Build Guide by Smokadapipe
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
In order to dominate with Ryze, you need to start off slow and don't be jumpy. Be careful and don't jump out, diving for th kill. Slow going in the beginning, work on your build and work together. Once you have accomplished such task and are now able to start ganking your enemies, you start to fly. This is where it takes off. Once you have 3-5 kills now, you should be able to dominate. The important thing to remember is to stick with your team. You need to work together and once you start stacking the kills, Ryze will be impossible to stop. This build always works for me and I often go 20-35 kills a game. Just play smart and you will do well.
When buying items, you want to grab everything you can to end up with double lich bane, banshees, rod of ages, arch angel, and berserkers. These items will inevitably pone. For a Ryze build, you want to go straight up mana. With a large stack of mana, Ryze as a limitless power and will be unstoppable.
Yes yes, this is an odd sequence to initiate. But truthfully, your stun and your main overload spell is all you need to start off with. The spell flux is handy for wiping out minions, but useless until late game really. Same with your ulti. This ulti is not very helpful and will better suit you to use late game. By maxing your Q and W spells right away you can take out minions faster and really knock out your opponents. Trust me, if you follow this build and the sequence, your Ryze will be maxed out right away and won't be able to be countered.
Now first off; Ryze is super slow right off the bat. Throughout the game ghost is very useful for catching your opponents and escaping with 10 health. Flash though is interchangeable. I personally use it for jungle tactics and catching my opponents early game and such. Other spells that are useful are ignite, for those close get aways (somewhat useless late game), exhaust, to slow your foe down and stun within turret range, and some times heal if your into that kind of thing. Lots of pots starting out though is helpful and usually will take place of heal. Another useful spell is sometimes is teleport, for use of catching those close turret slays and such and saving your teammates. I have never really enjoyed revive but if your into that, it can be useful also. You will NEVER need Clarity, being that by a full build and 18 you should have almost 4000 mana. Clarity is useless being that this build is focused entirely around mana.
All I have to say about team work is that you need it. you can not win a game by yourself and without team work, you mine as well surrender at 20 minutes. As long as your team works together, you will always have a chance. If your team is well structured and you guys can work together, there is always a possible comeback. Some may not agree but me being quite optimistic, have seen it quite valuable to stay with it. I have comeback from no turrets slain and them being on our last two inhibitor turrets. Anything can happen in this game and TEAMWORK IS KEY.