Ryze Build Guide by JunSupport

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League of Legends Build Guide Author JunSupport

Ryze - Mana Carry ( Guiding past Misconceptions of Ryze )

JunSupport Last updated on January 23, 2012
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Build 1 (Cheat Sheet)

Champion Build: Ryze

Health 3262
Health Regen 14.25
Mana 4394
Mana Regen 44.49
Armor 205.2
Magic Resist 97.06
Dodge 0
Tenacity 0
Movement Speed 425.76
Gold Bonus 0
Attack Damage 104
Attack Speed 0.849
Crit Chance 0%S
Crit Damage 0%
Ability Power 120
Life Steal 0%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 22.83
Cooldown Reduction 30%


Recommended Runes



Ability Sequence

2
4
5
7
9
Ability Key Q
1
8
10
12
13
Ability Key W
3
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
3/
Intelligence
 
 
 
 
 
 
 
1/
Mastermind
 

Utility: 21

Guide Top

~ ~ Welcome ~ ~

Welcome to my guide to Ryze, The Rogue Mage

Please keep in mind to never rate a guide before trying it out first, unless you've already tried it.

Ryze is a mana carry now. Riot did something very unique with the old Ryze, and produced a champion that relies on mana.
Ryze is also a carry caster now. That means he depends on farm to get stronger relying on a flow of damage, and differs greatly from nukes who can become strong upon level6 and dealing extreme burst damage.

Remember to comment and be open with your thoughts! I am always receptive to insightful criticism.


Guide Top

Jun's Itemizing Cheatsheet

You can clearly see what Runes, Spells, and Masteries to take above. But the Item-Sequence isn't advanced enough for me to convey alternative item paths.

Here's a quick-look at it for people who have just opened this up for a game, with no time to read.

Early Items:
or > > >

Core Item Sequence:


Normal Laning:

> > > > >

Easy Lane, Getting Fed:

> > > >
space
Laning against AD:

> > > >

Laning against AP:

> > > >

Late Game Items:


Core Build:


~ OR ~


The situational 6th Item... Choose wisely.


For fed games, strongest end game item.


Best used against high MR enemies.
or
RoA and GA are solid for games with uncertainty.

or
To counter high physical damage.
or
When BV isn't enough against magic damage.

Sight Ward / +
Purchasing wards and oracles are always appreciated.


Guide Top

Updates:

  • Jan. 23, 2012 - Removed Deathcap as the 6th item on the recommended items. Too many naggers incapable of reaching the 2nd chapter... Maybe people will be more willing to read with a 6th item not there at all.
  • Nov. 18, 2011 - Switched Glyph of Shielding with 'Warding' for early game improvements.
  • Nov. 18, 2011 - Updated Masteries - Untested. Also, updated relevant build descriptions.
  • Nov. 18, 2011 - Added Exhaust as an alternative summoner spell.
  • Nov. 3, 2011 - Added a new combo to "Casting Rotation Basics" - "Maximum Security Rune Prison".
  • Sept. 30, 2011 - Swapped Glyph of Celerity with Focus due to flat CDR being more conveniently popular. 0.25% CDR isn't a big deal.
  • Sept. 16, 2011 - Did a routine description sweep. No real updates.
  • Aug. 9, 2011 - Touched up the description.
  • Aug. 9, 2011 - Put Rabadon's Deathcap on the item sequence. It would seem people aren't very accepting of double RoA.
  • Aug. 8, 2011 - Updated masteries. Expanded Mind is insignificant.
  • July 23, 2011 - Columnized the cheatsheet. I feel happy about how much neater it looks. :)
  • July 10, 2011 - Updated the description.
  • July 10, 2011 - Swapped "Insight" Quints with "Swiftness" Quints. Movement speed has become much more prevalent, allowing you to travel the map or re-position yourself infinitely better when you have move faster then the enemy.
  • July 9, 2011 - Added a note about Ryze's lack of pushing power in "~ ~ Final Comments ~ ~"
  • July 9, 2011 - Updated the description to reflect how I feel this guide goes against usual assumptions the community makes.
  • July 9, 2011 - Removed the "baiting with Catalyst" description. The return is now over-time instead of instantaneous, making baiting unviable.
  • Apr. 21, 2011 - Added a "Discussion" regarding why I get Overload second, and Rune Prison first.
  • Apr. 21, 2011 - Switched to Seals of "Replenishment."
  • Apr. 17, 2011 - Changed Seals to "Intellect" and the Gylph's x 8 to "Shielding" for more necessary magic resistance.
  • Apr. 17, 2011 - Changed the title to "Mana Bruiser ( Tanky, because He scales with Mana )." It's rather difficult to devise a concise title that properly suits him, but this looks like it will do. :/

FYI:
For those interested, head to the bottom chapter for "Old Updates." I only keep the most recent relevant updates here, to prevent a long list of spam.


Guide Top

Ryze Changes (post-Remake):

  • July 8, 2011 - Buff - Overload damage increased at all ranks.
    Ryze needs more utility imo, but extra damage is nice.
    ---
  • Apr. 26, 2011 - Slight tweak to tone down Ryze.
    • Nerf - Overload mana ratio reduced to 8% from 10%.
      His damage really was too good, but he lacks the ability to push so I wasn't concerned. :/
      This will actually hit Ryze pretty hard. 2 out of 10% mana means 20% of his damage output is gone.
    • Slight buff - Desperate Power spell vamp now scales to 15/20/25%.


Guide Top

Introduction (and Remake Interpretation)

Feb. 15, 2011 - v1_0_0_111 - Ryze, the nuker, has been reborn.

Out with the Old:

  • AP ratios dropped in all skills.
  • Rune Prison duration has gone down. Q_Q
  • Desperate Power doesn't even give AP anymore.
  • Desperate Power AoE has been weakened by 15%
In with the New:
  • Overload cooldown is now 3.5seconds flat! That's wicked fast!
  • Overload and Spell Flux cast range are both 675! Making Ryze a psycho harasser and laner.
  • Rune Prison now scales with mana!
  • Desperate Power offers passive mana, and grants Spell Vamp instead of AP...

The most notable changes is Overload can now be spammed in succession, and Ryze can poke like a beast.
Rune Prison is dealing damage upfront now, a bit like Amumu's Ultimate.
Spell Flux hardly got any love. Just a range buff, but it's still a pretty excellent buff.
Desperate Power has definitely been nerfed, the exchanged stats hardly compensate. The mana is miniscule, and the spell vamp is virtually not there. :/

I could go on an entire adrenaline-pumped rant about the uniqueness, new play style, and changes that make Ryze an entirely be being from his old self, but I won't.

Short Story:
Ryze has been remade into a DPS caster! A bit like Karthus, except his Ult is less then spectacular... :/

A lot of people view it as a nerf, seeing as his AP ratios are now garbage.
A lot of people have been trying to stack AP with him as all like usual. That makes me groan and sigh with disappointment for the same reason as people who think he's nerfed.
You do NOT want AP items like Deathcap and Rylai on him anymore! It's abysmal to play like that now.

~ ~ ~ ~ ~

Here's my take on Ryze.
They don't want you building much AP on Ryze. The idea is to maximize Mana and Cooldown Reduction for steady damage output. These items also happen to be tanky items which offer dual-functionality of both offense and defense!

Note:
Click here for indisputable proof that my interpretation of Ryze's Nuke-to-DPS remake is supported by Morello of Riot.


He's become a Mana-fiend. He craves mana, mana lets him dps, dps lets him get fed, getting fed lets him get more mana. A bit of a vicious cycle. ;)


My build focuses on mana AND survivability first, utilizing the game's three best mana items.
Tear of the Goddess, Frozen Heart (Glacial Shroud), and Banshee's Veil! (hence the title)

Ryze is addicted to mana, and he'll be addicted to these bubbles. (I fear of what he would become if he ever discovered bubble tea...)


Lastly, there is a misguiding point to Ryze's kit.

Overload is a bad first choice. Sapphire Crystal is also a bad first choice.
Rushing Rod of Ages should not be recommended either.

If you want to have a solid start to your lane, read through my description completely to find out why~


Guide Top

Voidward a.k.a. Collapse - Kicking butt with Tear, Heart, and Veil

Want a look into what my core build can accomplish for a good Ryze?

Check out this awesome video of a very adept Ryze player.
Gets Tear first, goes through the same itemization my build uses for Core items!!

It's also a very good video to watch for learning the rhythm of Ryze, and Collapse is an amazing player (or video maker). :]

Hehe @ the Rylai he took late-game. Remember that the majority of his awesomeness only involved his first 3 core items. <3


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Summoner Spells

Ghost.
A great spell for kiting and dashing in and out of battle.
I originally found Ignite to be more important, but after much trial and error, find that having more mobility is the ideal when playing a champion intended to be a "Carry."

Flash.
Your standard escape/catch mechanism.
Either use this to blink yourself into a more safe position, or use it to expand the range of your Rune Prison on a chase, letting you throw down your load one more time for the kill.

Ignite.
In my opinion, he lacks umph outside of the lane. This is to compensate for it. True damage can ensure that the guy running with 2 bars of HP isn't going to get away.

Exhaust.
Having an additional source of crowd-control can be very valuable, and my experience only solidifies my belief in it. Crippling enemy offensive stats and slowing their movement, this spell is a great for both keeping a target close when Rune Prison is off-duty, or keep an opponent away when a battle doesn't go your way.


Guide Top

Runes and Masteries

Tanky Magic build


Flat Magic Penetration Marks, standard.

Greater Seal of Replenishment Greater Seal of Knowledge
I'm going to be straight with you... There is no Seal that suits the new Ryze perfectly.

So, here's an array of choices.
Flat Mana Regen, Ryze can be very VERY mana-hungry early game, from levels 1~4 before you finish your Tear. These work great for that.
Flat Mana, a fair and fine choice as well for his early game.
Mana per Level, a fine and most likely popular pick. Simply adding to Ryze's power.

Armor seals may be a functional purchase too, given many junglers use them.

Flat Magic Resist Glyphs, Ryze can realistically go to any lane, and most of the time, magic damage is a major threat. The early resistance can prove to be vital early game.

Movement Speed Quintessences, because being fast enough to reposition yourself in team fights is very important.


Masteries
1/1
2/4
1/1
4/3
1/1
1/1
1/3
3/3
1/1
4/3
3/1
4/1
3/2
1/1
Note: These masteries are not tested. They were picked with theoretical reasoning and without proper testing. When I have the time, I will be sure to give this section the attention it needs.
But, don't let that discourage you from using these masteries. Use your own discretion about what seems good.


Some points to make note of:

Brute Force & Butcher - You're brain has probably been throbbing hard about this. After much mental deliberation, I came to the conclusion that have 4 extra physical damage to last-hit or harass in the early game is far more useful then 4 points of abilities power in any phase of Ryze's build.

Expanded Mind - Free mana is free mana

Swiftness - Ryze is fairly slow relative to the majority of champions in the game. You need all the speed you can get, even if it's from a fairly weak mastery like this one.

Transmutation - Being a champion that deals sustained amounts of magic damage relative to nukes, spell-vamp has significantly better chances of benefiting Ryze.

Sorcery & Intelligence - Now equaling a perfect 10%, Ryze can now achieve a perfect 40% cooldown reduction total with his kit and build.


Guide Top

Skills and Skill Sequence: Why I rank up W first.

Arcane Mastery:

- This skill is immensely significant to Ryze's DPS. Being able to lower the cooldown of other skills upon casting, it's like having a free miniature Rewind .

Knowing how to properly utilize it is what will make or break DPS Ryze.
My Casting Rotation Basics farther down can help if you're not sure what that means.

Overload:

- This is now your bread and butter. With an increased 675 casting range, the ability to harass with this is hilarious.
Just click and turn, not even Vladimir can zone you out now, and outcast him too!

I get this second so I can start last-hitting siege minions and harassing with it.

Why second? Discussion:
Why do I get this second, many may wonder.

Allow me to answer by asking the reverse question to you.
Why would you get Overload first?!

  • It's high in cost.
  • You can't spam it enough to kill anyone yet.
  • If you do use it, you'll run OOM.
  • It offers no utility.

You'll run out of mana. 100% Chance.
You're guaranteed to run out of mana if it's for the sake of early game harass; you lack of mana pool to sustain any sort of killing-attempt. I'd also like to note that saying it's for last-hitting is also a silly argument. Ryze has a very good auto-attack range, and using Overload to last hit would only lead you to run out of mana.

There's just no win scenario for getting Overload at Level 1. At that time, it lacks any "umph."

That's why I don't get it. I rank up Rune Prison first before maxing this one. I hope you will too.


Rune Prison:

- With the added Mana-scaling, this is a powerful skill now. Best used second after Overload to lock down the enemy and proc Arcane Mastery so you can repeat Overload.

I get this first to keep myself from spamming Q before level2, and in case I need to root down an enemy during the first few minutes for team fights.

Spell Flux:

- This spell is only good for it's Magic Resist Reducition after Ryze's rework, but that hardly ever gets a full impact unless it's 1v1 in a jungle or something. It was given a range boost up to 675 like Overload, and is now pretty much the throw away spell on Ryze.

I get this at level3~4 for harassing and the extra Arcane Mastery procs.

Desperate Power:

- Compared to the old DP, which gave Ability Power for the nuker Ryze... This Ultimate is a pitiful shadow. Longer cooldown, weaker AoE, shorter duration. The spell vamp given to compensate for the lost Ability power is negligible. The passive mana isn't a big deal either.

This Ultimate is more lackluster then Heimerdinger's currently. But at least you can use it up to twice a minute given its cooldowns, and the AoE still does carry some significance.


Guide Top

Early Game Items:



These are the items you should ALWAYS get because it's the best, with the exception of boots which can be situational.

Start: Meki Pendant + x2

I've tried starting with a Sapphire Crystal as most people (including the in-game build) recommend, but you know what? Even with Replenishment Seals, I run OUT, OF, MANA, so fast harassing early game! It's painful.

Meki Pendent doesn't have that issue, and I don't think the lost mana-scaling is a big deal since you get Tear right after.
It lets me throw down Overloads and Rune Prisons regularly without a worry. :)

Do not get Sapphire Crystal first.

Tear of the Goddess: Get your mana pool humming. It's the first step to getting Ryze mana-high. If you catch my drift~

Sorcerer's Shoes: Sorcerer's Shoes will further your damage output substantially, and you need as much as you can get being DPS~


If you get caught with cc, you're generally done.
Take these shoes instead if there's 3 or more strong stuns/snares on the enemy team. It'll definitely help.

Buy a Sapphire Crysta: No matter what you buy next, you'll need a sapphire crystal. It'll boost your damage anyway.


Guide Top

Core Items

The next few purchase is very dependent on your lane-opponent(s).


The items we deal with are:

Catalyst the Protector.
Catalyst is a key ingredient to your Banshee's Veil later on. Extra mana, health, and a nice HP/MP return upon leveling is a strong early game item item.

Glacial Shroud.
The ideal item to rush, it's 15% cooldown reduction is key to making Ryze a magical machine gun. Masteries (10%) + Overload passive (10%) + Glacial Shroud (15%) is equal to 35% CDR.
You receive a final 5% when Glacial Shroud is upgraded.

Max CDR gets Overload's cooldown to go to 2.1seconds! With Ryze's Arcane Mastery and normal cast rotations, you can usually throw up to 3 shots within 5 seconds, so understand cooldown reduction's importance!!

Banshee's Veil.
One of the best defense item in the game, a popular choice for it's appealing spell-shield particle.

With health, magic resist, and decent amount of mana, it's right up Ryze's alley. Once it's complete, you shouldn't have too much trouble against any enemy being so tanky.

Frozen Heart.
The upgraded form of Glacial Shroud. It offers 5% more CDR, more armor, more mana, and produces an aura that reduces enemy attack speed.


Here, I'll go through what order to buy items to maximize your lane-strength.

If being fed:

-> ->
You got firstblood, or several kills. Just get the important item, and work on your Veil to solidify your build.


If neither AP or AD is dominant:

-> -> ->
You're doing well, purchase a Catalyst for staying power in the lane. Glacial Shroud is next on your priorities, followered by BV to balance out your defenses.


If AD is dominant:

-> ->
Go straight for Glacial Shroud to Frozen Heart.
The aura will ruin the output for early game DPS champions; getting the 20% CDR doesn't hurt either. :)

If AP is dominant:

-> ->
Rush the Banshee's Veil for your own good. That's all there is to it.
Ryze is a Caster-DPS, that means his damage is dependent on items, he can't compete with nuking against Burst Casters; so build to survival and learn to poke with Overload's amazing range.

~ ~ ~ ~ ~


This hefty item boasts a huge mana pool that keeps on giving.
The HP and AP are also welcome additions to Ryze's strengths. But please understand, the passively growing bonus is not a demand to build this first.


Always start with the Catalyst for the health and mana.

I know I said AP isn't very useful, but Rod of Ages means a TON of mana!!
650 Mana is a big deal, and it's the item that keeps on giving after it's complete! ^^

Why not get this earlier?
A lot of people probably think I'm stupid for getting Rod of Ages so late. They can't possibly fathom a reason.
Here are three reasons:

1. Because Banshee's Veil is better for survival.
It's is cheaper as a core item, and will allow a Ryze to operate far more easily, being able to endure cc enemies send his way.

2. Glacial Shroud is too important.
This item's cooldown reduction is crucial for maximizing Ryze's DPS.

3. Rod of Ages' passive was nerfed if no one recalls!
The base stats are already AMAZING.
The passively given stats are not a big deal. People get too concerned with getting RoA early if at all, which is a totally narrow-minded way of thinking.

THAT is why I don't need to get Rod of Ages earlier then when I get it.


Voila~ You're done your core items.
You have reached Ryze's Mana-high Happpy Hour!


Guide Top

End Game Items

Games generally shouldn't last so long that these items will be necessary, but for those outlier games, here's my recommendations.

Good luck on that super long game. :)

Upgrade your Tear: (finally!)

Archangel's Staff.
With a 3% Mana-to-AP scale, Archangel will give your AP ratios a real work out~
But, this is only after all building all that Mana.
It will add a fair layer of dps to your damage.

Manamune:
After thorough testing (unlike most other builds), I've found that AA makes for an easier game. Manamune can net me occasional kills that get away, but when fights aren't in my favour, the AP that AA offers gives me a better chance to finishing them off quickly.
In conclusion, Manamune has more potential, but Archangel's Staff has more synergy.

In short: Better safe then sorry - Build Archangel's Staff

The Item for the 6th Slot:

Rather situational, it really depends on how you want to play.

Consumer Style:
Sight Ward
A seasoned LoL player will make use of wards. It is perfectly reasonable for your to leave your last slot open, and spend your access gold on Wards and Elixirs. It usually leads to strong map control and easy ganks, and we all love those.


Fed Games:

Now, I know this kinda seems to be an anti- to what I've been saying, but when you're maxed out on mana late game, AP's all that's left. Rabadon's Deathcap is taken because it can be taken, not because we need it.
According to Math, if used in combination with full mana-ap exchange of Archangel's Staff, Deathcap would take you up to approximately 492 AP.
Such a number is difficult to overlook. In a game where you're in control, this can let you overload to victory!


Troublesome Tanks:

If the enemy is really packing the Magic Resist, and I mean stuff like BV + FoN, your runes and Spell Flux may not cut it. :x
This will make your Q hit HARD.


The Usual:
or
If the game is fairly smooth and there's no outstanding enemy you need to counter. Treat yourself to another RoA that will pad up your health, and strengthen your mana pool.

Otherwise, you may want to achieve more tankiness through Guardian Angel, with it's own particle that psychologically deters enemy attacks as well as effective Armor and Magic resist; Ryze is seriously squishy.


AD reigning supreme:
or
Although the AP won't help you much, Zhonya's armor and active will. You get to consistently shut out all incoming focus for 2 whole seconds. Try to reserve this for when you're at your turret or behind your allied tanks. :)

Note: Using the active means you're denying the enemy 2 whole seconds of your DPS. That's possibly 400~700 damage based on when Overload + W or E.
Zhonya's Hourglass was made for nukers, so, DPS will suffer if this taken out of anything other then necessity.

Thornmail...
I don't recommend this unless your enemies are dealing huge auto-hit chunks; individuals like Shaco, Tristana, Tryndamere, and Twitch are the types that can pull this off.
As a carry, you should always be re-positioning and staying away from the enemy.


Casters all around:
or
Take your Pick.

Like Hourglass above, Abyssal's AP isn't exciting, but the unique effect is.
Magic Resist, and it lowers your target's MR further, synergizing nicely with Spell Flux and runes.

Or, Force of Nature for a huge chunk of Magic Resist, and a Speed boost to keep you kiting and chasing.


Guide Top

-Casting Rotation Basics-


Something a lot people may not remember to take advantage of is Arcane Mastery.
At max cooldown, Overload will have a tiny 2.1second cooldown. Here are a few basic casting orders to maximize your magical DPS.
Practice casting these at fast paces. The faster you are, the faster their health drops, and the faster you can back off or initiate a chase.

~Please note that these are all done with 40% Cooldown reduction in mind. Meaning you have Frozen Heart and Overload is rank 5.

Standard rotation, AKA Your load:

The > sign means you should be able to go immediately to casting the next skill.
The >> sign means a bigger pause between casts of 1~1.5 seconds is present.

> > >
Theoretically, this can be pulled off within 2 seconds which is likely to scare your enemy. I need to practice smart-casting. :)

Early Tip:
For when you're fighting someone 1v1 and confident they'll try to run away.

Always get up close after your initial Rune Prison while casting Spell Flux.
The close distance ensures maximum Flux bounces, as well as give the enemy less chance of running out of range.

Maximum Security Rune Prison:
> > >> > >> >
This combo does less damage but maximizes CC potential. Very good for ganks and kiting enemies, especially when you are on the defensive.

Farming:
> > (the center minion where AoE will be effective)
Sadly, since Spell Flux doesn't scale with mana, you'll need to toss in Overloads to clean up, but it'll still get minions pretty low during mid/late games.

Utilizing your Ultimate:

> > > > >>
Your Ultimate triggers Arcane Mastery too. Try to remember that~

Max your DPS:

> > >
Spell Flux does reduce Magic Resist. If you're like 100~300 distance away from them, (which is probably bad against most enemies) try to get the max number of Flux bounces and Prison them before they can run... or finish you off.
Again, casting Overload first to fully use Arcane Mastery procs.

Putting it all together:
> > > > >> > >> >
This is an estimate of a 5~7 second long casting.
If my math is proper, this is fairly close to how it'd be timed out.
You want to utilize your Ultimate in the middle as the filler Arcane Mastery proc to get as many Overloads onto your targets as possible.


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~ ~ Final Comments ~ ~

Thank you for taking a look at my Ryze guide. Ryze thrives off mana now. That's all I hoped I could convey.

Also, I'm fully expressing the fact that I feel DPS Ryze isn't quite up to snuff compared to other DPS champions.
The biggest problem with Ryze is that he cannot push towers. He lacks AP, and building AP is beyond missing the point of a build, so he has no pushing tower which is the key to winning games!

But, I'm inb4 the future Ryze buffs. :)
So, please accept all I've said here with a grain of salt.

With my item build however, you should be maxed on CDR, quite mana-plenty, and dealing effective amounts of damage with Overload spam.
It's affordable, functional, and makes Ryze quite the tanky character on the map.

Good luck, Summoners!

Remember, a mana-high Ryze is a happy Ryze! Give Ryze all the mana he wants, ALL OF IT. >:)
Or you'll regret it... o_o;


Guide Top

Old Updates

Wow, I've messed around with a lot of stuff here.

  • Mar. 29, 2011 - Changed the title to "Tears! Heart! and Veil?" :P
  • Mar. 29, 2011 - Added a video of an impressive Ryze player, Collapse, who utilizes the same early game items. (It's not me, I'm not that pro...)
  • Mar. 28, 2011 - Added a "Jun's Itemizing Cheatsheet" !!
  • Mar. 28, 2011 - Re-arranged the End-Game Items section.
  • Mar. 28, 2011 - Deathcap and Void Staff are through testing. Both Accepted! (though situational) :)
  • Mar. 27, 2011 - Changed Gylphs from "Focus" to "Intellect" with one "Celerity" as the early Glacial Shroud covers the early game CDR I desire.
  • Mar. 27, 2011 - Changed title from "Banshee Veil's Rush" to "Mana, Defense, and CDR"
  • Mar. 27, 2011 - Split off the initial portion of the "Core Items" section into "Early Game Items."
  • Mar. 27, 2011 - Overhauled "Core Items" accordingly.
  • Mar. 27, 2011 - Overwhelming evidence has lead me to place Glacial Shroud before Banshee's Veil in the main Item Sequence.
  • Mar. 27, 2011 - Gave Ghost higher priority over Ignite in summoner spells. Think I grasp how to play a carry better.
  • Mar. 1, 2011 - Re-arranged the positions of Sorcerer's Shoes and the first Catalyst on the item sequence for more friendly early game.
  • Feb. 28, 2011 - Rabadon's Deathcap has been put ~under testing.
  • Feb. 28, 2011 - Added reasoning for the late Rod of Ages.
  • Feb. 28, 2011 - Archangel's Staff is now my official pick for the 5th item. "Better safe then sorry." Manamune explanation can be found below it in the items desction.
  • Feb. 28. 2011 - Will of the Ancients and Lich Bane have been removed from testing. Rejected.
  • Feb. 28, 2011 - Added an "Old Updates" section. Wow... that was quick.
  • Feb. 27, 2011 - Adjusted the Runes for to cover more general users.
  • Feb. 25, 2011 - As much as it pains me, I'm putting Sorcerer's Shoes onto the Item Sequence, and putting Mercury's Treads as the option items. Since several boneheads can't read.
  • Feb. 20, 2011 - Moved the Archangel and Manamune portion of "End Game Items" to the end.
  • Feb. 20, 2011 - Converted the guide to utilize MOBAfire.com's quick chapters!! I must say, I will miss the custom title fonts. :<
  • Feb. 20, 2011 - Changed to a more defining title. Original: "Mana Addict (Because this Junkie's is above AP!) for those who are curious.
  • Feb. 20, 2011 - Changed my Seals to better represent my opinion. Ryze has no perfect Seal rune.
  • Feb. 20, 2011 - Added a Discussion below "Glacial Shroud" addressing the extra 5% CDR from Frozen Heart that's not used.
  • Feb. 20, 2011 - Swapped Manamune and Archangels in preferences.
  • Feb. 19, 2011 - Moved Frozen Heart into Core items. Edited the section appropriately.
  • Feb. 19, 2011 - Added a TT note under Ghost in Summoner Spells.
  • Feb. 19, 2011 - Added a link in introduction that is in direct support of my guide.
    AP-lovers criticize at your own risk!
  • Feb. 19, 2011 - Proof-edited a few portions of the guide. If anyone sees any strange conjugations or grammatical errors, let me know. :)
  • Feb. 18, 2011 - Added a "6th Slot" section for End game items.
  • Feb. 18, 2011 - Prioritizing to "Good Hands" in Utility masteries.
  • Feb. 17, 2011 - Swapped the spots of Banshee's Veil and Rod of Ages.
  • Feb. 17, 2011 - Removed Lich Bane from direct skill sequence and Updated the End Game items. Now, Manamune and Archangel are both viable picks.
  • Feb. 17, 2011 - Swapped Armor Seals for HP per Level Seals. More versatile.