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Ryze Build Guide by FrozenBiteZ

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.


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League of Legends Build Guide Author FrozenBiteZ

Ryze Guide - Cooldowns Disgust Me - Season 4

FrozenBiteZ Last updated on April 18, 2014
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Ryze Builds

Ability Sequence

2
3
5
7
9
Ability Key Q
1
14
15
17
18
Ability Key W
4
8
10
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 7

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 2

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
3/
Intelligence
 
 
 
 
 
 
1/
Wanderer
 
 

Utility: 21


Guide Top

I. Introduction To Ryze


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II. Picking Ryze


Guide Top

III. Pros / Cons Of Ryze


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IV. Runes

Runes

Greater Glyph of Magic Resist
6

Greater Glyph of Magic Penetration
3

Greater Mark of Magic Penetration
9

Greater Quintessence of Spell Vamp
3

Greater Seal of Armor
9

Greater Mark of Magic Penetration(9): This greatly increase your damage of your Spells.
Greater Seal of Armor(9): Helps you to tank minion attacks, turrets or basic attacks.
Greater Glyph of Magic Resist(6): Just 6 of these is sufficient to make you durable.
Greater Glyph of Magic Penetration(3): More Magic Penetration is always good for AP Spells.
Greater Quintessence of Spell Vamp(3): Higher sustain in teamfights if Desperate Power is on CD.

Runes

Greater Glyph of Magic Resist
6

Greater Glyph of Magic Penetration
3

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Quintessence of Movement Speed
3

Greater Mark of Magic Penetration(9): This greatly increase your damage of your Spells.
Greater Seal of Armor(9): Helps you to tank minion attacks, turrets or basic attacks.
Greater Glyph of Magic Resist(6): Just 6 of these is sufficient to make you durable.
Greater Glyph of Magic Penetration(3): More Magic Penetration is always good for AP Spells.
Greater Quintessence of Movement Speed(3): Movement Speed makes you move faster which helps in snaring enemies.


Guide Top

V. Masteries

Masteries
4/1
1/1
1/1
1/1
2/1
3/5
3/1
3/1
1/5
1/1
3/1
3/1
3/
1/
Offensive Tree:
Sorcery - 4 Points in this for the 5% Cooldown Reduction, take this, it helps for the combos.
Butcher - This helps clearing minion wave and going to the jungle camps even quicker for extra gold.
Expose Weakness - As you have to use your combo really quickly, this helps by increasing the damage of the spells your's and your allies'.
Feast - This item helps a lot for the early game sustain as Ryze use a lot of mana, this would help.

Defensive Tree:
Enchanted Armor - This increases your armor and magic resistance, really useful.

Utility Tree:
Fleet of Foot - Because of the long Cooldown of Rune Prison, this helps Ryze to chase or flee from his opponent.
Meditation - This is a must for Ryze as he uses spells and has no Mana in the early game, the Mana Regen helps to restore your mana to stay more in lane.
Summoner's Insight - Flash and Teleport has quite a long cooldown, this helps to reduce their cooldown, allowing you to Flash even more and have more map presence with Teleport.
Strength of Spirit - As early game you would buy a lot of mana, this helps you to sustain in lane and in late game, this can regen your health really quickly to stay longer in teamfights.
Runic Affinity - This helps to make Neutral Monster Buffs longer which is really handy as you would be spamming spells and the longer the Neutral Monster Buffs are, the longer you can spam those spells.
Vampirism - Spellvamp and Lifesteal ? Yes please, Muramana and your spells will make you regenerate tons of health back.
Expanded Mind - Really handy for Ryze as you use mana to increase your damage, this mastery point allows you to deal even more damage with mana.
Intelligence - Another 5% Cooldown Reduction ? Total you already have 10% in the starting of the game. 10% Cooldown Reduction on items ? Seraph's Embrace would be up really quickly for you to shield yourself.
Wanderer - This helps you to get to lane or roam and gank quicker. Also, after someone Ghost and they are ahead of you, you can't use any spell to get closer to that enemy, this will help you to chase down.


Guide Top

VI. Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Overload is a powerful and low cooldown skill which is really useful for bursting down enemies in early game so you should max it first, preventing enemy from farming if they get too much poke from you. I'm not too sure why people like max Rune Prison before Spell Flux but the passive on Spell Flux, which temporarily decreases enemy Magic Resist helps a lot and works well with his Overload. Lastly, I max Rune Prison is because I felt the duration of the snare was more useful in late game than to early game.

Arcane Mastery
Passive: When Ryze When Ryze casts a spell, all of his other spells have their cooldown reduced by 1 second. This does not affect summoner spells.

Overload Range: 650 Cooldown:3.5s Cost:60 Mana
Passive: Ryze permanently gains Cooldown Reduction 2/4/6/8/10%
Active: Ryze throws a charge of pure energy at an enemy unit, dealing magic damage.
-Magic Damage: 60/85/110/135/160 (+40% AP)(+6.5% Maximum Mana)

Rune Prison Range: 625 Cooldown:14s COST:80/90/100/110/120 Mana
Active: Ryzetraps an enemy in a cage of magic, dealing magic damage and snaring it for a short time.
-Magic Damage: 60/95/130/165/200 (+60% AP)(+4.5% of maximum mana)
-Duration: 0.75/1/1.25/1.5/1.75/2s

Spell Flux Range: 675 Cooldown: 14s Cost:80/90/100/110/120 Mana
Active: Ryze unleashes an orb of magical power which bounces to enemy units or himself within 200 range, up to 5 times (for a total of 6 hits).Against enemies, each bounce deals magic damage and reduces magic resistance for 5 seconds. This reduction does not stack with multiple hits. The orb has no effect on Ryze if it bounces to himself.
-Magic Damage: 50/70/90/110/130(+35% AP)(+1% of maximum mana)
-Maximum Magic Damage To One Target:150/210/270/330/390(+105% AP)(+3%of maximum mana)
-Magic Resist Reduction:12/15/18/21/24

Desperate Power Cooldown:70/60/50 Cost: 0
Active: Ryze becomes supercharged, gaining spell vamp, movement speed and causing his spells to deal 50% of their damage to other enemies around the original target within 200 range.
-Spell Vamp:15/20/25%
-Movement Speed:35/45/55
-Duration:5/6/7


Guide Top

VII. Spell Combo

All of these combos requires at least 20% to make happen almost instantly.



Hit n' Run




Low HP/Teamfight




Longest Combo




For those who wonder why the ulti is use so late in the "Low HP/Teamfight", it is meant to be use instantly after Overload and Spell Flux, so while that two skills are in mid-air, use your ulti so that your Overload will instantly be up.


Guide Top

VIII. Summoner Spells

Recommended:

Flash then Rune Prison? One of the best way to chase or the other way around for running away. Ghost is not an ideal choice for Ryze due to having Movement Speed in the runes, masteries and Desperate Power.


Teleport is one of the least use Summoner Spells other than Revive, Teleport helps Ryze a lot, going back to lane to get minions . A ward at the second bush of top/bottom ? A gank will never been so easy before with Teleport and your Rune Prison will be the one to help secure the kill.

Optional:


Ignite boosts your early game if you play very aggressive in lane which might help you secure kills but in late game, Ignite will not help much, your movement speed can help secure a kill so an Ignite will not be useful in late game.


Exhaust on Ryze? You already have the movement speed to chase up and run away with the help of your Rune Prison. Unless your enemy has anything to remove CC, an Exhaust will help after the removal of CC from Rune Prison.


Cleanse, I would have to say this spell is useful if enemy have a lot of CC, Cleanse would come in handy.


Only take Heal if you feel that your Spell Vamp is not that good.

DO NOT TAKE THESE

What do you see ? Nothing much..


Never get it unless you have Teleport with you, it would be..okay..I guess ? But still, never take Revive.


Take this, die at level 3 to Lizard Elder .

Don't bother about the rest, not worth mentioning..


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IX. Items


For almost every game, I'd go for

I like to rush for Manamune then transform it to Muramana. A common question which have been asked by Summoners,"Why go for Manamune ? Ryze is not even AD." True, Ryze is not an AD Champ but the burst from the toggle of Muramana helps a lot in farming, killing champions or getting buffs quickly. Don't get me wrong, Seraph's Embrace is good, but in most situations, getting Manamune first would be a better choice. Abyssal Scepter and Frozen Heart are both tanky items which offers mana and MR reduction which is what exactly Ryze needs.

Situational Items


I suggest getting this two and removing Abyssal Scepter if enemy has only 1 AP Champ or the enemy's AP Champ is useless. By useless I mean that the Champion is either squishy or not pain. When it is squishy, they would be taken down first or one of the first. When they are not pain, the magic resist from Abyssal Scepter would not help much.


This item can be useful at times, when you are the one who get focus down but the Spell Vamp from the runes and masteries is good enough.


Only take this when your enemy AD Bruiser is a big threat or when you did not master your combos well enough, Zhonya's Hourglass can help to wait for cooldowns and prevent you from dying while you have nothing to Spell Vamp from.


Rylai's Crystal Scepter is a big item on Ryze, it is good but at the same time, it is not really needed, unless your enemy team keeps on running away, Spell Flux can help to slow 5 enemies if Spell Flux bounce at 5 of them. You have a snare from Rune Prison, why do you need a slow ?


If you are playing very passive, this item is just right for you, you can cast spell and get the Magic Penetration from a safe distance but however, Abyssal Scepter is a better choice due to it's 20 Magic Penetration Aura which can help your team for those who use AP.


Only take this item if the enemy's team has high mobility like Hecarim or Katarina so you will be able to chase them after they use Onslaught of Shadows/ Devastating Charge or Shunpo respectively.


Take this if enemy has tons of CC, because if you're stun/slowed/root/snared, you're basically nothing to the enemy, being able to be take down quickly.


Desperate Power and Spell Vamp from masteries and runes will be greatly increase due to Spirit Visage's passive.


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X. Farming


I got to admit, Ryze basic attack is weird, takes a long long time to master his last hit but since Ryze is a late game,rush for Tear of the Goddess and last hit with your Overload, try not to farm with Rune Prison because if your enemy see you use it, they know you have no escape tools other than Flash so they will engage on you and you'll have to burn your Flash. Last hit with Spell Flux only if it is the last minion because if there is other minions around, they will die faster and the lane will be push, so you have to give them safe farm under the turret or expose yourself to the threat of the junglers.
Before recalling, I suggest you use your Desperate Power, spam your skills at the enemy minion wave so you will be back before enemy minions will be attack your turret. If there is no minion waves and you want to recall, I suggest you using Desperate Power and your other skills on either the wolves or on the wraiths .



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XI. Conclusion

If you're SEA, add me, my IGN also known as In-Game Name is FrozenBiteZ.