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Ok let's talk about Ryze...

Creator: SwizzNL February 2, 2012 7:18am
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SwizzNL
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Hello fellow Mobafire members!

I have a question. I just bought Ryze because I finally wanted to try him and he suits me perfectly :D
But there is one problem:

What are the best runes to use for him???

I use this setup now:

Marks: 9x Greater Mark of Magic Penetration for the extra Magic Penetration!
Seals: 9x Greater Seal of Replenishment for the early game mana regen!
Glyphs: 9x Greater Glyph of Magic Resist for the extra protection against AP chars!
Quintessences: 3x Greater Quintessence of Mana for the extra boost of mana/damage!

If you have any possible ideas or suggestions how I can optimize my rune page please let me know :)
Dypheus
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Seems legit, except Runes of Quintessence not worth it, get either survivalbillity or utillity. Or spell vamp.

Just a note on rune creating as this is a really important part: There aren't wrong rune for any hero. Runes are there to customize your play style on the champ. Clearly a Nidalee top needs most of the time armor seals, but when you prefer to play Nidalee mid then you want mres seals (just a example). Just get a paper and just write down what you main problems are in lane. You deal to less damage? get ofensive runes. You get burstd down easily? Defensive runes. Try to experiment a bit this is how you get the best of your champ. As every champion is different, not only by hes skills and mechanic, but also by the player who plays him, you want a rune-set that benefits your play style, not others. Don't take Dyrus quote 'Copy everthang from pro's' to serious, that is maybe only viable for newcommers, when you start beginning to understand the mechanics, math etc on LoL then copying others isn't needed.
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caucheka
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example1013
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I support everything about this but quints. Personally I'd rather have ms.
SwizzNL
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@Dyrus you are right man but it depends on the situation too. Ryze can go mid or bottom lane. I prefer the bottom lane so I actually like some survivability because you face 2 champs (most of the time AD-carry's/fighters)!
If I go mid I'll go for the MR-glyphs because you will face (almost all the time) a AP-carry so the extra protection works out really well!

But for the Quintessences, I'm thinking about 2 options:
- Greater Quintessence of Spell Vamp for the extra Spell Vamp, which really works well with my R Desperate Power!
- Greater Quintessence of Movement Speed for the extra mobility because Ryze is quite slow
caucheka
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wait, sv quints only give 2%?

imo thats worthless.
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example1013
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SV quints aren't really worth it. Too weak compared to other quints.
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Dypheus
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caucheka wrote:

wait, sv quints only give 2%?

imo thats worthless.


Meh lets say he do bought Spell vamp quints, and gives in total 6 % spell vamp, Ryze mostly tries to last hit creeps with hes spell that is a fact. Lets say every Q spell is dunno average 180? that is 1.8 x 6 = 10.8 health every time he uses Q skill. And then I'm talking about early game. For a champ that spams spells, doesn't have natural sustain (Ult is just worthless a sustain) and Hextech Revolver not viable for him (Because he doesn't benefit from ap) Then imo yes its legit for a mid-ranged AP carry. It gives Ryze a 'bit' sustain in lanes, and its good for when you want to play passive/defensive/farming style. Most other runes aren't viable for him imo. Though as I said in again, runes is about personal preference, me as a Ryze player find it important to have a secured farm early game for better transition to mid-game. Again, there isn't the 'correct' rune-setup for every champ.

Btw don't confuse 'Dypheus' with 'Dyrus', I'm still flattered though.
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Hahaha, you have much to learn about Ryze, young one. He has basically the single most spammable ult in the game. kat and Lux can have lower timers, but since their ults are dps-based it's kinda stupid to run around lazoring wraiths. With Ryze, you heal yourself off clearing camps with your ult, so the only bad time to use it is when you're already at full HP.

6% spell vamp isn't terrible, but it's not good enough to be worth quint slots. Spell vamp is only barely more efficient in EHP vs. damage dealt (as a quick calculation, Kennen with a hextech revolver and AP quints deals 276 dps and gains 41 HP back with maxed Q, and with hextech and SV he deals 265 and gains 55 HP back). And since SV basically scales off AP (which is nonexistent early unless you start tome), the amount of HP recovered is going to be insignificant until Hextech is built, basically nullifying any "early sustain" the SV quints would net you. Continuing on the Kennen example, taking AP or mpen quints (or possibly energy regen) are going to likely more impactful early, since they give extra dps to help in trades and lasthitting.

Basically, SV quints are useless until you start stacking damage (in Ryze's case mana, in Kennen's case AP), and by then you can just buy items for the SV if you really want it. At least that's what I take away from that quick math.
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