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Ryze Build Guide by aiker95

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League of Legends Build Guide Author aiker95

Ryze, the Rogue Mage Mid Guide (Ranked)

aiker95 Last updated on February 1, 2013
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Middle Lane
Ranked #28 in
Middle Lane
Win 45%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 10

Honor Guard

Defense: 7


Utility: 13

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Damage 52 (+3 / per level)
Health 360 (+86 / per level)
Mana 250 (+55 / per level)
Move Speed 335
Armor 11 (+3.9 / per level)
Spell Block 30 (+0 / per level)
Health Regen 4.35 (+0.55 / per level)
Mana Regen 7 (+0.6 / per level)

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Overload - Ryze throws a charge of pure energy at an enemy for heavy damage and additional damage based upon Ryze's maximum mana. Ryze also gains passive cooldown reduction.
Passive: Gains 2/4/6/8/10% cooldown reduction.
Active: Deals 60/85/110/135/160 (+0.4) plus 6.5% of Ryze's maximum Mana (+0.065) in magic damage.
Cost 60 Mana
Range 650
Rune Prison - Ryze traps target enemy unit in a cage of runes, preventing them from moving and dealing damage. Also gains bonus damage based on Ryze's maximum mana.
Roots an enemy for 0.75/1/1.25/1.5/1.75 seconds, dealing 60/95/130/165/200 (+0.6) plus 4.5% of Ryze's maximum Mana (+0.05) in magic damage.
Cost 80/90/100/110/120 Mana
Range 625
Spell Flux - Ryze releases an orb of pure magical power that deals damage and bounces from the initial target up to 6 times. Targets hit have their magic resistance reduced.
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 50/70/90/110/130 (+0.35) plus 1% of Ryze's maximum Mana (+0.01) magic damage and reduces Magic Resist by 12/15/18/21/24 for 5 seconds.
Cost 60/70/80/90/100 Mana
Range 700
Desperate Power - Ryze channels immense arcane power, he gains spell vamp and all of his spells deal area of effect damage.
Channels immense arcane power gaining 15/20/25% Spell Vamp, and 35/45/55 Movement Speed. Spells deal 50% area of effect damage for 5/6/ seconds.
Cost No Mana
Range 0
(Passive)Arcane Mastery - When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.

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    Ryze can use himself as a conduit for his Spell Flux ability if there are no additional enemies to bounce the spell off of.
    Using Ryze's ultimate to farm creeps can lead to a large gold advantage.

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''Ryze is no longer just a mage - he has become a creature of magic itself.''
-- High Councilor Heywan Relivash
This is my third guide, about one of strong champions, Ryze.

Ryze, the Rogue Mage, has great damage output based off of his mana. Building purely as a mana tank is a viable and recommended build. I always go mid as Ryze because his casting range makes him a great harass against most champs.

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More about the passive skills

Ryze's passive reduces CD of his spells 1 second each time a spell is cast. This is his bread and butter allowing him to continue to cast and harass. Max Cooldown of his spells yield a 2.1s CD for his Q and 8.4 for both W and E. I always lead off with Q then W to keep them in place if I need to and then E which lowers magic resist. At this point your Q will be off cooldown and you can recast it. If you're above level 6 it is at this point I will activate his ulti which will allow you to cast Q again within 1 second and W and E should both be coming off cooldown allowing for another set of W, E, Q.

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Game tactics

At once wanted to pay attention that earlier ульт Rayz worked a little differently. Probably developers counted it very much not balanced and replaced a little with another. As a whole Rayz is the standard magician with a quite good set of abilities.

When people start to play for the first time for Rayz, first of all swing ability of Spell Flux, but it is erroneous. Rayz's most damagovy ability is Overload. In the first to that has very low recharge, and in the second because has an additional loss from the maximum stock of a manna. Ability of Rune Prison as gives the chance to arrest enemies to the earth goes the second for the importance and it is easy to kill them. Ability of Spell Flux is necessary closer to the middle and the end of the game when all pass command for team. Here Spell Flux in a combination with ulty Desperate Power will be doubtless to play a crucial role.

Pumping of skills for Rayz is standard, as well as for all magicians. That is the support branch, and from an attack branch skill of punching of the magic reservation shakes.

With runes certainly there can be various combinations, but runes on punching of the magic reservation, regeneration a manna and decrease in a delay as a rule undertake.

Though Rayz has an ability of Rune Prison, capable to chain the opponent to the earth, it won't rescue from bright opponents. On it at a choice of additional spells very much I advise to you to take Flash. The second ability gets out on your choice, for example Ignite, Teleport, Ghost or Cleanse.

Upon purchase items it is necessary to pay attention that for Rayz artifacts not only on increase of magic force, but also on increase in the maximum stock of a manna are bought. Finally Frozen Heart very well is suitable for Rayz and Banshee's Veil. These two artifacts will give a good increase to Manet and health and by that will increase survivability of your hero. On regeneration it is most best to take Archangel's Staff, well and from boots according to Mercury's Treads or Sorcerer's Shoes or Frozen Heart. If game is tightened, buy Zhonya's Hourglass, Void Staff or Rabadon's Deathcap, depending on a game course.

Rayz is very vulnerable, if team of the opponent at once focus you. On it always costs keep behind backs of the allies and to select necessary moment for attack. Certainly at first can seem that Rayz's abilities very simple and will learn them to play very simply. But business it not so. Frankly speaking well playing players for Rayz meet not often. But it doesn't mean that the hero bad, Rayz very much even the strong champion, simply they should learn to play. I hope it will fill up your moneybox of strong magicians.

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Mid Game Laning

At level 6 you get a mana bonus from Ryze's ulti which is not much, but it definitely helps. Tear of the Goddess should be finished before boots but by level 6 you should have enough gold for both. After that you should get Catalyst the Protector giving you more health and allows you to stay in lane even longer. Rod of Ages should be finished asap along with Merc Treads. I go Mercs because of the tenacity and MR. Even if you're laning against an AD champ the tenacity will likely come in handy especially if ganked. Ryze has no escape so being able to run out of stuns and taunts is a must. I then get a Manamune, I am usually level 12-14 by this point and have 3400 mana, this will yield a nice amount of AD most of the time it is more than most AD champs have thus giving you a better farm and also something to do while your spells are on cooldown. Ryze's cooldowns are relatively short and at level 9 you will have 20% CDR, but at this point you will still be auto attacking from time to time. So we are about 20 minutes in and the AD champs are going to start getting some of their core damage items. Time for the Frozen Heart. Glacial shroud is a great item for a little over 1500 gold you get a nice amount of mana and 45 armor with 15% cdr. This will give you 35% and more tanking ability in team fights if they focus you then your teammates will be grateful you do not die in 1 second flat. If they dont focus you then you can clean up pretty will while getting nice AOE damage from his ult.

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Late Game

To go along with tanking; after Frozen Heart you get Banshees Veil, another Catalyst item which means it gives more Health and Mana. Banshees also gives MR and blocks one enemey spell every 45 secs. This item is great for the price and will bring you up to a decent MR ~110 with the boots. At this point you should be around 5k mana and 3.1k health so you are doing nicely with damage and sustainability. This means more sustainability is the next move. I get Force of Nature which with Strength of the Spirit yields an hp5 of about 111. As Garen users know 22 heath regen per second is a nice thing to have in dire situations. Plus having 180 Armor and 156 MR doesnt hurt either. If the game has lasted this long your teammates are feeding or aren't working together at all, but it does happen. I will usually get the 3 elixirs at this point.

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Late Late Game

You're sitting on 3k gold and have no spots left in inventory, time to sell the boots. You don't want to lose all that movement speed and magic resist for purely more mana so you get a Lich's Bane stacked with the Force of Nature your movement should be about 365-370 with masteries which is enough to get your around. At this point in the game you can solo baron if you feel so inclined to do so. I've done it a few times it shocks people when champs like Ryze do it. So enough rambling I just wanted to give my $.02 on Ryze, use Strength of the Spirit you will tank me later when you live with 31 health and realize its because of your regen.