Ryze Build Guide by Polarshift
[11.9] RYZE THE RUNE MAGE [MID/TOP] [VERY IN-DEPTH GUIDE]By Polarshift | Updated on May 13, 2021
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Runes: Phase Rush
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Most often
Threats & Synergies
You read this guide so you should win :D!
Not that hard of a matchup. You wont kill him though. Also he shouldn't be able to get close to you, but if he does your most likely dead.
Outdamages you, but you can easily setup a gank for your jungler. If you dodge his Q pre-6 you can get close, otherwise not. Remember that his R counts as a third stack too. His passive is actually dodgeable with your ult if you havent been stunned by his Q. I don't remember the timing, but I think you have to predict it and use it just before his passive applies to you.
You both want to scale so sit back and relax. Isn't much of a threat but can setup towerdives with his jungler.
He outpushed and outdamages you early. He's short range like you so he should never be able to get close, just root him and walk away. Be careful for his level 1 and 2, and expect big damage from him if he hits a full combo with electrocute. After he gets his galeforce it's gonna be harder for you since he has quite good waveclear and better skirmishing potential than you.
Not too much of a threat. Hes melee, you are quite good at escaping when you're not cc'd and you can dodge all of his abilities. Be careful of his taunt, because its an excellent tool to set up a gank. With a bit of magic resist he should never be able to kill you.
Since hes melee you can definitely keep poking him in lane. I suggest zoning and punishing him for taking cs. Be careful of his all in after level 3. After level 6 you have to be careful. Zhonya or Banshee's veil (depending on what you go) should help a ton. There is a neat trick with your ultimate that allows you to teleport out of his fish, resulting in his ultimate not doing any damage. Press R just before his fish reaches you.
He is super tanky, but he shouldn't be able to get close to you with overload and Phase Rush. You scale better than him. Dodge the middle of his W to not get hit by true damage. Also stay out of his E range when his bar is full.
Really strong in the early and midgame. However, he should not really be able to get close to you; but if he does you're most likely chunked for a great amount of damage.
Very vulnerable for ganks, just like you. You need to buy MR or she will kill you later when she lands an ult.
If you get too close she will just polymorph you, poke and run away; she's also really meta right now. Don't underestimate her early damage, especially with ignite. Try to poke her via the minions if you can't get close.
You have better waveclear and hes melee so you can keep poking him before level 6. Thing is, he has really good sustain. Don't get hit by his bodyslam or he will chunk you for a big amount of your health and maybe even kill you after level 6 if he has ignite. Use your superior wave-clear to roam.
Stay out his empowered Q flash/protobelt range after level 6 and you should be alright. You definitely have the upper hand in this matchup early, since you can poke him through the wave. When he tries to get close to you, you root him and overload to run away.
He shouldn't be able to kill you, unless you get too close to him. You have phase rush + overloads to get movement speed to dodge his Q's. You have better waveclear and teamfighting than him (if we count out his ultimate.) Ryze can DODGE Karthus R with his team if he times his ultimate right. Press R around quarter of his bar or just react to it and press it when u see it appear.
Not the absolute worst matchup for Ryze to be honest. Your E will still hit her if she uses shroud inside a minionwave and when there is no minionwave there is no reason for you to be anywhere close to her, other than potentially poking with max range Q. After lv 6 try to dodge her since she will one-shot you with her ult.
You can poke him early, but this matchup is less Ryze favored than it was since your W was nerfed from a root to a slow. Use your overload on Phase Rush well in this matchup and he shouldn't be able to kill you.
Super annoying to play against. But atleast your E spreads even if you use it on his turrets. Asking for a gank against this guy is a bit tricky, since in lower elos he will most likely get a doublekill instead. Farm up, outscale and outperform him in the teamfights and the sidelane.
Shouldn't be able to get close to you easily since you run Phase Rush (which deny his slows) and have your overload passive. You also outscale him in dps. He's a bit annoying with his ultimate up, although he will lose his passive resistances when ulting.
This guy has an escape and decent damage, but you should be able to shut this guy down with your jungler since hes basically an ADC in the midlane. The good thing is that he has no CC and your waveclear is better. Predict his package location and use your R to counter when you're close; or use your teleport instead.
Hard to play against since Ryze struggles against champions who can force an engage.
She can poke you a lot but after some items you'll be able to keep him pushed in, making her choose between minions and or rotating. Careful for her tether, it's an amazing gank setup.
He can cleanse your root. His poke is way more scary than yours and he has a global ult to apply pressure on the map. Your waveclear is better than his and your teamfighting ability is close to equal so I'd call it an even matchup.
Pre-6 he isn't that much of a threat since you can dodge his second W but after level 6 he will oneshot you (if you haven't itemized against him yet) even if he misses his second W because his R also applies a stack. Unfortunately, he can apply way more pressure than you and thrives in messy environments which is huge in SOLOQ. Kills > CS meta is just too broken.
Don't get hit by his projectiles when he shoots them out of vision. Getting tabi's/seekers armguard will make him less of a threat to you. Definitely Jayce favoured, but given you don't die you will outscale him, since he falls of really hard if he can't get ahead.
Move away from her daggers and try to burst her in teamfights. Keeping the wave at your side of the lane or shoving her in is the best way to play out this lane. Just use your superior waveclearing ability to prevent fighting her. Don't underestimate her early damage, but she shouldn't be able to stick on you. If she dashes on you, use your EWQ combo to proc Phase Rush or Overload and kite her out.
Has good waveclear and very good map pressure. His stun is on a way lower cooldown, your only advantage is that your damage is higher. Sadly, rooting him won't stop his ultimate but will stop Teleport if he has it. You can run cleanse in this matchup since he has amazing tools to setup a gank.
Annoying champion to play against since he has a lot of range and will poke you continuously, but you can escape with Phase Rush.
It's hard to get close to him, probably just a battle of waveclearing and roaming which he does better. You are definitely better at teamfighting.
Skillmatchup depending on if you can dodge or bait her skillshots. She has the upper hand early since her pushing ability is higher and her rune setup is often electrocute/glacial augment. Remember that her returning Q deals true damage. You probably will fight for lanepriority and roam potential in this lane. After level 6 she has the upper hand till well into midgame, since she actually gets an useful ultimate, so be careful.
Outranges you and outdamages you in the earlygame and lategame. He has a dash that gives him a shield and you don't have any form of shielding anymore.
Does a lot of damage, can come close to you really fast, has an AP shield and you can't escape her R.
Doesn't ever die, but if you make one missplay say bye-bye to your healthbar.
If he goes conqueror you should be able to survive this lane, but if he goes Phase Rush you need to be VERY careful of overextending. If you ever get in his E range then he will E>AA>W and run you down even if you have phase rush since that rune gives melee champions more movement speed than ranged champions. Proper tethering, freezing and staying out of his E range is your main focus in this lane.
He will shield himself, poke you for half your health and escape almost unscathed. He also has decent waveclear and rushes protobelt. Still, be sure to trade back.
Honestly, the only thing you can do in this matchup is freeze and push waves later in the sidewaves to group, because you wont be able to pressure her the entire game long.
Hard to catch and very strong in a lot of phases of the game. She can engage hard on you if you ever misposition, so be careful, since you will never out-damage her when she has 5 stacks. Most Irelia's try to get a kill early.
If you ever try to get close to her she will just root and chunk you instead. She can spellshield your cc, use Q and ult you if you ever get too close to keep you in place. Since Ryze doesn't have mobility spells he has a hard time chasing champions with a lot of self-peel.
This fella will take short trades and heal it all back up when hes low. You wont be able to kill him till you are scaled up. Always dodge his second E, because that is most of his damage.
You can poke him hard early laning-phase since he is immobile. If he runs electrocute be careful of his all in damage with ignite. Your wave-clearing is way superior so use that to your advantage to dodge him after level 6 and try to pressure the jungle and other lanes with your team. Later in the game you can try to keep him in place whenever he tries to go for your team, that'll allow your team to potentially cc or kill him. After level 6 you won't be able to do anything to him anymore.
She beats everyone in lane, however she will never match you in the sidelanes. She has more range than you and is really good in 1v1's vs squishy targets like you; so get some MR.
Has more damage, waveclear early and a lot of cc. You might want to take cleanse in this matchup or you might be screwed if her jungler decides to gank. Later in the game your teamfighting is definitely better though, since she's more of an Assassin.
Annoying to play against. He does a lot of damage if he can get his resets on you and he has a free spellshield. Cleanse also doesn't remove supression, so that makes you an easy target if you don't buy QSS; which will set you behind 1300 gold. The good part is though, that your waveclear is better and that you can kill his voidlings and potentially pop his shield with E+Q.
Out of position and you're death, thats it. You can try to poke him before he has his tiamat, but after that he can just shove waves insanely fast with his passive, tiamat and Q. This will allow him to roam. If he runs nimbus cloak it's impossible to escape him.
You won't be able to get close to him if he plays well and when he knocks you up you're gonna have to burn a flash or you're dead (after 6). However, that's all he is; annoying with a lot of damage. You have better wave-clear and sidelaning.
Viktor has the advantage in lane since he can keep poking you and gain a shield, which you don't have anymore. You can try to ask for a gank since he's pretty immobile.
She will poke you a lot since you are a short ranged champion and she has a lot of range. Her damage is also insane and she scales quite well. You can't ever get close to her if she plays properly so just try to farm and outroam her after level 6, since your waveclear is slightly better than hers.
You will need near perfect spacing/tethering skills as Ryze. Keep the wave at your side of the lane and don't take extended trades. His windwall will block both your Q and E, but not your W.
Not fun to play against, go early seekers and then tabis versus this guy and he shouldn't be able to oneshot you if you didn't die early. His shurikens deal reduced damage if it hits something else between a target (e.g. minions). He is not that big of a threat till level 3 so be sure to abuse those early levels. Make sure you dodge W+Q combo.
Don't underestimate her damage early. Your waveclear is superior later in the game so you can use that to your advantage. You can ultimate before you fall asleep to get out of her range.
Slows, slows, slows. Counters you quite damn hard since you're insanely immobile and she outranges you with her abilities. Her W and R will keep you in place or slow you, even if you dodge her ultimate it will slow you.
A champion without dashes who I can zone with an AOE slow, outdamage for most of the game and block with my wall? Haha easy go next.
This fella counters champions who don't have dashing abilities and build no attack speed quite hard. If he cages you, you're screwed.
Can peel for you, but shes not that amazing since she gives AD.
Can peel for you.
Can peel for you.
Gives movementspeed and a revive, but is only for the revive since Ryze doesn't really need movementspeed.
Can peel for you.
Can peel for you better than most other supports.
Great early game potential with Ryze. You can easily get lane priority to help him with his invades a bit later in the laning phase.
Great peel with his W, but be careful you don't stack too much AP as a team.
Pretty epic zoning ability with his E (cage) if he uses it well.
Can hold people in place for you.
Can hold people in place for you.
Great early game potential with Ryze, and can also peel for you later.
Udyr is very strong in the early game, you can play around him with Ryze and he will deal crazy damage.
Strong early game jungler. Root into fear is also strong!
Can peel for you and cc a bunch of guys.
He slows, you root. He's one of the strongest early game junglers and Ryze thrives with junglers like this.
Great early game potential with Ryze.
Root into knockup will definitely atleast burn a flash. However, she's AP and you're not gonna have fun if the enemy rushes Verdant Barrier.
Strong early potential. Root into cocoon. However, she's AP and you're not gonna have fun if the enemy rushes Verdant Barrier.
Can hold people in place for you and give an amazing spellshield since you're not that mobile.
Great early game potential with Ryze. You root someone and he knocks them up or vice versa.
Your E+W into his flag and drag for a free kill. He can also cage multiple enemies for your E+Q.
Your root into his stun and his insane damage numbers often nets you a Flash or kill.
She gives Adapative force, can help you escape and can also help you chase.
Champion Build Guide
Hello everyone, welcome to my guide!
My name is Polarshift. I'm a player that has always been interested in a bunch of roles and champions, allowing me to possess quite a lot of general game-knowledge. So why don't I use my knowledge to help other people out that are interested in the same champions that I enjoy to play? Before I make any of these guides, I like to do my own little research about the champion to correct any wrong views I might have, thus raising the quality of these guides. I hope that you enjoy reading my guide and that it'll answer any questions you had.
Ryze is one of my favourite champions and he's really strong when piloted correctly. Do NOT get deceived by his low winrate, because he is REALLY HARD to master and will get punished when played incorrectly; especially now that he doesn't have any sustain abilities anymore. Ryze can get through a lot of the mid and toplane matchups safely, even when it's a hard matchup.
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Currently I have guides available on Graves, Ryze, Warwick, Rengar, Draven and Yasuo!
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Ryze is a versatile champion and can be picked into and against a lot of teamcompositions. As Ryze you really excel when you can play around your jungler, since you have great gank/kill setup with Rune Prison. You also have great waveclear because of low cooldowns on Spell Flux + Overload, this allows you to get lane priority and help your jungler first. Ryze thrives best when his team can peel for him and play around him (his root with Rune Prison and his damage). Ryze needs time to scale, but he excels in skirmishes and teamfights where he has the time to deal damage and catch people off with his Rune Prison. With his excellent waveclear he can splitpush very well and regroup with his team very quickly when needed, whether that is by walking after pushing a wave or by using his ultimate Realm Warp or Teleport.
Although Ryze has a lot of damage, he has an awful sustain problem this season because they removed the shielding he had. If you don't manage your waves correctly early in the game, you will definitely be zoned from your creeps or even killed since your escaping tools are below mediocre. Ryze relies, even more so than other champions, HEAVILY on good positioning and doesn't thrive when the enemy has a lot of cc, especially cc that is hard to dodge or just plain point-and-click. Every spell you cast locks you in place for a small time-frame, unlike for example Syndra or Orianna who can move while casting. Ryze's Spell Flux does spread, but tanky champions, like Maokai, are still a nuisance to him since he won't be able to access the backline properly. Champions with hard-engage are a nightmare for Ryze, since he doesn't have any movement abilities. Don't pick Ryze when your team is already heavy on magic damage since the whole point of Ryze is dealing magic damage in high amounts.
Let's first talk about maxing out your abilities. Ryze will almost always level his abilities in the same order, except when he has a tough time getting close at level 1. If thats the case, you go Spell Flux first instead and the flux spread will allow you to start stacking Manaflow Band.
I highly suggest you to read the abilities yourself so you know exactly what they do. To explain it in a few words; your Spell Flux and Rune Prison will reset Overload. The whole purpose of Ryze is playing around these resets. If an enemy has Spell Flux applied and you use Rune Prison he will be rooted, if he does not have Spell Flux on him, then he will be slowed by Rune Prison instead. Also if an enemy has Spell Flux applied your Overload will deal a lot of extra damage, both on minions and champions. Your ultimate abiliy Realm Warp has a passive that will give you extra damage whenever you level it up (40%/70%/100%, depending on skill level). When you use Rune Prison and Spell Flux it will give one stack on your Overload passive. If you didn't use Overload before you reached 2 stacks, it will give (28-44%, depending on skill level) movement speed the next time you use it; this passive ability does not have any cooldowns. Very useful for catching people off-guard since most people think you rely on Phase Rush to get close.
Going Conqueror on Ryze isn't as good as Phase Rush but can still be used if you play against a teamcomp which doesn't have a lot of damage or cc; it's also useful when you can't really escape anyway and have to take the fight. When your team has a lot of crowd control to peel you, it is also an option, yet more of a high-risk/high-reward choice. Taking the rune called Presence of Mind over Triumph is better since it will give you more damage later in the game; your passive that gives you AP scales of how much maximum mana you have. The third row and fourth row in the Precision tree can be flexed depending on your preference and enemy teamcomp.
Secondary rune choices:
In this rune tree you should take Taste of Blood and Ravenous Hunter since it gives atleast some kind of sustain in lane while trading and Ravenous Hunter helps later in the game. You can also take Eyeball Collection instead of Taste of Blood in easy matchups for even more damage later in the game (you can change this to Zombie Ward in higher elo's).
In the this rune tree you should take Manaflow Band since your passive scales with the amount of mana you have. Transcendence gives you resets and ability haste. You can choose between for Absolute Focus and Gathering Storm. They both scale pretty well, it's just that the second option scales much harder the longer the games take, which makes it great in low elo. Waterwalking is a great option if you want to take part in early river fights and if you want to roam a lot. Taking Scorch is a possibility for some extra early damage in some matchups, but the other runes are much more useful in my opinion since Ryze plays to scale anyway.
In the this rune tree you can take early game runes like Bone Plating and Second Wind to make it easier to survive in lane. Or you can decide to apply pressure in the laning phase a bit more with Demolish, for example if the enemy has a champion that you absolutely stomp or even better, when the enemy has a champion that roams a lot (since you can push waves incredibly fast with Ryze). If you want to go Resolve in a lane where you can scale for free you can take Conditioning combined with Overgrowth for a bit more late game survivability.
In the this rune tree you should either take Biscuit Delivery for early game survivability or runes like Magical Footwear and Perfect Timing for scaling and gold-efficiency. Minion Dematerializer is not worth it, since you have amazing wave-clear anyway. Time Warp Tonic is useless when we go for tear first item. Future's Market has always been an okay option, but it is not necessary on Ryze. My favourite combination in this tree is Biscuit Delivery with Cosmic Insight.
The small rune shards should be: Time, Diamond and Shield or Circle. You can also take double Diamond shards in harder matchups to have better waveclear (in order to push faster and avoid lane.)
As you can see, rune choices on Ryze can be pretty straightforward since the main goal is scaling. However, as you probably have noticed, you can still decide on runes that make you better at for example roaming or early fighting.
Summoner Spell choices:
This is by far the strongest summoner spell on Ryze. It allows him to get his early items (e.g. Dark Seal with Refillable Potion) without missing too many minions. Sometimes you don't need to use it and then you can use it to counter a gank in another lane. It will also allow him the opportunity to split even better without worrying about not being able to attend a potential fight or objective play. When you choose another spell, remember that you won't have this amazing one anymore.
Required in a few champion matchups that can lock you down for their jungler, for example Lissandra. I highly recommend not greeding on this since it will be awful to get zoned or pressured permanently, especially in lane but also after laning phase.
Very useful if you're versing against teamcomps who have a lot of skillshots. Champions like Cassiopeia are gonna struggle if they can't hit their crucial abilities on you. It's definitely an option you could consider, especially since now the movement speed ramp up got removed!
Taking this spell is possible for early pressure in lanes and river fights you are confident in.
This spell will allow you to stay alive in harder assassin matchups, for example Zed. Taking Exhaust is also very strong if you ever have to duel later in the game.
Barrier and Heal
Both can be taken for more survivability. Remember that Ignite doesn't reduce the amount of shielding by Barrier, however it does lower the amount of healing by Heal. Not as strong as the other options.
Since I've been asked to go more in-depth about the items; I'll be explaining why you go a particular item.
Amazing item for extra survivability and it also works to deny some ultimate abilties like Zed's Death Mark. Remember that using Zhonya's Hourglass active 'Stasis' while using ultimate does NOT work anymore on Ryze.
Verdant Barrier is going to be a really useful surviving tool in AP matchups. The passive of Banshee's Veil is useful against champions who like to use their CC or ability as an engaging tool. It gives you a lot of AP, 45 MR and 10 AH.
Incredibly strong item on AP scaling champions, the passive gives you a total of 40% bonus AP. The item got a bit more costly in the beginning of Season 11, but they've brought the price down again in patch 11.6!
Item that's useful when the enemy has champions with a lot of healing. Applies more Grievous Wounds when the enemy is below 50% health and Liandry's Anguish re-applies it for a total of 4 extra seconds.
Great item for some early to mid game damage since it gives 18 magic penetration quite early. These are gonna be the shoes you will nearly always but with Luden's Tempest, since it stacks well with the Mythic passive.
Ionian Boots of Lucidity
Great for if you're snowballing and works well with any active items you might have.
Ryze has a lot of combo's and most of them are improvisation; that's what makes the champion Ryze hard. "What combo is the best to use in this situation?" is what you need to ask yourself multiple times per game. Here are a few combo's that are basic on Ryze:
Q, W or E - Poking enemies or stacking Manaflow Band, but be careful with your mana.
EQ - Spread and damage. Good for waveclearing and poking the enemy.
EW - Rooting an enemy with Rune Prison. Good for setting up a quick play when your damage isn't important.
EEQ - Using the Overload movement speed passive to get close to enemies and catch them off-guard. Wait for your Spell Flux cooldown before casting Overload so you can continue the combo after.
QEWQ - Basic combo when you want to escape quickly, this will proc the Overload movement speed passive. You can leave out the first Overload when needed.
Remember that you can wait with using your abilities in order for your Spell Flux to come off cooldown, so you can use the rest of your combo faster. So apply Spell Flux to an enemy and then wait till its almost off cooldown again. These two combo's are also useful:
QWQEQ - If you want to do the most damage you can ASAP.
QEQWQEQ - Ryze's "most advanced" full damage combo.
A lot of Everfrost combo's from a Reddit user: Reddit Post.
Some tricks on Ryze:
Recalling while Realm Warp teleports will deny Realm Warp from teleporting you. When you use Realm Warp you want to walk out of it and walk/flash back in if there are enemies chasing you. If Ryze's character model is not facing the inner circle and you're on the outer edge of Realm Warp it will sometimes not take you with it. Using Zhonya's Hourglass will cancel the teleportation. Realm Warp can go over walls if you are closer to the other side of the wall with your character. You can ultimate before some abilities hit to deny the damage, for example: Karthus' Requiem, Zoe's Sleepy Trouble Bubble, Fizz' Chum the Waters. You can also use it to go back to lane to miss less creeps or join a skirmish or teamfight later in the game. Most types of crowd control (except for example slows) will cancel your ultimate so be careful when you use it! Don't use your Realm Warp to get close to champions with AOE abilities like Orianna, Malphite and Fiddlesticks, you will just bring in your team to die and potentially lose the game. Ryze is able to bring minions with him when he uses Realm Warp; this might be useful if you want to push a turret fast or deny someone a push. Zac blobs can be taken with you too. Also another tip: using Rune Prison on enemies will cancel their Teleport summoner spell. That's about it for the combo's and notes!
Ryze isn't the strongest early game; because of his mana issues (much better in Season 11 since we can directly build Tear) and sustain issues (no heals or shields) he can't trade carelessly. This doesn't mean that you can't trade though! Trading with Ryze is good in the early game especially vs matchups that are in your favour. Generally what you want to do is farm and stack your tear and the rune Manaflow Band every time is comes off cooldown. Remember that extra mana, even from runes like Manaflow Band, give you AP. If you play against melee matchups, you might be able to keep building slow pushes early-game, while poking the enemy, so it bounces back every time it hits he enemy tower. Ryze is a champion that excels in lane priority and denying the enemy resources (like taking enemy raptors), however you can also keep the wave on your side of the lane for your own safety and to potentially set up a gank with Rune Prison for your jungler. Definitely use pings or chat to communicate with your jungler when playing Ryze.
As a midlaner you always want to think of your lane as a part of the jungle, that you're actually 2v2 instead of 1v1. Before the game starts think about who is a threat to you (even supports and toplaners can roam and be annoying) and whether you can win skirmishes with your jungler vs their midlaner and jungler. Depending on if you have a decently strong jungler (like Lee Sin, Elise, Graves or Jarvan IV) you will be able to join scuttle fights, given that you didn't spend too much mana in lane. If your jungler is a strong invader, you can try to keep slow pushing your waves and join him; since if you crash a wave the enemy laner has to decide between missing minions or helping out. You always want to hug the side of the lane where you placed your Stealth Ward or hover the side where your jungler is. You want to put a Control Ward in the bush at the side you want to roam the most to this game (e.g. you want to roam bot; place a Control Ward in the bot-side bush, you can ward the "pixel" bush too (the ones in the middle of the river), however the "pixel" bush most often gets warded by someone else on your team). Later in the game you want to keep pushing waves and farm up by taking jungle camps and roam to exert pressure on the map; preferably roaming together with your jungler.
When the first turret goes down you want to go to a sidelane so you don't share creeps with your teammates. I won't go too in-depth about the art of splitpushing; but basically it functions as a tool to exert pressure on the enemy. Splitpushing will force the enemy to choose between taking the wave that's about to die or hit their turret or staying with their team to guard them. If you are REALLY strong then they might even have to send two people to contest you. While splitpushing you want to keep looking at the map. If there is someone coming to you or multiple enemies are missing on the map you want to be a bit more careful and most likely back off till they reappear on the map. Having a deep Stealth Ward will help you exert more pressure with splitpushing since you'll know when enemies are rotating.
If you can't pressure the turret, you want to push the wave to their tower and hover your team while being out of vision or take the enemy jungle camps depending on the state of the game. When the wave starts pushing back you can start walking back to the sidelane to push it again. Depending on whether you have the summoner spell Teleport up or not, you need to choose a sidelane that's further or closer to the next objective that will appear on the map; in that order. Keep doing, this, farm up and try to group with your team when possible and take Baron Nashor when the enemy gets caught to end the game!
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