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Spells:
Ignite
Flash
Ability Order
Arcane Mastery (PASSIVE)
Ryze Passive Ability
Introduction
So here's my
build.
As you might've noticed it's centered around mana, as any good Ryze build should be {If you run AP Ryze, you're doing it wrong}. After playing a lot of


Typically you'll see a tankier Ryze, as this is how he EXCELS in my opinion. I only play ranked (though not much to show for it, as I rarely get mid lane) And this build is what wins me games as Ryze.
Tanky/great for lasting out in fights
Great burst and damage
Mana Based build lets you practically never run out of mana
Rune Prison is great for singling out enemies for your team to jump on
You have no escapes unless you've been holding onto Rune Prison
VERY mana dependent early game/hard to use if you have trouble conserving mana
Generally short range on all his spells.
Easy to gank because of lack of escapes
All spells are On-Target spells, so you can't face check bushes or fire into bushes you know people are in for the last hit
Fizz -
Veigar -
Ahri -
Katarina -
Morgana -
Vladimir -
Kennen -
Evelynn
Cassiopeia -
Xerath -
Brand -
Orianna -
Ziggs -
Twisted Fate
Notice that Ryze is good against short range and mobile champions and weak vs Long range champions. Just remember that if you can't remember them all
Pros
Tanky/great for lasting out in fights
Great burst and damage
Mana Based build lets you practically never run out of mana
Rune Prison is great for singling out enemies for your team to jump on
Cons
You have no escapes unless you've been holding onto Rune Prison
VERY mana dependent early game/hard to use if you have trouble conserving mana
Generally short range on all his spells.
Easy to gank because of lack of escapes
All spells are On-Target spells, so you can't face check bushes or fire into bushes you know people are in for the last hit
Countering








Counters
Cassiopeia -





Notice that Ryze is good against short range and mobile champions and weak vs Long range champions. Just remember that if you can't remember them all
Basic stuff.
Provides that extra damage to finish people off, stop them from healing and just adds to your damage.
I find Flash a no-brainer on Ryze. I feel its works better than
. I generally think you should always take flash.
Some alternatives for
can be:
Gives global presence
OR
This is for inexperienced players or people who are not familiar with or comfortable dealing with mana hungry champions. Only use this when you start playing, once you get the hang of it, swap out.
OR
Maybe this is your preference, and that's all up to you. I personally enjoy ignite, but exhaust is equally viable.





Some alternatives for


OR

OR

Now for Masteries
Not everyone goes 21-6-3. You most often see the age old combination of 21 and 9.
I spec into offense all the way down the tree because Ryze is a bursty SOB. And even with how strong his burst is, correct comboing can increase this damage as well as give a slightly more sustained damage.
I put 3 into the Utility tree just for the bonus mana. You're Ryze, you literally can not have enough mana. I don't continue because the small amount of mana regen isn't really that helpful, and unless you're at least good with Ryze, going for a full fledged attack isn't really your style until level 6, when your ultimate gives you that bit of extra damage and sustain you want.
And to help you along your merry undying way. I grab the MR and Armor from the defense tree.
Not everyone goes 21-6-3. You most often see the age old combination of 21 and 9.
I spec into offense all the way down the tree because Ryze is a bursty SOB. And even with how strong his burst is, correct comboing can increase this damage as well as give a slightly more sustained damage.
I put 3 into the Utility tree just for the bonus mana. You're Ryze, you literally can not have enough mana. I don't continue because the small amount of mana regen isn't really that helpful, and unless you're at least good with Ryze, going for a full fledged attack isn't really your style until level 6, when your ultimate gives you that bit of extra damage and sustain you want.
And to help you along your merry undying way. I grab the MR and Armor from the defense tree.
Alrighty, onto the item choices
The build you see is my normal Ryze build, going full on the mana train and grabbing all the great tank items that accompany it.
Starting standard Boots 3hp pots.


Then build your Tear of Goddess starting with Sapphire Crystal if you can't get it your first back. Also grab at least one ward and more Health potions. (check warding section for placement) With one ward, favor that side, so you have more time when being ganked from the other side to easily stay out of reach.



After this I try to save up enough gold for a Catalyst the Protector, and if not the full, start by buying Sapphire Crystal first then Ruby if you can.
Desired ~~~



Because of Rod of Ages' passive effect, {every minute for 10 minutes gaining +18hp +20mana and +2AP capping at 180hp 200mana and 20AP (for those of us who can't do math)} you're going to want to grab this as soon as possible to take advantage of these bonuses.
I have Mercury Treads placed after RoA, but usually, unless you're enjoying a strong dominance in lane or their jungler is particularly bad, you'll want the extra movespeed and MR for survivability of the other APC's damage and escaping from ganks. You should have your RoA generally late lane phase or early mid game, unless you're doing really great (We don't do bad as Ryze).



INTO



OR




END PHASE




Now as you're moving into more and more team fights, you'll be fighting against the enemy team's AD carry, probable AD bruiser top, and CC jungler. Depending on the actual make up of the team, the build order is subject to change.
Fed Guys like






If you're still not surviving fights from a general mix of damage, you're going to want to build your Banshee's Veil to stop that spell and damage/CC and enjoy the extra MR, HP, Mana, and damage (!!!yay mana boosted spells!!!).




If you're rolling through the enemy team and carrying the mountain of a team on your back (like you should be) go straight into an Archangel's Staff for the extra AP, mana regen and the extra AP {More mana means more AP (3% of total mana is added as AP) for those of you who don't know}.



RECAP
Need to survive?
Get


Carrying with no threat?
Go











End game you should buff




!!!DONT FORGET!!!






















General
-- This is my build and how I do it. But there are several Items you can swap in and out for Ryze. I'm not going to explain these but as follows are






Here's why I choose in the order shown and what they do
Passive -

Arcane Mastery
- When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.Q -

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.Active: Deals 60/85/110/135/160 (+0.4) plus 6.5% of Ryze's maximum Mana (+0.065) in magic damage.
Passive: Gains 2/4/6/8/10% cooldown reduction.
W -

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.
E -

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.
R -

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.
Alright. You max











Your Combo in close range usually 1v1
(able to follow up with






Combo Long range usually starting fight or closing gap on long range opponent
(Do not recommend starting 1v1 fights with this. More for team fights if you have a weak engage or no engage on team)





End Game Combo
- (Requires Lich Bane and Good management and skill, as well as positioning)





The Late game combo works with



Obviously these combos are situational and depending on the situation may be subject to different orders, with your most common combo




Getting CS
Guys, we all know getting CS is the way to get all our items as soon as we want them, and with Ryze, the temptation to [icon=overload size=24} every damn minion is really high. THIS IS NOT OK. Ryze is a mana dependent champion, and especially early game you want to hold onto as much mana as possible. Last hitting is the most important skill to be a great League player. If you cs poorly, try playing a custom game alone, and focus on CSing those free creeps. Once you get your



Laning Phase
Wards in Baron and Dragon brush. Put a Ward in mid lane contiguous (touching) brush if needed. Ward the entrance to enemy wraiths and brush that goes into blue side enemy jungle. If jungler does not, and you can afford it, place a ward ontop of blue spawn. (high elo in blue brush) When warding gank preventive, if you're not able to afford generous warding. Focus on placing the majority of wards on the side the enemy jungler's starting buff is.Mid Late Game
Yes you need to ward. While this is mainly the supports' job, they can't afford wards for every portion of the map unless they stomp bot lane. Everyone should pitch in and buy a ward or two every back. Place wards where they aren't. Spots are blue brush, red brush(be careful on placement; it should be very edge so its still in brush but give sight of camp) jungle entrances, and lane brushes. Dragon and Baron should be warded by a support with a

Starting Out
Start standard Boots and pots, and run straight for River brush that is contiguous (touching) mid lane by running straight up mid lane. Go to the corresponding brush that helps you watch for invades, and keeps you close enough to provide a leash. Leash however the hell you want. Run into lane and start CSing and let the early game commence. You should try to stay in lane long enough to buy your Tear of Goddess, 2~3 hp pots, and a ward or two, depending on their jungler's aggressiveness and CC capabilities. After you have your tear and maybe a Sapphire Crystal for Catalyst, you can start more freely using

Don't forget to keep up on your CS. CS is important as hell to get your items. In team fights lock down squishier champions (ADC and APC) depending on who's the greatest threat. If you can knock one of these out of the fight right away, you get rid of a major source of damage on the enemy team. You choose squishy because 1. You're trying to kill the guys with the most damage and 2. Burst damage isn't that great against tanks, don't waste it. Make sure you're team can keep control of Objectives by making sure (though people don't always listen) your team grabs wards and wards important spots on the map. You should not be the engage on your team, as (I'd say are not if I didn't know any better) you shouldn't be the tankiest champion on your team, and starting a fight with
isn't desirable for you're comboing into the fight or as an engage in general.

Well that's about it
Thanks for sticking around and reading my guide. I realize it got wordy and lengthy as it progressed, but knowing is half the battle. After learning you can implement into game. So I've said it once, and Ill say it again,
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