Build Guide by Dilambda
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
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.
This is my way how to play Ryze in TT because I think he is underestimated on this map.
Hope you enjoy reading this guide and mabye you will try it in real action :)
Pros / Cons
Insane burst dmg
Snare - good for chasing and escaping
AoE with funny cooldown
Magic resistance reducting bouncing s**ts :)
Easy to play
With RoA decent staying power
Hard to master
RoA = bulky, not tanky!
Focused = dead
Standart, if they have less Magic Resist, we will kick them harder
This will help us to spam our spells more, and sometimes you will be saved by mana regenerated in combat. (I died a lot without these babies because i ned just x<15 mana to smash enemy face)
I like them over CDR or CDR/lvl because im able to have 40% just from items and blue pot.
15 Ability power - Great kick to successful early game
I use standart 9/0/21 With my improved summoners spells
AP per lvl - AP for free? Why not!
3% CDR - Thanks, now i need just 37% CDR from items
15% Mpen - Nothing special but nothing negligible
5% Exp - Higher lvl = more HP, AP, Mana, Spell ranks . . .
3 mana per 5 - No mana, no funny
3% Movement speed - This can be the difference betwen snared and smashed face and escape with very low HP
6% CDR - Just 31% from items? Thanks :)
I always start with Doran's Ring so my AP at lvl 1 is 32 and I still have good HP pool and good mana regen for first blood
Than I wait for 350 or 1210 and bluepill for Boots of Speed and mabye Blasting Wand
This AP and movement boost should allow you to get some kills or assists
Than wait for 750 and finish your boots. I prefer magic pen. ones because every focused Ryze is still dead Ryze and even Mercury's Treads will not save you
Now simply finish your Rod of Ages asap for HP allowing you to jungle between fights, mana for bigger Q dmg and AP
With RoA you have good HP pool so you can buy Rabadon's Deathcap and enjoy your insane AP
Now its just on you what items (now it should be just situational ones) do you want. I prefer Fiendish Codex because with this, maxed Q, blue pot. on and masteries you have 39% CDR! and if you complete Deathfire Grasp you will be in 95% cases CDR capped on sweet 40%
Through the game buy and learn to love this little blue baby
In TT I was never allowed to buy another item because this map is just too fast, or my games are too short :)
I always start with E because its your most damaging ability at lvl 1 and probably the best one for TT first blood
At lvl 2 I take W for my safe and chasing
At 3 I take another E because at this lvl Im usualy not able to kill but i can harras very well
At 4 I take one Q so now is my combo complete and I can be hungry for blood
Than i always go
R > E > Q > W
In specific cases you should instead of Q pick W for better chasing and/or safer early game
DONT WORRY TO USE YOUR R! Thanks to your passive you are able to kick its cooldown very early just by spamming spells on creeps
I nearly always go with
Because flash allows me to escape ganks, chase with flash -> W style and my most favourite: Flashing big wall over lizzard and than WERQing top lane opponent
Clairvoyance is very good spell because you can see whats where happens, check dragon, check lizzard, check possible ganks and my my most favourite:
Looking into brushes! This sounds like very useles but it is not. If youre going to kill someone in brush, your spell range is reduced to 0 because you must enter to see what is in, if you Clairvoyance in, your spell have still their regular cast range so you can WERQ from safe distance
Ryze is very powerful if played well
Id like to ask you for possible guide improvements
Rating and constructive criticism is welcome! :)
Thanks for reading