Ryze Build Guide by LiLStormcloaK
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Before we start, I want to apologize to those who ask for more sections like match ups etc. Unfortunately, I haven't found the time nor interest in expanding this guide. If you feel that the guide isn't complete, don't feel obligated to downvote.
Hello and welcome to my Ryze guide, Ryzin' Elo. Ryze is an AP Carry, played mid, that becomes very tanky late game while still dealing tons of damage. He is very unique in the fact that he scales of mana. His passive Arcane Mastery is what defines him as a champion. With this, you'll want to build cooldown reduction and be able to combo spells for high DPS. On the other hand, he has a rough laning phase, his damage and health are initially very low, he also lacks mobility and the ability to damage structures.
I've recently hit Gold and have a decent 4-2 with Ryze.
||space|| Flash is very necessary on Ryze since he has no mobility aside from Desperate Power, so this is a very useful for escaping. Ryze can also use this to flash Rune Prison for an easy gank from your jungler, turning into a free kill.
Ghost is a decent alternative to Flash, it lets you cover more distance over time to chase your enemy, but it doesn't give you an instant blink.
Ignite is a great spell to secure a kill on a low health champion that you can't finish with your spell combo.
Greater Seal of Mana Regeneration +3.69 Mana Regen per 5 secs
Greater Glyph of Magic Resist +12.06 Magic Resist
Greater Quintessence of Movement Speed +4.5% Movement Speed
If you're up against an AD Caster like Talon, Pantheon, Lee Sin etc. you should switch to Greater Seal of Armor for extra survivability. If you don't like Greater Seal of Mana Regeneration against an AP Mid, you can use Greater Seal of Scaling Health instead.
If you're up against an AP Mid with a weak early game like Kassadin, Katarina, you should switch to Greater Glyph of Scaling Magic Resist for better late game.
|Space||- Take 9 points in offense to get
for the extra 8% magic penetration to compliment your Greater Mark of Magic Penetration, Sorcerer's Shoes and possibly Haunting Guise/ Liandry's Torment.
- Take 21 points in utility to get Nimble for extra movement speed and Intelligence for 6% cooldown reduction, combined with Sorcery for a total of 10% cooldown reduction.
- Biscuiteer and Explorer are great options as they offer an extra ward and lane sustain. If you feel that this is unnecessary, you can swap them with others.
+25 Movement speed and 450HS
+200MP and 300HS
Faerie Charm, 4 Health Potions, 2 Mana Potions and a sight ward gives the most sustain and a sight ward to avoid ganks, a start you should take if you'll need a lot of sustain or if they have an aggressive jungler. Boots of Speed and 3 Health Potions gives you extra movement speed, which is useful to dodge skill shots and the sustain isn't too bad either, a start you should take against skill shot based champions. While Sapphire Crystal and 2 Health Potions gives you the least sustain, it gives you extra mana, which equals damage, this allows you use more spells and deal more damage, a start you would take against an easy lane.
These are your core items. Tear of the Goddess should ALWAYS be your first priority. You want to get it as early as possible to charge it up. Rod of Ages is also a mana boosting item, along with some health and AP. Make sure to always build catalyst the protector before Blasting Wand because the extra AP is not very useful compared to health and mana, it also gives you sustain upon leveling up, which is very useful and helps with the laning phase. Sorcerer's Shoes is usually going to be the boots you buy, bonus Movement speed and magic penetration for more damage output. You'll want Mercury's Treads when the opposing team has a lot of crowd control. The purchase order of Glacial Shroud and Negatron Cloak can be reversed, or not built at all, based on what you need more. Both items are great mid-tier items that help with your mid game. Haunting Guise has the same principle, build whatever you need more.
Muramana should be bought when you are fnished, or about to or are finished charging Tear of the Goddess, the active will let you deal an extra 6% of your current mana for all your spells, this item is insane! Build Frozen Heart or Abyssal Scepter or Banshee's Veil if you need more defence. Haunting Guise can be built anywhere in between for extra magic penetration and some health, but you should always leave Liandry's Torment as the last item, unless they have a full AD team and MR is unnecessary. Void Staff is a very good late game item for those mr stackers. Enchantment: Furor allows you to gain extra movement speed when you cast a spell on an enemy, this will let you stay with your fleeing targets while casting spells. Otherwise, always grab Enchantment: Homeguard if you are losing and they have pushed into your base or if you took Teleport. Elixir of Brilliance can be bought if you have some spare change.
The largest possible damage combo, you should easily kill at least one person and deal massive AoE among their team. This combo does pretty much mean that you will be standing still the whole fight, so you can switch the order of Rune Prison and Spell Flux if you need, you should also try to kite.
Nearly the same combo as above, Desperate Power should be cast first for the spell vamp. Rune Prison is cast before Spell Flux because the AoE is not as good, and it gives you the option to retreat of you're losing. Remember that if they are fleeing, you should run in between spell cast.
Use Desperate Power for the bonus movement speed, and Rune Prison immediately to lock them in place for a small combo. If they are really low HP, just run with them and hit them with one last Overload.
29/01/2013 - Guide Published
30/01/2013 - Guide archive for further expansion
24/02/2013 - Guide re-published