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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Arcane Mastery (PASSIVE)
Ryze Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Hecarim
Hecarim has insane early damage , and with ignite he can easily catch up to you for the first blood .
Ideal
Strong
Ok
Low
None
Intro
http://www.lolskill.net/summoner/EUW/Entei%20Ari
I'll be happy to answer your questions .
My main is currently the Top lane , and since I couldn't find a proper Ryze guide here , I decided to write my own guide , hope it helps.
In order to play Ryze you must have quick-cast (Smart cast) enabled.

The Runes described above are an overall option , you can switch your MR or Armor to AP or Mana if you are against a pure AP or AD champ .
However , I'd consider going for these runes anyways as you really lack MR or Armor til 20 minutes or so.
For people wondering if Mana runes are better than AP runes , the mana runes give you more pool but less damage , so you can't burst squishy champions at level 3-4 if you go for mana runes , but you will have more time to farm.
However , I'd consider going for these runes anyways as you really lack MR or Armor til 20 minutes or so.
For people wondering if Mana runes are better than AP runes , the mana runes give you more pool but less damage , so you can't burst squishy champions at level 3-4 if you go for mana runes , but you will have more time to farm.

REWORKED
The chosen masteries focus on giving you enough sustain/mana pool/mana regen to safely farm your way up while having the potential to respond to pokes. However, you may also switch sustain towards damage output if you feel confident against your opponent.
Merciless
and
Assassin
may be good choices. Also, some players feel like they need the mobility from
Stormraider's Surge
more, so by all means, go for it if you feel the same. It is all dependent on your play style in the end.
My personal experience has brought me to this conclusion that the new Ryze can feel very weak against certain match-ups, specially against skilled veterans. This route is what I recommend to you if you are not extremely skilled at playing
Ryze.
The chosen masteries focus on giving you enough sustain/mana pool/mana regen to safely farm your way up while having the potential to respond to pokes. However, you may also switch sustain towards damage output if you feel confident against your opponent.



My personal experience has brought me to this conclusion that the new Ryze can feel very weak against certain match-ups, specially against skilled veterans. This route is what I recommend to you if you are not extremely skilled at playing

Honestly , items for Ryze are all situational except the 2 first items . They all depend on what you're trying to do and who you're up against. If you are playing against high burst-squishy champs go for the
Rabadon's Deathcap and if you're against tanky poky teams go for
Frozen Heart and
Spirit Visage . Anyways , your goal is to stack your tear, get your rod and archangel and start rolling in after 20 minutes.
Uncle , Why more CDR when you already got 35% ?
The goal here is to gain MR and armor with the end of increasing your sustain / mana .
Spirit Visage turns the spellvamp from
Desperate Power into a life saver and
Frozen Heart gives you mana/armor as well as advantages against
Irelia/
Olaf/
Tryndamere/all of the ADCs and any other AA champ.
Rabadon's Deathcap on top of all that turns you into the ultimate tank - burst machine.
You may consider buying
Abyssal Mask when matched against AP-Melee champs , like
Maokai
Diana
Akali
Rumble .
If you are playing against a full-ad comp , consider buying
Warmog's Armor or
Rylai's Crystal Scepter instead of
Spirit Visage.
You can run for
Rylai's Crystal Scepter instead of
Rabadon's Deathcap , this gives you more chase and sustain power , while dramatically reducing your damage output .



Uncle , Why more CDR when you already got 35% ?
The goal here is to gain MR and armor with the end of increasing your sustain / mana .







You may consider buying





If you are playing against a full-ad comp , consider buying



You can run for


REWORKED
First things first, the new Ryze should feel a bit more clear to the player and the opponent in term of spells visuals. However, if the player messes up his/her combo and throws the wrong shot at the wrong time, chances are that he/she will end up pretty much dead.
Here and in the following chapter I will try to discuss the tactics and the combos for a beginner to feel confident in every situation that occurs.
The skill sequence for the new Ryze is pretty solid. with
Spell Flux having a very small cooldown and being the core of the new Ryze, it must be skilled at level 1. Followed by that,
Overload and
Rune Prison must be skilled respectively to allow access to the full kit.
Overload is the main damaging ability of
Ryze and therefore it must be maxed first.
First things first, the new Ryze should feel a bit more clear to the player and the opponent in term of spells visuals. However, if the player messes up his/her combo and throws the wrong shot at the wrong time, chances are that he/she will end up pretty much dead.
Here and in the following chapter I will try to discuss the tactics and the combos for a beginner to feel confident in every situation that occurs.
The skill sequence for the new Ryze is pretty solid. with





Let's talk spells. Ryze's spell kit can be the most destructive kit in the game if played right .
This passive works wonders for Ryze. Try to keep your stacks at 1 so you will be ready for every possible situation. Should you need a quick movement speed boost to chase or retreat, pop W/E and follow it by
Overload. However, if you feel like you can take out an overextending opponent, pop
Overload and do a combo. Also, this passive benefits Ryze for buying tanky items with mana such as
Frozen Heart.
Overload is your main skill and it offers you good trade-poke in case you need it, and it is your main damaging ability since it resets every time you cast a spell. Also, you can spam
Overload to clear waves fast in dangerous situations or in sieges.
Rune Prison can offer you a 1 or 2 second long lockdown and a bit of extra damage if you need it , this was the reason (or still is) that Ryze is deemed to be "Unkillable" or "OverPowered" by some players. Pop the right
Rune Prison at the right time and you will get yourself huge rewards.
Spell Flux after the rework, is basically a buff to Ryze's other abilities. Please read it's tooltip in case you felt lazy before, because we are going to discuss it here.
The core of Ryze's flexibility and core happens to be
Spell Flux after the rework. It can increase
Overload's damage or increase the root duration of
Rune Prison, however, should you wish to pop another
Spell Flux on it, it can turn out to a great AoE combined with
Overload. We will discuss these possibilities more in the following combos section.
Realm Warp can be useful in almost every kind of situation . It can be your chase/escape tool and it can be your engage tool for your team. However, it may also backstab you by choosing to use it at the wrong place or at the wrong time.
Should you want to use
Realm Warp in front of a target to chase it, be wary that it may instantly switch paths. What I recommend you to do is that you pop it in one possible way that the target is already heading towards, leave the warp's zone and head to the next possible direction on foot using your passive. However, you can use it with a
Zhonya's Hourglass to instantly warp away for a retreat or you can just use it as a countermeasure to possible engages.
The full potentials of this ultimate are truly unknown. These are the experiences I have had myself. I'm fully open to your ideas.
Now lets talk about the most crucial thing about Ryze:
Combo: First things first , your combo depends on what phase you are in and what you are trying to do. Normally you want to keep your stack at 1 , so you can activate
Arcane Mastery anytime you like.
During laning phase [Pre-6]: You should keep your focus on farming , unless you really feel like you can burst an opponent or that your jungler will come to help you . Keep in mind that you need at least 250 mana to execute your first phase combo.
The combo goes on like this : Assuming all your spells are off cooldown , Start like this :
Open with any situational spell . Preferably
Rune Prison and cast the following spells in sequence :
Overload>
Spell Flux>
Overload>
Rune Prison>
Overload
If you open up with
Spell Flux , just switch the
Rune Prison and
Spell Flux's sequence in the combo , If you open up with
Overload you just continue it with the
Rune Prison from the above combo.
However, after executing your combo 2 possibilities may occur:
Either your opponent tries to retreat or wants to come back and trade with you.
Depending on your sense of the game, you can pop
Spell Flux into
Overload and repeat until you are able to do another combo with
Rune Prison. However, you may want to try stacking 2
Spell Fluxs just to get away and reset. This all depends on your own decision making.
Wave clearing combo:
To clear a wave fast, you must spread your
Spell Flux to the whole wave. to do this you can do either of these two:
You can cast a
Spell Flux on top of another one to spread it to the whole wave, then clear with
Overload. However, you can nuke a minion marked by
Spell Flux with
Overload. That will also spread
Spell Flux to nearby minions. This works in late stages of the game and needs accurate calculation of the damages.
AoE combo in fights:
This is basically the same combo as wave clearing. You have got to cast 2 spell fluxes on one enemy without casting any other spell on him. This will mark the whole fight and give you potential buffs throughout the team fight.
Note that you can do all these combos with a starting spell at the beginning just to charge your rune. For example, the basic combo E Q W Q can be cast as E E Q W Q with a noticable delay between the first two casts. However, I recommend you to keep your
Rune Prison for the combos and not cast it to charge a rune unless you are in immediate danger.
Quick combo to get out of ganks:
Spell Flux->
Rune Prison->
Overload
this is basically just a charged rune but due to it's increased lock down time, I felt like I should write it here. Just cast it on the nearest enemy and gtfo.

This passive works wonders for Ryze. Try to keep your stacks at 1 so you will be ready for every possible situation. Should you need a quick movement speed boost to chase or retreat, pop W/E and follow it by











The core of Ryze's flexibility and core happens to be







Should you want to use


The full potentials of this ultimate are truly unknown. These are the experiences I have had myself. I'm fully open to your ideas.
Now lets talk about the most crucial thing about Ryze:
Combos
Combo: First things first , your combo depends on what phase you are in and what you are trying to do. Normally you want to keep your stack at 1 , so you can activate

During laning phase [Pre-6]: You should keep your focus on farming , unless you really feel like you can burst an opponent or that your jungler will come to help you . Keep in mind that you need at least 250 mana to execute your first phase combo.
The combo goes on like this : Assuming all your spells are off cooldown , Start like this :
Open with any situational spell . Preferably






If you open up with





However, after executing your combo 2 possibilities may occur:
Either your opponent tries to retreat or wants to come back and trade with you.
Depending on your sense of the game, you can pop




Wave clearing combo:
To clear a wave fast, you must spread your

You can cast a





AoE combo in fights:
This is basically the same combo as wave clearing. You have got to cast 2 spell fluxes on one enemy without casting any other spell on him. This will mark the whole fight and give you potential buffs throughout the team fight.
Note that you can do all these combos with a starting spell at the beginning just to charge your rune. For example, the basic combo E Q W Q can be cast as E E Q W Q with a noticable delay between the first two casts. However, I recommend you to keep your

Quick combo to get out of ganks:



this is basically just a charged rune but due to it's increased lock down time, I felt like I should write it here. Just cast it on the nearest enemy and gtfo.
All in a nutshell , depending on who you're up against you have countless choices of how to play , generally your goal is to keep farming up and get your core.Always watchout for an early gank from enemy junglers ,
Ryze is squishy at early game and is very squishy.
You should practice your combos and cast sequences before heading out against a formidable opponent. Also, always try to keep your stack at 1, just to have your shield ready.

You should practice your combos and cast sequences before heading out against a formidable opponent. Also, always try to keep your stack at 1, just to have your shield ready.
Generally , Ryze can be a turning card if you manage to pick it into a nice comp . He works very well with a tanky jungler / support and has a good time laning against most champs . However , he suffers if his team is squishy and has no means of engaging the enemy , and commonly he is countered by a splitpusher .
Works well with :
Orianna
Leona
Thresh
Nautilus
Maokai
Gragas
Ekko
Diana
Vi
Hecarim
Rek'Sai
Sivir
Olaf
Suffers against :
Rek'Sai
Fizz
Irelia
Elise
Rengar
Cho'Gath
Hecarim
Vi
Lee Sin
Renekton
Fiora
Evelynn
Works well with :













Suffers against :












Pros:
-Fastest wave clear in the game
-Great teamfight/damage output.
-Tanky enough to last in fights
-Several build paths
-Situational combos
Cons :
-No escape means after ult (One-way ticket #Krepo)
-Suffers early in game
-Needs a good engage comp to start his combo
-Takes his time to get rolling
-Fastest wave clear in the game
-Great teamfight/damage output.
-Tanky enough to last in fights
-Several build paths
-Situational combos
Cons :
-No escape means after ult (One-way ticket #Krepo)
-Suffers early in game
-Needs a good engage comp to start his combo
-Takes his time to get rolling
REWORKED
Pre-6 you really want to save your mana if a situation occurs . Hence you should practice last hitting with your low auto attack damage.
Try to stack your minions near your turret and avoid pushing into the lane. Use
Thunderlord's Decree
to poke effectively and freeze the minion wave. Farm up and wait for your tear to stack.
After stacking your tear a bit , and being past the laning phase , you can just clear waves instantly by starting a combo on minions . Also, charge a rune and use it to catch up to your opponent or retreat after a full clear, the movement speed buff cannot be predicted if you cast it fast enough.
Pre-6 you really want to save your mana if a situation occurs . Hence you should practice last hitting with your low auto attack damage.
Try to stack your minions near your turret and avoid pushing into the lane. Use

After stacking your tear a bit , and being past the laning phase , you can just clear waves instantly by starting a combo on minions . Also, charge a rune and use it to catch up to your opponent or retreat after a full clear, the movement speed buff cannot be predicted if you cast it fast enough.
As requested by "utopus", I'll mention some dueling facts and power spikes here.
First of all, this really, totally depends on who you are trying to duel (check the difficulty bar). With the juggernauts and new top-lane meta, I would recommend that you avoid any dueling and gap closing pre-6.
After stacking your
Tear of the Goddess a bit and completing your
Rod of Ages, you can easily out-trade almost anyone in the lane. Some additional tips:
1.Always keep
Arcane Mastery at 1 stack before starting a duel.
2.The best position for you to start dueling is in MEDIUM range .
*For those of you wondering,
Caitlyn has a LONG range and
Darius has a SHORT range. MEDIUM range would be the range of
Graves's auto-attack or about 3-4
Teemos
3.The best time to start dueling is when your opponent is surrounded by his minions or teammates (Thanks to
Spell Flux). Check out the combos section for more info on it.
4.Never forget to use
Overload between your spells, or the combo breaks down.
5.Open up with an appropriate combo depending on what you're trying to do (chase him or nuke him?)
6.Keep a close eye on your MANA bar. Never start dueling while below 300-500 MANA, depending on your opponent.
7.Time your
Archangel's Staff shield to lure your opponent.
8.[Season 6] Try to get your
Thunderlord's Decree
proc in duels and use it to poke your opponent in lane.
Ryze can generally scale very well into late-game. The power spike is about 20-30 minutes when he reaches his potential to nuke almost everyone (once the core build is done).
First of all, this really, totally depends on who you are trying to duel (check the difficulty bar). With the juggernauts and new top-lane meta, I would recommend that you avoid any dueling and gap closing pre-6.
After stacking your


1.Always keep

2.The best position for you to start dueling is in MEDIUM range .
*For those of you wondering,




3.The best time to start dueling is when your opponent is surrounded by his minions or teammates (Thanks to

4.Never forget to use

5.Open up with an appropriate combo depending on what you're trying to do (chase him or nuke him?)
6.Keep a close eye on your MANA bar. Never start dueling while below 300-500 MANA, depending on your opponent.
7.Time your

8.[Season 6] Try to get your





You can use your

9/15/2015: Alright sorry for the delay, so, juggernauts are wreaking havoc in the top lane. As you would already know, they are slow but very destructive, so as
Ryze all you need to do is lock them down with
Rune Prison and keep the pressure up. Avoid fighting them up close or for long periods. They are vulnerable to pokes and ranged attacks.
#Added
Garen to the difficulty bar.
#Added
Fiora to the difficulty bar.
#vs.Darius difficulty changed.
10/6/2015: With the worlds and new plays comin out, I needed to update this guide a bit.
#vs.Ekko Difficulty and description changed.
#vs.Gangplank Difficulty and description changed.
#Added Mordekaiser to the difficulty bar.
10/27/2015: Added a dueling chapter to the guide! Thanks for the support.
11/9/2015: Whoops, a few grammar corrections.
11/11/2015: This guide will be fully updated during the following days. Keep posted.
11/13/2015: Finally up and ready for season 6! thank you everyone for your support and comments. I am thinking if some other stuff I'd add to the guide later on, but this should propel you through the preseason for now!
#Farming chapter reworked and renamed to Laning! (Why didn't I think of it sooner?)
#Masteries chapter reworked for season 6!
#A few champions have updated tooltips and difficulties on the bar. Check them out!
#Items pick order reworked to fit season 6.
Keep me posted should you think of anything new!
11/19/2015: Credit to "Jipinguino" for suggesting
Will of the Ancients!
#Situational items updated
#Credit to "utopus" for requesting the dueling chapter added.
#
Lulu added to the difficulty bar. As a matter of fact, she is quite a pain.
11/21/2015: Credit to "manoliu1001" for suggesting
Zhonya's Hourglass and a few fixes in the combos section!
Thanks for all the support, you guys are the best.
11/26/2015: Homeguards dead. RIP.
11/29/2015:
#Added
Shyvana to the difficulty bar. (Credit to "Simplar Duosara" on EUW.)
Wow, 500k views. I hope this guide is helping you guys out, thanks for all the support and love.
#1/3/2016: Renamed, Happy new year!
1/27/2016: Okay, I've been getting a lot of feedback both through the in-game client and the comments section. I've changed the skill sequence and masteries to help you through the early game.
1.3M views? I never thought you would be so much interested. Thanks for the support
#5/5/2016: Masteries and items updated.
8/9/2015: Finally updated and ready to go! Thanks for the support and sorry for the delay!


#Added

#Added

#vs.Darius difficulty changed.
10/6/2015: With the worlds and new plays comin out, I needed to update this guide a bit.
#vs.Ekko Difficulty and description changed.
#vs.Gangplank Difficulty and description changed.
#Added Mordekaiser to the difficulty bar.
10/27/2015: Added a dueling chapter to the guide! Thanks for the support.
11/9/2015: Whoops, a few grammar corrections.
11/11/2015: This guide will be fully updated during the following days. Keep posted.
11/13/2015: Finally up and ready for season 6! thank you everyone for your support and comments. I am thinking if some other stuff I'd add to the guide later on, but this should propel you through the preseason for now!
#Farming chapter reworked and renamed to Laning! (Why didn't I think of it sooner?)
#Masteries chapter reworked for season 6!
#A few champions have updated tooltips and difficulties on the bar. Check them out!
#Items pick order reworked to fit season 6.
Keep me posted should you think of anything new!
11/19/2015: Credit to "Jipinguino" for suggesting

#Situational items updated
#Credit to "utopus" for requesting the dueling chapter added.
#

11/21/2015: Credit to "manoliu1001" for suggesting

Thanks for all the support, you guys are the best.
11/26/2015: Homeguards dead. RIP.
11/29/2015:
#Added

Wow, 500k views. I hope this guide is helping you guys out, thanks for all the support and love.
#1/3/2016: Renamed, Happy new year!
1/27/2016: Okay, I've been getting a lot of feedback both through the in-game client and the comments section. I've changed the skill sequence and masteries to help you through the early game.
1.3M views? I never thought you would be so much interested. Thanks for the support
#5/5/2016: Masteries and items updated.
8/9/2015: Finally updated and ready to go! Thanks for the support and sorry for the delay!
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