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Ezreal Build Guide by OnePinkPanda

Panda's Guide to Mastering Hybrid Ezreal

Panda's Guide to Mastering Hybrid Ezreal

Updated on September 4, 2011
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League of Legends Build Guide Author OnePinkPanda Build Guide By OnePinkPanda 2,687 Views 0 Comments
2,687 Views 0 Comments League of Legends Build Guide Author OnePinkPanda Ezreal Build Guide By OnePinkPanda Updated on September 4, 2011
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Introduction

Hybrid - Introduction
The Hybrid build is pretty new. With this build Trushot Barrage is really going to hurt.
It became possible with a patch while ago, that made Trueshot barrage stack with both, AD and AP, and not just with the higher value between them. Also as his Q got a 0,2 ap-scaling now, this was also a small boost for the hybrid build.

As a hybrid build your early game is a bit weaker then the one of AD, while your lategame is a bit weaker then an AP-Build. Still it's pretty good in all phases of the game, unlike the other 2 builds.

In Lategame your ulti will be devestating in teamfights. It deals more damage then in every other Ez build (only AP is coming close to it), so it fits perfect for stealing baron etc.

Your Other skills are all going to deal decent damage too, just like your autoattacks, but still his skills are going to deal less damage then AP Ez and autohits won't do as much as AD Ez, but due to all dealing a decent amount of damage this is pretty balanced.
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Runes & Masteries

Hybrid - Masteries + Runes
Masteries:
Hybrid Ezreal can go different mastery pages too. I'd recommend either 21/0/9 for maximum damage or 9/0/21 for more utility.

21/0/9
OFFENSIVE MASTERIE PAGE...
This is a really offensive mastery tree.
It focusses on maximizing the damage output from your ulti with the masteries Archmage's Savvy, Archaic Knowledge, Brute Force and Havoc, but also increases the damage of your autoattacks and Mystic Shot with Sunder
If you take Ignite you should swap out 1 point in Alacrity for Burning Embers, while if you take exhaust you should wap the point in Deadliness for Cripple.
Also the point in Perseverance should be swapped for Haste if you take ghost.
If you Really want to take Rally, you should take Improved Rally and take away one point from Alacrity.
The point in Utility Mastery is important too, as Hybrid Ez needs Red Buff Nearly as much as AD Ez does. In this build switching out Havoc for 1 more point in Utility Mastery isn't recommended though, as it would make the whole 21/0/9 build just useless.

9/0/21
DEFENSIVE MASTERIES...
This one gives Hybrid Ezreal more utility.
The key Masteries here are Blink of an Eye, Presence of the Master and Utility Mastery.
If you want to take Ghost Swap out Perseverance for Haste and if you want to take Clairvoyance, swap out 1 point in Quickness for Mystical Vision. For Exhaust swap out Deadliness for Cripple.

Blink of an Eye+ Presence of the Master decrease the cooldown of flash by alot, while
Intelligence+ Sorcery grants you 9% cooldown reduction.
Utility Mastery is, like mentioned in the 21/0/9 section, really strong for hybrid ez, as he needs red buff alot, and also make good use out of a blue buff.

Runes:
Marks: 9x Greater Mark of Insight or 9x Greater Mark of Strength
Seals: 9x Greater Seal of Scaling Mana Regeneration
Glyphs: 9x Greater Glyph of Focus or 9x Greater Glyph of Force
Quints: 9x Greater Quintessence of Health

Both runes are good choices. The MagicPen runes increase the damage of your Essence Flux and Ulti more, but if you want a better early game and boost the damage of your mystic shot i would prefer to use flat AD runes. They allow you to lasthit much easier, increase the damage of your q and also increase the damage of your ulti by a small amount.

Same reason as AP and AD Ez. You can really need the mana regeneration.

Well here are 2 options. The first one is Cooldown Reduction, wich i prefer.
Together with masteries you get 15% Cooldown reduction, enabling you to use your ulti more often, wich is important for Hybrid ezreal. Otherwise if you don't want Cooldownreduction you can choose AP/lvl runes too, still Cooldown is better for Hybrid ez.

Flat HP quints. Same reason as the other builds.
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Summoner Spells

Hybrid - Summoner Spells
Summoner Spells Ez should choose aren't that different from build to build. In generally Flash is still the best choice.

Ignite Still a good summoner spell that's still effective in the whole game. With this your early game should go really well, even if it's not as good as the one of AD Ezreal.

Rally This one isn't even that bad as hybrid Ez, as it boost the damage of your ult quite a bit and can win the teamfight for you. The problem is it's extremely high Cooldown and the mobility of Ez still.

Clairvoyance Enables you to steal dragon and Baron if used right, gives you map awareness, makes you hit enemies that escaped low life with ease. Overall a great spell, especially for Hybrid Ez. Though if you have a support let him take it.

Ghost Other Spells are just better for hybrid ez.

Exhaust still a really good spel, as it gives you more CC wich Ezreal always needs, but others are often better.
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Skill Sequence

This Skilling order provides you with most damage, though Arcane Shift isn't that spammable with this build, so it should always be used to escape only.
If you want you can swap Essence Flux with Mystic Shot and max it first.
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Items

Startitem:
Doran's Blade
or
Boots + 3 hp potions
Well yeah Doran's blade is probably the best startitem for hybrid ez, as it allows him to lasthit much easier and boost his Harrassing abilities early game. If you see that the enemies have lots of skillshot harrassers you can also buy Boots of Speed+ 3 hp pots.

Earlygame Items:
Guinsoo's Rageblade Pickaxe Boots
Guinsoo's Rageblade is a really strong item for every hybrid. It's passive is really strong, and if you hit something with your Mystic shot it actually gives 2 stacks of it (one on cast and one on-hit).
The Pickaxe is going to be built into a hextech gunblade later on.
For boots i'd recommend either Mercury's Treads or Sorcerer's Shoes.
Mercury's are the defensive choice while Sorcerer's increase the damage of your ulti.
I don't recommend buying Ionian Boots of Lucidity], because you're most likely going to buy [[Nashor's Tooth later on, wich is enough for Max Cooldown Reduction.

Core Items:
Guinsoo's Rageblade Hextech Gunblade Boots
This is your core. It gives you a high damage boost to your ulti and your other spells get boosted quite a bit too. Hextech Gunblades active is really useful, as it gives a single target slow, making focussing a target much easier. After you got your core you should already be able to deal a large amount of damage (especially with your ulti).

Lategame Options:
Offensive:
Nashor's Tooth
Well this item is most likely bought after your core. It gives you Some more Attackspeed, so your AS will be pretty high with this, your passive and Guinsoo's passive, together with the damage from Gunblade and guinsoo's this makes you a pretty good pusher. Also it gives you some manaregen wich is always good, a small boost to ap, but the most important part: 25% CDR.
Together with runes, masteries(9/0/21) and this item you already have 40% Cooldown Reduction.
This together with your Mystic shot passive your ult becomes spammable

Trinity Force
It gives you a bit of everything, a nice passive, and a chance to slow enemies.
Imo a really strong lategame option.

Defensive:
Frozen Mallet
This can be bought instead of TF (Don't buy both) if you want a reliable slow + more HP

Thornmail
This should always be bought vs fed ad carries, or if the enemy team is generally AD heavy. It gives lots of armor, is pretty cheap and it counters lifesteal.

Banshee's Veil
Always a good defensive option for rangeds if enemies deal much magic damage.

Quicksilver Sash
Counter to Many CC ultis. Also only counter for supression (malz/ww ult).
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Hybrid Play style

Hybrid - Playstyle
Early Game (lvl 1-5):
Hybrid Ezreal doesn't need a solo lane in my opinion, as he can be far more aggressive on a duo-lane.

On a lane you should try to play aggressive with your partner, constantly harrassing the enemies and when they're low hold them out of exp range. With CV you can prevent you from ganks, but if you get ganked you are most likely still going to come out without many problems due to flash+Arcane shift.
Tell your Lanemate not to push but instead just to lasthit. The more you and your teammate push the more exp the enemies are going to get.
Take Care of other enemy harrassers like kennen. It will be hard to hold them out of exp range, as you're really unsafe while doing this. In that case you should still harrass them, probably getting an opportunity for a kill, but if they fall back you shouldn't hold them out of exp range, as you're most likely going to hurt yourself with this.
Still you should be able to prevent them from getting lasthits, wich will most likely hurt them enough already.

Mid Game (lvl 6-12):
You should have your Guinsoo's by now, wich boosts your damage by quite a bit. On your first trip back also buy a ward and ward dragon if they have a jungler (wich they should most likely have). Your ulti is pretty strong already, so you can use it to snipe people etc.
If you see their jungler going for Dragon you should try to steal it with your ulti (Timing can be hard but it works). Also if you run with CV and nobody is miss at the moment, you should use it to scout their jungle. This can be helpful for your jungler, cause he knows where the oppenent jungler is, so he can counterjungle at the points where he isn't etc.
If your jungler is doing Lizard ask him to let you have the buff, cause it makes you really strong at this point. Having Lizard allows you to gank other lanes/roam a bit, or you can put so much pressure on your lane that they're probably end up loosing their tower.

Late Game (lvl 13-18):
You should have at least finished your core now.
Always ward baron and Dragon From now on whenever they're up.

Your Damage in teamfights shouldn't be underestimated, due to your high Damage ulti.
You should generally stay in the back firing your ulti and spamming Mystic shot and Essence Flux, while positioning yourself again and again with arcane shift. Also remember to use Hextech-active.

Once you get Nashor's tooth your ult is spammable, means that you can use it for nearly everything, stealing dragon/baron, defending a lane or kill oppenents. If you used hit start spamming Q on every enemy you see to have it ready as soon as possible.

Your pushing power is pretty good.
You have lots of attackspeed and you have a spammable AS-Buff for your team, making you a very good teampusher. Unlike AD ez your Damage isn't that high though, so he will still be a better pusher.
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Pros / Cons

Hybrid - Summary ; Pros+Cons
Hybrid Ezreal is Pretty good in all stages of the game unlike AD and AP.
His ult is really strong lategame and also kinda spammable. He doesn't excel at a special area like AD or AP though.

Pros:
+good all around
+strong Ulti
+excels at stealing Dragon/Baron
+decent pushing power

Cons:
-Doesn't excel in any phase of the game (unlike AD or AP)
-lacks CC (like every ez build)
-good all around, but gets outshined in every area by another Ez build (still best at stealing)
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Good Bye's :)))

Well thank you for ready my very in depth guide, i hope you all enjoyed(: and plz feel free to add me on League of Legends :D

LvL - 21

Mains - Ezreal - Tallon

Skill Level - PRO :)
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League of Legends Build Guide Author OnePinkPanda
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Panda's Guide to Mastering Hybrid Ezreal

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