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Choose Champion Build:
-
Balanced Offence
-
VS. Magic/CC
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VS. AD
-
Dafuq
Spells:

Ignite

Flash
Items
Ability Order
Introduction

Now that Muramana has changed from Magical to Physical damage, it's no longer as strong as before. If you want Muramana to do any decent damage now, you need to itemize for Armor Pen, which is wholly useless on Ryze. Seraph's Embrace is now the better option (unless you're really facerolling, in which case it doesn't matter what you build, really...)

Season 3. A Build Guide.
I remember back in the days when Ryze's Spell Flux was his all-powerful, team-breaking ultimate. I also remember when they remade him into a burst caster that could nearly 1v1 anyone if he caught them off guard. Finally, he became the spell-machinegunner we've all come to either love or hate.
Season 3 has brought a slew of changes that heavily benefit Ryze, of particular importance...

MURAMANA
... which this entire build revolves around. You may be asking yourself, "But that's an AD item!" Fret not, it will be explained later, if you don't know why it's OP on Ryze already.
So yeah.
Ignite is the main offensive summoner spell on Ryze. While
Exhaust works as well, nothing beats the offensive potential of a well-timed Ignite.
Teleport is also a good spell to use if you want to forgo
Ignite's offense for a more passive farm lane.
The second spell is interchangeable.
Flash is an awesome summoner spell for a quick assassination, catching up or escaping across a wall, while
Ghost is simply awesome for chasing.




The second spell is interchangeable.





For the Utility Tree, I won't go over everything - only the important parts.








Marks

Seals



Both of these runes are pretty decent on Ryze, as he scales mostly off Mana. Finally you can also use


These two runes can be used if you think you'll be needing mana regeneration in order to farm better in lane.
Glyphs


Two useful glyphs. The flat ones help you survive early game trades and poke fests, while the scaling ones help better in a late game scenario. Of note is that the scaling MR Glyphs even out with the Flat ones at level 6 - until then, to begin with you don't really fight the enemy as Ryze, unless you're sure to get the kill.
Alternatively, you can grab


These are also to help increase Ryze's overall damage output.
Quintessences

Widely considered as Ryze's best Quints, this helps Ryze throughout the game for chasing, escaping, dodging skillshots, poking, etc. If you want to forgo movement speed for other Runes, you can always try...

Good if you think you're up against a heavily poke-based Champion (Cassiopeia comes to mind). The extra health will help you survive in lane. Alternatively you can get...

This is more of a situational pick, though it still works. I can't really give a straight opinion on this as I've never used it before.
Q:

(Passive): Ryze gains 2 / 4 / 6 / 8 / 10 % cooldown reduction.
(Active): Ryze throws a charge of pure energy at an enemy unit, dealing 60 / 85 / 110 / 135 / 160 (+40% of ability power) magic damage plus additional damage equal to 6.5% of Ryze's maximum mana.
This is Ryze's bread and butter skill. It is your main source of damage output, and should be maxed as soon as possible.
W:

Active: Ryze traps an enemy unit, preventing them from moving for .75 / 1 / 1.25 / 1.5 / 1.75 second(s) and dealing 60 / 95 / 130 / 165 / 200 (+60% of ability power) magic damage plus 4.5% of Ryze's maximum mana.
This is Ryze's main utility/burst spell. It deals a lot of damage and also snares the enemy in place, allowing Ryze to unleash his wrath upon the poor soul trapped inside. It should be maxed second for maximum snare time and damage.
E:

Active: Ryze unleashes a bouncing orb of magical power which bounces to enemy units or himself, up to 5 times (for a total of 6 hits). Each bounce deals 50 / 70 / 90 / 110 / 130 (+35% of ability power) (+1% of maximum mana) magic damage and reduces the target's Magic Resistance by 12 / 15 / 18 / 21 / 24. Prioritizes enemy champions.
This is an underrated spell that enhances Ryze's damage output by a lot. Simply casting it at a target decreases their magic resistance by 24 instantly. This should be maxed last as it is used mostly for utility.
R:

Active: Ryze becomes supercharged for 5 / 6 / 7 seconds, gaining 15 / 20 / 25 % spell vamp, causing his spells to deal 50% AoE damage, and granting him 35/45/55 movement speed.
Oh my lord, the one spell that makes Ryze a teamfight monster. Imagine Ryze's raw damage output. Now imagine it in pure AOE form. Yeah, this is what this does. It also increases his movement speed and spellvamp, making him even harder to kill and escape from. This should be leveled up whenever possible, namely at levels 6, 11 and 16.
On the Muramana-Desparate Power interaction, Rioter CertainlyT says: "Desperate Power doesn't change the core function of Ryze's spells, it just causes them to also deal spell type AOE to all units near the target in addition to the base effect."
Source: http://na.leagueoflegends.com/board/showthread.php?p=32345634
Spellcast Order
Harassment
When harassing in lane, a simple



Pre-6 Chain Combo
If you're able to stay near your enemy, your ability sequence should be





Pre-6 Chasing Combo
If you're chasing an enemy, it's best to open with




Post-6 Combo
In a straight up brawl, your main combo should be








NOTICE
Now that Muramana has changed from Magical to Physical damage, it's no longer as strong as before. If you want Muramana to do any decent damage now, you need to itemize for Armor Pen, which is wholly useless on Ryze. Seraph's Embrace is now the better option (unless you're really facerolling, in which case it doesn't matter what you build, really...)
The full item build:






Early Game
Start with either




or



Whichever you choose depends on your matchup.
When first returning to your base, make sure you have enough for


As soon as you can, get a Catalyst the Protector. Your lane sustain will jump through the roof, and as long as you aren't getting dominated in lane, you should be tanky enough to survive the enemy mid's harassment.
Next, finish your




Midgame


The next items on the list are







But why not rush







The very first reason is because they both grant the same amount of Mana, Ryze's most important stat. But that's not the main reason.
The main reason is actually the toggle active of the upgraded version of


What does the toggle do? When casting a single-target spell, or autoattacking, it consumes 3% of your current Mana and deals 6% of your current Mana (double the mana cost, basically) as bonus Magic Damage.
Let's look at the items individually in terms of raw damage output.



Let's look at the alternative item.



According to the math, then,


Lategame
Next up, assuming your enemy team is AD-centric, is





Alternatively, you can get



After





This item grants Ryze 300 Health and Mana, 45 Magic Resistance and a spellshield that blocks the next spell that hits Ryze and nullifies its effects, occurring once every 45 seconds. This is an amazing item for Ryze, increasing both his tankiness and his damage output. What's there not to like? Alternatively, you can get

Situational Items
The last item slot of Ryze's can be used up for a number of items.
I see












Who is Ryze good against?

The fox lady is an extremely powerful AP Carry whose strength lies in the fact that she can dodge your spells while wailing on you with her own... you can already see the hitch, right?
Ryze has no skillshots. Furthermore,







On the flipside, her range is much longer than Ryze's (most of them being 800+). If she pokes and backs out, she can play safely and stay healthy with




1. Fizz is melee
2. Fizz's


3.


On the flipside, Fizz has an extremely powerful early game. An aggressive Fizz can severely outdamage a Ryze, depending on setup.




Veigar has massive burst late game, but is very weak early on, and needs to farm to ramp up his damage.


Also,


Who is Ryze bad against?

Not only does the serpent lady outrange Ryze, she will win most trades as well, since Ryzes tend to stand still or move very little while casting their spells, which is just what a Cassiopeia wants in order to land her



How to play against Cassiopeia
Try to dodge as many





Range, range, range and more range. If Ryze wants to harass Brand with




How to play against Brand
Stay far from him, farm as much as you can and don't overextend. Only harass him if he's in range of





Again, it's all about range. Except this time, this Champion can also give herself a shield through



How to play against Orianna
Oh dear. This one's a tough one, since her main damage combo,





Early Game
Last-hitting is your best friend when in lane. If you're against any one of the lane matchups mentioned above that Ryze is bad against, this is doubly true. If you're hard-pressed to survive by turret hugging, don't be afraid to last hit with


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