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RYZE BUILD GUIDE: Winning With Ryze by KingAgathos

by KingAgathos (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Health( +9.72 health per level (174.96 at champion level 18))
9
Greater Glyph of Mana( +101.25 mana)
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
9
0
21
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Arcane Mastery
QOverload
WRune Prison
ESpell Flux
RDesperate Power
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 2 mastery 2 1/1
21 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Arcane Mastery
QOverload
WRune Prison
ESpell Flux
RDesperate Power

Champion Matchups

Introduction

Ryze is a high sustain/high burst mage caster. He scales incredibly well with both mana and cooldown reduction.

Strengths:
  • Great Damage
  • Builds very tanky while still doing incredible damage
  • Surprisingly powerful duelist after and .
  • Instant snare that is also spammable.
  • Once geared, almost never out of mana
  • Also when geared, no longer any reason to get blue, can go to someone else for better effect.


Weaknesses:
  • Not a great early game, can be bursted down by some champions, , or constantly pushed by others, /
  • Push speed is slow without .
  • Escape abilities is limited to speed from and .
  • Blue dependent early on, before +
  • Farm dependent, needs items to become tanky and do his damage.

Masteries

I prefer 9/0/21. Being able to get cooldown reduction capped with just is very important for your combos.

  • You get Butcher and Brute Force to make last hitting just a touch easier, and is way more helpful than 3 ability power.

  • Sorcery and Arcane Knowledge are no brainers, cooldown reduction and spell penetration.

  • The utility side is pretty self explanatory, taking those that give Mana, cooldown reduction, or movement speed.

Runes

Marks of Insight are needed for that early spell penetration. With and , you're getting them down 40.55 MR even before Arcane Knowledge.

Seals of Vitality are your best bet to give you a bit of extra survivability. Seals of Warding only provide an extra 3.7% more magic damage reduction. Seals of Fortitude only provide more health until level 5, where Seals of Vitality take over.

Glyphs of Intellect give you more damage than Glyphs of Potency. And more importantly, they give you 101 more mana. Allowing you to get off a couple more spells before going OOM early on.

Quintessence of Swiftness are very helpful, even over Quintessence of Intellect. Ryze's base movement speed is rather slow and he doesn't have a good escape ability. You need all the speed you can get.

Summoner Spells



Explanation:

Flash is needed for escapes and to sometimes secure a kill. Almost everyone should have it at all times.


Ignite is great for getting kills or destroying enemy's healing. Use it when in a fight that will almost guaranteed end with you or your opponent dead. This'll make any healing they do much less important, and will help you get that extra damage in to kill them first.


Ghost is a viable replacement for ignite. Can help you gank getting you to a lane quickly and allowing you to get within range of more easily. Also can help with being ganked to run away incredible quick particularly when combined with


Teleport can be really helpful with ganks, but personally I don't like it too much. It also helps with getting back to lane quickly, but I feel like having a summoners used for that is almost a waste compared to ghost which can be used to escape ganks as well.


Exhaust deserves a mention, very helpful offensively or defensively. Either to chase or slow them from chasing you, problem is, if you're being chased by 2 characters you can only choose one. Overall I think it shouldn't be taken.

Any other summoner should pretty much be ignored, none of them are close to these 4 in terms of usefulness.

Skills

Arcane Mastery:
When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.
Explanation:
This passive is what makes Ryze able to spam all of his spells incredible quickly and consistently.

Overload:
Passive: Ryze gains 2/4/6/8/10% cooldown reduction.

Active: Ryze blasts enemy unit for 60/85/110/135/160 (+40% of Ability Power) plus 6.5% of his max mana in magic damage.

Cooldown 3.5 seconds
Cost 60 mana
Range 650

Explanation:
His basic poke and damage. Max it first for the cooldown reduction and much higher damage.

Rune Prison:
Ryze traps an enemy unit, preventing them from moving for 0.75/1/1.25/1.5/1.75 seconds and dealing 60/95/130/165/200 (+60% of Ability Power) plus 4.5% of his max mana in magic damage.

Cooldown 14 seconds
Cost 80/90/100/110/120 Mana
Range 625

Explanation:
This is his instant root, take it at level 2 and generally max it last. Very helpful when receiving a gank or needing to get away from a melee champion. Max this last most of the time, but if your jungle has no hard cc (root or stun) then it can be a better idea to max it second instead of make ganks easier.

Spell Flux:
Ryze unleashes an orb of magical power which bounces to enemy units or himself, up to 5 times. Each bounce deals 50/70/90/110/130 (35% of Ability Power) plus 1% of his max mana magic damage and reduces the target's Magic Resistance by 12/15/18/21/24 for 5 seconds.

Cooldown 14 seconds
Cost 60/7080/90/100 Mana
Range 700

Explanation:
This ability helps with poking, shoot it then an Overload to do pretty good damage. For additional burst, stand next to your opponent and cast it so it bounces back and forth between you two, causing them to take three times the damage from it. I generally max this second, the additional magic reduction helps a ton with damage, particularly if they decide to get MR.

Desperate Power:
Ryze becomes supercharged, gaining 15/20/25% Spell Vamp, 35/45/55 Movement Speed, and causes his spells to deal 50% AoE damage for 5/6/7 seconds.

Cooldown 70/60/50 seconds
Cost 0 Mana

Explanation:
This ability is what makes Ryze crazy fast at taking out HUGE numbers of minions in the mid to late game. Also allows him to do considerable damage to the enemy team if they are clumped together at all.

Skill Combo Order

Ryze has two main combos with his skills:

1:
Explanation:
This is wonderful for poking or quick burst damage. At level 3, without items, you're doing 358 to 473 damage depending on how many times bounces. At that level, that kind of burst damage is ridiculous, particularly for a poke that you can do again in 12 seconds.

2:
Explanation:
This combo requires at least 35% cooldown reduction. Which means a glacial shroud plus your being at max level. But it does even more damage, and can be chained with an at the end to do it exactly the same all over again. This kind of damage is more sustained and best for taking down baron/dragon. Also good for when your in a team fight and just being ignored.

Additional Thoughts:
You can use either or first in both combos. Using first leads to more damage cause their magic resist will be lowered earlier. Using first prevents them from moving out of range from the start. If they are even slightly close to you, first is a better idea, otherwise is a safer bet to make sure you get your full damage in before they leave.

Item Builds

Ryze is very item dependent. You should always start + . It'll give you the sustain you need to stay in lane long enough to farm up to buy a and help you survive the gaurenteed ganks if you go .

After farming for awhile, get a and .

After that, either go for your or . I tend to prefer first cause of the sustain and extra health it provides.

Sometimes, you'll want finish your before your . Particularly when facing a champion with high burst/cc.

At some point, you'll need to buy , I tend to wait till after and . But it depends on your opponent. If they get boots early and you're not dominating the lane, you'll need to get too cause they can then get in range of a cc and heavy poke then run out of range before you can do a full retaliation.

Next I either buy , the highest damage item available to you or finish up . Depends on if they are doing a ton of physical damage to you, or if you're free to buy more damage first.

Your 'final' five items should be: .

The reason ins't included is because it should be your VERY last item bought. Finish your 6th item, then upgrade your .

After those you'll need to decide what you want.

is a good option if they are focusing you.

can be a good option, not a ton of damage here, but you'll have slows all over the place on their team.

a second can be very effective, you've already got armor and MR, and the additional damage from a second is incredible.

deserves a mention, helps a ton with a heavy magic damage team. Plus you'll move quickly to get to and from fights.

is great if they stack a MASSIVE amount of MR. Like if they have a Galio.

is great combo of damage and MR. The additional MR reduction is great if your team is doing magic damage too.

can make you almost unkillable with your active and you spamming spells into a group of enemies.

Early Game

Your first goal should be to stay alive, don't tower dive or overextend. If you get to low health and are out of potions, go back. It is better to lose some CS to going back to heal than to die and wait to respawn.

The second goal of early game is keep your CS up. Make sure you try to last hit as often as possible, even while poking. Try to get about 100 CS by 10 minutes. And maybe 150 by 15 minutes. This is exceptionally hard to do, but the amount of gold is huge.

When your enemy goes in to last hit, try to poke using the combo. If you get it off 1 or 2 times, they'll be forced to use all of their potions giving you the advantage for more trades. When they go back to heal, push the lane so any minions on your side get killed by the tower, wasting the exp and gold they are worth.

[http://images2.wikia.nocookie.net/__cb20111226174833/leagueoflegends/images/6/65/Perfect_Creep_Score.png]

Mid Game

This is where you'll start to show power, you'll hopefully have your items including to be able to use your bigger more powerful combo .

At this point you'll also be able to 1v1 almost any champion, particularly if you have ignite so those who self heal aren't able to use that to outlast you. If you're dominating your lane, try to get your opponent to go back to heal, then gank top or bot.

Late Game

This is the time where Ryze shines ahead. You'll be incredibly tanky, do an absolute ton of damage, and still supply some helpful utility. You should have over 4,000 mana at this point.

Team Fights

Try to take down the other teams carry's, this can be achieved by walking around and hitting their team from behind. You're tanky enough that without a ton of CC, you'll be able to take down the ADC and probably also their AP carry before they take you out, giving your team a huge advantage.

But be VERY careful when doing this, cause if they catch you and you die, your team is at a huge disadvantage.

Lane Opponents


Right now one of the best champions available, but Ryze counters her pretty well. When taking her on, be sure to dodge those abilities and you'll destroy her. Root her as soon as she ults cause it'll give you time for another cast.


A hard match up, killing her is very hard and you'll probably need to reside with just farming up until you can get a strong gank.


Watch for her stun, her level 6 combo will do a TON of damage to you, so be careful and stay at top health. While her stun is ready, stay away from her. But as soon as she 'wastes' it to kill a minion, punish her as hard as you can then back up.


One of the hardest champions you'll fight. Her burst is way higher than yours early, so farm safely as possible. Avoid her poison whenever possible. Try to ban her if you can


Good damage and burst, she'll be hard. Avoid her Q though, and you'll be able to win trades very well. Once she has her ult, be ready for some strong burst. Just above melee range, be sure to her when she goes in to CC.


Not a terribly common pick mid, but when he does go mid, you'll want to check his items often so you know if he is going AP or AD. If AP, avoid his W. Be sure to remember that it goes through minions. If AD, get your early and laugh as he tries to trade with you. Remember, your root will prevent him from using his E to teleport away.


Not an easy match up, particularly if the fizz is aggressive. Punish him when he goes to cs or gets close. If he tries to use his E to get away. As soon as he lands, him and then punish as hard as you can.


A hard match, particularly once he starts to get large amount of MR. Hopefully your jungle is physical damage so they can hit hard during ganks.


His Q has good range, and he has rather good sustain in lane. Try to poke and be sure to dodge those barrels and you should be okay. When he charges, he hits surprisingly hard with his AA, so and walk way.


Annoying, try to AA his turrets when you get the chance, just to pass time. You have slightly more range than then, so at max AA, you can freely poke them with auto attacks. Also, watch for that stun of his, dodge left or right and it'll miss.


A common match up, try to keep your poke up while dodging as many of his Q's as possible. If you kill him be sure to run the hell away. Also, his ult can damage you no matter where you are, do not have less health than its damage. 250/400/550 + (60% of ability power)


A hard champion to fight, but early on you can really punish him before he starts to scale well. When he comes in to CS or poke at you with his silence, hit him with a then run at him. Ideally, you'll be able to after the silence and then do a quick spam of spells. Causing you with win most of the trades. Careful though, cause he can teleport to you and away, so remember that whenever you are low on health play like, he is about 600 range closer to you than it looks.


Punish her whenever you get the chance, at low levels you are much stronger. But once 6 rolls around, you need to be careful of that ult. Once her ult isn't hitting you though, you can freely poke her with abilities only. All of your abilities have more range. Also, be careful when she hits you with her bouncing blade. Wait till the debuff falls off to prevent her combo damage.


When he goes into a ball of electricity, try to run in a straight line from him. That, and use minions to dodge his Q whenever possible. This'll allow you to prevent being stunned and prevent him from using his W on you which hits everyone who has his stun debuff. Once level 6, his ult does good damage and can lead to an easy stun on you, stay at maximum range as much as possible and you should be okay.


Similar to Kass, when she comes into poke, run at her so you can try and trade. Also be sure to get off your Q every time to teleports next to you to silence and damage you. If you manage to dodge her root, it'll be hard for her to setup a gank for her jungler.


A counter to you, I do not like laning against him. When he puts his spell on your minions, it'll keep pushing until their all dead. Be sure to push very hard whenever he casts it. Also, keep in mind that his burst is almost non existent early on, so try and trade often. Dodge his silence by running either straight at or away from him.


A mean champion to lane against. Watch his mana bar closely, cause that is his current shield strength. Whenever it gets low, try to attack him and get off a combo before he can hurt you back and build his shield back up.


This champion is an expert of kill minions and wait behind tower until next way. Whenever she casts her pool under minions, be prepared to try to push so you don't get pushed back to tower instantly. Also, dodge her root, it lasts for what seems like forever. Also, do not get super close after level 6 even to bounce a couple . Her ult can stun you there, and then have her root you leaving you cc'd for far too long and sets up a perfect gank for her jungle.


Her long range makes her really hard to deal with, remember her attack coems from her ball. So when she casts it near you, move away from the ball, not her. If she overextends, do as much damage as you can. Your burst is higher. Also, her ult will pull you into her ball, so watch out for that particularly because it can setup a gank really well.


Ryze vs Ryze can't happen in ranked, but should it happen during a normal game your best bet is to be sure to get off more spells during trades. Poke at maximum range and then run away quickly, getting early can help a lot with that.


This match is hard, try to destroy his shield quickly so he can't recast it to explode on command and forces him to wait till 10 seconds have passsed. Try to root him when you see his stun coming, and that'll prevent him from being able to AA you too much.


An annoying mid to fight against, but dodge his cards and your burst is higher. Also, watch the cards on top of his head, yellow is a stun and red is an aoe slow. Also, once level 6, remember he can leave lane instantly, when he does that, you either have to choose to push lane as hard as you can or run to wherever he is ganking.


For him, be sure to get your early on to deal with his stun. Once you have that, an easy champion to lane against. He has no escape and his ult doesn't scale NEARLY as well as it does against other APs. Do your thing and dodge his W to win.


Dodge his Q and stay out of his stun and you'll win. He does pretty good burst, but not like you. Also, his cloud does great damage so run away from it with to avoid as much as possible.


You have WAY more burst, particularly early on. Also, his abilities all have long cooldowns, so poke often to really dominate. Once he can pool himself, try to keep moving towards him and root him when he pops up to get to do even more damage during a trade.


His range is annoying, but if you dodge his Q consistently you should be fine. He can't farm too much with his spells cause he'll go OOM very quickly that way, so punish him when he CS's. Also, pre-6, you have WAY more burst, get in there and put the hurt on.


An incredibly powerful champion, has more range than you, and her root goes through minions. Be sure to be ready to dodge that, and destroy her plants whenever she makes them. Poke when she goes into CS with AA. Also, be sure to get early so you can dodge her Q.
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