:
Scout (Ez isn't a real warding person after all)

The rest could suit Ezreal great, especially Pickpocket .



Summary


Take you pick what you think suits your Ezreal the most. Every way of Ezreal (except defense) has both pros and cons. Go explore which one works most for you! :D
If you do not really know what to pick and do not want to take a risk,
I recommend utility masteries for hybrid and full offense for AP







Hybrid and AP Ezreal is welcome in 2 lanes: top and mid.
So the options are:

+ 5 pots (Hybrid TOPLANE!!!)
Melee bruisers like: Wukong and Irelia might kick *** against you, so if you have a hardcore AD melee against you top which is ability based, then consider cloth armor first.

+ 3 pots (Any lane)
If you fear a champ which has an aoe poke or a high movement auto attack, get boots.

/ / (Mid)
Dorans gives you great early stats, though as hybrid you cannot really use them to the full extend. But the blade allows lasthitting to be easier, the ring allows more early game power and mana regen. Shield gives more survivability. I do NOT prefer this to get top due to the lack of pots. Pots give more survivability early overall than the shield when you are top and get poked all the time. This is mainly for mid, but you need to know if you are awesome or not, if you take these items :P
For AP, just get the ring, the other picks aren't worth your moneyz.

x2 + 3 pots (Any lane)
This is a great option when you start Chalice of Harmony.
Else, you also could use it for the double Tear of the Goddess.
You will need to spare your charms for a long time then, though :P

+ 2 pots (Any lane)
This is a great option when you start with one of the Tear of the Goddess items.
Or if you want to rush Iceborn Gauntlet,
You will find out when you take this item, that flat mana will help you more sustaining the lane than mana regen.








What kind of items are we going to get almighty Meiyjhe?
I am glad you ask.

Note: you can get these items within a different order than I will grant you.


Boots


There are 6 viable optional boots for hybrid Ezreal:
Berserker's Greaves:This increases your attack speed. Since you have a low amount of it, you might want to get some via boots so you can also deal damage beside casting spells.
Ionian Boots of Lucidity: Increases your CDR. If you like spamming spells, this is your type of boots. It is very handy for hybrid Ezreal.
Mercury's Treads: If the enemy has waaaay to much CC or magical damage, then you might want to consider this item.
Ninja Tabi: If the enemy is full with AD damage, you might want to take this item, this item I do not recommend though.
Sorcerer's Shoes: This will increase your damage output with your W, E and R, but that's it.
Boots of Swiftness: Sure, why not these boots. I mean, they are fast. Get these when you want to try something different ;D



Just get it, stacks well with your Q, you need it. Grants you even more mana and AP as well :O



There is a special thing going on, and that is that the amount of mana gain from Muramana and Seraph's Embrace stack!!! Meaning that you can get loads of mana, granting even more AD and AP from these items. Besides you will get great active effects from these items!!!


+
This will be your dose of mana sustain, damage output and besides that, it grants you a shield and even more damage from the active effects! Making a combination of these items suits a hybrid skill spammer very well, thus it suits hybrid Ezreal.
But wait STOP! You cannot stack 2 " Tear of the Goddess items" at the same time. If you got the first item (either Seraph's Embrace or Muramana), then you need to restack your next one. So basically: You need to cast a total of 375 spells / auto attacks to get both items. This can be a pain, but when you finally have it, it is very worth it.
Also something to know: If you have a Archangel's Staff and a Manamune at the same time, the Archangel's Staff always evolves first. This could be better, for the Manamune effect also stacks from auto attacks.
This is a whole block of text, hope I didn't bore you too much :D



Bloodthirster will boost your AD immensely and gives you more sustain early game. I love sustain and I love damage. This will be your extra AD boost.
However, hinted from someone in the comments, it is true that also Guinsoo's Rageblade is viable for Ez. If you think you do not really need the extra sustain, you could consider this item indeed.



Makes the Sheen effect aoe, grants CDR, grants even more mana and also a nice amount of AP. For this reason it'll suit you well. However, you also could think of getting Trinity Force + whatever CDR item, which also works. But that'll mean you need to replace one of the other items as well. Meaning you probably need to replace either Hextech Gunblade or Seraph's Embrace/ Muramana.



Your last item, which will grant you bonus stats in basically anything a hybrid person needs (except mana and hp). This will grant you sustain, a slow and some nice extra damage output.


If you feel like having more health or defense, replace hextech or one of the mana items.
Try to combine it with damage though, like Rylai's or so.








Ez has basic item needs, which are the following:
- A movement speed item
(see chapter "items (hybrid)")
- A high AD item
(Like Muramana, The Bloodthirster, The Black Cleaver or Sword of the Occult)
- A high AP item
(Like Seraph's Embrace, Mejai's Soulstealer, Rabadon's Deathcap or Deathfire Grasp)
- A CDR item
(Like Athene's Unholy Grail, Morellonomicon, Iceborn Gauntlet or even Nashor's Tooth)
- A mana (regen) item
(Like Muramana, Seraph's Embrace or almost any CDR item)
- A sustaining item
(Like The Bloodthirster, Guinsoo's Rageblade or Hextech Gunblade)
- And a Sheen proccing item
(Either Iceborn Gauntlet or Trinity Force)

Woah WOAH! WAIT MEIYJHE! YOU HAVE 7 ITEMS NOW! :O
Correct, for that reason, you need to combine certain categories.
For example the Tear of the Goddess items can grant both large amounts op AP and AD as mana.
Or the The Bloodthirster grants both sustain as a lot of AD.


Let me explain each alternative a bit more deep:
AD:
The Black Cleaver: This is not made for ADC's, and especially not made for hybrid champions. Though the CDR, AD and health may help you, it is still expensive and there are better options out there. The passive is also not worth it since you are no physical damage caster.
Sword of the Occult: It is a fun item when you are carrying hard early game. Though, you probably won't, so unless you really are doing awesome, do not take it :P

AP:
Deathfire Grasp: This item is a great boost to AP and for AP carries. The AP boost is great, but the active is too AP carry like. You could consider this item, but I don't recommend it :P
Mejai's Soulstealer: Same with Sword of the Occult, but this is the AP version :P

CDR:
Athene's Unholy Grail: Very good item, great alternative for the Tear of the Goddess items. Though, when you already have a mana sustained item, it isn't worth it.
Morellonomicon: This item is okay I guess, though I would only take it when the enemy team has to much healing abilities.
Nashor's Tooth: For some strange reason, this will increase your damage output. However, since we play Ezreal more as a caster than an auto attacker, other items fit him more.

Health sustain:
Guinsoo's Rageblade: This is a good item. We play hybrid, it grants both AP as AD! Besides, when you drop low, you also get a big sustain buff, which will allow you to do some crazy things before you die. Though, for sustain itself, it would be smart to add a The Bloodthirster or a Hextech Gunblade as well.

Sheen proccing item:
Trinity Force: This item is great and all for hybrid, but it is very expensive. It will grant good stats for you and will be useful. Iceborn Gauntlet is just cheaper and has a more effective slow.









It is THE boots of an ap carry. Some might prefer Ionian Boots of Lucidity, which isn't bad, but with sorc. shoes you just do more damage.
Besides, you already have your Q and the next item which grant you enough CDR.


vs
Both will grant you enough mana regen to live long without getting out of mana. You will need on of these. Though Athene gives a lot of great stats, archangels is still giving much more AP while giving the same amount of mana sustain + granting a great active when reached the max bonus mana.
Ask yourself: Do I prefer CDR or ability power?
Then make your pick.


NOTE: You can take Sheen whenever you want, but I prefer focussing on other AP items before sheen, but do as you prefer, you can also take it instantly after boots.



You are no AP carry without this item. Needs no explanation.



This item will massively increase your Q damage and also gives you some nice extra stats.
This item is a NEED. SO GET IT! :O



I love slows <3, thus I love this item. It'll work great with your E when you chase, your Q and your W and ult also get a 15% slow, so I can't think of a better choice. The health increase and AP increase is of course also nice.
You could also take Rod of Ages, though it is probably later on, I am sure the stacks will be full eventually :D. I would only take Rod of Ages if I also take Seraph's Embrace though.



I like sustain. This item grants sustain. Also grants AD. BUT MEIYJHE, WE PLAY AP NOT HYBRID. True, but your Q and ultimate work with AD as well. You will only lose 10 AP in comparison to Will of the Ancients and have the same amount of spell vamp + some AD and life steal.


If you want to replace an item or whatever, you can replace Hextech gunblade or rylai's.
Though I love these items doesn't mean you do.







Echantments allow you to upgrade your boots to get an extra unique effect. These can be bought within the shop when clicked on any boots other than Boots of Speed. You can find them then in the top right corner after clicking the boots.
Do not forget you can buy these!

In total, you will see that there are five upgrade options:
Enchantment: Alacrity (475g) -> Permanent +15 MS
Enchantment: Distortion (475g) -> Reduction CDR of Flash, Ghost and Teleport by 25%
Enchantment: Homeguard (475) -> Increasing MS heavily when at base. Effect disappears in combat.
Enchantment: Captain (650g) -> Increases nearby ally MS
Enchantment: Furor (650g) -> Increases MS upon hitting a single target

So knowing about the effects, we must question ourselves: What does Ezreal need?
That is hard to think of, so let us see when the upgrades are really useful:

Enchantment: Distortion:
To provide the full effect, it is nice to have 2 of the 3 upgraded summonner spells. Thus a Flash and a Teleport/ Ghost. If you do not use a combination of the 2 summonner spells, then I believe it is not worth taking.

Enchantment: Homeguard:
The homeguard buff is basically useful if you need to recall every once in a while. If you need to recall every once in a while, it means you either screwed up your lane, or other people screw it up for you. So this is basically useful when you are at a losing hand.
Besides, it is also a pretty fun enchantment to have ;)

Enchantment: Captain:
This is for people that are in the middle of their team, so either a tank or a support. This means, it is not for you.

Enchantment: Furor:
Granting MS when you hit someone, can be very useful. This can be enough reason for you to take it. However, you need to hit people in order to get the movement speed buff. That means, very useful for chasing and skill requiring for escaping. So take this if you think you can use it to the full extent, both chasing as escaping.

Enchantment: Alacrity:
Just a plain MS boost, take it if you have really no other idea what to take.

So all the information within 1 view:
Enchantment: Homeguard Adviced for critical situations and for fun
Enchantment: Furor Adviced for more offensive / aggressive games
Enchantment: Distortion Adviced for 2 out of 3 ( Flash, Ghost and/or Teleport)
Enchantment: Alacrity If you really have no idea what to take
Enchantment: Captain Meant for tanks and supports

Thus I advice to take either Enchantment: Homeguard or Enchantment: Furor.
Depending on your game situation.







Teamfights:
Make sure you do not stand to close in teamfight.
When teamfights start, use your ult first for a great start in damage.
Afterwards just poke poke poke and poke.
Try not to use E too much within a team fight, because we want to be able to use it when we need it.
If you do so, make sure your flash is up as well, so you can go to a save harbor again.
Try to use ignite (if you have it) whenever you can in a teamfight, because summonner spells are made to be used, so just use it.

There is not to much tactic behind Ezreal, try to hit your spells, and you are halfway there.







1. Why don't you take Executioner ?
(by Douleur) OUTDATED
The first mastery page shown was expiremental, updated it indeed with Executioner .

2. Why do you take Nashor's Tooth?
(by Duranichigo) OUTDATED
The alternative was Athene's Unholy Grail, because we wanted AP, CDR and mana regen from 1 item. The tooth just did more damage than the grail, and for that reason I considered it viable.
Besides everything what I advice has been tested.

3. Why taking both Muramana as Seraph's Embrace? Because stacking them both up can take a while.
(By Dantei333) CONFIRMED -> Items (HYBRID)
The big con for a hybrid player is always that they have a bad early game, but late game they shine like hell. Just like Jax for example, the most hybrid champion. If you were to take these items, then you will indeed have to get a lot of mana stacks, but it will be worth it, trust me ;D

4. Why not take Guinsoo's Rageblade instead of The Bloodthirster?
(by Pyro666999) TIP
You are right, Guinsoo's Rageblade is very viable, but so is The Bloodthirster. You indeed might consider taking this item if you think you do not need the extra sustain. I updated it in the guide.

5. Why not take utility masteries and runes for the bonus XP and gold, getting "late game earlier"?
(by Pyro666999) TIP
This is indeed a good idea, to get the boost a bit earlier. Though when it is finally late game, you will do less damage. But still, this is a good hint and can be seen as a good alternative.
So if you ever lack the speed of your gold gain and XP, consider this.

6. Why not take Zhonya's Hourglass instead of Archangel's Staff?
(also by Pyro666999) TIP
Although you had some good ideas, this I must disagree with. If you fully stack your Archangel's Staff, you get a badass shield. This shield is 25% of your mana! This as well should keep you from harm just like the Hourglass effect, while keeping the extra damage.

7. Why don't you take Tear of the Goddess earlier, making it easier to stack him up?
(by Ismerich) TIP
You indeed could take this item earlier, before Sheen and Berserker's Greaves. Since it is a cheaper item now, it is not a bad idea at all, but Sheen allows you to at least do some damage early game :P. If you feel like: I do not need that early damage boost, sure, go take Tear of the Goddess

8. Why not take Runaan's Hurricane instead of a Hextech Gunblade?
(by Ismerich) TIP
This is a tricky one, because principally Runnaan's hurricane does not add damage, only attack speed. Yes indeed, you will hit multiple targets now but you will not have extra AP, AD, life steal and spell vamp. You will lose sustain, you will lose an extra slow and you will lose some damage output with your spells.
Though it seems like I heavily disagree with this item, I do not do so. You could take this if you have a The Bloodthirster instead of a Guinsoo's Rageblade. You will still have nice sustain and damage with auto attacks. Like I said before, it is a tricky one, I would stick with my build.

9. Why don't you take raw damage like Rabadon's Deathcap instead of Tear of the Goddess upgrades?
(By Skagy) TIP
It is simple, the Muramana and Seraph's Embrace simply do more damage for hybrid Ezreal. Rabadon's Deathcap is way to focussed on AP, which isn't bad, but I would never replace it with one of the mana items.
If you really want the item, replace it with Hextech Gunblade, else I wouldn't buy Rabadon's Deathcap for hybrid.







There has been many updates since the first time I uploaded this guide.
And many people have helped me, for them, I want a small applause:
Banners: LiLStormcloaK
Review shops: LiLStormcloaK, KingPudding, xxIAMLEGENDxx and YourSpineIsMine
Special thanks: Douleur, Pyro666999, Ex Vi

Of course, I want to thank you all for reading, supporting and your honesty! :D

I hope you learned a lot from this guide.
If you have any comments, put them in the discussion.
If you love my guide, don't forget to upvote the guide and +rep me :P
If you hate my guide, don't forget to downvote the guide and report me for being noob :P

May I see many Hybrid and AP Ezreals! :D
-Meiyjhe