Build Guide by
Not Updated For Current Season
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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.
-Strong early game and late game.
-Good ganker with high ranks of Rune Prison.
-Strong middle play.
-Defensive items that add lots of damage.
-Infinite mana supply and close to maximum CD reduction late game, (no more need for golem!)
-Still not a tank
-Bad early game can hinder advancement
-Tear of Goddess takes a while to build up
-Games don't last long enough because you do so well
Start the game harrassing with Overload. A generic combo (but not for EVERY encounter) is to overload->rune prison->spell flux->overload. This should do about half the enemies hp in damage even at level 3. Spell flux, although good magic resist reduction, is used as last priority only because it can be very RNG as to who it bounces too, especially early game in the lane when so many minions are nearby. It is really there to reduce overload and rune prison's cooldowns via your passive. As Rune Prison is the spell we rank first, using it before spell flux is ideal in order to get one more off if the fight persists and will land the kill. Rune prison is important to rank first as a good middle hero due to the increase in the root duration it provides. The difference between that one second can be just enough to provide enough damage for the kill, or for a teammate to get in range with their own form of CC. Last hitting is just as important on Ryze as it is on any champion, just a little tougher due to low attack damage. When you have gotten your tear of the goddess, moments of high mana can be used to overload minions for last hits, in order to increase gold and maximum mana. Getting golem can help acheive this.
Staying back and getting your burst off is the way Ryze works. You ideally want to go in, hit them with your combo, and get out until you can start overloading again to work off your other spells cooldown. Ulti when you desperately need hp or when the enemy team is clumped up in a team fight for maximum damage. It is also important to note that activating your ulti counts as casting a spell for your passive.
I choose to go 9/7/14 for this Ryze build. The extra CD reduction in the utility tree is not that important to reach due to the passive CD reduction you receive from Ryzes first ability, plus the masteries in offensive and the Frozen Heart. The 7 points in defensive are mainly to help your early game providing the additional health regeneration. Even late game your health regeneration will be a little higher than 10 per second because of all the mana you have.
For runes I get magic pen, mana regen, and max mana as well as max mana quints.
For summoner spells I choose ghost and flash. They are Ryzes best friends for escaping scary situations, as he possesses no escape tools himself (unless you count rune prison, but that will only help against one person and usually you will not be running from one person.)
Get 1 rank in each ability by level 3, in order to shoot out a 4 hit combo starting and ending with overload. From there, rank Rune Prison>Overload, pausing to pick up your ultimate whenever you can. Spell Flux is ranked last for obvious reasons, (doesn't scale with mana, does least damage, uses RNG.)