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Ryze-Bursting onto the scene(After 2/16 patch)
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Spells:
Ghost
Flash
Ability Order
Arcane Mastery (PASSIVE)
Ryze Passive Ability
What the hell happened to Ryze in patch v1.0.0.111?
To let you all know, before the patch I've played around 100 games with ryze. I've had lots of experience playing with him, so I know him very well.
I will be adding more as I get time between school and my instruments, and as I play him more in this new setup.
Pros:
Overload is now really spammable with ryze(spammable to using it every TWO seconds at max CD) This still uses 10% for damage.
Rune prison damage can't be reduced by CC reduction, has a nice mana % damage bonus of 5%
Ultimate gives lifesteal to help you stay in the lane/mid without a potion early in the game. while still farming
Can abuse mana stacking with overload and rune prison.
Most of his ranges were made much larger, allowing easier fighting and less dying.
Cons
Still squishy as hell
Ultimate doesn't make opponents **** themselves when you run at them anymore.
Spell flux was dealt a heavy nerfing to damage.
Without AP or mana does laughable damage.
Here's why-
Overload has turned into your spammable burst tool. Spell flux got nerfed, and Rune prison does less overall after you factor in the mana and the cooldown length.
With a 3.5 cooldown to start, and a very nice range buff, you can harass your opponents into next week.
Rune prison comes next because even though it got nerfed, it got a tiny buff in range and also in another mana % damage! The snare is good for initiating via singling someone out.
Spell flux, the once beloved skill, still comes first due to the early bouncing damage. Then it's pushed off until later because of the HUGE cooldown, low ratio, and lower base damage which doesn't help early.
Magic pentration reds to deal more damage late game, cut through the stacking
Mana per level seals to increase damage and lane lastability, gives bonus AP after archangel as well.
AP per level glyphs to give him more damage steadily, can also be substituted for CD per level or flat depending on if you want to be stronger earlier or later. Having golem and your shoes though will negate these late game along with the 9% from the tree.
Flat AP quints to make early game better, for survivability HP quints work as well.
9/0/21 gives extra punch to casters and some much needed exp boost, mp5, speed, and upgraded summoner spells and CD reduction.
If you wanted you could make him almost indestructible by using a 9/9/12 or even a 0/9/21 OR or 9/21/0 build to get strength of spirit, 3500 mana is a lot of hp5.
Flash is probably my overall favorite spells on squishies. So much you can do whether it be put that last bit of burst on that fleeing champion, or flash over a wall or away from a gank. This spell saves you like no other.
This spell is another favorite. Ryze goes especially well now since he can just keep pounding with overload the whole ghost, making him a very good kiter with the CD reduction and range increase. Turn and burn, then turn and run again. Rinse and repeat.
This could be a really good spell, but 400 damage won't save you from a 4 man gank or an evelynn.
Other spells are at your own choice, those are just my thoughts.
After some heavy thinking, I came upon these choices of items to get the best of mana bonus damage and ability power, getting extra AP as well from all that bonus mana.
This is a GREAT starting item for ryze. Hp to make him less squishy, mp5 gives him lane-lasting, and ability power makes him an early threat. I wouldn't substitute anything else or you're a walking target with such low HP.
This item is step one to dominating with ridiculous amounts of mana. You need this early to get the stacks up and it also allows you to easily spam your overload with little repercussions. Hold onto this for a while until later for an archangel.
Some people may not like how I choose these boots over sorcerers, but in my opinion, why not augment the already decreased cooldowns of your abilities? If they really want to stack MR, 20 penetration won't help. Get a void staff. Along with your masteries (maybe your runes), you already have at least 24% cooldown reduction. Overload is on a 2.7 cooldown!
This gives literally everything you need to get going. More mana for more power, ability power to do more damage, and health to make yourself survive the now starting teamfights. I couldn't think of a better item to fill these voids at this point.
Finally you get to cash in your huge mana pool for a ton of ability power! 3% is going to make you a lot stronger, and the improved regen makes you able to literally stay out forever with your low CD ultimate and it's lifesteal portion. Now that you have some power, we need to get MORE survivability. Feel free to buy a blue potion to get almost max cooldowns and more ability power to score some kills
This is where people start to hate you. Not only do you keep hitting them with Overload for a ton of damage, but now they can't even do anything about it. The mana makes you stronger again, the health makes you survive longer, and the shield and magic resist make's you a little of an anti-caster.
Make a choice. Do they start to stack magic resistance? Or are they still too dumb? Either of these finishes the build nicely, and if you're fed, just grab both and ruin their lives. Don't get void staff if only 1 or two of them get magic resistance. Nab it only if the team starts to realize as a whole your power. Void staff will help more in the long run, however so make the decision as your own.
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