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Ryze Build Guide by BSizzlePDizzle

Ryze Guide

Ryze Guide

Updated on December 5, 2011
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League of Legends Build Guide Author BSizzlePDizzle Build Guide By BSizzlePDizzle 42,132 Views 11 Comments
42,132 Views 11 Comments League of Legends Build Guide Author BSizzlePDizzle Ryze Build Guide By BSizzlePDizzle Updated on December 5, 2011
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Spells:

LoL Summoner Spell: Ghost

Ghost

LoL Summoner Spell: Teleport

Teleport

Introduction

Hello, this is my first guide, and it is of course for Ryze as you can see. I am not much an experienced play so bare with me! I hope you like my guide!

UPDATE: THIS GUIDE IS OUTDATED! I do not play Ryze anymore, and haven't for a while. All I can say is, this guide isn't very accurate! I was like, level 6 when I made it.
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Story

- Ryze, The Rogue Mage

The halls of traditional study were never for Ryze, who felt a more raw and primal connection to the magic of Runeterra than those who tried to teach him. As a young man, he travelled the world, seeking the wisdom of powerful hermits, witches, and shamans. When he had learned all he could, Ryze turned to seek the lost, forgotten, and forbidden knowledge in the world. This led him to an ancient form of spell craft known as thorn magic. This art required Ryze to tattoo spells on his body, infusing his being with vast arcane power. His travels also brought him to the giant indestructible scroll he carries on his back. The purpose of the inscribed spell is a secret only Ryze knows. However, he claims it is an abomination, something that he must safeguard from the world. Today, 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.

On the field of battle, Ryze is a magical powerhouse. Channeling the power of the arcane through his tattoos, he unleashes deadly electrical blasts at his foes. He can also channel such primal power through himself, chaining lightning strikes from foe to foe. His very being has become a magic sponge, absorbing mana from his enemies. Ryze is also capable of calling on forces that lock an enemy in place, rendering it a helpless opponent. Like a tiger, he is never more deadly than when his time is almost up when he is badly hurt, the mojo of his tattoos makes him even more powerful.

"There is no doubt. Ryze is no longer a mage -- he has become a creature of magic."
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Tips

Playing As: Ryze


-Ryze can use himself as a conduit for his Spell Flux ability if there are no additional enemies to bounce the spell off of.

-Using Ryze's ultimate to farm creeps can lead to a large gold advantage.

Playing Against: Ryze


-Be cautious about engaging Ryze alone with less than full health

-Cleanse and Banshee's Veil are especially effective defenses against Ryze.

-Ryze can only lock down one player with Rune Prison. Attacking with friends is the most effective approach, but remember to avoid Spell Flux bouncing between you and your allies.

Those are all of the tips you'll find in game. Some of my personal tips are:
-Good farming source is Spell Flux, bounce it off the minions 5 times.
-Laning is good with Ryze, use your combo, and when you Rune Prison them, your partner will be able to hit the Champion your attacking too!
-If an enemy Champion starts to run away, Rune Prison them, or use another skill. His abilities have more range than his regular attack, and are often more powerful!
-If you need to get to saftey, Rune Prison the enemy, and use Ghost to run behind a turret, where you can safely recall, or teleport to your Nexus Turret, if you want to wait half the time.

Hope these tips help!
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Terms

Not all of these terms are used in my build but they are usefull to know!





b = back, fall back, they're coming for you

back = fall back, they're coming for you

care = be careful, they may be coming for you

oom = out of mana

lom = low on mana

IAS = Increased Attack Speed

focus = To target a specfic player.

top, mid, bottom/bot = the lanes in LoL. With the flip camera option, the top and bottom may be switched for some people.

lane = the road that contains towers and lead to and from the two teams respective bases.

river = The river which cuts across the map diagonally

jungle = The mass of trees and paths that exist between the lanes

neuts = neutral creeps

neutrals = The AI controlled enemies who live in the jungle

creeps = Team spawned minions

bp, pill, pilling = blue pilling, going back to base

base, basing = going back to base

shop,buy = To go back to base to go shopping

brush = The large grass in LoL which causes your hero to be hidden to people outside of the brush


grass = brush

sigils = Temporary buffs granted to a player by defeating the Golem and the Elder Lizard. These buffs transfer to the killer in the event that the hero dies with the sigil.

buff = Typically a temporary increase to some stat(s)

passive = An ability which is not activated but helps a character.


aura = A 'passive' which applies not only to the hero who has it, but also to heroes within the given range for the aura. A shareable passive.

dd = direct damage ability. Typically DDs are unavoidable


skillshot = an ability that fires a projectile that can be dodged. For example: Ashes ultimate arrow


aoe = area of effect

pbaoe = point blank area of affect. The area of effect is centered around the caster


backdoor= To attack the enemies towers and base without the cover of your minions there

ult = ultimate ability. The R Ability.

unique = In LoL certain auras/passive are unique, meaning they do not stack.

last hit = Getting the very last hit, or killing blow.

AP = Ability Power. The stat which boosts the effectiveness of magical abilities.

miss, mia = Missing, missing in action. Commonly used to describe when a hero is missing from a lane and may indicate to the team that a gank may occur.

juke, juking = When being chased, juking is to fool your pursuers.


feed = A player who dies constantly feeds the other team (via the gold reward for killing someone). Being called a feeder is not a compliment. A player who is fed has a lot of kills.

gg = good game.

bg = bad game, these occur too often to my liking unfortunately.

gj = good job.

ms = movement speed

baron, nashor, worm = the big worm like boss that gives a noticeable buff to the whole team when killed.

gl hf - good luck, have fun, usually an encouraging sportsmanlike phrase said before a match

push - to gather up a creep wave and attempt to destroy an enemy tower "I'm going to push top"

d, defend - to sit at a tower and/or inhibitor and attempt to avoid confrontation while stopping the enemy from killing the objective "I'm gonna d mid"

gank - to go (often with more than one player) to try and kill an enemy, often by surprise "lets gank bottom"

tp - summoner spell telleport used to traverse the map "Ill tp back in"

heal - either the summoner spell, a champion ability, or the act of returning to base to regenerate HP and mana "you should heal"

harass - to annoy the enemy with small bursts of non lethal damage, often forcing them to go heal or be set up for a gangk.

bait - to deliberately appear in a position to be easily killed so as to lure 1 or more players to be gangked by your team "go bait them in to the jungle".

Disable = A Disable is a debuff that usually prevents some kind of action on the player. Stuns, roots, silences are all examples of disables

Stun = A debuff which prevents any action by a champion (summoner spells excluded)

Root = A debuff which prevents any movement by a champion (summoner spells excluded)

Silence = A debuff which prevents any abilities being used by a champion (summoner spells excluded)

Farm = Farming involves the amassing of gold for player. This is usually best done by killing a lot of creeps and killing them very quickly. Certain Heroes like Ashe and Tristana are great farmers: The first has a +gold passive, and the latter has an AOE passive.


CC - Crowd control (but in this context actually means stuns)

QQ - People crying/rage quitting.

PUG - Pick-up game - randoming with other people.

Thanks to DryWater for posting these on a forum.
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Spells

For the spells, I use:

Ghost -

This is used for fast getaways, because Ryze isn't the fastest Champion out there!

Teleport -

This is used for when you died and just respawned to quickly get to an allied turret/minion, or when you're running away, it's faster than recall.
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Items

It may seem a little bizzare by how much there are, but most of these make eachother. I got all of these from the 'Recommended Items' list, which my seem nooby but it's not. I do well with these items.

First, buy theDoran's Ring.

Second, buy theSorcerer's Shoes.
- The Rod of Ages gives a lot of extra bonuses, including HP, Mana, and AP.

What makes it?:


-Sapphire Crystal
-Ruby Crystal
-Catalyst the Protector
-And last, but not least,Blasting Wand
- The Archangel's Staff is good for Mana and AP.

What makes it?:


-Sapphire Crystal
-Meki Pendant
-Tear of the Goddess
-And theBlasting Wand
- The Deathfire Grasp is, in my opinion, the best item here. It deals a minimum of 200 damage to an enemy, with a cooldown of 1 minute. With additional bonuses as well.

What makes it?:


-Amplifying Tomb(x2)
-Kage's Lucky Pick
-Meki Pendant
-AndFiendish Codex

If you prefer other items for when you're playing as Ryze, go ahead, I agree these are nooby(for most people, but I think they're great). But I DO prefer the Deathfire Grasp. It is a very good item.
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How to Kill

When I go for the kill, I usually do this...

Deathfire Grasp-->Desperate Power(R on keyboard)-->Rune Prison(W)-->Overload(Q)-->Spell Flux(E)

Overload & Spell Flux may switch off.

KEEP THIS IN MIND, IT'S A GOOD STRATEGY!
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Runes

Now, I don't use runes much because at the moment I am saving up for Ryze, since the F2P champions all switch off, I think every week, but I have no clue.

But, I do know that Greater Mark of Insight gives +0.95 Magic penetration, which there is 9 of them, so that is technically +9 Magic penetration. That's great!

The Greater Seal of Clarity gives +0.1 mana/5 sec. per level(1.8 at level 18 Champion). Multiply by 9, +0.9 mana/5 sec. per level(16.2 at level 18 Champion). Thats a lot of mana per 5 seconds, compared to what you originally get!

The Greater Glyph of Force gives +0.17 ability power per level(3.06 at level 18 Champion). Again, multiply by 9, what do you get? +1.53 ability power per level(27.54 at level 18 Champion). AWESOME!

Lastly, the Greater Quintessences of Potency. +4.95 ability power. That, multiplied by 3, is around 15. That's not horrible, now is it?

Runes are very useful, but costly.
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Masteries

Key:
(colour of type)Type:
- Additional stats. Why it's useful.(colour of type ends. On to new colour of next type)

Offense:
- +0.66 critical strike chance. Needed for easier kills.
- +0.6 ability power per level. Easier kills.
- Reduce cooldowns by 3%. Needed for quicker ability usages.
- Magical spells penetrate 15% of enemies magic resistance. Good because Ryze uses magic.


Defense:
- No defense masteries.


Utility:
- Reduce delay of Teleport spell by 0.5 seconds. -5 seconds/cooldown. Good because takes shorter amount of time when need to teleport away/teleport somewhere to get there fast. Faster cooldown = more usage
- Reduce time spent dead/3.33% Don't have to be dead for as long.
- Increase total health/mana regen./2% Quicker regeneration = more abilities/longer stay out there(because more health regen.)without recall.
- Movement speed/Ghost spell = 8% quciker/1.5 longer duration. Needed for quick getaways.
- +3.75% xp for your Champion. Quicker level up.
- Increase Champion's mana/5% = more ability usage.
- Increase mana regen. by 1/second. More ability usage.
- Base movement/+3%. Faster/Ryze is slow.
- Cooldowns/reduced by 6%. Faster usage.
- Recharge time of summoner spells = reduced by 15%. Faster usage.


Hope this is easier to read instead of hovering your mouse over each skill, and also tells you why it is needed.
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Skill Sequence

I ALWAYS use Rune Prison first. Why? It traps the enemy so that your team mates can help you kill the enemy. Or if the enemy has gotten to level 2 or 3 before you and has more skills than you, you might need to trap them and run away. At level 2 I get Overload. This does 50 damage + 10% of Ryze's maximum mana. That's better than Spell Flux. At level 3 I unlock Spell Flux though, because I will now have 3 low spells, instead of 2 low spells. Next, I cannot get his ultimate ability yet. So I go for Overload(2). This gives 90 damage + 10% of his maximum mana. Then I go for Rune Prison(2). This gives it longer duration/more ticks, so it deals more damage and gives you either more time to escape, or kill them while they cannot move(especially if they are melee). Now, time for the ultimate ability. I always get this once it's unlocked, just so I can have more skills. This lasts 8 seconds, no matter what level, and gives 50 ability power on first level. It also gives all his spells 65% AoE damage for the total duration. Sometimes I use this on turrets, but mostly when I'm ready to pwn someone. Now, get Rune Prison(3). It gives it 1 more tick, and .3 more seconds of the enemy being trapped. It's very useful. Next, I get Spell Flux(2). This gives it more damage per bounce(forgot to mention it bounces of units 5 times), and lowers the magic resistance more. Next I get Desperate Power(2), which gains +30 more ability power in the duration of 8 seconds. At level 10, I get Spell Flux(3) for more damage/magic resistance reduced. Level 11 is Overload(3), which I think I forgot to mention each time he uses this, his passive is 'gains 2-10% cooldown reduction.' He gains more damage from this. Level 12 I get Rune Prison(4) for the same reason of course. Level 13 - Desperate Power(3) - same reason. Level 14 - Spell Flux(4) - same reason. Level 15 - Overload(4) - same reason. Level 16 - Rune Prison(5) - same reason. Level 17 - Spell Flux(5) - same reason. Level 18 - Overload(5) - same reason.
Overload - Ryze throws a charge of pure energy at an enemy unit for heavy damage and additional damage based upon Ryze's maximum mana. Ryze also gains passive cooldown reduction.
Passive: Ryze gains 2/4/6/8/10% cooldown reduction.
Active: Ryze blasts enemy unit for 50/90/130/170/210 (+0.4) plus 10% of his max mana (+) in magic damage.
Cost 50/65/80/95/110 Mana
Range 600
Rune Prison - Ryze traps target enemy unit in a cage of runes, preventing them from moving and dealing damage for the duration.
Ryze traps an enemy unit, preventing them from moving and dealing 40 (+0.2) magic damage per tick (2/3/4/5/6 ticks) over 1.2/1.5/1.8/2.1/2.4 seconds.
Cost 80/95/110/125/140 Mana
Range 600
Spell Flux - Ryze releases an orb of pure magical power which deals damage and bounces from the initial target up to 6 times. Targets hit have their magic resistance reduced.
Ryze unleashes an orb of magical power which bounces to enemy units or himself, up to 5 times. Each bounce deals 70/85/100/115/130 (+0.38) magic damage and reduces the target's Magic Resistance by 12/15/18/21/24.
Cost 60/80/100/120/140 Mana
Range 700
Desperate Power - Ryze channels forbidden uncontrolled arcane power, granting him bonus Ability Power, and causing all of his spells to deal AoE damage.
Ryze becomes supercharged, gaining 50/80/110 ability power and causing his spells to deal 65% AoE damage for 8 seconds.
Cost No Mana
Range 200
Arcane Mastery - When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.
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Laning Partners

1 Laning partner is Kayle, but one influence on this is(I was Kayle, my friend was Ryze), me and my friend were Skyping, so we could tell eachother what to do through a microphone, instead of typing. I think this may or may not have had a big influence on it, but we did pretty good. It all takes strategy.

I don't usually pay attention to my laning partners though, but my friend has some great laning partners on his build. If you wanna check that out, feel free to, his name is Dabbsy, look for his 'Ryze Pro Play Style (NUKE)' build if you're interested, he put a lot of effort into it as well as I put effort into mine, and he told me how to put pictures, so he was a real big help.
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Ganking

In my opinion, I think that Ryze is mostly good for ganking. Whenever I use him for ganking, I don't die. Sometimes when I solo, I die easily. Sometimes it's because the other team ganks me, but if I 1v1 people, I still sometimes die in a lane. Of course I don't ALWAYS die. And when I get ganked from soloing, I sometimes do kill one of the people.
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Pros/Cons

Pros:
-More than 2,500 health.
-15% cooldown reduction.
-With spells (ghost and teleport), it is easy to get away quickly. Ghost, you can run fastly away to saftey, while using the ability Rune Prison to trap them. Teleport takes 4 seconds, with a mastery that reduces it by 0.5 seconds. Also, when you quickly need to get somewhere after dying, teleport to a turret/minion.
-Medium attack range(550)


Cons:
-No reduced death time.
-0.0% dodge
-0% attack speed
-0 Armour Penetration
-0% Life Steal
-Low HPS(14(HealthPerSec)).
-No defence masteries.
-Low mana(2,000)
-Low health/Fragile(only about 2,500).
-If your combo fails, your enemy has a few second to attack you while you're on cooldown.
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End

Well, this is my first guide and I'm new to the game, so tell me what you think, while reminding yourself I am not a very experienced player!
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