IntroductionRyze is a unique and versatile champion that makes him a great pick in today's current meta for the AP Mid. Ryze is considered as a "Mana Champion" because he benefits from mana items more then ability power items. This is what makes Ryze such an amazing pick, he doesn't just need to depend on ability power items to make himself useful, and allows for his builds to be more versatile. Ryze's early game is alittle weak at the start, but the domination from his Mid to Late game makes up for it.
His abilities make him such an amazing pick. He has a single shot nuke, which in most cases will be your most spammed ability over all. He has a snare, that basically roots the target in place, and it is also considered a nuking ability. And he has a magic resist shredder that makes the damage unexpected at times, and with the amount of ability power you will be getting end game, it allows the ability to scale.
To play Ryze you have to have patients, timing, and a good reaction time. Smart Casting makes Ryze a real terror to be had, a simple Q-E-Q-W-Q Combo smart casted will definitely scare anyone. One reason you need patients to play Ryze is because he really takes time to build up to become an unstoppable monster. Timing is an absolute necessity on Ryze because you need to know when you combo can't and can kill somebody, and you need to be able to time your abilities out to get the maximum damage output. You need to have a good reaction time to play Ryze because at any time something could happen and you need to react fast to get his combo off, smart castings helps a lot with all of these.
- High Survivability
- Very Durable
- Good Crowd Control
- Good Counter
- Good Harass
- High Burst
- Weak Early
- Fooling Attack Animation :(
MasteriesRyze can be very versatile when it comes to Masteries. There are a lot of amazing Mastery choices when it comes to a Tanky Mage, and I will be going over a few that I have tested and found great success from it. My preferred page is 9/0/21, I find this page gives me an amazing amount of utility and the nine points in offensive gives me my sweet spot of magic penetration along with cool down reduction. But, if you find that you don't really like the 9/0/21, I have a defensive build 0/21/9 that gives you an ridiculous amount of survivability. Finally, if you find yourself more of an all around person, use my 9/9/12 that gives you a little of everything in every tree.
After testing this, I have found that 0/21/9 is one of the if not the strongest mastery tree possible for Ryze. I stumbled across this mastery page from a person named "bigfatlp" CLG's Mid Mage, he is a pretty good Ryze when I watched him, and I wondered what he ran on his Ryze. I found that he used 0/21/9 for maximum survivability on Ryze. So, I tested this and found great success with it. Resistance and Hardiness for amazing sustain against anything really. Durability for the health increase per level, and Vigor for more lane sustain. I take Initiator because Ryze is really slow, and you will always be near full with the amount of sustain you have. I take Enlightenment because you will need all the cool down reduction possible with this tree. Finally I take Juggernaut because of the increase of health, and since you will be a target prone to CC, it helps with that too. The reason I do not take Honor Guard is because the damage reduced is barley noticeable and there are much better choices for Ryze here. Expanded Mind for the mana per level increase. Swiftness because Ryze is very slow. Finally Runic Affinity for the increased duration on the jungle buffs.
I find 9/0/21 to be another very strong mastery page on Ryze and refers back to the old age "Strength of Ryze", based on the old mastery "Strength of Spirit", called Perseverance now. It offers almost everything Ryze would need from CDR to amazing lane sustain, including some extras that I don't mind taking at all. I take Expanded Mind because since Ryze it increases his mana as he levels. I prefer Swiftness much more on Ryze then Meditation because Ryze is a very slow champion and needs to catch up to people to even do anything. Transmutation provides great synergy with you ultimate () and addition spell vamp items, but if you don't think it help you, take Meditation instead. I love Awareness because you are able to usually out level the enemy in lane, and get the extra dominance. Then we get to what this page is all about, Perseverance, this stat makes it so when you go into lane with about 400 mana at the start you receive 4 health regeneration, and when you have 4000 you have 40 health regeneration, making you very bulky and a beast. Finally, Intelligence because more cool down reduction never hurts on Ryze because you need to be able to spam your abilities. My first points in offense is just to help me last hit. Ryze's attack is horrible and can be alittle misleading when it comes to last hitting, and you don't need the ability power from Mental Force. Take Sorcery because you want as much cool down reduction as possible to get to the cap, and Arcane Knowledge for the extra Magic Penetration.
This tree focuses on a little of everything in all of the mastery trees. The beginning points on offense focus on easy last hitting, and Sorcery is for the cool down reduction and Arcane Knowledge is for the magic penetration. Resistance and Hardiness are interchangeable depend on who you are up against. Durability for the health increase per level, and Veteran Scars for the bonus health. Expanded Mind for obvious reasons stated above, and Swiftness for the same reasons too. Transmutation provides great synergy with you ultimate () and addition spell vamp items. And finally Runic Affinity for the increase of the duration of the jungle buffs.
RunesThere are many Rune options that Ryze can work with. That being said there are many rune options that are good, and there are many rune options that don't complement Ryze at all. Here are some examples of the best runes for Ryze to use, all runes I use are from personal experience which I have tested with.
- Quintessence:3 - Movement Speed(MS)
- Marks:9 - Magic Penetration (MP)
- Seals:9 - Scaling Mana Per Level
- Glyphs:7 - Scaling Mana Per Level 2 - Magic Penetration (MP)
These are my favorite runes to run on Ryze, and I feel that they are the strongest. I choose Movement Speed Quintessences because Ryze is a very slow character and choosing these will make your base speed faster then Yi. I feel the Magic Penetration Marks and two Magic Penetration Glyphs are the best on him because it allows you to have ~10 Magic Penetration from runes alone, this is more personal preference really, and can be changed to your liking if needed. I get Mana Per Level Seals and seven Glyphs because I feel that they are the strongest glyph choices on him because Ryze is all about mana, and I feel if you use these seals and glyphs you will make the most of his mid and late game power.
- Quintessence:3 - Movement Speed(MS)
- Marks:9 - Magic Penetration (MP)
- Seals:9 - Scaling Mana Per Level
- Glyphs:7 - Flat Magic Resist 2 - Magic Penetration
After recent testing, I have found that these runes are at least equal to, or may even be greater to the second option of runes I have provided. I choose Movement Speed Quintessences because Ryze is a very slow character and choosing these will allow you to catch anyone. I get Magic Penetration Marks, and two Magic Penetration Glyphs so that I am at around ~10 Magic Penetration just from runes. Mana per level Seals so that Ryze can just keep getting stronger and stronger as the game progresses. The one thing I have changed is getting seven Magic Resist Glyphs, leaving me at ~10 magic resist, to make up for my weak early game against any Mid AP Carry, and 10 magic resist might seem low at first, but it truly is amazing and shows a difference when you see it in action.
- Quintessence:3 - Movement Speed(MS)
- Marks:9 - Magic Penetration (MP)
- Seals:9 - Scaling Mana Per Level
- Glyphs:9 - Flat Mana
This is the second strongest rune choice in my opinion because almost everything is identical from the first one, but I get nine flat mana glyphs. The reason I get flat mana glyphs here is because they are aimed at giving me a better early game. These flat mana glyphs make it so that the transition between early game Ryze and mid game Ryze is a little bit smoother and easier. Flat mana glyphs will buff Ryze's mana, sustain, and damage to harass. As for the rest of the runes, my argument stays the same from the first rune page to this rune page.
Best Summoner Spells:
Flash is an amazing summoner spell overall on anyone with a disable ability. It is unexpected at times and can be used both offensively and Defensively. Flash can be used offensively to land your snare, and burst them down with a improvised combo, that will still be very devastating and possibly give you a kill, and in most cases people flash to ensure a kill. Flash is basically a "get out of jail free card," what I mean by that is that if you overextend, you can flash to instantly cover distance. When you get caught, you can flash over a wall to ensure your safety. Overall flash is an excellent Summoner spell to use on Ryze.
Ignite is another powerful summoner spell early and mid game. Ignite provides extra damage to your burst combo and can reduce the incoming healing of the target. Ignite also does true damage, so the damage will fully go threw to the target no matter what. Ignite is usually used to ensure a kill or give you that extra edge in a 1v1 fight. Mainly it just buffs his weak early game.
Exhaust is a unique summoner spell that doesn't fall off at all during the game. Exhaust is always good throughout the entire game, and in most cases can cripple a enemy. Exhaust is not a bad summoner spell because it cripples an enemy. Since you are crippling them you will be able to catch up to them and do your combo. It also reduces the damage that they do, so when in your snare they won't be able to trade the damage.
Other Strong Summoner Spells:
Ghost is not a bad choice on Ryze. Ghost allows you to cover a lot more ground then flash, but over time. Like with Flash it can be used offensively and defensively. It can be used offensively by running to the target, and vise-versa with using it defensively, to run away.
Teleport is not a bad choice overall. I only take this if the team wants to double AP and I am forced to go top. It can be used to cover great distances early, and can grant you dragon control.
With the buff to Cleanse, it is not a bad summoner spell to have. It is basically a Quick Silver Sash () if you think about it. It can get you out of some real sticky situations and can turn the tides of some fights. If the enemy team relies on Crowd Control to control you, you can get out of it with this summoner spell.
With the buff to heal, it is not bad to have at all. It can drastically change the tides of a 1v1 or team fight odds. The instant heal will be enough to bait people, and turn odds into your favor. And just the amount it heals you by is a substantial amount, it is ridiculous.
Passive: Arcane Mastery
When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.
Ryze's passive basically allows him to combo. Basically when ever you cast a spell, every other spell's cool down is reduced by 1 second. This is very important to Ryze's kit because this allow him to burst and do so much damage. This passive is also the reason why you need to combo your moves correctly and orderly to get maximum damage output. Overall I find that this is an amazing passive.
Passive: Ryze gains 2 / 4 / 6 / 8 / 10% cooldown reduction.
Active: Ryze blasts enemy unit for 40/65/90/115/140 (+20% of ability power) plus 7.5% of his max mana in magic damage.
Cooldown 3.5 seconds
Cost 70 mana
This is Ryze's main nuking ability. This is your strongest ability in his kit and will be the most spammed. This skill is basically your "Bread and Butter". This ability scales amazingly off his mana, and scales poorly with ability power. You will be doing everything with this skill from harassing to last hitting. After every spell cast you will be hitting this. The range on this is father then the circle tells you, but you should be smart casting all of Ryze's abilities anyways so it really shouldn't be a concern.
W: Rune Prison
Ryze traps an enemy unit, preventing them from moving for 1 / 1.25 / 1.5 / 1.75 / 2 and dealing 60 / 95 / 120 / 165 / 200 (+60% of ability power) plus 5% o f his max mana in magic damage.
Cost 80 / 95 / 110 / 125 / 140mana
This is Ryze's snare, it basically root them in place. This ability scales pretty evenly with ability power and his mana. This is another ability that makes Ryze very strong. Without this spell Ryze wouldn't be able to catch up to anyone or really use a full combo. You will be using this ability to either catch someone out of position, or merely catch up with them to unleash everything, remember it isn't a bad idea on Ryze to move with the target you are killing.
E: Spell Flux
Ryze unleashes a bouncing 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) magic damage and reduces the target's Magic Resistance by 15.
Cost 60 / 75 / 90 / 105 / 120mana
This is Ryzes Magic Resist Shredder. This is mainly what I use it for always. When you use this skill it will mainly be to get maximum damage output with your next ability, or simply because you need to use another ability to be able to spam your Overload() again. It scales very poorly with ability power, and doesn't scale with Ryze's mana at all. This ability is very unique though because the damage usually wont go unnoticed if you do it right. In a 1v1 situation you should go up to the target so that it will bounce off of you and the target to get maximum damage from it. In team fights it will just bounce around everyone and shred their magic resist, not too bad.
R: Desperate Power
Ryze becomes supercharged, passivly grants 75 / 150 / 225 mana, also gaining 15/20/25% spell vamp and causing his spells to deal 50% AoE damage for 5 / 6 / 7 seconds.
Cooldown 70 / 60 / 50 seconds
Ryze's ultimate is basically a huge buff to him. It really isn't that strong, but if you think about it, it really isn't that bad either when it comes to what is inside his kit. Ryze's ultimate makes it so that each time you level it up adds to your base mana, at levels 6 and 11 the mana gained is very noticeable. On activation it basically gives Ryze a huge amount of spell vamp and AoE damage. It is the perfect ultimate for team fights and 1v1 situations. Overall I find that this ultimate isn't the worst one someone could have, because it complements Ryze.
This is the basic skill order for Ryze. You don't stray ever from this skill order. The reason you don't is because Ryze is a Burst Tank, meaning that you burst the person down, while able to absorb and take a lot of damage back. You level your Overload() first because it gives you the most burst and you will be spamming all the time, at least once after every other spell cast. Next you will level your ultimate, Desperate Power(), because it gives you an amazing amount of survivability. Next your Rune Prison() will take preference because it is your snare and it is the next most bursty move in Ryze's kit. Finally you will level your Spell Flux() because it is the last skill you need to level. Ryze's skill order doesn't really change, and this skill order is prioritizing him spells to give him max burst potential.
Skill ComboRyze's Combo is very important to him. You need to be able to master this or your full burst potential will never take place. The reason the combo is so important on Ryze is because of his kit, and passive. His passive, Arcane Mastery(), allows you to basically mash all your abilities in a well thought out burst combo that will completely destroy the enemy. One thing that will benefit you as a Ryze player very much is the idea of "Smart Casting". Smart casting makes using Ryze's combo look easy. To active smart casting just hold down shift along with the spell cast, or you can go into the game menu and make it so all your abilities will be smart casted.
How to Set-Up your "Smart Casting:"
Full Burst Combo:
Ryze will be able to use this basic combo on anyone. He is a very good duelist and is not be take 1v1 very often. This combo will maximize the damage output if you are able to keep up with the target. Remember taking steps and constantly spamming these abilities to get closer to the target and staying on them never hurts Ryze because of the way he builds, he will be able to stay in melee range and in the target's face.
These combo's are mostly going to be done while poking or in lane. The first harass combo is the most basic one, lowering the targets magic resist to get a max damage Overload() on them. The Second one is if you have a little more time that the target will be in range. In any case, if the person stays to fight, or you notice that you can easily kill them, all of these harass combos can transition into the basic burst combo.
Boots and three health potions is the superior start on Ryze, and I've been taking it more lately. First of all, against an AP Mid usually have a skill shot, dodging skill shot harass can basically win you a lane, and with boots, this make its easy and possible. Also, boots give you necessary movement speed to run around your lane, escape from jungler ganks, and even travel to other lanes early. This is vital if you find you laning experience extremely easy and are allowed to roam.
On another note, the reason I don't get Sapphire Crystal anymore is because getting it only makes you a more vulnerable target in mid for ganks, and only gives you 3 more times to cast your Overload, and you have one less potion for sustain, overall Sapphire Crystal is a weak start on Ryze.
These are your core items on Ryze in lane. The items chosen are aimed at giving you an easy and promising laning phase. We have Tear Of The Goddess because each time you cast a spell it gives you added mana to your mana pool, which will be very helpful later on; boots for obvious reasons; finally we have Catalyst The Protector because it gives amazing sustainability while in lane.
This very basic mana and survivability build makes Ryze who he is. The damage output with these items is insane, and you will be very tanky. By now you will have your Tear Of The Goddess stacked around half, giving you an extra 500 mana. You choice of either Mercury Treads for survivability and if you see alot of Crowd Control characters, or Sorcerers Shoes if you see that they are building against you, or you are just doing really well and you want to secure your position. Banshees Veil will be built from the Catalyst The Protector, and will counter the AP. Glacial Shroud gives substantial amount of mana, and armor to protect you from any physical damage.
Standard End Game Build:
This standard end game build is very powerful, but will fall off. The Archangles Staff is really only for the use of transforming Tear Of The Goddess into something, and the added ability power is worth more then anything else it builds into. Boots of your choice for obvious reasons. Banshees Veil allows you to counter the AP carry, and gives you a nice batch of mana. Frozen Heart allows you to counter the AD carries greatly and gives a substantial amount of mana on it. Will Of The Ancients is for the Spell Vamp, but the Ability Power is nice too. Void staff is for the Magic Penetration so your damage won't fall off as hard late game when they start getting Magic Resist.
End Game Build:
This build is basically exactly identical to the other build, expect the switch from Void Staff, to Rod Of Ages. I find this build to be very strong, and sometimes do even better then the previous one. I really only build this if I find that my damage has still remained constant and big throughout the game. A very strong build overall. When to build Rod Of Ages though is usually your call though.
Good Item Choices:
- Gives much needed Movement Speed
- Optional Tenacity()
- Optional Magic Penetration()
There are really only two boot choices viable on Ryze. Mercury Treads give you magic resist, and reducing crowd control effects on you. If you are having trouble and if you see that the enemy team is heavy on crowd control, don't hesitate to get Mercury Treads. Sorcerers Shoes is another viable boot item on Ryze because they give him more spell penetration, and you can almost never go wrong with more spell penetration.
!!!Quick Note: Archangel's Staff() should be you last upgrade every time!!!
- Builds from Tear of the Goddess()
- Ability Power
The only reason Ryze would get this item is because of Tear Of The Goddess(). Tear Of The Goddess is a must item on Ryze because every time you cast a spell, it adds on to your maximum mana. And at the end of the day when you finally have +1000 bonus mana from it, you need to turn it into something, and that's why you get Archangels Staff. You never rush this item completed though, because completed it just gives you extra ability power, competing this itme first will not only slow down your bigger and better item, but also drastically reduce your damage output. Overall, this is a great item to have on Ryze, but never should be rushed, and completed last.
- Negates one harmful Spell
- Magic Resist
- Builds from Catalyst The Protector()
- Health and Mana
An amazing Defensive Item on Ryze. It builds from your Catalyst The Protector() and counters the AP carry in mid. Overall this item provides great magic resist for Ryze, and a spell shield blocking one spell every 45 seconds, along with a good amount of health and mana. This is a great choice on Ryze and makes him more tanky, along with allowing his damage output to increase.
- A lot of Mana!
- A lot of Armor!
- Cool Down Reduction!
Another great Defensive Item on Ryze. It builds from the Glacial Shroud() and can make you very durable when it comes to dueling an AD carry. The upgrade from Glacial Shroud to Frozen Heart isn't really that big of a deal, so you will be able to keep Glacial Shroud for awhile and continue on to build other things. Overall this item is a great choice on Ryze because of the armor and cool down reduction. This item is just another reason why Ryze can become so tanky and do so much damage.
- Spell Vamp
- Ability Power
Will Of The Ancients is an amazing item to have on any mage, and I don't see why Ryze would be an acceptation. You will have so much sustain with the Spell Vamp on this item that getting a little bit of ability power is totally worth it in the long run. This item will also provides great synergy with your ultimate, Desperate Power(), providing a substantial amount of Spell Vamp. Overall this item is great on any Mage, and will add to Ryze's survivability greatly.
- Magic Penetration
- Ability Power
This is a very good item on any Mage character. The spell penetration will keep Ryze in the game and won't let him fall off too hard. The ability power is just the same argument for any item with ability power on it, that the bonus effect Void Staff has on it, the spell penetration is worth it, and ability power isn't overall totally worthless on Ryze. Overall, Void Staff is item that will add to Ryze's damage and will let you stay in the game.
- Health and Mana
- Ability Power
Rod Of Ages isn't really a bad item to rule out on Ryze. I personally never build this on him because there are a lot better options, and at the end of the day I have no room for this item. For the time to take the effects to finally stack up on Ryze and make the most out of this item you will have much better things, I will usually have a lot more survivability, although if you find that they have no AD or AP carry you can trade this item for a Frozen Heart() or even Banshees Veil(). The only way I see me building this ever on him, is if I notice constant damage, and I need to get a little more tankier. Definitely a viable and great option for Ryze.
- Ability Power
- Spell On-Hit slow effect
This choice is kind of really in between. The only reason I would ever recommend this is because it will add to your survivability and gives you a slow. The health on this item is massive and very good when talking about making Ryze more tanky and increasing his survivability. The slow effect from this item will always be on the enemy because Ryze will always be spamming his abilities. Overall this item is a viable choice on Ryze.
- Gives a lot of health
Now... Don't hate me, but I can see Warmogs Armor being very strong on Ryze. I would only build this item if I know that my damage can remain constant throughout the game, and I am in need to become even more tankier, and I don't need any more damage, and most likely this would probably be me last item I finish after alot of my core, expect for Archangle's Staff(). Definitely viable in some situations for Ryze.
Bad Item Choices:
- Give a lot of Ability Power
- No Mana
Ryze doesn't depend on AP, that's why this item a bad choice on him. Yes, we get a lot of AP items on Ryze, but a lot of those items have a bonus effect on them that are overall worth the ability power in the end. This based on giving AP, and more AP depending on how much AP you already had. And since Ryze depends on mana more then anything, this isn't a very strong choice on him. Overall, never get this item on Ryze.
- Gives attack damage
- forces to take the time to auto attack
- is just bad on Ryze...
Some people argue that this is a much better choice because it helps you last hit, and you need to turn your Tear Of The Goddess() into something. Well, those people's argument is completely biased because there is a much better choice that will benefit Ryze a lot more. Yes, the added damage from manamune is nice, but you aren't AD, you autos are too slow, and since you don't have any real armor penetration you wont be able to do much with it, overall this item is a bad choice on Ryze, and you should never get this.
Early Game + Mid Game
Early Game (Laning Phase)
Early game is the weakest time for Ryze, it is when he is most vulnerable. The way a Ryze player handles early game is by playing extremely safe and last hitting as much as he can. This may seem boring, but if you had any idea of what Ryze's early game is like, you would know what I am talking about. Basically what you need to do is get free harass in with your Overload() at all times, also refer back to the Skill Combo section for the basic harass combos on Ryze, because usually the enemy lane will try and harass you more. Ryze is terrible at last hitting, but the masteries I run help me with this greatly, remember when forced to last hit under a tower Melee Minions - 2 tower hits then an auto, for Caster minions - 1 auto then tower hit - 1 auto. If you get an early Tear Of The Goddess() don't hesitate to every so often last hit minions with your Overload() or Rune Prison() to get your Tear Of The Goddess mana stacked faster. Overall the most important thing you can do for Ryze's early game is play much more safer and smarter then other characters.
ld;tr - Ryze has a weak early game, try and win trades with your lane, play safe.
Mid Game (Laning + Team Fight Phase)
Mid game is one place where Ryze goes through a drastic change. Mid game is where Ryze usually starts to become an unstoppable monster. Mid Game Ryze's damage increases drastically because if you got one or two kills early game, played smart and last hit you will have somewhat of your damage core by now. You will be very tanky and you burst combo will either kill someone or get the dangerously low. Mid game is a very special time of the game for all champions on the field too. Mid game you can either decide whether to start team fights or keep the laning phase. I generally like to keep the laning phase on Ryze to become a unstoppable beast sooner. To start team fights you generally all try to group up on one tower, usually mid, and try to poke it down, generally all champions will converse on that point of action and someone will initiate a team fight to start by someone getting caught, or doing a tower dive. But team fights can easily be interrupted with someone pushing a lane. To keep laning phase you generally have to keep pushing your lane and generally they will send people to stop you. Both phases benefit Ryze because he is nearly impossible to 1v1 mid game in lane, and he is an amazing poker and good in team fights.
ld;tr - Capitalize on everything as a team, Ryze is very strong here, keep farming.
Late Game + Team Fights
Late Game (Team Fight Phase)
Late game is a phase in the game where generally team fights happen all over the place. Late game you need to have sight of everyone on the map, and constantly take every little lead you can get. Generally if you are ahead you can get anything you want for free, and if you are behind you need to stop the other team from taking all of those little advantages, and you need to play a lot smarter, and generally if both teams are even you need to take every little advantage you can and play smart. Late game is a place where Ryze will still shine, and maybe even be stronger then he was mid game. Ryze's combo will still be very devastating and if you followed my usual build you will find yourself not falling off as hard. Here you generally won't be using the harass combo as much, and you will need to capitalize on doing your full burst combo as much as possible. Generally what happens late game for Ryze is that he continues farming and tries to join in as many team fights as possible because that is where he shines. Late game is also a place where Baron Nashor because a prime target and game changer. You need to have complete complete control over this area because at any time the enemy could try and get it. Baron's Buff is a real game changer and is a buff not to be handed out freely.
ld;tr - Capitalize on Baron, you are still very strong, if not stronger, don't go first in team fights, but you can last along time while in a team fight.
Your Role in Team Fights
In team fights you generally want to target the squishiest hero possible. Any because you are a tanky mage, Ryze makes it possible to get right in the center of team fights are focus the squishy carries down, this is what makes Ryze such a strong pick. Another thing you should know in team fights is if the squishiest person is too far back and you are unable to reach, target the next squishiest person, because its better for you to do damage, then try and chase someone in a team fight and do nothing. You will generally want to use your fully burst combo if someone else engages, and if you engage you want to transition from the third harass combo into your full burst combo in team fights. Generally if the enemy team turns to focus you, don't get angry because they are also hurting themselves. Ryze is a champion and can't be ignore or focus. If you focus the Ryze then the other carries will generally kill you team, if you don't focus the Ryze then generally he will burst the living hell out of your team. This is what makes Ryze who he is, and why he is so strong to have on a team.
ld;tr - Your tanky, but not a tank, don't go in first, but you can stay in the fight and take damage, focus squishy, etc.
Final CommentsWell. After everything said and done, you can now go out and play Ryze correctly! My name is CasualBanana, and I hope you enjoyed and found my guide to be very informational. Special Thank to Georgio for giving me helpful feed back, and new ways to look at Ryze, making this guide the best guide it can possibly be! I recently have joined the chat channel "The Guide Team" and I have found my welcoming in there to be warm and comforting. I find interest in FYA Umashi's guide style and hope to work with him in the future. Once again, Thank you for taking the time to read my 2nd guide on SoloMid.Net.
What does Girls' Generation's Yuri have to do with Ryze? Absolutely NOTHING! Girls' Generation!
- Overload mana ratio reduced to 7.5% from 8% - its a nerf, none the less, but I think it was justified, he will still do loads of damage.
- A new skin after nerf... Scumbag Riot ^_^ Oh well, Dark Crystal Ryze: http://i.imgur.com/7zSx5h.jpg (released 2/20/12)
- Updated with recent testing!
- Put in a section explaining my item builds, instead of putting it at the front
- Additional changes to section Items
- Guide Approved! (Heyyyoooo!)
12/24/2011 (Christmas Eve):
- More Depth into some of the sections
- Spell Checking Done
- Added New Rune Page, Replaced and Old Rune Page
- Guide Published
- Known Errors, just wanted to get it out before I go off to bed