This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes:
Spells:
Flash
Heal
Items
Ability Order
Arcane Mastery (PASSIVE)
Ryze Passive Ability
Introduction
I am also getting into streaming so any and all support is appreciated. If you want head over to my twitch https://www.twitch.tv/exaltedmarksman and if you enjoy the guide, my stream or are just feeling friendly follow my channel. Thanks in advance.
Pros
+ Late Game Scaling
+ Has CC in kit with Rune Prison + Good Waveclear + Strong in 1v1 fights + High damage output |
Cons
- Weak Early
- No escapes - Gets camped by enemy Jungler - Hard to master - Mana Issues |
Overload(Q) : Overload is our spamable spell thats cooldown is reset whenever we use Rune Prison or Spell Flux.
Rune Prison(W) : Our crowd control ability that roots an enemy in place.
Spell Flux(E) : The most important part of our kit. Spell flux allows our Overload to hit multiple target and extends the duration of Rune Prison.
Realm Warp(R) : Teleport you and any friendly units inside to another target location.
This is the basic skill order that I use on Ryze. His E Spell Flux is the most important spell so getting a lower cooldown on it early is great to combo more often. Note that with this skill order we do get Realm Warp at the earliest we can. If you are not confident in using it see below skill order.
This skill order is for those who are not confident in using Realm Warp effectivly. It is a team based ability and takes a good team to use properly in most cases. Although individually you are more powerful there are cases where Realm Warp would of been great to have so keep that in mind when taking this order.
Note: Both Rune Prison and Spell Flux charges your Rune. Two charges are needed to have Overload consume the rune for bonus shield and movespeed.
When you cast Spell Flux(E) on a target you can cast Overload(Q) on the same target to deal more damage.
Note: Once Overload hits the target affected by Spell Flux it will consume that instance of Spell Flux and you will need to cast Spell Flux again before overload for the bonus damage.
Similar to the first basic combo we first cast Spell Flux(E) on our target then we follow up with Rune Prison(W). This snares our target for 2 seconds instead of the normal .75 seconds.
Note: Rune Prison will consume the instance of Spell Flux on the target.
This is a very simple one but very important. Casting Spell Flux on a target that is already affected by another instance on Spell Flux will cause it to spread to nearby enemy units.
This is our basic trading combo. It snares our enemy in place and assures we hit our E->Q combo. This will also activate our shield and grant us movespeed form the consumed rune.
The use of this combo should be used to keep you enemy in place for longer. The Overload at the end is just a little extra damage but the importance of it is to activate our shield and movespeed we get from have a fully charged rune. Use this when your jungler ganks to help secure the kill. It can also be used to disengage a fight or just to get better positioning.
We use this combo to dish out a lot of damage very quickly on a rooted target.
This combos is for the max damage we can put out. For this one you need to be confident in hitting Overload since we are not rooting our target first like in the previous combo. This combo is more greedy as its more likely our enemy will get out of range since we are delaying our root.
This combo is our standard way to clear the lane. We cast Spell Flux on the same minion twice and cause it to spread across the wave. Then we cast Overload and all targets affected by spell flux get hit with Overload bonus damage.
Note: Casting Spell Flux as a last hit on a minion will cause it to spread to other enemy minions and champions. Also if a Spell Flux target is killed with another of your abilities it will also spread Spell Flux.
Now moving onto our ultimate ability. Realm Warp has many uses but gets better with good teammates and team communication. You can use it for scenarios such as cornering a target, getting over walls, moving friendly minions around, or to take your team into a fight.
Flash is a key summoner spell for almost every champion. It allows us to engage and disengage fights, as well as give us better positioning. |
Heal is a great summoner spell for players beginning to learn Ryze. It allows you to make mistakes and not get as punished. The burst of movespeed is good for catching up to people and the heal helps with survivability. Also if your jungler ganks it gives him the same benefits which makes it more likely to get the kill. |
Ghost is another summoner commonly on Ryze. It allows us to chase down enemy carries, re-position in fights, and escape certain scenarios. I recommend taking this after you are more familiar with Ryze since it becomes a better summoner the higher your skill level. |
Teleport use on Ryze varies on where you are playing him. If you're playing top you need to take it. For mid lane Ryze players teleport is an optional spell. Taking teleport either mid or top gives us the same benefits. It allows you to get back to lane faster but more importantly it adds a global presence to our champion. I recommend taking this top always and mid lane when you need more presence around the map. |
Cleanse is a situational summoner spell used in specific match ups. It removes all disable except both suppression and airborne. Use this against a team with a lot of crowd control or if your enemy laner has good crowd control. (EX. Twisted Fate) |
Exhaust is used against high burst damage match ups. It reduces incoming damage and slows your target. Use it against assassins and any burst mages. (EX. Zed, Talon, and Syndra) |
Barrier is another summoner for the burst damage match up. It has a lower cooldown than exhaust but doesn't offer much more than a 2 second safety bubble. I recommend taking Exhaust over this for the burst match-ups. |
Ignite is a win more summoner on Ryze. He has enough damage in his kit that ignite is hardly ever needed. The only time I would take this is if you are just playing for fun. |
You must be logged in to comment. Please login or register.