Ryze Build Guide by tbcshad
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Not Updated For Current Season
Not Updated For Current Season
NOTE UP FRONT:
I accidentally clicked publish when I meant to click view, and I do not know how to un-publish this guide. Not only is this not complete but it is also untested. I am completely new to this game. Therefore this build is not really a guide, but more of notes for myself until I have played the game enough to publish my refined build as a guide.
So in conclusion, I would appreciate it if everyone just ignored this until it is complete, or even better, left constructive comments so that I can learn more about how to play this game.
Simple Masteries Summary:
This mastery maximizes the utility tree with a 9 point splash in offense. It provides you maximum 10% CDR through Sorcery and Intelligence , AND it reduces the cooldown on summoner spells with Mastermind . I feel like this is very important for dominion play because combined with Ryze's inherent CDR abilities, ( Arcane Mastery and Overload's passive) you have almost constant access to his spells, as well as making summoner spells available more often as well.
-With Summoner's Wrath and Summoner's Insight both offensive and utility summoner spells receive their upgrade, making Mastermind as useful as possible.
- Transmutation , Meditation , and Perseverance have great synergy and give you as much health and mana regeneration as possible. Although this combo is probably more useful in classic games rather than dominion, I can't think of any better choices except maybe putting the points in Good Hands , Greed , and Awareness to reduce time spent dead, earn extra gold, and earn extra experience... Ill test it someday when I actually am high enough level to complete a mastery and edit once I have done so.
- Expanded Mind : Extra mana...obvious for Ryze.
- Swiftness : Like I said before, in my opinion staying away from your enemies is vital for Ryze's survival.
- Arcane Knowledge : 10% Mr Pen and the additional CDR is the only reason to take points in the offensive tree. Hit harder, kill faster.
Everything I know about runes I learned from Searz rune guide
So many thanks to him for his awesome guide, and my choices come directly from his deductions about which runes are better for each type, so I picked the ones that I thought fit best for this build, while still trying to stay in the A and S rank for each type.
Marks: Greater Mark of Magic Penetration Mr Pen in my opinion is the best choice among the S and A ranks, more magic pen means more dmg, plus added to your 10% from masteries its a nice starting bonus for cutting through magic resistance. Other options would be the MR or Armor bonus from Greater Mark of Magic Resist and Greater Mark of Armor.
Seals: Greater Seal of Armor Added armor to start the match making you better able to take a hit.
Glyphs: Greater Glyph of Magic Resist Added MR for the same reason as armor.
Quints: Greater Quintessence of Movement Speed, Greater Quintessence of Magic Resist, or Greater Quintessence of Armor. Either more armor, MR, or speed increase. I think that even with defensive items your best bet is staying away from your enemies so speed increase is the one I would choose.
The Most Important Part...
Obviously I am going for maximum mana in order to maximize damage output. However, the order in which you build is what makes everyone's builds unique, so I will talk about what I have here.
Starting Items: Catalyst the Protector or Tear of the Goddess and Boots of Speed
I see two options: Either start with Catalyst the Protector for health and mana boost, as well as regeneration upon leveling, or start with Tear of the Goddess AND Boots of Speed. Of the two starts, I prefer Tear of the Goddess and Boots of Speed. Why? More mana and continuous mana regeneration instead of only getting a regeneration boost when leveling up. Plus the additional speed early game from being able to afford boots of speed is nice as well.
The intent is that I can hit harder, and stay away from my opponents. The Advantage of Catalyst the Protector is the additional HP enables you to sustain more dmg early game. SI am still testing to see which start I like better, but so far I prefer the tear and boots. Ultimately whichever enables me to survive longer is the better choice. I think that killing my opponents faster will accomplish this over having more HP. We shall see.
Second Item: Glacial Shroud, Mercury Treads, or Sorcerer's Shoes
This one depends on your enemies, and how you are doing in the fights. If you are facing melee opponents and they are tearing you up, go for Glacial Shroud right away. If you are facing opponents who are building up magic resist, but aren't having problems staying away from them, then go for Sorcerer's Shoes for the extra speed and Mr Pen. If you are getting smoked by a rival magic user, or the team is CC heavy, then go for Mercury Treads.
Third Item: Glacial Shroud or Banshee's Veil
This is your definite defensive slot. Since Ryze is squishy, you need to protect yourself in order to survive long enough to DPS. Once again, the choice depends on your enemies. Glacial Shroud if melee is killing you (and you didn't grab it earlier), Banshee's Veil if magic is killing you. If you already got Glacial Shroud as your second item, then either complete your defenses by getting Banshee's Veil, or upgrading your boots.
Fourth Item: Mercury Treads, Sorcerer's Shoes, Banshee's Veil, or Frozen Heart
If your shoes aren't finished, this is the time to complete them. If your shoes are finished, then usually take Banshee's Veil to round out your defenses. If there are no casters on the opposing team, then upgrade to Frozen Heart.
Fifth Item: Frozen Heart
By this time you should have boots, Tear of the Goddess, Banshee's Veil and glacier shroud. I like to get Frozen Heart here. If you don't want or need it, move on to the next item.
Sixth Item: Rod of Ages
I like to go for Rod of Ages next. Here is why: There are only so many items that give mana boosts. To upgrade from Tear of the Goddess to Archangel's Staff will only give you a 50 mana boost. Building Rod of Ages lets you take Catalyst the Defender first, giving you 350 mana in addition to HP and additional regeneration. Then you can upgrade to either Rod of Ages or Archangel's Staff after that. Either way that gives you a much more significant mana boost (read DEAL MORE DAMAGE) for the cost rather than the large cost to upgrade to Archangel's Staff and get only a 50 mana increase from Tear of the Goddess.
Final Build should look like: Boots, Frozen Heart, Banshee's Veil, Rod of Ages, and Archangel's Staff. Although it is unlikely a dominion game will go this long, This build leaves a sixth slot open for whatever you desire. You can either add in a cheap mana boosting item or go for a more expensive item like Odin's Veil, or buy elixer's or whatever. Just keep in mind that buying another Tear of the Goddess, or building Manamune is the wrong answer because the passive's don't stack with Archangel's Staff.
After first creating my own Ryze build, I decided to find the number one build on this site and read it, and even though it was built for classic games, I still agreed with the skill sequence. So credit for the skill sequence really goes to JunSupport for his awesome guide.
The idea behind the skill sequence remains true to JunSupport's build. Max out Overload first, as it is your workhorse and damage dealer.
-Make sure to take all three abilities at the beginning of the match. As you start dominion play at Lvl 3, having all of your abilities available takes advantage of Ryze's passive ability and enables you to deal max DPS in the early game.
-There is an instance or two where I take another rank in Rune Prison rather than Overload, because I like to have the longer stun available earlier, but that is personal preference.