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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Arcane Mastery (PASSIVE)
Ryze Passive Ability
LORE
Ryze's tireless searching for magical knowledge led him to an ancient form of spellcraft known as thorn magic. This art required Ryze to tattoo spells on his body, permanently infusing his being with vast arcane power and finally fulfilling his need to bond with the mystical energies of Runeterra. His travels also led him to uncover the giant indestructible scroll he now carries on his back - the purpose of the inscribed spell remains a secret only Ryze knows. He claims it is an abomination - something that he must safeguard from the world. This has piqued the curiosity of many, though no one is sure how to separate the scroll from Ryze, or if it is possible to overcome the rogue mage to do so. Since then, Ryze has joined the League of Legends to study the magical creatures and powerful will-workers that fight there, in order to complete his exploration of mystical Runeterra.
"Ryze is no longer just a mage - he has become a creature of magic itself."
Ability Explanation
Arcane Mastery: When Ryze casts a spell, all other spells have their cooldown reduced by one second.
Notes: This passive defines Ryze. It enables you to use a variety of combos, which I will explain in detail below. Mastering the use of this passive will turn you into a ball lightning throwing monstrosity that puts Zeus and Thor to shame.
<img src="/images/ability/ryze-overload.png"/> Overload (Q):
Cost: 60 Mana
Range: 600
Ryze throws a charge of pure energy at an enemy for heavy damage and additional damage based upon Ryze's maximum mana. Ryze also gains passive cooldown reduction.
Active: Deals 60/85/110/135/160 (+40% Ability Power) plus 6.5% of Ryze's maximum Mana (+6.5% % of maximum Mana) in magic damage.
Passive: Gains 2/4/6/8/10% Cooldown Reduction.
Notes: Overload is our primary damage ability, which is one reason why we max it first. The ability also scales relatively well with levels and offers passive cooldown reduction. It’s important to keep in mind that the AP ratio on this spell is only 20%. This is the reason why our build focuses on increasing our maximum mana instead. Note that 8% of even a relatively modest mana pool of 3,000 increases this spell’s damage by 240. This increase in damage would require a virtually unattainable 1200 AP.
Overload has a long range which makes it a good choice for early game harassment. However, I usually don’t start harassing seriously until level 3 because my early mana pool is so limited. Before this point, I will throw out Rune Prison once or twice just because sitting at full mana is basically a waste of your mana regeneration, but that is basically it. Last hitting with Overload before you have your early game core is also not a good idea simply because you will run out of mana extremely quickly. You don’t want your jungler to come over for a gank just to find you out of mana and utterly useless. Once you have obtained your Tear of the Goddess and maybe another Sapphire Crystal, start using Overload more often so you can charge up the Tear. Finally, note that with maximum CDR, the cooldown on Overload will be 2.1 seconds.
Rune Prison (W):
Cost: 60/70/80/90/100 Mana
Range: 600
Ryze traps target enemy unit in a cage of runes, damaging them and preventing them from moving. Also gains bonus damage based on Ryze's maximum mana.
Roots the enemy for 0.75/1/1.25/1.5/1.75 second(s), dealing 60/95/130/165/200 (+60% Ability Power) plus 4.5% of Ryze's maximum Mana (+4.5% % of maximum Mana) in magic damage.
Notes: This snare is another key component of Ryze’s kit. We will take a point in Rune Prison on level 1 and max it second. Note that the AP ratio on Rune Prison is a solid 60% while the mana ratio is 5%. Don’t forget that Rune Prison only roots a target in place. It doesn’t prevent enemy champions from using their auto-attacks or casting spells. Also note that the range on Rune Prison is slightly lower than on Overload and Spell Flux, which can be significant in certain situations. Finally, don't underestimate the damage Rune Prison will do on higher levels. With maximum CDR, Rune Prison will have a cooldown of 8.4 seconds.
Spell Flux (E):
Cost: 60/70/80/90/100 Mana
Range: 600
Ryze releases an orb of pure magical power that deals damage and bounces from the initial target up to 5 times. Also gains bonus damage based on Ryze's maximum mana. Targets hit have their magic resistance reduced.
Unleashes an orb that bounces to enemies or Ryze up to 5 times.Each bounce deals 50/70/90/110/130 (+35% Ability Power) plus 1% of Ryze's maximum Mana (+1% % of maximum Mana) magic damage and reduces Magic Resist by 12/15/18/21/24 for 5 seconds.
Notes: For the old Ryze, this was the primary source of damage, while for the new and improved Ryze, Spell Flux is largely a filler spell because it only scales with Ability Power. However, it has a few important uses. First and foremost, it’s an essential tool for making combos. Second, it can be used in conjunction with our ultimate to deal AoE damage, as each bounce will benefit from the AoE effect. This allows us to clear large minion waves easily with such combos as R>QEWQ. Third, it reduces Magic Resistance. This added effect can make all the difference, especially in the early game when everyone’s magic resistance is low.
Spell Flux can bounce off Ryze himself, which is useful when using your QWEQ combo (see below): while the target is affected by Rune Prison, close in on him while you cast Spell Flux so it will bounce between you and your target for maximum damage. As a final note, Spell Flux will have a cooldown of 8.4 seconds once we’ve reached maximum CDR.
Desperate Power (R):
Cost: No Cost
Range: Self
Ryze channels immense arcane power, he gains spell vamp and all of his spells deal area of effect damage.
Channels immense arcane power gaining 15/20/25% Spell Vamp, and 80 Movement Speed. Spells deal 50% area of effect damage for 5/6/7 seconds.
Notes: Many consider Ryze's ultimate to be less than spectacular, but once you realize that your primary source of damage will always be Overload and that the role of your ultimate is to complement its power, you will learn to appreciate Desperate Power simply because of its beautiful synergy with the rest of Ryze's kit. Thanks to our passive and our 40% cooldown reduction, Desperate Power will be available for use in virtually every engagement, providing Ryze with even more survivability and raw AoE damage output.
Arcane Mastery: When Ryze casts a spell, all other spells have their cooldown reduced by one second.
Notes: This passive defines Ryze. It enables you to use a variety of combos, which I will explain in detail below. Mastering the use of this passive will turn you into a ball lightning throwing monstrosity that puts Zeus and Thor to shame.
<img src="/images/ability/ryze-overload.png"/> Overload (Q):
Cost: 60 Mana
Range: 600
Ryze throws a charge of pure energy at an enemy for heavy damage and additional damage based upon Ryze's maximum mana. Ryze also gains passive cooldown reduction.
Active: Deals 60/85/110/135/160 (+40% Ability Power) plus 6.5% of Ryze's maximum Mana (+6.5% % of maximum Mana) in magic damage.
Passive: Gains 2/4/6/8/10% Cooldown Reduction.
Notes: Overload is our primary damage ability, which is one reason why we max it first. The ability also scales relatively well with levels and offers passive cooldown reduction. It’s important to keep in mind that the AP ratio on this spell is only 20%. This is the reason why our build focuses on increasing our maximum mana instead. Note that 8% of even a relatively modest mana pool of 3,000 increases this spell’s damage by 240. This increase in damage would require a virtually unattainable 1200 AP.
Overload has a long range which makes it a good choice for early game harassment. However, I usually don’t start harassing seriously until level 3 because my early mana pool is so limited. Before this point, I will throw out Rune Prison once or twice just because sitting at full mana is basically a waste of your mana regeneration, but that is basically it. Last hitting with Overload before you have your early game core is also not a good idea simply because you will run out of mana extremely quickly. You don’t want your jungler to come over for a gank just to find you out of mana and utterly useless. Once you have obtained your Tear of the Goddess and maybe another Sapphire Crystal, start using Overload more often so you can charge up the Tear. Finally, note that with maximum CDR, the cooldown on Overload will be 2.1 seconds.
Rune Prison (W):
Cost: 60/70/80/90/100 Mana
Range: 600
Ryze traps target enemy unit in a cage of runes, damaging them and preventing them from moving. Also gains bonus damage based on Ryze's maximum mana.
Roots the enemy for 0.75/1/1.25/1.5/1.75 second(s), dealing 60/95/130/165/200 (+60% Ability Power) plus 4.5% of Ryze's maximum Mana (+4.5% % of maximum Mana) in magic damage.
Notes: This snare is another key component of Ryze’s kit. We will take a point in Rune Prison on level 1 and max it second. Note that the AP ratio on Rune Prison is a solid 60% while the mana ratio is 5%. Don’t forget that Rune Prison only roots a target in place. It doesn’t prevent enemy champions from using their auto-attacks or casting spells. Also note that the range on Rune Prison is slightly lower than on Overload and Spell Flux, which can be significant in certain situations. Finally, don't underestimate the damage Rune Prison will do on higher levels. With maximum CDR, Rune Prison will have a cooldown of 8.4 seconds.
Spell Flux (E):
Cost: 60/70/80/90/100 Mana
Range: 600
Ryze releases an orb of pure magical power that deals damage and bounces from the initial target up to 5 times. Also gains bonus damage based on Ryze's maximum mana. Targets hit have their magic resistance reduced.
Unleashes an orb that bounces to enemies or Ryze up to 5 times.Each bounce deals 50/70/90/110/130 (+35% Ability Power) plus 1% of Ryze's maximum Mana (+1% % of maximum Mana) magic damage and reduces Magic Resist by 12/15/18/21/24 for 5 seconds.
Notes: For the old Ryze, this was the primary source of damage, while for the new and improved Ryze, Spell Flux is largely a filler spell because it only scales with Ability Power. However, it has a few important uses. First and foremost, it’s an essential tool for making combos. Second, it can be used in conjunction with our ultimate to deal AoE damage, as each bounce will benefit from the AoE effect. This allows us to clear large minion waves easily with such combos as R>QEWQ. Third, it reduces Magic Resistance. This added effect can make all the difference, especially in the early game when everyone’s magic resistance is low.
Spell Flux can bounce off Ryze himself, which is useful when using your QWEQ combo (see below): while the target is affected by Rune Prison, close in on him while you cast Spell Flux so it will bounce between you and your target for maximum damage. As a final note, Spell Flux will have a cooldown of 8.4 seconds once we’ve reached maximum CDR.
Desperate Power (R):
Cost: No Cost
Range: Self
Ryze channels immense arcane power, he gains spell vamp and all of his spells deal area of effect damage.
Channels immense arcane power gaining 15/20/25% Spell Vamp, and 80 Movement Speed. Spells deal 50% area of effect damage for 5/6/7 seconds.
Notes: Many consider Ryze's ultimate to be less than spectacular, but once you realize that your primary source of damage will always be Overload and that the role of your ultimate is to complement its power, you will learn to appreciate Desperate Power simply because of its beautiful synergy with the rest of Ryze's kit. Thanks to our passive and our 40% cooldown reduction, Desperate Power will be available for use in virtually every engagement, providing Ryze with even more survivability and raw AoE damage output.
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