Before we start, I want to apologize to those who ask for more sections like match ups etc. Unfortunately, I haven't found the time nor interest in expanding this guide. If you feel that the guide isn't complete, don't feel obligated to downvote.
Hello and welcome to my
Ryze guide, Ryzin' Elo.
Ryze is an AP Carry, played mid, that becomes very tanky late game while still dealing tons of damage. He is very unique in the fact that he scales of mana. His passive
Arcane Mastery is what defines him as a champion. With this, you'll want to build cooldown reduction and be able to combo spells for high DPS. On the other hand, he has a rough laning phase, his damage and health are initially very low, he also lacks mobility and the ability to damage structures.
I've recently hit
Gold and have a decent 4-2 with
Ryze.
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Flash is very necessary on Ryze since he has no mobility aside from Desperate Power, so this is a very useful for escaping. Ryze can also use this to flash Rune Prison for an easy gank from your jungler, turning into a free kill.
Ghost is a decent alternative to Flash, it lets you cover more distance over time to chase your enemy, but it doesn't give you an instant blink.
Ignite is a great spell to secure a kill on a low health champion that you can't finish with your spell combo. |
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If you're up against an AD Caster like
Talon,
Pantheon,
Lee Sin etc. you should switch to
Greater Seal of Armor for extra survivability. If you don't like
Greater Seal of Mana Regeneration against an AP Mid, you can use
Greater Seal of Scaling Health instead.
If you're up against an AP Mid with a weak early game like
Kassadin,
Katarina, you should switch to
Greater Glyph of Scaling Magic Resist for better late game.
HS=Health Sustain MS=Mana Sustain MP=Mana Points
Faerie Charm, 4
Health Potions, 2
Mana Potions and a
sight ward gives the most sustain and a
sight ward to avoid ganks, a start you should take if you'll need a lot of sustain or if they have an aggressive jungler.
Boots and 3
Health Potions gives you extra movement speed, which is useful to dodge skill shots and the sustain isn't too bad either, a start you should take against skill shot based champions. While
Sapphire Crystal and 2
Health Potions gives you the least sustain, it gives you extra mana, which equals damage, this allows you use more spells and deal more damage, a start you would take against an easy lane.
These are your core items.
Tear of the Goddess should ALWAYS be your first priority. You want to get it as early as possible to charge it up.
Rod of Ages is also a mana boosting item, along with some health and AP. Make sure to always build
catalyst the protector before
Blasting Wand because the extra AP is not very useful compared to health and mana, it also gives you sustain upon leveling up, which is very useful and helps with the laning phase.
Sorcerer's Shoes is usually going to be the boots you buy, bonus Movement speed and magic penetration for more damage output. You'll want
Mercury's Treads when the opposing team has a lot of crowd control. The purchase order of
Glacial Shroud and
Negatron Cloak can be reversed, or not built at all, based on what you need more. Both items are great mid-tier items that help with your mid game.
Haunting Guise has the same principle, build whatever you need more.
Muramana should be bought when you are fnished, or about to or are finished charging
Tear of the Goddess, the active will let you deal an extra 6% of your current mana for all your spells, this item is insane! Build
Frozen Heart or
Abyssal Mask or
Banshee's Veil if you need more defence.
Haunting Guise can be built anywhere in between for extra magic penetration and some health, but you should always leave
Liandry's Torment as the last item, unless they have a full AD team and MR is unnecessary.
Void Staff is a very good late game item for those mr stackers.
Enchantment: Furor allows you to gain extra movement speed when you cast a spell on an enemy, this will let you stay with your fleeing targets while casting spells. Otherwise, always grab
Enchantment: Homeguard if you are losing and they have pushed into your base or if you took
Teleport.
Elixir of Brilliance can be bought if you have some spare change.
TEAM FIGHT COMBO
The largest possible damage combo, you should easily kill at least one person and deal massive AoE among their team. This combo does pretty much mean that you will be standing still the whole fight, so you can switch the order of
Rune Prison and
Spell Flux if you need, you should also try to kite.
1V1 COMBO
Nearly the same combo as above,
Desperate Power should be cast first for the spell vamp.
Rune Prison is cast before
Spell Flux because the AoE is not as good, and it gives you the option to retreat of you're losing. Remember that if they are fleeing, you should run in between spell cast.
CHASING COMBO
Use
Desperate Power for the bonus movement speed, and
Rune Prison immediately to lock them in place for a small combo. If they are really low HP, just run with them and hit them with one last
Overload.
29/01/2013 - Guide Published
30/01/2013 - Guide archive for further expansion
24/02/2013 - Guide re-published
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