Build Guide by ])ark_Link
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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.
Ive always loved Ryze and since the patch AP is no longer viable on him because of the nerfs to his AP ratios so the question became, how do we make Ryze viable again? I came up with this idea when they came out with the patch notes to make a Mana carry instead of AP.
This build not only does a comparable amount of damage to AP builds, but you are actually quite tanky and cannot be focused down in a team-fight unless you are the first initiated on. With 2 RoA a Banshees veil and Frozen heart you have a huge health pool, you get +99 Armor from Frozen heart, and decrease physical attacks against you 20%, and you have banshees veil for magic users.
o Cooldown reduced to 3.5 from 11/10/9/8/7 (HUGE CHANGE)
o Base Damage reduced to 30/55/80/105/130 from 50/90/130/170/210
o Mana cost changed to 70/70/70/70/70 from 30/65/80/95/110
o Missile speed increased to 1400 from 1200
o Ability power ratio decreased to .2 from .45
o Range increased to 675 from 600 (good benefit)
* Rune Prison
o No longer deals damage per tick and deals 60/95/130/165/200 damage up front (down from 80/120/160/200/240 over the duration)
o Ability power ratio changed to a flat .6 from .4/.6/.8/1/1.2 (depending on snare duration)
o Now deals 5% of Ryze's maximum mana in bonus damage (HUGE CHANGE and scales with this build)
o Cast range increased to 625 from 600 (ok benefit)
o Duration reduced to 1/1.25/1.5/1.75/2 from 1.2/1.5/1.8/2.1/2.4
* Spell flux
o Ability power ratio per hit reduced to .35 from .38
o Cooldown increased to 14 from 9 (sucks but its ok)
o Mana cost reduced to 60/75/90/105/120 from 60/80/100/120/140
o Cast range increased to 675 from 625 (good change)
o Base damage reduced to 50/70/90/110/130
* Desperate Power
o No longer grants ability power but now grants 15% spell vamp (HUGE CHANGE)
o Area of effect damage percentage reduced to 50% from 65% (sucks but its ok)
o Cooldown changed to 70/60/50 from 50/50/50
o Duration changed to 5/6/7 from 8
o Now grants a passive 75/150/225 mana (Scales with Mana build)
o Reduced base magic resistance to 30 from 35
o Fixed a bug where Ryze's base mana regen did not get updated properly during the previous patch's revamp
Pros / Cons
NEVER mana hungry after first 5-10 min of game
Great constant damage + AOE damage
Scales off of mana instead of AP
Lots of Health and 99+ armor so you have great survivability
Able to set up ganks very well
Able to survive ganks very well
SUPER FAST FARMING, out-level opponents
NEW ULTI GIVES SPELL VAMP so you can heal from your spells in team fights with massive AOE damage
Very low CD so you can spam your abilities all day long and since your mana build you will NEVER run out of mana after level 8 or so.
There really are none except if your enemies stack MAJOR MR, then you may consider trading 1 Rod of Ages for an Abyssal scepter for the extra MPen but your runes and boots should be enough for most every game.
Only one i can think of is CC, you can be CC'd to death but who cant be in this game right? If you are having trouble with CC if they have like 5 stuns then get
instead and you should be fine.
Standard Magic Pen Marks
Magic Pen Quints
greater seal of knowledgeMana Seals
UPDATED - Switched out CDR Glyphs due to the fact that you will have 39% CDR from Masteries +9%, Overload passive +10% level 5, and Frozen Heart +20%
Got greater glyphs of warding for more MR and survivability early game. You can change this one to AP or MORE MANA! Depending on your playstyle.
After first 10 min in game your mana problems will be completely solved to where you can spam your spells and farm super fast.
Magic Pen because we are not going for abyssal and still want to penetrate the enemies MR. 34 MPen at level 18.
Mana seals because it scales with your first 2 abilities and they are the shortest CD so you want to always be spamming them.
I go with
so you can get your tear + boots and be back in lane ready to farm till you have enough for a catalyst and Sorcerers boots. And you can get good ganks off on people that towerdive your team m8ts. Also dont forget you can escape ganks by jumping in bushes and teleporting away really quickly.
I get and honestly with this build i use it more offensively than defensively by flashing in on a fleeing enemy getting a snare off can Overloading them into oblivion.
Only real difference here is that you want to grab expanded mind for that extra 5% mana which gives you more damage. 9-0-21 utility spec with the 15% Magic Pen for Offense mastery.
Most people when they play Ryze in the past try to max Spell Flux, but now we want to max out which is FANTASTIC. You will be hitting for around 300-400 dmg at level 7 every 1.5 - 2 seconds depending on your mana items you farmed. And they increased the range and speed of the spell so it is devastating on single targets.
When going for a kill use this spell sequence:
Overload > Desperate Power > Overload > Rune Prison > Overload > Spell Flux > Overload
This will maximize his passive and allow you to cast Overload 4 times in about 5 - 6 seconds which you multiply the damage of Overload x4 is about 2k damage in 5 seconds + spell flux and Rune Prison (which scales with mana as well) so you will have done about 3k damage to 1 person not to mention if you hit anyone else in the AOE.
The reason I max spell flux first instead of Rune Prison is because you still want it for farming and teamfights, this move is still viable and does its job by decreasing enemies MR in teamfights and doing OK AOE damage in teamfights. Rune Prison will become very strong spell once you hit the levels, it also scales with your mana.
The idea is to farm up way faster than the enemies can handle, you can spam your moves to get to desperate power in as shot a time as every 20 sec, this is extremely fast farming potential and will make you better than the other team and able to unload on them in teamfights, they will naturally try to target you but a Rayze with 4000+ Health and 99+ armor and 80 + MR is a lot harder to kill than you think.
I want to highlight and reiterate again these 2 key skills and Ryze's passive:
Scales off of AP & MANA so with 2 rod of ages you will have 160 AP and tons of mana + Arch Angels staff add AP in the amount of MANA you have this scales extremely well with this move. IT HAS CD OF 1 SECOND WHEN SPAMMING SPELLS, THATS 500 - 700 DMG A SECOND + if your ultimate is on you have AOE effect AND SPELL VAMP for a full 7 SECONDS.
This also scales off of AP & MANA, this skill was changed to do all the damage UP FRONT, which means FASTER KILLS and SPELL VAMP from your ulti in combonation with Overload you will be healing yourself for quite a bit since both of these spells are SINGLE TARGET SPELLS.
One of the best parts about this build is that you are not really team dependant, I have had a 3 man gank attempt on me and I will kill them all since i can dish out so much damage in a shot amount of time and i get spell vamp and have a great amount of health, MR, and Armor which make this build so great to work with, you can solo around 3 heros targeting you (unless CC'd to death)
When I see that i cant escape a gank i always pick the softest target and UNLOAD EVERYTHING on them, this usually kills them in 2-3 seconds and makes it a 2v1 very fast, then i start semi-kiting with Rune Prison, you snare biggest threat and target the OTHER hero with Overload and Spell Flux, keep using Rune Prison on the biggest threat till you take care of last target, then once he is dead, focus the last guy. They drop very fast from you Overload that will be comming off CD every 1 - 1.5 seconds due to spell spamming and Ryze's passive that decreases his CD of his other abilities by 1 sec everytime an abilty is used.