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Ryze Build Guide by SecondCaller

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League of Legends Build Guide Author SecondCaller

Unlock The Beast [IN DEPTH] [Master] [6.22] [Updating]

SecondCaller Last updated on November 14, 2016
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Mid / Top

Ability Sequence

2
4
5
12
13
14
Ability Key Q
3
15
16
17
18
Ability Key W
1
6
7
8
9
Ability Key E
10
11
Ability Key R

Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Defense: 18

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Ryze with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Diana
2
Heimerdinger
2
Lulu
Guide Top

Introduction



Welcome to my advanced Ryze guide where I will cover everything you need to know about Ryze in order to dominate! Note that even though this guide will help you maximize Ryze's potential as a champion, you still have to be skilled as a player in order to climb up the ladder. Ryze is a champion who's really hard to fully master and carry with. Many have the idea that button mushing will carry you and that Ryze is an easy champion. Dead wrong. He was easy back in the days but after the rework, things have changed. Making right use of your passive requires a lot of focus, patience and knowledge on the game's mechanics. Your Q Overload is now a skillshot and missing it greatly impacts your damage output while it gets even harder to do while in the heat of battle due to the complexity of the overall kit Ryze has. These factors and many other are the reason why Ryze is such a complex champion with an unstable global win ratio. If you suck and play unorganized then you'll have around 30% win ratio while if you've mastered him, you'll have around 70% no matter what your rank is.

What content does the guide contain & the audience it's aimed for

This guide is aimed for players ranging from Level 1 to Challenger. For example, I don't only explain what masteries to put on Ryze and their purpose. I explain the very essence of masteries, how they work, how to use them and the way of thinking behind building a page. Same goes for runes and many other chapters. I don't just explain your role as Ryze in doing Dragon/Baron. I explain what they are, their purpose on the map and tricks that evolve around them. Overall, this guide doesn't aim to only teach you Ryze. It teaches you about a lot of things, starting from basic game elements up to decision making. I even explain scientific terms such as muscle memory which you don't meet often in games but nonetheless, great pieces of info and mandatory to fully master Ryze. It's not my job to teach you all these things so sorry for making this guide bigger than it should be. It's just so rich in knowledge that I'm certain you'll appreciate all I have to offer and forgive me for forcing you learn all these usefull yet boring things.

Why did I create this guide?

When I first started playing League and Talon was released, I was so inspired by him that I wanted to be one of the very best Talon players out there. I would turn the whole internet upside down to find information on how to get better with him. In the end, I found some guides here on mobafire and felt so happy that I could finally improve. After a while, I suddenly switched to Ryze and through the passing of years I would notice how bad Ryze's reputation was. After some research, I realised that Ryze is a champion who's often misused on terms of Runes, Masteries, Itemization Paths and Spell Casting Combinations, thus leading to a small amount of players playing him correctly. I thought about it to myself and decided that I must come out there and create a HUGE guide containing as much information as I can possibly share. I want you guys to share the joy I felt back in the days when I mained Talon. All that aside, this guide is huge and with great depth so sit back and enjoy!





Note 1: Due to IMMENSE amount of work in real life, I'm unable to currently update the guide :/ . I'm entering a university, I found a job and then there's my personal life. I barely manage to keep my account Master and not falling from innactivity. I'm EXTREMELY sorry guys. I wanna bring new content. I wanna update the guide and start a youtube carrier but I'll wait a bit for now. The job I found isn't stable so it's pretty likely it ends or maybe I get to update the guide on some holidays I get? We'll see. For now, I greatly recommend read the guide as it is. Even though half the content is pre-rework, Ryze's playstyle stays fairly the same and the tips I give are extremely helpfull nonetheless.

Note 2: Ryze currently is in a... decent spot. The problem is his skill cap. It requires a veeeery good understanding of many of the game's consepts to make correct use of his combos. His E (which I call Virus or Plague requires plenty of practise and above all... his ultimate. This spell has INSANE potential but it's also extremely hard to use correctly. The possibilities are endless but that doesn't mean it's necessarily a good ultimate. It can destroy your team OR be extremely useless making you unable to ever use it in any way OR prove to be nothing but a distraction to keep your brain even more busy than it should be. It's a high risk-high reward type of ultimate but most of the time the risks are bigger. If you see this champ picked in LCS then do NOT think you'll perform the same. I could even recommend you go for something easier. Even Zed is tiers easier than Ryze, as hard as it may be to believe. The overall stress, RPM (how fast you press keys) and complexity in Ryze's playstyle requires you to take drugs. Zed plays off pretty chill and safe. I can ensure you 100 games with Zed can make you almost master that champ but even 200 can't help you master Ryze if you simply don't have tha talent. In order to be able to master Ryze you first of all need to be high elo with plenty of experience and above average mechanics. You have the combos, you have the E (spreading) and also your ultimate complexity all while being squishy. Come on now riot... what is this. I'm high elo, I can't complain. But my fans do and I feel bad for them. 80% of players are bellow plat, what are they even thinking? Anyways, I'm pretty mad they gave him such a hard ultimate. All I see ppl do is initiating with this ulti which is something you NEVER want to do. It's a UTILITY ulimate. Not an INITIATION one.

Note 3: "Why no detailed match up section?" - I gave this a lot of thought and after all I decided that I won't make it detailed. However, I will always make sure to keep the ratings updated and I might even put some general tips in each match to help. The problem is - time. It would take me around 90 hours (all mid lane + top lane champions) to make the match ups detailed as you want them and it's not something I can offer in my current state. Also, patch notes damage that section greatly. Just by reducing one spell by 20 damage on a specific champion, I may have to rewrite a match up all over again and things like this happen every single patch to 10 champions at a time. The section is extremely fragile and I'm sorry but I won't be able to keep it up to date. Thus, I decided to not include it instead of missleading people.





About Me

I'm just a normal human like all of you out there reading this as well as an active LoL player. My account is rated Master on the Nordic/East Server and Ryze is my main champion. I have spent more than 2500 games (not all of them ranked) playing with this champion and finally I believe I am ready to demonstrate you how this beast is TRULY meant to be played!

Like my page on facebook and follow me on twitch!
Stream: http://www.twitch.tv/secondcaller
Facebook: https://www.facebook.com/secondcaller [new]

Season 6 Archievments



Does this guide seem familiar to you?

I'm SecondCaller on both TeamSoloMid and MobaFire. I've decided to keep both guides up to date due to requests from fans. I hope that both communities will help keep the discussion going about Ryze! In the future, I may also port my guide to other guide sites.


Here's something to listen to while learning the basics of dominance.








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Guide Top

Pros & Cons

space
Pros



+ Deals tons of damage
+ Gets stronger with Mana
+ No skill cap. You always improve
+ Arguably tankiest mage in game
+ Huge Mana pool late game
+ Carries a Death Note
space
space
Cons



- Hard to play. Even harder to master
- No reliable escape mechanism
- Weak early game filled with Mana issues
- Heavily complex itemization-wise
- Long ranged champions are flat out cheating
- Enemy jungler transforms into a CoD camper

When to pick Ryze

Top Ryze: You can pick him whenever you want. The counters to him are very few and consist of specific champions that people don't bother to play much or don't like playing. Even when countered, you aren't 100% useless and still manage to do your job effectively. Don't pick him however if your team's heavy AP based because you're in the very least forced to buy Void Staff to even stay relevant in the game.

Mid Ryze: If you can't have the liability of knowing your opponent, whether it's a blind pick game or a ranked where you opponent hasn't picked yet, you may as well pick SurpRyze. Ryze is a champion that fits in all team comps. Either your teams need more damage or more tankiness or AOE or CC, Ryze is the perfect all-rounder to provide everything. However, I strongly recommend you pick Ryze after the opponent team has chosen their mid laner and it's not someone ranged that counters you. Getting countered in mid lane will leave you useless (if not a feeding resort) as there aren't many efficient counter measures to those situations.

What are Ryze's power spikes (Aka strongest moments)

First spike is when you finish Tear of the Goddess + Catalyst The Protector
Second skpike is when you finish Rod of Ages
Third spike is when you finish Seraph's Embrace
Forth spike is when you put a second level into Desperate Power (Lvl 11)
Fifth spike is when you finish Rabadon's Deathcap

These are the moments when you feel an immediate boost as if your power level just got doubled. The three last ones come around mid game (25 min) are of the greatest impact. When you reach these checkpoints, for the next 3 minutes you should have a confidence boost and upper your limitations a bit. You want to abuse these moments as long as they last because your opponents will soon catch up to you in terms of strength. Apart from these, you always get stronger in the same pace as everyone else.

Overall:
Your early game is very weak so you should play passivly. Mid game is where most of your spikes are located so man up and prove your team what you're made of. Late game you're just a casual but a buffed one at that since Ryze is one of those few champs that can 1v2 or 1v3 against carries of the same feed level. All you need is skill.


Guide Top

Abbreviations and Terms

Here is a list of the turms I will use in this guide which may be unfamiliar to you. If at any point you don't understand something, return here.

Spoiler: Click to view


Guide Top

Runes



Runes give you an immense power advantage throughout the game. If you're a new player or you don't have all your rune slots filled then I strongly recommend you fill all of them. If you're low on IP and you're missing a lot of runes, buy in following order:

  1. Marks (3 marks are equal to 1 Quintess both in price and power but more flexible since you can devide the money making them easier to buy)
  2. Seals (Even though weak, they're extremely cheap and cover a lot of roles at the same time)
  3. Quintessences (Sometimes expensive but extremely strong)
  4. Glyphs (Even though money efficient, they don't cover your needs. Moreover, they're expensive so leave them last)

Tip: If you have no suited runes to fill the empty spots for a champion, fill them with whatever else you have and feel like using. For example, even AP Carries can make use of AD marks and quins since they'll still be auto attacking. Result? Instead of leaving an empty spot, you get some free damage to cs easier and deal more poke damage.

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Movement Speed
3

Marks

There are no better marks for an AP Carry. I do not recommend Flat or Scaling AP because they aren't gold efficient. Not only they're bad, they are even worse on a champion such as Ryze who has low AP ratios. The only possible contestent would be Hybrid Penetration because they have a high amount of Magic Penetration. So, if you don't have Magic Pene but you do have Hybrid Pene, do equip those.

Alternatives
Greater Mark of Hybrid Penetration or



After the patch 4.5, the flat armor seals have been nerfed while the scaling ones have been buffed. So, you get to choose between 27 armor on level 18 or a steady 9 armor throughout the whole game. If you think about it, you gain that 9 armor on level 6 by using scaling armor. Basically, it's better to slightly def/farm until level 6 and after that point on, you gain free extra stats with each level passing. Apart from these two, you may also use Scaling Health. These runes are awesome since they provide mixed defense for AD and AP but I don't really like them on Ryze. More often than not, I get rekt by spells that deal health percentage damage so it ends up being a disaster for me. Take Blade of the Ruined King for example. It shreds your max health but deals less damage the more armor you have. See the point?

Alternatives
or



Glyphs
Magic Resist is the best thing you can take for Ryze consering Glyphs. If you take ability power then you will gain an abysmal damage advantage while losing a lot of defense you would otherwise have. The main reason I take Magic Resist though, is because it's an element that's hard to find. There are plenty of items that give Mana, Ability Power, CDR etc... but not many that give Magic Resistance and that's a pretty bad thing because APC's will destroy you. Now, if you were to take Magic Resist then I would recommend you take scaling runes for the same reason as with the Armor Seals. However, there are some cases where Flat Magic Resist is better because you may be facing a hard counter such as Cassiopeia or Brand. Nonetheless, keep in mind that having flat Magic Resist does NOT mean you are allowed to go ham in lane against long ranged champions. (12 magic resist compared to 27)

Alternatives
or




Movement Speed because Ryze needs it a LOT! Ryze's range is similarly low both on AA's and spells and whici is the main reason I call him a melee mage fighter (even though he's ranged). Keeping distance with your opponents is extremely important as well as being able to dodge enemy skillshots. In the same way, movement speed helps you roam, initiate and flee easier and faster. Other possible options should be Flat Ability Power or Spell Vamp. Equip Ability Power if you're aiming to get a Rabadon's Deathcap after Seraph's Embrace and you like to play extremely aggresive on the laning phase. As for Spell Vamp, it's extremely cost efficient on Ryze because of your combos and sustainable damage potential. Let's not forget that now you can actually keep a permanent combo going on level 16 so it's like having a permanent ultra potion active. Do recommend and as a matter of fact, I can't lock my opinnion on whether of these two is the best. To put it simple, if you don't have Movement Speed or Spell Vamp runes, temporarily equip Flat Ability Power while if you do, go with one of these instead.

Alternatives
or


Guide Top

Masteries

This time around, worry not. As you may already know, Masteries are free! Now, if you're a new player you might ask "But why do I need Masteries?". Because free stats. Simple as that. And since everything that's free is awesome, that automatically concludes to Masteries being awesome. That means you can also become awesome just by picking them! Who doesn't like being awesome? Not you. That's for sure. And since you want to be awesome, allow me to explain how you can archieve the highest amount of awesomess possible. (somebody hire me to make advertisements)

How Masteries work

With each level achieved by a Summoner, the Summoner also receives one mastery point, capped at 30 mastery points, the maximum summoner level. It is important to note that most masteries require points in the tree. When moving to higher levels in the tree (higher "tiers"), one will encounter an increasing prerequisite of 5(+1) points spent in that tree. A summoner must have at least 18 points (so level 18) to acquire one of the last (tier-6) masteries in a tree. Those are called Keystone Masteries and they greatly impact a champion's playstyle.

How to make a Mastery page for a specific chamption

When making a mastery page, the first thing you want to consider is which Keystone Mastery you'll be picking. Once you decide on which is the best, you build up the specific tree in which it's located until you pick it up. By that point, you'll have wasted 18 points and now your options are to either put 12 points in a second tree or spread your points in half to put 6 points in each of the two remaining trees.

Building Ryze's Mastery page.

As mentioned in the last paragraph, you start by choosing your Keystone Mastery. I'll give my critique on each one for starters.

Ferocity:
Warlord's Bloodlust - Never criting thus giving you absolutely 0 value. Worst Mastery for Ryze. 0/10
Fervor of Battle - You're a spell caster, not an auto attacker and definitely not AD. 4/10
Deathfire Touch - Has potential by adding a burn to your spells. Has AP scale too. 8/10

Cunning:
Stormraider's Surge - Huge load of movement speed after slight burst. 10/10
Thunderlord's Decree - Burst oriented but Ryze is a sustained mage. Deathfire Touch . 7/10
Windspeaker's Blessing - You only get your Q shield and Seraph's Embrace proceed. Not enough. 2/10

Resolve:
Grasp of the Undying - Reduced effect on ranged champions. Late you never auto attack. 5/10
Strength of the Ages - Could potentially recommend for jungle Ryze? Otherwise, no. 1/10
Bond of Stone - Unpleasing stats for a solo laner. You shouldn't be taking damage for others either. 6/10


As you already saw by the ratings, Stormraider's Surge is rated the highest taking into consideration Ryze's overall kit. Initiating, throwing out a combo and then being able to escape or reposition has GREAT value and thus it's almost 100% essential to have. Also the CD is 10 sec, making it even better.



Mastery Explanations



Obvious winner is Sorcery since you're a spell caster. Note that it increases Spell Damage by 2%. Not Ability Power.

Double Edged Sword is risky to get because Ryze attracts plenty of attention without a real escape tool. Only for top. On the other hand, Feast provides good sustain. As for Expose Weakness . What are you. A support?

Natural talent is a scaling mastery but i'll transform it to Flat stats for the sake of comparison. The average game end level is 13. Consider playing most of the game even earlier and thus you get an average of 6 AD + 8 AP. 2% Spell Vamp by itself in my opinion is far better value-wise and you get Life Steal which also helps while autoattacking or last hitting. If games last longer than lvl 13 then Natural Talent wins.

It's as simple as: Bounty Hunter for mid and Oppressor for Top. In mid lane you get to gurantee you have access to all lanes thus being able to stack it by roaming to other lanes while on top lane you have less freedom. If so, taking 2.5% is better since you gurantee you're getting at least some value.

You'll be laning around 80% of the time. Also, having Savagery is very important since it makes last hitting easier.

Runic Affinity is made for jungler's and you ain't one. Meanwhile, Secret Stash makes your Pots much stronger. Assassin is good mainly for top as a splitpusher.

Merciless over Meditation. Even though 5% extra damage is nice, most of the game you'll be laning against someone with more than half HP. As Phreak explained many times now, this mastery is good but it's also overrated. Meanwhile, Meditation restores a good chunk of Mana every 5 seconds which helps deal with the mana sustain issues during the laning phase.

You aren't in a duo lane or playing as support so Bandit is useless. Dangerous Game is great to have overall.

It's hard to tell which is the best, really. However, what I hate about Precision is the fact it's a scaling mastery and also hybrid. Apart from that, I believe Intelligence is a core because Ryze NEEDS to spam spells. No cdr = bad Ryze.





Why choose to follow the Ferocity tree after Cunning?

Because the stats on Ferocity have much more value in them. You get a lot of tank stats throught your items and runes so it isn't required to invest points on Resolve.

Why not split the points into 6 + 6 between both Ferocity and Resolve?

Because life steal and increased percentage damage are far better than the stats you gain by putting 6 into Resolve. The first points in that tree don't make you tankier. They're too bad to do that and I believe they'll be changed at some point. Some believe that Insight is a good mastery and but Ryze is not a chapion you depends on Flash or TP. You're not Kennen or Fidle who has to do Flash ults constantly or someone who depends on summoners purely for escape.


Guide Top

Summoner Spells




This is the new most rising and core summoner skill set for mid laners. So much that Stormraider's alone isn't enough and you stack it up with Ghost. Mid laners are known for being at core glass cannons. They either burst and reposition or try to constantly reposition while dealing sustained damage, just like Ryze does.

Even roamming becomes 5 times easier with ghost. If you have Ghost alone then I recommend trying to gank bot. This summoner set should be your default and used around 80% of the games at mid. However, don't use it top.

Stratigical Use: Activate it when you need to chase, escape or better position yourself. Cooldown is fairly low so don't be afraid to use it. If you're being ganked then first resort should be using Ghost. If you think it'll cut it then leave it at that. If you're cought in some nusty gank then try using only Flash. If it's the ultimate gank that leaves families pregnant then procide to use both sums but make sure you don't brake your keyboard after dying.


What Teleport provides:
  • High mobility
  • Ignores unit collision allowing you to engage or escape through minions or your other champions.
  • You run just like Ryze runs in the first League of Legends scinematic. The one where he runs through that falling turret like a bad*ss. Remember?






When you play an assassin what you'll mostly find yourself doing is flashing in, risking all you got, pop that Ignite, throw a sh*t ton of spells and pray to god your target dies. But, if you are playing with a caster which HAS to survive and keep dealing damage in a team fight in order to be succesful then it's better not go for that risky dive and just stay in the rear raw of your team to deal damage.

Be polite! Ask for your support or ally top laner to ward the opposing enemy's brush. After that make sure you clear your lane's creep wave and when you're done, look for an opportunity to Teleport bot for an easy kill or two. Best timing is when the ward or creep you are teleporting on is not in the enemies's sight of vision (screen) or when bot lane is on a full out 2v2 fight. In that situation, even if you teleport on a creep in front of them, chances are they won't make it out alive.

Stratigical Use: If you use it for lane sustain, you mostly want to do it if the lane is pushed under your turret leading to creeps dying to it. If you recal with a lot of money and TP available then make a fast check around the map. It's sometimes better to upgrade your boots along with Distortion in order to make a good TP and carry your team. Sure, you spend a lot of money to upgrade basic boots in early/mid game to all this for small value but if you make a successful gank with around 1-2 kills gained out of it, it's deffinitly worth it. Also, remember that TP can be used as an escape tool. If things look bad and you got no way of escaping but you got a small time gap to get in a brush and TP out just anywhere to just save your life then go for it. Works around 90% of the time.


What Teleport provides:
  • Early/Mid lane sustain and the ability to counter gank on other lanes.
  • Ability to split push late game as well as to counter the enemy‚Äôs split push.
  • The opportunity to bait your opponents. They will see you are missing and attempt to force a 4v5 without them knowing you can join the fight uninvited.






If you're having problems with Teleport, take Ignite instead. It's easy to use and more reliable.

Well, some times I like to activate me yolo swag mode and take Ignite. I understand that Teleport is supposed to be the best but now that it got nerfed, I like to pick ignite just for the lolz. I find quite decent since it allows me win my lane and snowball even though I end up having lane sustain problems. Taking Ignite and not being able to get value out of it will absolute destroy you while even if you give two kills with Teleport, you're still cool since you tp back to lane with some pots and farm without losing XP. However, let's not forget that teleport's success rate is also unknown. Only thing that's guranteed to work is TP into lane. Apart from that, there's so much staff that can go wrong with a false call. For example, you TP bot and accidentally give up a triple to kill to the enemy bot lane + let top lane push you down for 2 turrets. Teleport is not the ultimate best option but it's far safer than Ignite. One more thing I like when I have Ignite is that, if my opponent is aware I have it, he'll play less agressive and be scared of me. While if he doesn't, he'll simply underestimate you, give you fb and then type in /all chat "omg lol. You got ignite". This is a meta where TP is much more dominant than it ever was, even after the nerf, everyone automatically believes that all top laners have TP + Flash.

Stratigical Use: Use ignite early on burst healing champions but pay attention to when you use it. If you're against Swain and your team is focusing him then ignite him as soon as he enters his Ultimate form. You don't want to ignite him otherwise as he'll probably be getting that HP back up to full. Don't greed and keep it until the last second for the KS. Against Volibear you want to use it when he enters his passive. You can easily predict when he does since it actives upon he reaches a certain amount of percentage health. It's even easier to notice by the healing animation he has.


What Ignite provides:
  • Lane control. (You instill fear to your foe just by having it)
  • It makes it easier for you to kill Ssteal! (HOORAY!)
  • Provides this extra uncounterable True Damage (except if they use Cleanse/ Quicksilver Sash/ Mikael's Crucible)
  • Secures the kill in case the opponent would have otherwise survived.
  • Reduces enemy Healing by 50% while it's active which is extremely useful when playing against champions with massive sustain ( Swain/ Volibear/ Dr. Mundo).


Guide Top

Spells




Arcane Mastery: Arcane Mastery is a passive ability that triggers whenever Ryze casts an ability (apply at the beginning of spells' cast time). Casting spells grants a stack of Arcane Mastery for 6 seconds, stacking up to 5 times. At 5 stacks, Ryze becomes supercharged for 6 seconds, gaining a shield that blocks damage. For the same duration, Ryze's spellcasts reduce his other spells' cooldowns by Overload's cooldown.

Tips and Tricks
  • If you're about to die from ignite or some sort of dot, think of a fast way to enter passive mode to gain the extra shield. Look for creeps to cast spells or throw Q on air. Saved me plenty of times.
  • Gathering stacks before teleporting can be quite tough. I recommend casting a spell and instantly teleporting as your time available is really small
  • If you want to initiate a fight, make sure you have at least 2 stacks
  • If you finished your job and everything you had to do while supercharged but still got some time left, think on whether you want to use your on thin air just to reduce the cooldown of your ultimate or other spells by 4 seconds. Sometimes it greatly matters


Overload: You throw a charge of pure energy in a line, dealing magic damage to the first enemy it hits. This is your main farming tool as it has the lowest mana cost and thus making it also your main stacking spell. Use it on thin air before fights to gather stacks. When doing that, I recommend you throw it to your opponenets blind side (where they can't see) so they don't realise you're gathering stacks since it can give away your plan to your enemies. The projectile itself is fairly fast but can be hard to hit when your opponents have high mobility. Combine it with for improved results.


Tips and Tricks
  • Try and use it after locking your oponents with Rune Prison to guranteed you land it
  • Cast it randomly if you're full Mana or waiting in base because it stacks your Tear of the Goddeess
  • Use it on thin air to gather stacks before a fight breaks down



Rune Prison: This is a single target spell that basically creates a 'prison' which snares your target (stops movement and deactivates Jump-Dash-teleport skills). It also has a 600 range which means you can use it from afar. The enemy becomes your b*tch for a set period of time that increases every time you rank this spell up. Note that when you chase someone, you want to use this spell first to stop the enemy's movement and buy you and your team some time to catch up. Use this spell defensively as well, for example, when someone is chasing you or one of your allies.
Tips and Tricks
  • Even though it costs a lot of mana, it's great for those hard last hits or the ones which you won't make in time with a normal auto attack or
  • If you're supercharged (passive mode) and unleashing your combo on someone while having the option to choose between this spell or , definitely use first
  • If you want to poke your opponent in the laning phase but you're low on mana, do NOT use by itself. Combined with , it's justifiable. Otherwise, it costs too much mana for too little damage and you also give up your main CC/escape tool.



Spell Flux: Ryze unleashes an orb of energy upon the target enemy, dealing them magic damage and reducing their magic resistance for 5 seconds, stacking up to 3 times. This is the one and only debuf Ryze has but it's a really damn good one since it shreds a lot of MR when leveled up and the best part is it stacks. After striking the target, the orb splits and bounces to Ryze and enemies near the target, capping at 6 targets and dealing half the orb's primary damage to each enemy hit. The secondary orbs then bounce back to the primary target, applying their damage again. Basically, poking in lane with creeps nearbly will double the spell's damage. Keep that in mind next time you poke.

Tips and Tricks
  • Sometimes it's justified to not buy magic penetration just because does it for you. Dont be too strict on your build path and buy Void Staff or Sorserer's Shoes when you're in desperate need for Magic Resist/Amor
  • When pushing the lane for budget mana (aiming to recal soon) use over as it deals higher total damage even though spread amongst targets



Desperate power: PASSIVE: You permanently gain cooldown reduction based on level (10%/20%/30%).
ACTIVE: For 6 seconds you unlock your ultimate form where you gain 80 movement speed, spell vamp and your spells become AOE, dealing 50% damage to all enemies around the main target for the duration.

Tips and Tricks
  • Main reason you avoid Rylais and Will of Ancients is because your ultimate makes all your spells AOE, thus giving you lowered stats on the item's effects
  • Don't be afraid to use it for small things like pushing, doing a camp or CSing as it costs 0 mana and the cooldown get's extremely low due to your supercharged form.
  • Use it as early as possible when you need to escape even the slightest. Do NOT greed until the very last moment when it's already too late. That way you don't only discourage your opponents from chasing you but you also gurantee your escape. Holding on to it in dire moments will usually force you to flash and there are times where even that won't save you. Better safe than sorry.


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Skill Sequence

Skilling Sequence



> > >

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E

Explanation

There are 2 maxing orders for the basic spells and 2 for your ulti. Ryze has plenty of leveling diversity and complexity. Do some experimentations and try find the one suited for you.

For the basic Spells

1st: You either put 3 levels on Q and then max E. Leave W last.
2nd: You max E right away and then max Q. Leave W last.
3rd: You max Q right away and then max E. Leave W last. (worst)

For your ultimate

1st: You level ult on levels 10 + 11.
2nd: You finish maxing Q + E completely and then level R twice which is at 13 + 14.
3rd: You level ult just like all normal people do on 6 and 11 (worst).

My order: I like to play the first levels slow and steady so I put 3 lvls into Q. This way I have good cs sniping with Q to help me farm easier + more reliable damage in a 1v1 scenario. Around lvl 6, I tronsform into a wave cleaver and try avoid fighting. Enemies have their ulties at this point and deals far more dmg. Ryze's ulti is useless so lets keep scaling while trying to avoid fights.


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Itemization

Starting Items

There are 3 starting item sets with each one having its own strengths and weaknesses. I've got a mathematical breakdown which compares all of them to make your life easier.

1st set

Sapphire Crystal along with some extra pots is the best rounded spawn buy for Ryze. Provides a huge amount of Mana while also giving damage around equal to that of 15 AP. Don't confuse Ryze with any other mage and remind yourself that your spells scale with Max Mana as well.
Stats gained: 250 Mana | Overload 5-10 dmg (scales p/level) | Rune Prison 6.25dmg | Spell Flux 6dmg

2nd set

Donar's Ring along with 3 pots is the first alternative to Sapphire Crystal. Overall, a solid mage start which comes along with 3 pots. The ring itself provides mana regen and 4 mana refilled per minion last hit. Even though a great start, it has the drawback of keeping one inventory slot busy until sold.
Stats gained: 60 Health | Overload 8dmg | Rune Prison 6dmg | Spell Flux 4dmg

3rd set

A cool ring labaled as black and sealed. Provides the by far highest damage for a starting item, all while suffering the lack of sustain or tankiness. I can't say you wanna pick this on an agressive lane but it's a good choice altogether. Don't upgrade it any further and sell it later on like all Doran's items. Again suffers the inventory slot penalty.
Stats gained: 100 Mana | Overload 10,5-13 dmg (scales p/level) | Rune Prison 8.5dmg | Spell Flux 6.5dmg


Final results:


1st Set: 250 Mana + 17.25-22.25 damage
2nd Set: 60 Health + 18 damage
3rd Set: 100 mana + 25,5-28 damage

From what you can see, there's no true winner. The Dark Seal got the most damage but lacks sustain and keeps an item slot busy. Doran's Ring suffers with the covered slot as well but has a lot of sustain. Sapphire Crystal is the best late game option which sets up an easy first recal. It's the most flexible for your inventory granting a faster late game spike while losing you some early/mid game impact. Overall, all the options are GREAT. They're all good and really, there's no specific situation or match up where I can tell X start is better than Y. Now, in the mathematical calculations, you may have noticed that I did NOT include the base mana regen you get from Doran's Ring as well as the mana gained from last hitting. Why? Because you'll have to sell doran's later in the game thus losing 240 gold which is almost equal to what you get in value by mana potions (even though they don't exist anymore). Moreover, by the time you sell Doran's Ring you'll have gathered around 150 cs. 150cs = 600 mana. From the base regen of doran's you get 500 mana. 600+500=1100. However, bear in mind that this is the TOTAL mana. By that point you'll have recalled around 5-7 times and refilled the mana from Sapphire Crystal for a total of 1500. I don't want to get any more in detail with the calculations than this because it can easily get out of control and become boring. Just take my word and trust me on this one.


First Recal





Try to recal with enough gold for Tear of the Goddess. Stay as long as you can in the lane to farm gold up unless it's urgent that you recal. if you start with Doran's Ring or The Dark Seal then you need 750 gold. On the other hand, the Sapphire Crystal start requires 400. Try to collect some extra gold for 2 pots and a Vision Ward. Any gold beyond this amount should be aimed towards Catalyst The Protector starting off with an extra Sapphire Crystal for mana sustain + damage. Prioritize Ruby Crystal only when playing against champions who got a burst combo and become useless after using it just so that you're able to survive it and shove them right after. Examples should be Fizz or Talon. Boots of Speed may also be a good option when playing against champions with skillshots but it's much more preferable you finish Rod of Ages before buying them.


Potions

The normal potions are the best option in my opinion because you get to use as many as you buy. Yes, you get more value from the other type of potions but when you need sustain, you need a lot of it and you need it now. You buy as much as you need and you're covered. Also, when you're done using these potions, you'll rarely ever sell them while the other ones will forever keep one item slot busy. Add Doran's Ring or The Dark Seal and you have locked 2 item slots. Bad idea. The 3 starting Health Potions, when combined, give you 450 (+105HP+30MP from Secret Stash ) which is a great amount.

Gold-wise effective in the long run but not practical or usefull enough. It always feels useless or lacking. You get a small amount of sustain from an item you aim to buy as the game starts. Not only the sustain is not enough, if you get ganked and lose half your health, you're forced to recal. You can't stay since your opponent will become extremely aggresive and you risk your life, all while having a weak early game. 2 stacks from the Refillable Potion give you 250 (+25 from Secret Stash ) which can't in any way be compared to the normal 3 pots (555hp+30mp). Yes, you may start with normal potions and change them to this on the first recal but you aren't aware whether you get to use those last 3 pots while also increasing the amount of gold spent on consumables. Better get an extra pink ward or two.

You won't be jungling while if your plan is to actually take camps around your lane, the cost efficiency is still bad. Price is lower than that of Corrupting Potion while the regen rate is waaaay too slow. In case you decide to buy it, you won't be needing any extra potions so don't waste extra money on them (as if you can 4head).

This is probably the only true contestant to the Health Potion. Major drawback - its cost. It works much like the old Flask but gives an extra damage buff which works similar to Deathfire Touch . It's made for those champions who have extreme mana issues all while having health problems as well. Examples should be Talon, Malphite and Kassadin. On other champions it's not worth buying because of how expensive it is. Ryze for example has mana issues only in the first 6 levels. Main issue is Health sustain and it can easily be solved with 1-2 Health Potions on each recal. Not only you forever keep one slot busy but, from mid game and forth, it barely manages to heal you for 1/5th of your max HP. Stick to your main build and rush on finishing your core items. The faster you get to complete 2 full items, the better it is for you. Delaying yourself for 500 gold isn't a wise choice.


Core Items





These are the Core Items that you'll be buying in every single game you play no matter which map it is or what type of opponents you're facing. Every one of these items has a thought process behind it.

- These are the basic boots. They're extremely cheap for what they provide. You should aim to buy them at least after Tear of the Goddess and Catalyst The Protector. What you upgrade them to always depends on the game you are playing or your choice of preferance.

- This is one of the most important items on Ryze and that is because it provides you so much for such a small price. A percentage amount of your max mana becomes damage and the Tear stacks up everytime you cat a spell thus making you stronger and stronger, while also giving a small amount of mana sustain. When you reach around 500+ stacks, you may upgrade it to Archangel's Staff for an immense damage boost.

- This item is just perfect. It's the main reason you are tanky as well as deal tons of dmg at the same time. It gives a lot of Health, Mana (which is also converted to damage) and Ability Power. You should buy this item nonetheless and you might even go for a second one in some circumstances. Buy it as soon as possible in order to give it time to stack up. Finishing it around the 16 minute mark is just about fine.




Boot Enchantments




Rating: 8/10
This is my favorite enchantment as well as the most flexible one. A solid 20 movement speed to help you in all sorts of things. However, it isn't good enough. If you do some maths, you'll realise that 20 flat movement speed = 260 Gold. You just paid 450 for this thing for a cost efficiency of only 57.78%. That's way too low but it is what it is. Movement Speed is an extremely strong element but it's hard to find so the overpricing is kinda justifiable. I recommend buying it when you're around finishing your 5th item. Any time shorter than that would cause you to lose value.


Rating: 6/10
Now, this is an interesting one. Even though the stats are not made for self gain, league is a team based game proving this enchantment useful. It's an akward-to-use situational enchantment as it acts like an aura but a bad one at that. Your allies must be looking towards you in a radius of 1100 range (double the Overload range) in order to gain the effect. The value given is 395 gold/ally so in a teamfight where you have on average 2 allies getting the enchantment proced, that would be 790 gold of value. Even though mainly used on tank melle initiators or supports (to provide easy reach to them), it's also suitable for Ryze. I find myself initiating around 80% of the time leaving my allies trying to figure out a way to save/back me up. As I said, it's not bad but it is situational.


Rating: 9/10
Extreme value coming from this one. If you're playing with Teleport + Flash then deffinetely pick it. It reduces 45 seconds of cooldown in both spells and gives a bonus upon casting them. The Flash bonus is pretty abysmal and not considerable as it lasts for only 1 second. The teleport bonus is huge since it lasts 3 seconds and allows you to catch up with enemies that saw your teleport and begun fleeing earlier. And also there's a Ghost bonus which makes it almost twice better (from 27& to 40%) but that's only if you pick it which I don't recommend you do. In case you picked only one summoner spell that's being proced by Enchantment: Distortion, do not buy it. Ain't worth.


Rating: 4/10
Maid mainly for ADC's. In our case it procs 2 of the spells excluding Spell Flux but when you enable Desperate Power, it suddenly becomes non-existant. Upon procing it, you gain 12% movement speed which is value equal to 450 gold (the amount you paid) but the bonus decays over the 2 second duration until it finally becomes 0. I'd say it's an almost excellent choice for casting your combo combined with orbwalk but then I remembered you can't proc it with your ult so.... I guess it's out of the question. Overall: It can gain value but not well or consistently enough.



Item Options


Offense

Deffense


This item is simply INSANE on Ryze. So much that I believe Riot made Ryze weaker just for having access to it. It gives Health to make you tankier, Mana to allow you to spam spells all day and Ability Power for some extra considerable damage. Upon buying it, you spend 3000 gold for value equal to that of 3100 (without passive included). Upon reaching max stacks, it gives a total gold value of 5063 making it 168.77% gold efficient. Now, you also gain damage on your spells equal to 1150 gold because of your Mana percentage scaling. Moreover, you'll be later buying Seraph's Embrace and the extra 800 Mana from Rod of Ages will also become 26 AP (equal to 565 gold). Total: 5063+1150+565 = 6780 gold of value. ABSURDLY INSANE. You may even buy 2 of these if you're ahead because it takes a while to stack.

Rating: over 9000/10


Under Constraction

Rating: 100/10


Under Constraction

Rating: 7/10


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MANA vs ABILITY POWER (Scaling)


This section contains damage comparisons between Mana and Ability Power scalings on your spells. As you know, Ryze scales from both AP and Max Mana but not only on one or two spells. He does on all of them and thus it becomes important to investigate on this matter. On the other hand, someone like Blitzcrank who has only his passive, Mana Barrier that scales with Max Mana isn't justified to change his whole build around it.



Spell Base Damage + Scaling ratios


Overload - MAGIC DAMAGE: 60 / 85 / 110 / 135 / 160 (+0.55 AP) (+ 2 / 2.5 / 3 / 3.5 / 4% Max Mana)
Rune Prison - MAGIC DAMAGE: 80 / 100 / 120 / 140 / 160 (+0.4 AP) (+2.5% of Max Mana)
Spell Flux Main damage - MAGIC DAMAGE: 36 / 52 / 68 / 84 / 100 (+0.2 AP) (+2% Max Mana)
Spell Flux Secondary damage - MAGIC DAMAGE: 18 / 26 / 34 / 42 / 50 (+0.10 AP) (+1% Max Mana)



VALUE ON GOLD

If you take the same amount of mana and ability power you can buy with 100 gold then it's on average:

100 Gold = 70 Mana
Q - 1.4-2.8
W - 1.8
E - 1.8

100 Gold =4.6 Ability Power
Q - 2.5
W - 1.8
E - 1.2

Results: With 100 gold you choose between:

70 Mana + 5-6.4 damage OR 5.5 damage
Abvious winner = Mana



Why Mana Is Better

  • You don't only get the same damage from the same gold but you also gain additional mana to use even more spells.
  • The Mana will later on give you even more damage when you finally upgrade your Tear of the Goddess to Seraph's Embrace.
  • Enemies will get mind f*cked when they see how low your Ability Power is and actually UNDERESTIMATE your damage output.



Ready numbers on some items that give either Mana or Ability Power.
(Sorted: Price)


250 MP
Q - 5-10
W - 6.25
E - 6
space
20 AP
Q - 11
W - 8
E - 6
space
250-1000 MP
Q- From 5-10 To 20-40
W - From 6.25 To 25
E - From 6 To 24
space
40 AP
Q - 22
W - 16
E - 12
space
60 AP
Q - 33
W - 24
E - 18


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Smart Casting

If you want to become better in League then you might concider Enabling SmartCast (if you aren't using it already). I added this section because in order to use the combos in perfect flow you absolutely MUST be using SmartCast! Ryze simply can't go without this feauture so definitely start using it.

Select Quick Cast All



Casting Smart


SmartCasting is an option that causes your abilities to be cast when you press down the key towards where your mouse cursor is. Basically, it reduces the actions you need to make from 2 to 1. So, instead of pressing the skill and then clicking you simply press the button and your job is done. Only problem when using SmartCast is that you lose accuracy because you can't see the range of the spells but that doesn't mean a thing because Ryze has more or less the same range in all his spells (600) and you'll get used to it extremely fast.
This video is not mine. The credits go to the respective owners.


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Combo

Now that we made sure you're using smartcast and know how every spell works, it's time I teach you the combo. However, before we get to the combo, there are some things and terms I want you to learn so you fully understand my explanations on the Combo execution paragraph. The combo itself is not hard to execute it but it does require focus, patience, orb walk skills and most important of all, muscle memory.



What is Orb Walk

"Orb walk", also called as "shutter-stepping" or "animation canseling" is the act of walking between auto attacks. In our case it'll be between spells too. Overall, casting a spell or doing an auto attack, both have either a cast time or an animation required to be done first. If you are for example an ADC, you will be constantly auto attacking in teamfights. However, instead of just autoattacking, you can abuse the small time gaps between each auto attack to move. You reposition yourself between each and every action you do, thus being able to "kite" or "chase" more efficiently. On spells, all you have to do is right click once towards your desired location and cast spells while you're walking. Your champion will do his spell and automatically continue moving exactly as soon as the cast animation is over.

Muscle Memory & Why It's Important


Muscle memory is a form of procedural memory that involves from consolidating a specific task into memory through repetition. When a movement is repeated over time, a long-term muscle memory is created for that task, eventually allowing it to be performed without conscious effort. This process decreases the need for attention and creates maximum efficiency within the memory systems. Long story short, you do something so many times that your muscles memorise the movement for the next time you need it. Why is it important? Because your muscles do it without the need of your brain to focus on it directly (without you being concious of doing it). It's as if you can play without having to worry about dodging skillshots because it's already being done for you without you even knowing. It makes your life a lot easier and less complex which is why it's so usefull. Your fingers will cast the combo by themselves while your eyes and brain focus on other things. Ryze is a champion that has a lot of things to pay attention to at the same time. You have to think as an ADC, as an Assassin and as a Tank all at the same time and choosing between which playstyle is the most appropriate in each specific second of fighting. It's like pushing your brain's multitasking and game's knowledge to its limits. How many things you may ask? Well:
  1. Pay attention to cooldowns available
  2. Know your time left on supercharge form
  3. Decide when's the right time to activate Desperate Power. You don't just proc it because you can.
  4. Predicting your opponent to know whether he'll flee or not for positioning
  5. Deciding when is the right time to combo
  6. Think if you need to combo with pre-set orbwalk or not
  7. When is the right time to change the direction of your orbwalk (Kite-Chase)
  8. Dodging spells while in combo and orbwalking
  9. Deciding on whether it's worth to pause your orbwalk to dodge on each individual skillshot
  10. Which is the right spell to enter your combo with (crucial)
  11. Memorising at any point the amount of stacks you gathered (without watching HUD)
  12. Judge when's the right time to use Seraph's Embrace shield (actually hard+Important)
  13. Predict enemy movement to aim your Q correctly
  14. Decide when is the right time to change targets while IN combo
  15. EXTREMELY IMPORTANT: Make sure your cursor is on your target (incredibly hard against high mobility champions). I'm looking at you Talon.

Many of these are things you already do with all champions. All of these by themself may seem easy but they become scary when all combined in the heat of battle. Of course, you don't have to do all of these but that's what makes apart a bad from a good player. Also, orbwalking is a huge factor on Ryze and it's only a small part of your kit yet one of the hardest. Hell, most of you reading this didn't even knew what orbwalking is before you read this guide, not to mention execute it properly. Here, it's crucial to always keep perfect orbwalk going and your cursor locked on your target at any given point. Even against low mobility champions, there are cases of you thinking you did your Rune Prison while in fact you lost your target, instantly casted Q right after just to realise you don't have Q because your W didn't go off which means the cooldown reset didn't happen and in the meantime your muscle memory is already pressing E. Immediately, you panic because everything is going wrong and your muscle memory gets messed up. You try to realise what went wrong and how to fix it but at that point it's already too late. Your opponents have either already killed you or locked their main CC on you. What you're left with is the guilt of messing up and losing the whole fight because you didn't manage to reach the expectations of Riot's champion design. Blame them for making Ryze this hard. That's all I have to say.



The Combo

If you read your passive's description, there's a part which says "Ryze's spellcasts reduce his other spells' cooldowns by Overload's cooldown". Without puting too much thought into it, you should realise that as long as you use Q between each other spell, you should keep on a permanent combo going. That's indeed how it is. Only thing limiting you on this perma combo is the duration of your supercharge which gets up to 5 seconds on the highest Q rank. So, the order is:

> > > > (and so forth)


Basically, as long as you keep using your Q between any other spell, you should be able to keep this going permanent. The good thing about the combo is that it's flexible. If you got 2 or more options after Q, you can choose which suits you the best. You can enter the combo with whichever spell you want too. If you need to catch someone and you got 3 stacks, press R and catch your target with W. When you use Rune Prison, you'll enter the supercharged form and then your available spells will be Q - E.

Tips and Tricks
  • If you have 4 stacks and use a spell, you don't only get supercharged but you also get the cooldown discount on your other spells. Use this one wisely
  • Consider holding back on your stacks. If you get stunned while supercharged then you lose most of the duration to combo. If possible, wait for enemy CC to get used and then trigger your passive.
  • Just because you became supercharged doesn't mean it's over and you get to now freely win your 1v1 or 1v2. You'll need approximately 1.5-2.5 seconds to be able to throw out enough spells to consume at least half your opponent's HP which is enough time to get CCed or bursted down.
  • Before you start to combo, make sure you have enough mana to cast the amount of spells you'll need. If your opponent is around half HP then it should be an average of 5 spells. In 5 spells you'll use Q three times + W + E = 240 mana. If your opponenet is around full HP then make it double for around 400-500 mana.



Combo with Pre-Set Orb Walk

In order to pre-set orbwalk, all you have to do is right click once towards the direction you want to move and then combo normally just as you did before. The reason you want to do this is to keep up with your opponent towards the way he's heading in order to not lose track/distance of him. However, pay attention to incoming skillshots or possible direction changes of your target. Remember that this can also used when kiting.




Combo with On-Going Orb Walk

Here you do the same thing as before with the main difference being that you click the direction you want to move between each and every spell you cast. This time you control the movement of your character much better since you get to change the direction each 0.2 seconds but you sacrafise your comfort. Instead of having to press 6 spells and keeping the mouse on your target, you'll have to press 6 spells, do 6-10 clicks + reposition your mouse constantly. This method is much more accurate and better than the previous one but it's also more complex and demanding. A new player for example or someone with lower than average reaction times may find this too hard to execute and thus I decided to include both ways. If you're gold or higher ranking then I definitely recommend you use this method. Just like before, you can use this method to kite but it becomes much more difficult since you have to throw your spells in the opposite direction of which you're running.


Guide Top

Dragon





Dragon


Spawn Time: 2:30

(Respawn time: 6 minutes)
space The Dragon is the second most powerful neutral monster on Summoner's Rift in League of Legends. Killing the dragon gives experience to the killer and nearby allies. If the Dragon is slain, it will respawn after 6 minutes. Before you start killing dragon, make sure the enemy team hasn't warded the area to avoid ganks. If they do have, make sure to clean them out with stealth detecting items. Let me warn you that ganks at dragon are pretty frequent, as your team will be weakened by it and with limited escape paths. A good gank at the dragon may result in a lot of deaths for your team, with the dragon kill being stolen by the enemies. Try to keep a ward in the river near the dragon to know wether it's being killed by your enemies. This ward also provides vision of enemy champions switching between the middle and bottom lanes. It is not your responsibility as Ryze to ward drake but you may do the favor for your team and ward it if you happen to be passing around there. Killing the dragon is one of the jobs of the jungler. He may require help from the team, especially from the bottom or the mid lane. This is one of the reasons why there are usually 2 champions in the bottom lane, with the top lane being solo when there is a jungler on your team. Fiddlesticks, Warwick and Shaco are examples of junglers that are capable of killing the dragon alone at early levels. Their kits allow him to kill it as early as level 3-4 so you better warn your team to put a ward there as early as possible. Catching them with vision doing dragon can often times be game winning. If you teleport, look for any oppurtunity to gather your team and do dragon. space




Slaying Dragon Reward



Slaying the Dragon grants the Dragon Slayer buff to your whole team. The first four stacks of Dragon Slayer are permanent, while the 5th exprires after a small period of time.
  1. DRAGON'S MIGHT: +6% attack damage and ability power
  2. DRAGON'S DOMINANCE: +15% damage to minions and monsters
  3. DRAGON'S FLIGHT: +5% movement speed
  4. DRAGON'S WRATH: +15% damage to towers and buildings
  5. ASPECT OF THE DRAGON: Doubles all previous bonuses and your attacks burn for 150 true damage over 5 seconds. This stack only lasts 180 seconds or until death.



"Pulling" The Dragon


Attacking it and then backing away to lead it out of its lair can be vital! If it remains in its lair it is possible for an enemy champion to Smite from across the back wall, throw a projectile spell and generally steal the last hit if they realize that your team is attempting to defeat the dragon. This is especially important when playing on Red side.





Your Role In doing Dragon



Your role as Ryze most often comes down to bursting the dragon with your combo. If you're playing top then you won't have many chances to help at early dragons which doesn't matter too much either cause you're still weak. Now that first dragon's dead, keep your timer on the next respawn and act accordingly. You want to be present there but you don't want to sacrafise too much by doing that. Here are some tips on how to prepare for dragon:
  • Recal to buy items and head towards drake
  • Push your wave so that the opposing laner is forced to deal with it. If he doesn't he loses a lot of farm thus still giving you a small lead. If he does, you'll have time to help your team while he's busy farming.
  • Inform your team to buy you time until your Teleport is back up again so you can help your allies. They can do that by scaring your opponents off from rushing/forcing it.
  • Press 'Tab' and look at the timers. When there's less than 1 minute left, immediately warn your team by typing "Dragon in 40 seconds. Start preparing"
  • If your Teleport is down but you're aware that your lane opponent has it available, he'll probably try and help his team. Do NOT let him do that. Force him to stay in the lane by pushing hard and if he attempts something fishy then flash and Rune Prison him. That will interupt his teleport thus leaving your team in peace, or at best, at a fair 4v4 fight.


Guide Top

Early Game

General Idea - Laning



Overall, early game is hell. That's all you need to know. Your mana pool is too low to keep on doing sustained fights and your damage is akward because it heavily depends on Overload which is a skillshot. If your opponent has a good form of sustain then you won't be able to get him out of lane and the worst part is that he may outsustain you to the point where he can stay in lane permanently. What you need to realise is that you're a champion who's weak early and that you have to play defensivly. Wait for mid-late game and you'll almost always destroy your opponents 1v2. You got scaling runes as well so play along with them. Taking flat runes means you'll be aiming to go agressive and that's not what you want to be doing with Ryze at the early stages of the game.




Highest priority


Your No1 priority in the laning phase as Ryze is last hitting creeps. Every creep wave comes with a pack of 6 creeps (3 melle and 3 ranged) and your mission is to last hit as many of them as you can. If you think that killing creeps is a waste of time then let me tell you that 12-15 creeps are actually equal to 1 Kill in terms of gold. It's not hard but it's more complicated with Ryze because of his low base AD. Most of the time you'll need to use your Q in order to last hit efficiently and I strongly recommend you do so on cannon minions because they give double the gold. If you're bad at last hitting then you should enter a custom game and practise there for a couple of hours. From what my fans told me, they've seen an average of 44% increase on CS after an average of 5 hours practising in customs. If you ever find openings to harass your opponent and believe that it will be worth it then go for it. Always pay attention to what items your enemy has bought in his last recal so you know what to anticipate from him.



Do Not Combo On Levels 1-4


The worst thing you can possibly do in the early game is attempt to do your full combo. "Well, doing your combo and dealing damage is not a bad idea, right?" Absolutely, but not always. In the early game, unless you're about to finish your opponent off, it'll be far more harmful than you think. The reasons are:
  • Your passive lasts for only 3-3.5 seconds. It's so low that your opoonent doesn't even have to care if you become supercharged. He'll just stun you when you enter passive and that's it. Passive lost and you take free damage.
  • One combo and you just lost all our mana. This is bad for 2 reasons. 1: You can no longer fight and your opponent will simply use a potion and get back to full hp. 2: You encourage your opponent to play more agressive since he knows you have neither Ignite, nor mana and thus you're not a thread to him. He'll even stay in lane with 200 hp and provoke you because of how useless you are.
  • If your opponent is skilled and he knows how your passive works, he'll never fall for it and aproach you on high stack count. Moreover, you make yourself easily baitable. If he realises you're fishing him to combo him down then he'll abuse your way of approach to bait you for a gank. You'll think he mispositioned and start shoving spells on him, but little did you know that there's a bad mean guy behind you. This is a scenario that usually happens against players ranked Plat+.




Be cautious of CoD campers


My main goal was to make this paragraph a huge rant about how much I hate every jungler in the world and how much they should burn in hell for camping me just because I'm destroying my noob opponent in the laning phase. So much salt that I didn't even put a full stop or a coma. See? That's why I'll simply exlpain what to do with those guys in a more of a normal and human way. First of all, don't be me. It's literally the best advise I can give you. "What am I" you may ask? I'm that guy who always rushes damage cause of how good he is. So much that I won't even bother to pick an extra ward with me. And even if I do pick a ward, I won't even use it. Genious, I know. I swear it's the opponent's fault for triggering me constantly with all their laning mistakes, down to the point where I get so mad of how bad he is and I straight out flash in to kill him. It works most of the time but then the jungler comes and kills me for free. Now, this is one of the reasons why it's bad to not have wards. I could have killed that guy whenever I wanted. All I had to was keep track on the enemy jungler and kill my opponent when he's not around but you know...wte. I'll just blame genetics. Don't ask why, I don't know either. I believe you guys already know why it's important to keep vision and all of the drawbacks that occur from dying to a gank. What I'll show you however is how to ward properly in order to maximise your safety.




Warding During The Laning Phase




"Why ward this way and not straight on?" I've spectated 5 games and the average amount of times a laner goes to ward his lane and bumps right into the enemy jungler is 1.6 times. 1.6 times per GAME. That's WAY too much. Hell, 1 time is already enough to lose you the laning phase - if not the game. Not only you fully expose yourself by warding straight on but you also let your lane opponent know you went to ward. Don't be lazy. Make an extra circle, go around and put a ward when you know you're actually safe by doing so. If your opponent sees you retreating from your lane then he'll probably think that you're either recalling or going to take a camp. He'll most likely push and thus give you a small unintentional advantage. If he won't, then at least you don't risk dying like a loser. What you sacrafise by going to ward this way? 1-3 CS mostly. Best time to ward is when you return from base.









Early game in a nutshell

  • Keep it low.
  • Don't draw too much attention.
  • Wait for ganks.
  • Get some wards out there.
  • Focus on farming over kills.
  • Pay attention on the map for teleport opportunities


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Mid Game

General Idea - Laning


Mid game is where one of the outer mid turrets is already destroyed or maybe even both. The teams start giving more emphasis on objectives like taking dragon, doing baron, destroying turrets, turning the map's fog of war to their advantage (in-brush traps) etc. The hardest part about playing Ryze is now gone and you may start doing fights. Once you get level 9, you'll have 5 levels on Q and thus reaching the maximun duration on passive. You'll have Tear of the Goddess + Rod of Ages finished by now thus your mana problems are gone and you're able to combo without fear of being left OOM. Try and play more aggressively now to show your opponent who's the boss.



I destroyed my opponent and took a turret

This is the best feeling ever. You just won with a weak early champ and got a free pass into late game. You either did it with the help of your jungler or the help of your awesomeness...idk. What matters is you made it. Now, what you're looking for is to make the most of yourself and help your team out. Lemme give you some advice to help improve your decision making.

"The enemy jungler is near and i'm certain I can get a double kill": Act stupid and bait him to come on you for an easy double kill. Try to keep some stacks up and be prepared. If you lost your stacks or just exit your passive then back off a little. Get 1-2 stacks and go back in. Apart from that, freeze the lane and zone your opponent off lane. He won't be needing that CS or XP anyways. Just make sure you ain't missing those last hits while at it.

"I got the turret and pushed slightly. What now?": You TP somewhere and help people. If you dont have it and you're top then you try and roam for a gank on mid lane. If you're mid then you can gank wherever you want. If you're top then an idea equally good is to get some heavy warding in the enemy jungle and steal some camps. If the enemy jungler is the farming sort like a Shyvana, Master Yi or Kayle then definitely do so.

"I can 1v3 cause I'm god himself. However, my team feeds like my mom does to me which made me overweight": First of all, lemme tell you that I feel you man. What you want to do is to tell your mom to feed you for half the amount. And well, even though that's a godlike IRL advice, it won't work in league cause your enemies love getting diabetes from eating your alies. This is a kinda akward spot where your team starts spamming that you should help them. There are 2 cases. If enemy top+jungler+mid have a total of 2 or more hard CC then I recommend you push out your lane a little and stick with your team. If they lack CC though, you start pushing HARD. Tell your team "Start pushing heavily and group together on one lane while I buy you some time. Take objectives and dragon if possible". The plan is: If 2 people come top: You kill them both thus making your team able to 4v3. If 3 come top then you'll be able to take around 1-2 kills in the very least while your team is gathered up and taking objectives. There's no way your team can lose 4v2 and you'll also get some value from your death. In case you see all enemies missing, run for your life. They're probably after you. I don't know anyone doing this strategy cause I thought it by myself but it won me more games than I can count. Last tip: If enemies ignore your splitpush and you're at most 1v1 then that's awful. You either force push on turret and take it or run to help your team. They won't hold on without you.



I messed up in the early game... Now what?

Everyone has an unlucky game once in a while so don't take it personal.

First of all, you don't think about giving up. Best thing to do in this situation is play extremely defensively. Turret hug and put a ward or two around. Don't try anything stupid or poke your opponenet for damage if it means he will be able to damage you back. Gank once in a while if you got teleport and if your opponent has low pushing potential then you may as well push the lane down to his tower and search for oppurtunities to gank other lanes. Ask for ganks and pray to god your team doesn't flame you.

"My opponent bullies me to the point where I gotta recal constantly": This is awful. Snipe any cs you can with max range Qs. Avoid unnecesary trades. Try to always stay in the XP zone just so you're not left too behind. Try and bait your opponent to dive. He might even miss-step while he's trying to poke and get one or even more turret shots. As soon as he damages you under turret, instantly Rune Prison him. If he's going ham then back off, if he did a mistake then probably go for combo and punish him.

"My opponent is roaming all the time and beating everyone": You either follow him and attempt to stop him or at the very least, calm him down. You may as well spam the living sh*t out of your team that he's missing and that they should run and hide because of how big he is. However, one thing's sure. The damage has already been done. He's gone and what's about to happen cannot be prevented from this point on. You gave a warning but that's all. What do you do now? No, you don't cry. You make the most out of that situation. As soon as you see him leaving and you're certain he's far and gone (not baiting you), push the lane as hard as you can. Try and get a turret (global gold) and farm the CS you weren't able to get before. Hopefully, things'll get better eventually.

"My opponent is so mean that he absolutely zoned my out of lane and can turret dive without dying": RUN. That's all I can say. This is the hardest thing to play around in the whole game. Around only 1% knows what to do in these type of scenarios. What do the others do? They end up making things worse and worse until they seal off the game completly because of how tilted they are. Listen to me. If there's a huge storm heading your way then you don't just sit there and blame your jungler. NOBODY will help you. Not even god (jungler). No matter how much you beg, he'll never help you just like he never did before. The power is in your hands. You gotta be a man and take the situation under control. You can't always depend on others to cover your mistakes and save you. So, start off by going to your jungle and farming some camps. If not, then try and go help the other lanes. I don't care if you can't get a kill from ganking on other lanes. You just DON'T stay in your lane anymore. Type on chat "Somebody go and stop that guy, please. I messed up and need some farm/assists now to even become relevant in the game." If your mid laner won his lane then great. Trade lanes and let the two fed storms fight each other. And as I said, no matter what happens, stay away from that guy. He'll certainly kill you if he gets anywhere near you so don't underestimate him. This is your last shot to get back into the game. If this fails too then admit defeat and move on. Tomorrow is a new day.


Example of a game on which I screw in the laning phase and had to compromise in order to carry


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Late Game & Teamfights

So what is late game about? It's all about teamfights!
Every champion has his unique play-style and that also depends on your role.



Your Role In Team Fights

Your role in team fights is to do consistant damage. In order to do damage you need to survive. In order to survive you need to position yourself correctly as well as have good criticism whether to go in or not. That means you need to have patience in order to find the most appropriate moment to go in. However, this does't mean you should wait until the end of the teamfight.



Who to prioritize

Always think if it's worth attacking the carries in the rear line or getting rid of the tanks first. Because if the tanks on the front line are like a fed Darius or Wukong then you can't really ignore them meaning you will have to kill them first. Basically, what you need to do here is use the AD Carry's "Code", which is "Attack Whoever You Can" except if you believe that their tanks are a joke not worth investing resources on.



How to survive

In a team fight where you have someone under your nose like an annoying Vi, don't try to ignore her. Even though she might play full tank, she will still burn some of your HP which is precious. What to do is: if you are immensly needed by your team then try to ignore her, but if not, deal with her. She will spend all her cooldowns to deal some damage while you will be able to vanish her HP in almost no time. Hell, she might even sh*t her pants and change target or run back to base - that is if she didn't go all out on you with backup. On the other hand, if the enemy team is full of carries and champs that do a lot of dps then try to avoid taking on many of them by yourself! Even if they are squishy that doesn't mean they are weak. Always use flash if needed and let's not forget the ultimate secret which is Seraph's Embrace active. That free shield is extremely OP sometimes. For example, the enemy Ahri might think you are about to die and send her last Q for example and then turn back, BUT you press the barrier and tada. Alive! You can even use it to bait your oponents. They'll see you're low HP and think they can take you out but little do they know you play unfair. Overall, even when people know you got that extra barrier, they tend to forget it in the heat of battle.



Doing combos

Let your team-mates tank all the damage, sit back comfortably and try to focus on getting those combos. Screwing up with the spell sequencing will heavily affect your damage output. Best moment however is when a teamfight is like a friggin battlezone with champs like Ziggs-Sejuani-Vi-Sona-Amumu where all the aoe ults get combined or hit thin air and overall the place is just a mess. In that case you might even lose sight of your character, BUT you do know that you are somewhere in between that mess. Here is every Ryze main's paradise. This is where you point your mouse over the enemies and mash the buttons as much as you can. In the end of the day, no matter which spell you cast first or second won't matter. Jokes aside, pay huge attention to your stacks. Wait until your opponents use their main CC abilities and then enter your supercharged form. Entering it too soon and getting stunned right after may sometimes cost you the fight as you'll be useless for the following 10 seconds.


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Pro Tips

Some pro tips to make you better as a player and more scary.


These are some tricks or secrets to help you become a better player overall. Many of you may already know these Pro Tips (and in fact you might know even more than I do) but, keep in mind that not everyone does.

Pro Tip No1 : If you play a late game champ like Ryze, Nasus or Irelia then it's a lot better to CS than trade damage with your opponent. With 15 CS you gain the same money you get from a kill. Problem is if you trade damage and end up losing a later on 1v1 then you end up losing both, the CS and the lane control. You may however harass the opponent when you feel that it'l be worth it in exchange for 1 or 2 CS.



Pro Tip No2 : When putting a ward in the outer side of a brush, in order to not miss, pay attention to your mouse indicator. If it is green then it will be placed inside the brush but if it isn't then you
will probably miss and everyone will laugh at you.



Pro Tip No3 : When you're being chased by a group of enemies and you are most likely going to die, tower dive. When not being hit by an enemy champ for 10 sec, the enemy won't get your kill but the turret does meaning the enemies gain nothing from your death.



Pro Tip No4 : For this one, make sure you have a good connection and above all good reflections. What you need to do is act like you're afk. You can achieve this by standing still for some time. First of all, your opponent will probably either attempt to kill you or at least throw a skillshot to deal some free damage. This method is an excelent bait for DC abusers because you can get free ganks this way. Your opponent this you're afk, he goes in, immediately your jungler jumps onto him and you just got yourself a free kill with the help of some masterful tactic. Another similar thing you can do is to start recalling at weird places while you're low. You're able to archieve the same result but it always depends on the circumstances. One more smart trick is to recal when standing next to a brush (extremely close to it but not in it). Recall, but right before teleporting, run into that brush. Your opponent might actually get tricked and think you recalled but in fact you're sitting right there, hiding and now able to make a surprise attack. However, if he attempts to stop your recal then he'll have to either burn a spell which you can easily dodge or get close to you. In both scenarios you get to line him up in front of you to land an easy skillshot or two.



Pro Tip No5 - Never level up your first spell at fountain or anywhere else until you actually have to use it. The reason is simple. If you are, for example, playing with Vayne then you may wanna level up your tumble as soon as the game starts. But, what if you invade and you needed to have Condemn there instead? You might even end up losing the kill as well as making your whole invade a waste of time. The same goes with Ryze. You are never sure whether your enemies invade you or if your team decides to do it out of nowhere. If you're indeed going to invade then leveling up Rune Prison is a guranteed kill so definitely always wait before leveling up.



Pro Tip No6 - Be one with your enemy. Think as the enemy. You are the enemy! (AKA Try to predict enemy movement). This is something junglers mostly do when (for example) you have mid Fizz and the enemy has Ryze. It's common sence that Ryze will try to stomp Fizz in the laning phase so you need to gank and the best time to do that is as soon as Ryze moves in to poke. Overall, try to think of your opponent's plans. If you have a Riven top lane then it's likely she'll get ganked since she is known as an really aggresive champion as well as squishy and easy to kill early. Basically, the enemy jungler right now is thinking "I'm gonna gank that b*tch Riven and take first blood. My team will start praising me and I will have an excuse to cover my level of Noobesy in order to not get reported later on". However, that is where you come into play. You know that the enemy jungler is going to gank top so you go there and set a counter-gank trap. If it goes as planed and your picks overwhelm the enemies then GG. Enemy flaming has just begun so just sit back and enjoy. Same thing can be done in the laning phase. Try to predict where the enemy is clicking his mouse to move and aim your skillshots. If one of the creeps in your side is droping too low on HP then the enemy will close distance just enough to last hit and that is your oppurtunity to throw some free poke. Small and simple things such as these make a huge difference. It can be a little hard to pay attention to your map+last hit+poke+watch out for enemy spells+predict enemy's movements+listen to music+talk to your mom who is obviously spamming to pause an online game and throw out the trash...but you know. This is called multitasking and it's the reason why asians are good players. Try to train your mind and one day you will notice that it has leveled up from Silver to Gold for example. One day you will make it to Challenger and then your carrier as Bronze 5 on Korean Server will begin.


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Update Log

10/12/2015 - Guide published.
2/1/2016 - Trying to make some time to finish the guide. Exremely busy IRL. Stay patient guys. Sorry.
10/1/2016 - Finished the Pros & Cons chapter.


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Final Words

At last, your journey of reading has come to an end. If you're wondering how much time it took me to write all this then here are some precisely calculated numbers. Throughout the period of 3 months, I've spent a total of:
258 hours to create the guide.
18 hours updating based on patch notes.

I didn't really have to put so much effort, information and detail but It's not every day you create something like this and I'm a man of quality so here's my masterpiece. While editing, I tried to make everything look top notch. By that, I mean appealing for the reader's eye, grammar/vocabulary correct and all this while also including jokes every once in a while to make it more interesting. My guide can't be compared with some of the godlike ones like Elusive Ferret's Ahri guide which is next level gorgeous but this is the best I can offer with the time I have availble. And I know what you're thinking right now: "What an idiot. Wasting his time like this" and I'm saying this because i've heard it countless times(at LEAST 30), but hey. As I said, I'm a man of quality and this is the way I enjoy 'wasting' my time.
"If you enjoy the way you spend your time, you aren't wasting it" -Unknown

Let's not put aside the fact I met so many people and made so many friends because of my guide. All the support I got through your kind words, through your donations and all those expensive skins you gifted me... I really couldn't have been more thankfull. I hope you guys enjoyed reading this guide as much as I enjoyed writing/editing it. ^^

What to expect:

  • I will always add new lane match up's or make changes in order to keep this guide up to date. Everything depends on the League patch changes.
  • I will add more Pro Tips whenever they come into my mind.
  • If you ask a question in the comment section then it should take me a maximun of 2 to 3 days to reply.
  • If there's huge demand to make a guide on a specific champion, I'll do it. Most certainly if you donate.
  • I'm always League active and I do take coaching orders for payment in case you're interested.

Special thanks go to:

Spooky1986 - for inspiring me to play Ryze in the first place

LordNisroc - for helping me out with Vocabulary/Grammar

Utopus - for giving a lot of help with his critique + coding advices + explanations

IceCreamy - for helping with a lot of the coding both through PM and through his guides

Jhoijhoi - for giving some advice and guidance + her guide on how to make a guide witch is amazing

Klck - for helping me make the 3 combo videos (after 2 hours of trying we made it. Sorry for the trouble man)

If you want to follow me, be updated on my progress or contact me then here are my details:
League summoner name: SecondCaller [Nordic East + West]
Stream: http://www.twitch.tv/secondcaller
Facebook: https://www.facebook.com/secondcaller [new]

I accept everyone and i'm always available to help you or discuss any subject you're interested in so feel free to contact me.

If you like the guide, don't forget to Vote, Share and Comment in the comment section down bellow.

Good luck in the Fields Of Justice, summoner!