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prime

Build Guide by werek

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 werek

Ryze the ap/healt guide

werek Last updated on January 8, 2011
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Ability Sequence

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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Table of Contents
Guide Top

Chapter 1

Here is a brief overview of Ryze's abilities:

Overload (Active): Ryze unleashes a terrifying energy blast of lightning at a single enemy unit.

Arcane Mastery (Toggle): Permanently increases mana pool, and causes attacks to deal magic damage.

Rune Prison (Active): Binds the target with sealing runes, prohibiting movement and attacks, and dealing damage.

Spell Flux (Active): Releases an orb of pure energy at a target. The orb bounces from the initial target and
continues through 6 bounces. Each bounce which lands upon an enemy deals damage.

Desperate Power (Passive): While Ryze's health is below 40%, his ability power is increased.


Guide Top

Chapter 2

This is a well known "cookie cutter" style build that works fantastically well on Ryze.

Offense: My top row consists of 3/3 Deadliness and 1/3 Archmage's Savvy, but you can swap out the Archmage's Savvy
for Cripple if you have chosen Exhaust as a summoner spell.
The must-have choices after this are 4/4 Sorcery and then 1/1 Archaic Knowledge.

Defense: We spend no points here as it makes it impossible to reach both the bottom of Utility and Archaic Knowledge in Offense.

Utility: In the top row I take 1/1 Spatial Accuracy to improve my teleport, 3/3 Good Hands to reduce my time spent dead and
3/3 Perseverance. In this row you'll want to take the improved Ghost if you are taking that particular skill. If you are taking
Teleport and Ghost, then take both the improves and take a point out of Perseverance. Now take 4/4 Expanded Mind in Tier 2,
3/3 Meditation in Tier 3, 3/3 Quickness in Tier 4, 3/3 Intelligence in Tier 5 and 1/1 Presence of the Master in the final tier.
The improve for flash is essentially useless compared to its surrounding skills, so I advise not to take it.