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Ryze Build Guide by KrachZischEnte

Ryze - Tank Style + 4375MP

Ryze - Tank Style + 4375MP

Updated on March 28, 2012
7.5
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League of Legends Build Guide Author KrachZischEnte Build Guide By KrachZischEnte 6 1 59,084 Views 16 Comments
6 1 59,084 Views 16 Comments League of Legends Build Guide Author KrachZischEnte Ryze Build Guide By KrachZischEnte Updated on March 28, 2012
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1
Lazy Sushi (1) | June 5, 2012 10:24am
Voted -1
Not as viable as it used to be, but that's not why i down voted you. the reason the is that the guide is very poorly made, but i won't argument how good/bad the build is. also i wonder why not ultimate first in a fight? spell wamp, mvm speed and splash spell dmg
1
Aurelial (8) | May 30, 2012 8:50am
Wow. From the masteries to the itemization to the runes, the content in this guide is just awful. Have you done any of the math behind any of your selections?

Executioner is a great mastery, if but you are wasting 15 points ( Mental Force , Havoc , Blast , and Archmage ) in the offensive tree in order to get to the ability, you're severely missing out on optimizing your build. Before you even think that you're not wasting those points, believe me you are since they do NOTHING for you early, you don't build too much AP anyway, and - most importantly - Ryze's AP ratios are not great. Executioner only yields 6% extra damage AFTER they are below 40% hp which makes it perfectly useless during the laning phase at any respectable ELO. Using your own reported MP (4375) and AP (414), Executioner only increases your end-game damage on Overload by 28. That's pretty much useless when you're dealing 460 every 2s. Rune Prison only gets boosted by 38, but you're dealing 645 without it anyway.

Ryze hits like a truck late game anyway; why boost his late game output when he's SO SQUISHY early?

The utility tree helps you survive to the point that you can fully farm your Tear of the Goddess because all the damage output in the world means nothing when you're dead. Your justifications against Summoner's Insight , Meditation , Awareness , and Intelligence are just plain wrong, not to mention the fact that you're missing out on Mastermind , Runic Affinity , and Swiftness . That 15s on Flash is UNDERRATED, Meditation helps you farm Tear (even if your jungler is blue-dependent and/or gets countered), Awareness isn't great but Ryze gets much better after level 6 so a point or two aren't bad choices, and Intelligence allows you to begin the game with 12% CDR and pumps to 20% before anyone even hits their mid-game. I didn't think it needed to be said but Intelligence is extremely important for Ryze.

AND YOUR GEAR?!? Come on... Abyssal Mask AND Void Staff? With your MPEN runes (flat 8.55), Sorcerer's Shoes (flat 20), and Arcane Knowledge , you're already dealing true damage to all Carries - since most don't build MRES. If you want to be able to take down tanks, the Void Staff is plenty sufficient. Abyssal is just a bad choice here. 70 AP isn't as useful for Ryze as for other AP Carries, and - for a touch less gold - you can turn that Negatron Cloak into a Force of Nature. No other item provides more MRES and, if you're truly talking about tank-style Ryze, this item is a MUST-HAVE. Your damage output is already sky-high, survivability is the key to getting through a few combo rotations during team fights. I like using the extra MS from FoN (plus I take Ghost) to punch on through the front line in order to melt down the opponents' carries while my team is able to focus down all of the stragglers. Now THAT is a Ryze-Tank.


Those are just the choices you make that I feel certain are sub-optimal. I'd also recommend (Flat MRES Glyphs & Scaling MP5 Seals) > Scaling MP Runes. The runes recommendation is to improve survivability and to lessen dependence on Blue Buff in the case of counter-jungling. I also prefer Ghost > Ignite because it gives you an additional escape mechanism and it ignores unit collision for offensive purposes as well. Since Ryze builds max CDR, has a great passive, has a hard-snare, and has short cooldown timers to begin with, being able to pursue a fleeing opponent actually INCREASES your killing power and still gives you the additional benefit of using it to flee a sideways situation. These last two are just my recommendations, however.

I don't like to downvote, so I won't, but this build is FAR from getting an upvote.
1
KrachZischEnte | April 1, 2012 9:55pm
Not needed.

Sure you can buy a RoA but you will lose resistance or 40% Magicpen.
Believe me you will deal enough damage without weakness.
1
LiLStormcloaK (72) | April 1, 2012 3:19pm
No RoA?
1
Sacre (11) | April 1, 2012 12:08am
Voted +1
+1 gj.
1
KingEmonerd (10) | March 30, 2012 1:45pm
Voted +1
I like this. Not getting a RoA and going straight for a BV actually makes sense. Pretty smart.
Also, I always focused on stacking mana upon mana, so an AbyScepter or Void Staff never occured to me. Me gusta
+1

~Emo
1
KrachZischEnte | March 28, 2012 9:43pm
You don't have to apologize for questions!!! =)

And sure! You can stack the ms to 5,5% if u don't need Armor in early game.
If you play ranked you can modify it before =P

For normal games you have to be fit for everything who wants to troll you =)
1
Theo1001 (2) | March 28, 2012 1:32pm
Voted +1
Sorry if it was too many questions at once.

Was thinking more of a case of a lee sin, cait, gp, sona, random ap mid rather than 5 ad with the ap mid underfed(thanks partly to you) making their ad people pose more of a threat to you". Still point taken.

I asked about the mastery since you took some time to justify some of your mastery choices so i was wondering how you felt about the ms one. I meant it more like "keeping the mr mastery since it is useful early on and swapping the armor mastery for the ms mastery ending up with 174 armor and +5.5% ms instead of 180 armor and +4.5% ms" rather than switching it to armor quints and ms masteries.
1
KrachZischEnte | March 28, 2012 12:23pm
But to give u an example:

1 quint = 1,5% Movement
3 quint = 4,5% Movement, save that =)

Mastery = 12 resistance

now we change

1 quint = 4,23 armor or 4,5 magic res
3 quint are 12-13 resistance!

But mastery only 2% movement


So let’s sum up.

I don't really get more resistance but i lose more than the half of my movement...
Agree with me? =)
1
KrachZischEnte | March 28, 2012 12:12pm
Many questions ok.

I checked the Maths again and u are right,... its 4375 I count tears twice <.<
Sorry for that.

Against heavy AD teams:
Not really. You can change Abyssal scepter with a Rod of Ages to get more HP and MP.
In the case that the enemy team has 4-5 AD champions I would buy a Throne Mail????!

As I said if you play against AP early game you should finish Banshee before starting Frozen heart. After you finished Banshee follow the build. If it is still to heart (Like a LeBlanc) you also can continue with Abyssal Scepter.

Quoted:
Whenever You use an Ability, Ryze has to stop! So you need more movement to chase.
So I decide to use Greater Quintessence of Swiftness.


You need more Movement than your enemy to chase!

The Mastery is to stack Armor and Magic resistance.
And this is just a Guide which shows you an alternative how to play Ryze.
I never lost lane with that build =D
1
Theo1001 (2) | March 28, 2012 11:47am
Can you do the math for the 5k mana? I could only count 43xx.
Also what do you do vs a more ad heavy team? Do you still get the abyssal scepter or do you replace it with smth else?
Also given how you are usually against ap early on, how you get frozen heart later on and how you already took ms on quints, what is your opinion on spending the armor mastery points on the ms mastery?
1
KrachZischEnte | March 28, 2012 11:38am
You are right, this Runes are specific for Ryze. I won't use them for other champions.
If you don't want to spend so much IP für Runes, you can use Armor Seals as well. =P

If you can tell me your tricks and tips i would be greatful =D

(Sorry for my rookie english^^)
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