Build Guide by Lnmul
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Quote from the Archmage of Warcraft III.
Description in progress.
This Ryze build starts as a farming build early on, but turns ugly mid to late game, where we take advantage of Overload's extra damage due to maximum mana. This and the reduced cooldowns will devastate the enemy.
Notes - This is a WIP guide.
This is meant as a draft, that I wanted to publish and share, so bear in mind parts are going to be incomplete. Please leave comments, suggestions, etc.
At a Glance (In Progress) -
This section is a bare-bones breakdown of the guide that you can copy and paste into Notepad, and print it out. No strategy, just straight stats and builds.
"At a Glance" continued soon.
Summoner Skills -
I tend to take Heal and Flash here. Flash is an obvious choice, letting you make quick escapes when needed, and work well as an initiator, and for bypassing minions to get straight to the kill. As for Heal, this is interchangeable. You can switch this out for a variety of skills, my second choice being Cleanse. A third choice would be Clarify, but with the items, we'll have all the mana and mana regen we need. I generally don't take Clarify simply because I prefer Heal.
Item Choice Reasoning -
"OMG U SUCK NÜB WHY U NO HP REGEN WORST RYZE EVER GTFO". The average response from an idiot. Any person who can survive as a spellcaster and use Rune Prison to keep enemies at bay doesn't need potions, and many players don't use HP potions anyways. Besides, we have Heal to back us up. As for the items, simple explanations are as followed.
Sapphire Crystal - This is bought at level 1 for A) the mana for more Overload damage, and the main reason B) we need the mana for much needed farming. We spam Spell Flux whenever it's available, to get the cash asap.
Amplifying Tome - Extra AP, and prerequisite for Mejai's Soulstealer. Simple enough.
Mejai's Soulstealer - A spellcaster staple, this book will give you the Soul Engorgement buff, which gives you 8 AP per stack. Two stacks for a kill, one stack for an assist. And at 20 stacks, we get 15% cooldown reduction! Very nice item.
Sorcerer's Shoes - Another staple for any spellcaster, unless they're support.
Archangel's Staff - I originally wanted Rod of Ages here, but many people say Archangel's Staff is better. And I can definitely see why, more AP from your mana, and getting max mana just from casting spells? Sign me up!
Zhonya's Ring - We wants it, we needs it. Must have the precious AP. The mana is the second thing we needs from this item, as it adds to our Overload damage, and lets us spam our skills for more farming.
Rylai's Crystal Scepter (or Rylai's Scepter) - Honestly, people say this isn't too good of an item, I like it simply because of the AP and the chill effect. The health is nice, too, but unnecessary if you know how to survive.
Note - You can switch Rylai's Crystal Scepter out if for something else, if you want to. But that late in the game, it doesn't really matter, and I just prefer the chill effect.
Skill Order Reasoning -
We need a ton of cash to get us to the final item build (13k, ouch!), so we take Spell Flux first level. This will make it easier for us to do farming.
Next, we're going to take Rune Prison. This essential skill later on is nothing more than an escape skill at the moment, which we'll need with low HP and no potions.
We'll take Overload at third level, for some cheap kills if the time arises, as well as for taking out the bigger minions. After that, we keep alternating between Spell Flux and Rune Prison, with Spell Flux taking priority.
At level 6, we stop to add Desperate Power to our arsenal. This is a great skill, and don't be afraid to use it for farming! Most champions think "OMG I HAVE TO KEEP MY ULT FOR WHEN I NEED IT OTHERWISE ILL SUCK IN COMBAT WAHHHH". This is not necessarily the case, as with Ryze. With a 40 second cooldown, no mana cost, and great AOE damage, it can be a farmer's secondary farming skill.
At level 9, we stop to pick up another rank of Overload, since we need the extra damage, especially if we're killing champions.
Finally, we keep alternating Spell Flux and Rune Prison, always giving the former priority, adding our ult when available, and finally maxing Overload. The reason for maxing Overload last is because it does enough damage with the bonuses from your AP and maximum mana, so we'll be fine without it fully maxed.
Guide continued soon.