This build guide for Ryze is for Mid lane, by Crs Nyjacky a 2700 player.Ryze just got re-worked in a major way. He's still really good, just slightly different build. This guide has been updated!
+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18)
Greater Seal of Scaling Mana Regenerationx9
Greater Glyph of Magic Resist
+1.34 magic resist
Greater Glyph of Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Ignite
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Overload
Overload
Passive: Gains 2/4/6/8/10% cooldown reduction.
Active: Deals 60/85/110/135/160 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
Cost
60 Mana
Range
0
Cooldown
3.5/3.5/3.5/3.5/3.5 Seconds
Overload
Passive: Gains 2% cooldown reduction.
Active: Deals 60 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
Overload
Passive: Gains 4% cooldown reduction.
Active: Deals 85 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
Overload
Passive: Gains 6% cooldown reduction.
Active: Deals 110 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
Overload
Passive: Gains 8% cooldown reduction.
Active: Deals 135 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
Overload
Passive: Gains 10% cooldown reduction.
Active: Deals 160 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
Rune Prison
Rune Prison
Roots an enemy for 0.8/1/1.3/1.5/1.8 second(s), dealing 60/95/130/165/200 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
Cost
80/90/100/110/120 Mana
Range
625
Cooldown
14.0000 Seconds
Rune Prison
Roots an enemy for 0.8 second(s), dealing 60 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
Rune Prison
Roots an enemy for 1 second(s), dealing 95 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
Rune Prison
Roots an enemy for 1.3 second(s), dealing 130 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
Rune Prison
Roots an enemy for 1.5 second(s), dealing 165 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
Rune Prison
Roots an enemy for 1.8 second(s), dealing 200 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
Spell Flux
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 50/70/90/110/130 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 12/15/18/21/24 for 5 seconds.
Cost
60/70/80/90/100 Mana
Range
0
Cooldown
14/14/14/14/14 Seconds
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 50 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 12 for 5 seconds.
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 70 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 15 for 5 seconds.
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 90 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 18 for 5 seconds.
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 110 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 21 for 5 seconds.
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 130 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 24 for 5 seconds.
Desperate Power
Desperate Power
Channels immense arcane power gaining 15/20/25% Spell Vamp, and 35/45/55 Movement Speed. Spells deal 50% area of effect damage for 5/6/7 seconds.
Cost
0/0/0
Range
0
Cooldown
70/60/50 Seconds
Desperate Power
Channels immense arcane power gaining 15% Spell Vamp, and 35 Movement Speed. Spells deal 50% area of effect damage for 5 seconds.
Desperate Power
Channels immense arcane power gaining 20% Spell Vamp, and 45 Movement Speed. Spells deal 50% area of effect damage for 6 seconds.
Desperate Power
Channels immense arcane power gaining 25% Spell Vamp, and 55 Movement Speed. Spells deal 50% area of effect damage for 7 seconds.
Q
Overload
Passive: Gains 2% cooldown reduction.
Active: Deals 60 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
W
Rune Prison
Roots an enemy for 0.8 second(s), dealing 60 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
Q
Overload
Passive: Gains 4% cooldown reduction.
Active: Deals 85 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
E
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 50 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 12 for 5 seconds.
Q
Overload
Passive: Gains 6% cooldown reduction.
Active: Deals 110 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
R
Desperate Power
Channels immense arcane power gaining 15% Spell Vamp, and 35 Movement Speed. Spells deal 50% area of effect damage for 5 seconds.
Q
Overload
Passive: Gains 8% cooldown reduction.
Active: Deals 135 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
W
Rune Prison
Roots an enemy for 1 second(s), dealing 95 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
Q
Overload
Passive: Gains 10% cooldown reduction.
Active: Deals 160 (+0.4*AP) plus 6.5% of Ryze's maximum Mana (+0.4*AD) in magic damage.
W
Rune Prison
Roots an enemy for 1.3 second(s), dealing 130 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
R
Desperate Power
Channels immense arcane power gaining 20% Spell Vamp, and 45 Movement Speed. Spells deal 50% area of effect damage for 6 seconds.
W
Rune Prison
Roots an enemy for 1.5 second(s), dealing 165 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
W
Rune Prison
Roots an enemy for 1.8 second(s), dealing 200 (+0.6*AP) plus 4.5% of Ryze's maximum Mana (+0.6*AD) in magic damage.
E
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 70 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 15 for 5 seconds.
E
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 90 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 18 for 5 seconds.
R
Desperate Power
Channels immense arcane power gaining 25% Spell Vamp, and 55 Movement Speed. Spells deal 50% area of effect damage for 7 seconds.
E
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 110 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 21 for 5 seconds.
E
Spell Flux
Unleashes an orb that bounces to enemies or Ryze up to 5 times. Each bounce deals 130 (+0.35*AP) plus 1% of Ryze's maximum Mana (+0.35*AD) magic damage and reduces Magic Resist by 24 for 5 seconds.
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Items
Full Game Item Build
Boots of Speed
Health Potion
x3
Tear of the Goddess
Catalyst the Protector
Sorcerer's Shoes
Rod of Ages
Frozen Heart
Manamune
Enchantment: Homeguard
Zhonya's Hourglass
*Massive new item tab, check it out - Manumune should build into Muramana if you are doing really well early/mid game. If you are being focused in teamfights pretty heavily then you should go for sherif's embrace Build option if enemy team has double ap, go abyssal instead of Frozen Heart, build Mercury if enemy team has heavy cc
Pro Commentary
Pros
Very strong late game, considered an AP Hypercarry
I like getting E at level one because few champions will let you farm with your Q, and your E allows you to harass from long range. One time, the enemy had a duo mid against me as Ryze (they had an argument). I dealt heavy damage by poking them with E as it bounced back and forth between them and minions
I dont understand... Why build a manamune on ryze? He is AP.. And it's for AD's like Jayce, KhaZix... And Frozen Heart... Why not build a Rabadons deathcap or DFG?
I citate: Muramana UNIQUE Toggle: Single target spells and attacks (on hit) consume 3% of current Mana to deal bonus magic damage equal to twice the amount of Mana consumed. Thats why Muramana deals way more dmg late, a deathcap or a DFG would be useless.
Technically speaking, Ryze is a mana-mage rather than pure AP as well; he doesn't gain nearly as much from the AP as he does from maximum mana. Since he's going to want a Tear in either case - +1000 mana is big on him - but he makes less use out of the AP gained from items like Archangel's Staff/Seraph's Embrace, there's little reason not to just focus on the mana component and pick up other useful stats along the way.
Muramana toggle works on attacks and spells alike, so that's a pretty big damage boost. Frozen Heart provides an aura, CDR, and lets him actually tank quite a bit. RoA is there not for the AP, but the mana and health. With a finished build, he's doing just as much damage as a proper AP, but he's also packing all this armor and CDR and health and a bit of AD too.
With a brief look into the math of it all... Overload has a 0.4 AP ratio plus an additional 6.5% of his maximum mana. Seraph's Embrace, no other items, no masteries, no runes: Overload deals a total of 356.48 damage (160 base, 50.88 from AP, 145.6 from maximum mana). If his mana is completely full, he can gain a 598-point shield every 120 seconds from the Seraph's Embrace active (less if his mana isn't full). Muramana, no other items, no masteries, no runes: Overload deals a total of 440.0 damage (160 base, 0 from AP, 145.6 from maximum mana, 134.4 bonus from Muramana toggle). 305.6 of this magic damage, the other 134.4 is physical, so he's actually doing hybrid damage now. His autoattacks are additionally dealing 303.6 damage (169 AD, 134.4 from Muramana toggle). Despite having 0 AP, Muramana is dealing considerably more damage overall. Essentially, the only reason you'd want the Seraph's Embrace is for the shield; it also does 50 more damage compared to the Muramana with the toggle turned off, but there's little reason to get into a fight without the toggle turned on.
And just because we can... Frozen Heart, no other items, no masteries, no runes: Overload deals a total of 266.6 damage (160 base, 0 from AP, 106.6 from maximum mana). Rabadon's Deathcap, no other items, no masteries, no runes: Overload deals a total of 303 damage (160 base, 62.4 from AP, 80.6 from maximum mana). But! Frozen Heart is 300g cheaper, provides an additional 95 armor, 400 mana, 20% CDR, and reduces the attack speed of nearby enemies by 20%. So in this instance, Frozen Heart is actually on-par or better than a Deathcap! And with masteries added into the mix, you can get your max 40% CDR with nothing more than the Frozen Heart (20% from FH, 10% from Overload's passive, and 4%+6% from masteries).
---- Geo - a.k.a. Jio Derako I theorycraft harder than I play.
Another pro on building mana instead of AP: Veigar can't deal high damage with his ultimate
Yeah, Veigar isn't a terribly common pick lately, but Ryze is by far one of the best AP counters to him. In a Veigar matchup, it's very important not to build Archangel's Staff against him, or you're just throwing your advantage away! (you still probably want RoA and/or Void Staff, but you can even replace those and still do well as Ryze.)
---- Geo - a.k.a. Jio Derako I theorycraft harder than I play.
I think item build is a mess. I would rather have a core build and a list of situational items that includes when and why you should build them. For me it would look something like this:
Core: Tear of the Godess > Catalyst > Sorcerer Shoes > Rod of Ages > Muramana
Situational:
1. Banhee's Veil, get it mostly for it's passive shield. Works great against team with strong CC engages such as Malphite, Amumu and Blitzcrank. If enemy is mainly dealing physical damage it might be wiser to get Zhonya's Hourglass.
2. Frozen Heart, great combination of stats for Ryze. This item is always viable but works best against a physical oriented team that relies on attack speed.
3. Will of the Ancients, works great when fights tends to drag out and the spellvamp from your ultimate is not enough. Remember this item will set your damage back, sometimes it's enough to build Hextech Revolver early and continue with other items. Needless to say, Will of the Ancients works best if your team benefits from the aura it provides.
4. Void Staff; should be bought when you notice priority targets are stacking up magic resist. Don't get it only for tanks, Ryze can naturally deal with divers and your team together can deal enough damage to them without your penetration.
I like the build you have, but in place of Frozen Heart, try Iceborn Gauntlet. I realize you aren't spamming auto attacks after each spell, but it really gives him a LOT more unexpected burst, plus a VERY nice slow on your opponent.
Does muramana add another 6% of your mana ratio to your Q and W? Because the toggle grants you this:
Single target spells and attacks (on hit) consume 3% of current Mana to deal bonus magic damage equal to twice the amount of Mana consumed.
So the singletarget spells (q,w) deals another magic dmg equals to 2*3%of your mana. Your mana ratio on your Q is 6,5% and on your W is 4,5%. With muramana its 12,5% and 10,5%. This actually doubles your damage if you forget about base dmg of spells.
Does it really work like this?
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Posted 5/21/2013 7:11:03 PMI like getting E at level one because few champions will let you farm with your Q, and your E allows you to harass from long range. One time, the enemy had a duo mid against me as Ryze (they had an argument). I dealt heavy damage by poking them with E as it bounced back and forth between them and minions
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Posted 4/30/2013 9:05:08 PMpls update
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Posted 4/27/2013 5:29:45 PM"Sherif's embrace"...I love you Jacky.
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Posted 4/28/2013 2:26:00 AMWho wouldn't want a hug from Sheriff Caitlyn?
---- Geo - a.k.a. Jio Derako
I theorycraft harder than I play.
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Posted 4/20/2013 3:03:11 AMI dont understand... Why build a manamune on ryze? He is AP.. And it's for AD's like Jayce, KhaZix... And Frozen Heart... Why not build a Rabadons deathcap or DFG?
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Posted 4/20/2013 11:50:04 AMIt's for the toggle on what it turns into.
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Posted 4/20/2013 12:36:52 PMI citate: Muramana UNIQUE Toggle: Single target spells and attacks (on hit) consume 3% of current Mana to deal bonus magic damage equal to twice the amount of Mana consumed. Thats why Muramana deals way more dmg late, a deathcap or a DFG would be useless.
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Posted 4/21/2013 1:28:12 AMTechnically speaking, Ryze is a mana-mage rather than pure AP as well; he doesn't gain nearly as much from the AP as he does from maximum mana.
Since he's going to want a Tear in either case - +1000 mana is big on him - but he makes less use out of the AP gained from items like Archangel's Staff/Seraph's Embrace, there's little reason not to just focus on the mana component and pick up other useful stats along the way.
Muramana toggle works on attacks and spells alike, so that's a pretty big damage boost. Frozen Heart provides an aura, CDR, and lets him actually tank quite a bit. RoA is there not for the AP, but the mana and health. With a finished build, he's doing just as much damage as a proper AP, but he's also packing all this armor and CDR and health and a bit of AD too.
With a brief look into the math of it all... Overload has a 0.4 AP ratio plus an additional 6.5% of his maximum mana.
Seraph's Embrace, no other items, no masteries, no runes: Overload deals a total of 356.48 damage (160 base, 50.88 from AP, 145.6 from maximum mana). If his mana is completely full, he can gain a 598-point shield every 120 seconds from the Seraph's Embrace active (less if his mana isn't full).
Muramana, no other items, no masteries, no runes: Overload deals a total of 440.0 damage (160 base, 0 from AP, 145.6 from maximum mana, 134.4 bonus from Muramana toggle). 305.6 of this magic damage, the other 134.4 is physical, so he's actually doing hybrid damage now. His autoattacks are additionally dealing 303.6 damage (169 AD, 134.4 from Muramana toggle).
Despite having 0 AP, Muramana is dealing considerably more damage overall. Essentially, the only reason you'd want the Seraph's Embrace is for the shield; it also does 50 more damage compared to the Muramana with the toggle turned off, but there's little reason to get into a fight without the toggle turned on.
And just because we can...
Frozen Heart, no other items, no masteries, no runes: Overload deals a total of 266.6 damage (160 base, 0 from AP, 106.6 from maximum mana).
Rabadon's Deathcap, no other items, no masteries, no runes: Overload deals a total of 303 damage (160 base, 62.4 from AP, 80.6 from maximum mana).
But! Frozen Heart is 300g cheaper, provides an additional 95 armor, 400 mana, 20% CDR, and reduces the attack speed of nearby enemies by 20%. So in this instance, Frozen Heart is actually on-par or better than a Deathcap! And with masteries added into the mix, you can get your max 40% CDR with nothing more than the Frozen Heart (20% from FH, 10% from Overload's passive, and 4%+6% from masteries).
---- Geo - a.k.a. Jio Derako
I theorycraft harder than I play.
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Posted 4/22/2013 11:26:58 PMAnother pro on building mana instead of AP: Veigar can't deal high damage with his ultimate
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Posted 4/23/2013 3:39:33 AMYeah, Veigar isn't a terribly common pick lately, but Ryze is by far one of the best AP counters to him. In a Veigar matchup, it's very important not to build Archangel's Staff against him, or you're just throwing your advantage away! (you still probably want RoA and/or Void Staff, but you can even replace those and still do well as Ryze.)
---- Geo - a.k.a. Jio Derako
I theorycraft harder than I play.
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Posted 3/20/2013 7:29:02 AMIm dazzled by the fact that noone mentions boots of fuhrer.
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Posted 1/26/2013 7:31:32 AMI think item build is a mess. I would rather have a core build and a list of situational items that includes when and why you should build them. For me it would look something like this:
Core: Tear of the Godess > Catalyst > Sorcerer Shoes > Rod of Ages > Muramana
Situational:
1. Banhee's Veil, get it mostly for it's passive shield. Works great against team with strong CC engages such as Malphite, Amumu and Blitzcrank. If enemy is mainly dealing physical damage it might be wiser to get Zhonya's Hourglass.
2. Frozen Heart, great combination of stats for Ryze. This item is always viable but works best against a physical oriented team that relies on attack speed.
3. Will of the Ancients, works great when fights tends to drag out and the spellvamp from your ultimate is not enough. Remember this item will set your damage back, sometimes it's enough to build Hextech Revolver early and continue with other items. Needless to say, Will of the Ancients works best if your team benefits from the aura it provides.
4. Void Staff; should be bought when you notice priority targets are stacking up magic resist. Don't get it only for tanks, Ryze can naturally deal with divers and your team together can deal enough damage to them without your penetration.
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Posted 1/27/2013 7:17:49 PMI like the build you have, but in place of Frozen Heart, try Iceborn Gauntlet. I realize you aren't spamming auto attacks after each spell, but it really gives him a LOT more unexpected burst, plus a VERY nice slow on your opponent.
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Posted 1/25/2013 11:05:52 PMwhat about a banshee vile for some mr instead of roa if u struggling in lane?
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Posted 1/25/2013 4:06:19 AMDoes muramana add another 6% of your mana ratio to your Q and W? Because the toggle grants you this:
Single target spells and attacks (on hit) consume 3% of current Mana to deal bonus magic damage equal to twice the amount of Mana consumed.
So the singletarget spells (q,w) deals another magic dmg equals to 2*3%of your mana. Your mana ratio on your Q is 6,5% and on your W is 4,5%. With muramana its 12,5% and 10,5%. This actually doubles your damage if you forget about base dmg of spells.
Does it really work like this?