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Spells:
Ghost
Ignite
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction
EZREAL HYBRID
Well, to start off, I'm just going to say this:
I created this build thinking about the Ezreal players that can't make their mind, as you know AP Ezreal got nerfed, since then it hasn't been the same.
With this build you can have the fun of casting, but still have some pretty nice damage, being able to hit Mystic Shot with your AD and Essence Flux with your AP and do some pretty nice pokes.
You may be wondering why the masteries are 30-0-0.
Well, the answer to that is, Ezreal doesn't have a lot of survivability, therefore, instead of focusing 9 points of masteries in defense, why not just, since we don't have survivability, completely MELT our enemys with AP and AD before we die?
If you want to do changes you can, this is just a GUIDE to your success with my favorite champion :D
Well, the answer to that is, Ezreal doesn't have a lot of survivability, therefore, instead of focusing 9 points of masteries in defense, why not just, since we don't have survivability, completely MELT our enemys with AP and AD before we die?
If you want to do changes you can, this is just a GUIDE to your success with my favorite champion :D
As for the runes, I pick them because:
Greater Quintessence of Ability Power - Self explanatory, give you some AP in the beginning to give more damage to Trueshot Barrage
Greater Mark of Desolation - Armor Pen, Giving more damage to Mystic Shot
Greater Seal of Ability Power - More AP, same explanation as the Quints.
Greater Glyph of Mana - More mana, to help out spamming Mystic Shot to diminish the cooldowns of your spells.
Greater Quintessence of Ability Power - Self explanatory, give you some AP in the beginning to give more damage to Trueshot Barrage
Greater Mark of Desolation - Armor Pen, Giving more damage to Mystic Shot
Greater Seal of Ability Power - More AP, same explanation as the Quints.
Greater Glyph of Mana - More mana, to help out spamming Mystic Shot to diminish the cooldowns of your spells.
Why don't you level Essence Flux before Arcane Shift?
The answer is simple, In a normal fight where you can't Flash out before you die, you'll just feed, so it's more valuable to farm more without having so much damage with Essence Flux than getting killed a lot and ruin the game for you and your team.
Good Summonner Spells
Ghost is a good spell because it will help you get more speed, instead of having a Flash being wasted, due to your Arcane Shift
Heal is also a good spell because it is always helpful in any fight, because it will help you have more survivability.
Ignite is a good spell for any character really (there are always exceptions of course) but it is good to get a kill without having to turret dive, it helps a lot for tanks due to its true damage.
Exhaust is a good spell to slow down your opponents while you do some basic attacks and abilities.
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