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"Mercy is a human luxury...and responsibility"
Unlike other foxes that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek white fur had receded and her body was long and lithe…the shape of the humans who lay scattered about her.
However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.
Pros / Cons
- Burst damage dealer
- Tankyish late game
- Has an escape skill
- Good cc with Charm
- Squishy early game
- CCs destroy her
Masteries are 21/3/6 focusing on ability power and gaining bonuses from utility like death time, cooldown on flash and a little extra movespeed.
To give out most damage, we use Greater Mark of Magic Penetration and Greater Quintessence of Ability Power. To give you mana, you can have Greater Seal of Replenishment or Greater Seal of Scaling Mana Regeneration. For glyphs, you can have Greater Glyph of Scaling Ability Power for more damage or Greater Glyph of Cooldown Reduction for cooldowns.
This item build is used to give a load of damage to the faces of your enemies whilst also giving health doing so. Ahri has a little less than 3k hp with a stacked Rod of Ages and a Rylai's Crystal Scepter giving her survivability during team fights. Guardian Angel and Warmog's Armor are optional items which replace [[Void Staff]
Everyone knows her Orb of Deception does a lot of damage right? When she throw it, It hits enemies in a line with magical damages and comes back as TRUE damage. We max this ability first to smack em' in the face. Fox-Fire is maxed second as combining Fox-Fire with Spirit Rush gives you maximum damage output. Wow, you could kill so many people :L. We then max Charm. Charm is only levelled at 2 then maxed last because the damage from this ability is small, but it forces the enemy to walk towards you in a slow manner. You should use this when running away from champions as the slow from this can help you survive. Lead the target with this, throw out Orb of Deception, then smack them in the face with Fox-Fire, then you'll be fine in the Fields of Justice.
We use Flash and Ignite as our summoner spells as Flash gives you and extra escape spell if your Spirit Rush is on CD. Ignite is used if they might get away with just a little health. Exhaust can replace Ignite if need be.
"I've seen a lot of things, but this is the first."
Ravaged by Rune Wars long past, the lands south of the Great Barrier are wrecked by chaotic magical storms, leaving the grasp of nature's rule tenuous at best. While abnormal flora or fauna are the norm rather than the exception in these ruined areas, perhaps none is more curious than the case of Rammus. While no one is entirely certain why an armadillo from the Shurima Desert crossed the ***ungu Jungle into the Plague Jungles, Rammus made just such a journey. There, amongst the twisted vines and festering rot, he came across an oddity - a healthy evergreen hedge maze, stretching as far as the eye could see. As he explored the maze, something compelled him toward its center - a light, a presence of some kind. As he drew closer, the light surged, blinding him and knocking him unconscious.
When he awoke, Rammus' whole world had changed. The maze had vanished and he felt truly cognizant for the first time in his otherwise unremarkable life. As his predicament dawned on him, Rammus had a moment of panic. As he trembled, the earth around him began to shake, the intensity increasing until he managed to steady himself. As the quake receded, Rammus arose and left the Plague Jungles in search of others like him. His search brought him across all the lands south of the Great Barrier, but everywhere he went, he was unique.The hardships of this sojourn inspired him to craft the suit of armor that would earn him the title of Armordillo. Rammus' quest eventually drew him to the only place where a sentient armadillo is less than confounding - the League of Legends.
Pros / Cons
- Unpredictable ganking
- Great ganker
- More global exp.
- More global gold
- Extremely high map control
- You can ward as you're roaming
- Have a higher chance of winning with a jungler
- Tanky and OP b!#ch
- Need a half decent solo top
- Can be counter jungled by people like Udyr, Shaco, Nocturne, etc.
Masteries are 0/21/9 focusing on tanky masteries and Utility to help on your jungling with longer buff duration. Also gives you a faster CD on flash, less time spent dead and faster movespeed. Gotta catch em' all!
For runes, we use Greater Mark of Desolation and Greater Quintessence of Desolation for armor penetration. Rammus' passive gives him attack damage for how much armor he has. Taunt em and hit em! This also helps for when jungling. We use Greater Seal of Armor for armor and Greater Glyph of Scaling Magic Resist or Greater Glyph of Magic Resist for Magic Resist.
For items, we give him a very tanky build. This tanky build will crush your enemies and lets the bodies hit the floor. We use Sunfire Cape for health and armor, Ninja Tabi for dodge, Force of Nature for OP health regeneration, Thornmail for ad champs and extra damage when comined with Defensive Ball Curl, Warmog's Armor for more hp and your last item can be either Banshee's Veil or Guardian Angel. Banshee's Veil is required if they do too much damage with their AP bursts. Guardian Angel is required if you want more damage with your armor conversion into attack damage and to be undying with the revive effect given from this item.
We start off with Defensive Ball Curl as for when we're jungling, we want to do some damage to the minions as they hit us. Defensive Ball Curl also gives us so magic resist and armor. Powerball is but at level 2 as you want to jungle faster by rolling through the jungle. Defensive Ball Curl is put in again for the 2nd time for more armor and magic resist. We then max Punturing Taunt as this is an annoying piece of S#!T! 3 second taunt will go R@PE all day. We then max out Defensive Ball Curl for more armor and magic resist, then Powerball.
Note: If you have Powerball, you use it to smash the creeps in the face, then immediately activate Defensive Ball Curl at all times. You use a health potion when you feel like you need to. Start at the wolves, focusing on the big wolf as always. Then go to blue buff then Smite the golem at low. (It is advised that you get a leash for blue) We then go to the wraiths powerballing at their face and focusing on the big wraith. We then go back to the wolf camp and take down the wolves again. Go to the golem camp and focus on the big one first. Go to the red lizard and Smite it when low. Go back and get Ninja Tabi and GO GANK SOME!
When ganking, ALWAYS lead with Powerball and go BEHIND the target so they have little chance of getting away. Taunt them, then immediately activate Defensive Ball Curl. (This is how I do it, but the other way around works better hahah) If Tremors is up, turn that on after using Defensive Ball Curl/ Puncturing Taunt (Depending on what you've used last). You have probably gotten a kill from this. :D
"Ryze is no longer just a mage - he has become a creature of magic itself."
There are many on Runeterra who are attracted to the study of magic or, in recent times, the emerging field of techmaturgy. For most, pursuit of such knowledge is formalized in a college or university. The halls of traditional study were never for Ryze, however, who felt a more raw and primal connection to the magic of Runeterra than those who tried to teach him. He struck out on his own as a young man to discover what already called to him. Ryze traveled the world, seeking the wisdom of powerful hermits, witches, and shamans - anyone who had something to share beyond what was taught in the city-states of Valoran. When he had learned all he could from these fonts of wisdom, Ryze turned to seek the lost, forgotten, and forbidden knowledge in the world, delving into mystical worlds where others feared to tread.
Ryze's tireless searching for magical knowledge led him to an ancient form of spellcraft known as thorn magic. This art required Ryze to tattoo spells on his body, permanently infusing his being with vast arcane power and finally fulfilling his need to bond with the mystical energies of Runeterra. His travels also led him to uncover the giant indestructible scroll he now carries on his back - the purpose of the inscribed spell remains a secret only Ryze knows. He claims it is an abomination - something that he must safeguard from the world. This has piqued the curiosity of many, though no one is sure how to separate the scroll from Ryze, or if it is possible to overcome the rogue mage to do so. Since then, Ryze has joined the League of Legends to study the magical creatures and powerful will-workers that fight there, in order to complete his exploration of mystical Runeterra.
Pros / Cons
- Burst damage
- Great ganker using Rune Prison
- High mana pool late game
- Free spell vamp with Desperate Power which should be levelled at lvl 6, 15 and 16 (See reasons in the next few chapters below)
- Very squishy
- CC his face and he dies...just like everyone else who gets some cc chucked at their face
Masteries are 9/0/21 focusing on Utility for survival with spell vamp, move speed, experience and cooldown reduction. Mana per level is also provided in utility as many is essential for Ryze. Ability power is put on offense but minion farming is essential. You can last hit minions with your Q if need be. We also add more cooldown reduction and some magic penetration.
For runes, we build Greater Mark of Magic Penetration for magic penetration and Greater Quintessence of Ability Power for ability power which will do more damage to minions and champions. For Seals, you can choose between Greater Seal of Replenishment or Greater Seal of Scaling Mana Regeneration depending on what type of mana regeneration you really want. For glyphs, you can either use Greater Glyph of Scaling Ability Power for ability power per level or Greater Glyph of Cooldown Reduction for more cooldown reduction.
For items, we start off with Sapphire Crystal and 2 health potions. We then go back for a Tear of the Goddess for a larger mana pool later on in game so start harassing more and last hitting minions with spells more! You then go for Sorcerer's Shoes for magic penetration. We then build a Rod of Ages getting Catalyst the Protector first. You then get more spell vamp by getting Will of the Ancients and obviously going for the Hextech Revolver first. You then go and start building your Frozen Heart and first getting Glacial Shroud for mana and armour. You then get Archangels for more ability power from all the mana you've accumulated from after the spamming of spells on minions and champions. You then top it off with a Rabadon's Deathcap FOR THE ULTIMATE RYZE!
Depending on where you go, you chose between Overload or Rune Prison to start off. Overload is used if you aren't ganking and are just minion farming or mid. We try to max this skill first off. Rune Prison is levelled at level 2 for cc. We Then put a point into Overload again for more damage. At level 4, we then put a point in Spell Flux then try to max out Overload and Spell Flux but first focusing on levelling Overload then Spell Flux. Now you're wondering why we don't level Desperate Power at 11 but at 15. We do this because the only use for Desperate Power is for AoE and spell vamp. You don't really have use for too much AoE with Ryze and you'd rather focus on single targets with Rune Prison, Spell Flux and Overload. Spell Flux is more important than Rune Prison as Spell Flux reduces magic resist and you farm minions well when combined with your Desperate Power. When going to go some damage to targets, use Spell Flux first if you know you can hit them with Rune Prison after and then throw an Overload at them. If not, lead with Rune Prison, then throw a Spell Flux then an Overload.
For summoner spells, we use Teleport and Ghost. Teleport is an overpowered summoner spell according to AtheneOnYoutube, the best Paladin of World of Warcraft, and the best Ryze in the league having to go on a 2v5 as Ryze and winning. We use Ghost as I see it as a better spell than Flash as you run faster and can catch your foes without missing. You may use Flash if you wish though.
This is my guide with a few changes to other guides on MOBAFire