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Ezreal Build Guide by Bolter

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League of Legends Build Guide Author Bolter


Bolter Last updated on May 6, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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Hello this is Bolter778 and this is my guide to hybrid Ezreal.
In my opinion, I think that full out AD Ezreal or AP Ezreal does not bring out his true power meaning that some of his abilities scale on AP and AD so hybrid is a very good choice on Ezreal.
(This Build is updated from the last one^^)

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Pros / Cons


-Has a natural flash Arcane Shift
-Team steroid Essence Flux
-Good Damage output
-Somewhat good skill set


-No Crowd control
-Squishy Exhaust or stun probably means death
-Difficult to master because his abilities are all skill shots
-Item dependent

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Early Game

So, the items are basic. The early Tear of the Goddess gives you mana regen. This helps a lot at early game when you are poking and using your skills.

Then the Ionian Boots of Lucidity get you Cool-Down Reduction, and importantly, Movement Speed(ezreal is quite slow). This gives you some flexibility and a chance to spam your skills(not by a lot but it helps).

Then, the Vampiric Scepter gives you a sustain and the Blasting Wand gives you more AP(more damage with skills).

Mid Game

Moving on to the mid game, the Bilgewater Cutlass gives you more damage and sustain while the Pickaxe and the Guinsoo's Rageblade gives you hybrid damage which is useful early to mid game.

As you get later into the game, flexibility and damage is an important factor. Therefore, the Archangel's Staff, which gives you more AP, Mana, and Mana Regen. This helps with your Life Steal sustain and you Mana Regen.

The Enchantment: Alacrity gives you more movement speed helping you since Ezreal's movement speed is pretty low and he needs positioning to launch his Mystic Shot.

Late Game

Leading to late game, the Glacial Shroud helps with more survivability since it gives you armor.

Then, the B. F. Sword, soon leading to a Mercurial Scimitar, Gives you more damage and survivability.
The Iceborn Gauntlet helps you with Armor, Mana, and Cool-down Reduction.

Lastly, the Hextech Gunblade finishes the build, giving Spell Vamp and more Hybrid Damage.

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Greater Seal of Armor for Armor (this is standard)

Greater Glyph of Scaling Magic Resist for Magic Resist (this is standard)
^this will help more late game since at early games there wont be a lot of bot laners who have bunch of AP (that is why you take scaling not flat)

^these 2 rune types make you less squishy^

Greater Mark of Armor Penetration helps a little early game against supports/adcs that have some Armor

Greater Quintessence of Ability Power for more damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Mark of Hybrid Penetration

Greater Mark of Hybrid Penetration

Greater Quintessence of Ability Power

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For Masteries take 21/9/0
21 on offense for obviously damage focusing on AP since the items give a lot of AD
9 on defense for more defense.

These stats/numbers below are based on how much my build put in such as 1 point in Hardiness


4% Attack Speed -Helpful since you use AD as well
4% Cooldown Reduction -Helpful since you use AP and Skill
1 Ability Power Per Level-Gives you more AP
8% Magic Penetration-Helps you with Champions with Magic Resist
6 Ability Power-Helps you since it gives a little AP
Increases AP by 5%-Good when you have a decent amount of AP
Increases Damage by 5% to champions under 50% health-Standard when you take 21 points in Offense and when you are one of the primary damage source in your team


6 Health per level(108 when level 18)-Makes you less Squishy
2 Armor-Helps you early game with some trades
5 Magic Resist-Helps you early game with some trades against AP champs. (they wont be too strong then)
30 Health-Helps you with trades early game and sometimes you live by 30hp left

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Rising Spell Force (Innate)- Hitting a target with any of Ezreal's abilities increases his attack speed by 10% for 5 seconds, this effect stacks up to 5 times.

Mystic Shot (Q)- Active: Ezreal fires a bolt of energy in a line that will deal physical damage and apply on-hit effects to the first enemy it hits. If it strikes an enemy unit, all of Ezreal's cooldowns will be reduced by 1 second.
Range: 1100
Projectile Speed: 2000

Cost: 30/35/40/45/50 mana
Cooldown: 6/5.5/5/4.5/4 seconds
Physical Damage: 35/55/75/95/115/(+1.0 per attack damage)/ (+0.2 per ability power)

Essence Flux (W)- Active: Ezreal fires a wave of energy in a line. Any allied champions it travels through have their attack speed increased for 5 seconds.
Cooldown: 9 seconds
Range: 900

Cost: 50/60/70/80/90 mana
Magic Damage: 80/130/180/230/280 (+0.7 per ability power)
Attack Speed Buff: 20/25/30/35/40 %

Arcane Shift (E)- Active: Ezreal instantly teleports to a nearby target location and fires a homing arrow at the nearest enemy unit, dealing magic damage to it.
Cost: 90 mana
Teleport Range: 475
Arrow Range: 750

Cooldown: 19/17/15/13/11 seconds
Magic Damage: 75/125/175/225/275 (+0.75 per ability power)

Trueshot Barrage (R)- Active: Ezreal charges for 1 second to fire a powerful broad energy missile that travels in a line across the whole map and deals magic damage to each enemy unit they pass through. It will deal 10% less damage for each subsequent target hit, down to a minimum of 30% damage dealt.
Cost: 100 mana
Cooldown: 80 seconds
Range: Global
Projectile Speed: 2000

Magic Damage: 350/500/650/(+1.0 per bonus attack damage)/ (+0.9 per ability power)
Minimum magic damage: 105/150/195/(+0.3 per bonus attack damage)/ (+0.27 per ability power)

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Skill Sequence

Mystic Shot (Q): Take it at level 1, 3, 5, 12 and 13. It deals the most damage of all your basic spells and applies on-hit effect for massive Life-Steal or damage by Sheen. It also reduces cooldowns while it still has a low cooldown.

Essence Flux (W): I Take it at level 4, 7, 8, 9, 10. This is useful in team fights as a steroid or a part of your combo as it passes through minions and damages champions.

Arcane Shift (E): Your escape/chase spell. Take it at level 2 and max it third. You also get it at level 14, 15, 17, and 18.

Trueshot Barrage (R): The ultimate skill of Ezreal! As it's your ultimate you max it first and you ALWAYS get it at level 6, 11 and maxing it at level 16. This is really the signature of Ezreal.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Mystic Shot is a great poke therefore there are a lot of points in it early game

Essence Flux at level 7, 8, 9, 10 are for mid game since there will be a lot of team fights^( Mystic Shot does not go through minions and you want to damage the champions not the minions)^
Essence Flux goes through minions and hits champions it is very useful at mid game

Arcane Shift is useful for chasing and escaping therefore a point on it early and leaving it there is a good choice
^The reason why Arcane Shift is maxed last is because it is mainly used as a Flash mechanic and you don't really need it as much as Mystic Shot and Essence Flux which are your main damage sources

The reason why there are only 3 points in Mystic Shot is because it has a low cooldown and has enough damage when it is level 3
Essence Flux is very useful since it can go through minions to poke/hit enemies while Mystic Shot needs positioning
therefore there is no maxed skill at level 9

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Creeping / Jungling

80 CS - 10:00
100 CS - 15:00
150 CS - 20:00
200 CS - 30:00 (Now you should head up to fight teamfights and dragon, therefore you will most often lose some farms).
Aim usually for about that amount.
CS=Creep Score(Last Hit)

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Other Viable Options

Ghost is a viable replacement for Flash as you can use it to escape or chase

Exhaust is a viable replacement for Ignite because you can use it to prevent them from dealing much damage and to prevent their escape.