• 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Mana (+1.17 mana per level (+21.06 at champion level 18))
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 2
    Greater Quintessence of Mana (+37.5 mana)
  • 1
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Ryze is a mage whose main abilities' damage scale off mana. This makes it so that his item build is more focused on defense and CDR, while still building damage. What Ryze lacks in utility can be made up for by item build. Ryze cannot burst like annie, but pretty close, and the difference is that he can sustain his burst. Ryze lacks any escape abilities, aside from his 1-2 second snare. Combining Ryze's ridiculous mana pool with spell vamp or a catalyst gives him insane lane staying power. This Ryze builds offers a lot of damage and team auras. Ryze is a strong mid/late game champion. Meaning: farm, stay alive, and don't lose map objectives (dragon/baron/towers) are your goals. You should be able to teamfight your way to victory after that. This guide is specifically for SOLO MID Ryze. Ryze can be a very strong solo top champion, but I have not had much experience with that. Find a friend who plays talon. Then you can top and he can mid. The only thing I would probably do differently, is take armor yellows. You'll want armor and MR since many opponents deal both types of damage, and if they don't odds are the jungler does.

Leona Patch- Q base damage increased to 40/65/90/115/140 from 30/55/80/105/130. Relevant changes to items/masteries: [highlight] tear of the goddess[/highlight] now has a tooltip that tells how much mana you have acquired from it (came around talon, went away and is back). Talon patch: [highlight]expanded mind[/highlight] now scales off total mana, not just base. Fizz Patch- Mastery Changes: Strength of spirit is gone (not that we used it anyway). Expanded mind now gives mana per level instead of %, turns out its about the same, but makes getting up in levels even more important. Magic pen mastery does 10% instead of 15%. There are a bunch of new AP points in the offensive tree, buffing other mages, only sacrificing mana regen or movespeed in the utility tree, since they have been moved down a few tiers. Also many mages won't be getting awareness now (especially Karthus, how can you say no to executioner when that is exactly what your ult does?). Volibear Patch- pots nerf. You now have only 150 less HP than your lane oponent (counting pots) when they start boots, or only 300 more hp than your doran ring opponent. Should even you out a bit with the boots 3 pots folks. Makes lane sustain before catalyst harder, makes catalyst (relatively) better. New jungle: If you have the mana (blue buff), go grab wraiths, you'll be healed mostly back up. Don't jungle Ryze. He fails. Recentish patch-Ryze's mana ratio on Q reduced to 7.5% , not a big nerf, doesn't change build or anything.

[title]Explanation:[/title] Glyph Options: 1.Flat MR- Odds are you are laning against a magic damage dealing opponent, these will help you during the laning phase more than any other runes could. 2.Intellect (Flat mana). Adds early damage and ability to cast more spells early. 3.Knowledge (Scaling Mana)- good for dominion (since you start at 3, and are at 4 almost by the time you leave the platform), (they give comparable mana at level 8). These would help you mid/late game quite a bit. 4.Insight (Magic Pen)- Magic pen is a very strong stat, consider these if you like to build merc treads. I prefer the mana runes, because they scale with my masteries and allow me to cast more spells as well as adding damage. bad: CDR- 6-9% cdr is not worth giving up mana or MR for. but if you did, go flat. Seal Options: 1.Knowledge (scaling mana)- These take over the flat yellows at level 6, so I think the scaling ones are best; more damage. 2.Armor, HP or HP/lvl- Ryze is tanky and this might help, because honestly the mana yellows aren't essential to his damage output. If you are playing draft, and you guess you're laning against an AD champion (with AD harrass) pick up the AR yellows and change the blues to mana or mana/lvl. So against an AD Ezreal or something like that. 3.Dodge- Very nice stat to have, super expensive runes, armor is more effective until you have quite a bit of armor, useful after you have glacial shroud or frozen heart. Bad seals: 1.Mana regen: Basically a useless stat on Ryze. Just get more mana. It gives more damage and more spell casts. The flat ones give so little mana regen its stupid. And the scaling ones don't come into effect until Ryze has enough mana that it hardly matters. Mana regen is all about being able to cast more spells before pressing b... well having more mana does this too. 2.Flat mana: they don't give much mana, the scaling ones are about comparable to the scaling blues. Marks: Insight (Magic Pen)- Hands down best reds on Ryze. Most damage. Quints: 1.Swiftness-Your only escape is flash and snare, this makes it so that you are not a sitting duck when you haven't bought boots yet. Also when you walk up to lane with just a mana crystal you won't be so slow that you can't harass. 2.Intellect (Flat Mana)- More spell casts, more damage. 3.Flat MR- help early laning against pesky mages 4.Knowledge (scaling mana)- (comparable mana at level 9) takes too long to get to the same point... good for dominion 5.Insight: Lots of damage, but Ryze has a lot of magic pen from his boots, his E, and marks 6.Fortitude-health is nice. dominion runes: glyphs, quints, seals: scaling mana marks: magic pen other options: armor or dodge seals. Scarra Runes: Mpen reds, scaling mana yellows and blues, MS quints. (Scarra is a pro LoL player on Dignitas that is good with Ryze, watch videos of him if you want to see how to play Ryze. )

Note: No skillshots. [title][img=skills/ryze/p.png] Passive: Arcane Mastery[/title] [number]When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.[/number] [title]Explanation:[/title] This passive makes it so that Ryze can cast spells way more frequently. This also makes the order in which you use spells more important (See Skill Usage/Combos) [title][img=skills/ryze/q.png] Q: Overload[/title] [number]Ryze blasts enemy unit for 40/65/90/115/140 (+20% of ability power) plus 8% of his max mana in magic damage . Cooldown 3.5 seconds Cost 70 mana Range 675[/number] [title]Explanation:[/title] Ryze's best damage spell with a ridiculously short CD. Also as you level it, you get more CDR. Ryze's main harass spell. Use to farm when you need the range to be safe, and once you have the tear, use it to stack your tear. Scales very well off mana. This is why we build mana items. [title][img=skills/ryze/w.png] W: Rune Prison[/title] [number]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% of his max mana in magic damage. Cooldown 14seconds Cost 80 / 95 / 110 / 125 / 140mana Range 625[/number] [title]Explanation:[/title] Use your snare to get away from enemies or prevent them from getting away. Don't use to farm (too high mana cost, and not having it when you are ganked=dead). Scales well off mana. [title][img=skills/ryze/e.png] E: Spell Flux[/title] [number]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 12/15/18/21/24. Cooldown 14seconds Cost 60 / 75 / 90 / 105 / 120mana Range 675[/number] [title]Explanation:[/title] Lowers multiple opponents MR (and does damage) or bursts their banshee's veils. Unfortunately it does not scale with mana. Good for stacking your tear, since it isn't leveled until later it has a lower mana cost. If you are fighting a single target and there are no minions for it to bounce off, it is nice to be close so that it gets all its bounces (and does more damage). The MR reduction does not stack (basically if it bounces off the same target twice it is only going to lower their MR by 12/15/18/21/24, not double that). Hitting a target multiple times does reset the timer for the MR reduction debuff (meaning their MR is reduced for longer). [title][img=skills/ryze/r.png] R: Desperate Power[/title] [number]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 Range 200 [/number] [title]Explanation:[/title] Best Uses: Teamfights: Combined with your E (and other spells), does damage to lots of targets and lowers their MR and heals you. Killing overconfident people when you are running away at low health: they decide to dive tower, you use a combo with an R thrown in early, and snare them. (doesn't have to be under tower). Lowering CD on Q: When a champion is about to run out of range with low health and your Q is on cooldown. If it gets the kill its worth it. Other decent uses: Getting blue buff: Possible around level 7. Possible without losing much health around level 11 (or whenever you get a hextech revolver). Using on minions to heal in lane or push: this is fine, gets you back 1/3-1/2 of your health usually. Good for pushing later game, since the cooldown is shortened a lot by your passive.

[title]Explanation:[/title] So most of us now know Ryze's Q and W scale with mana, while his E does not. Also with Strength of Spirit HP regen scales with mana too. Mana is very good on Ryze. Strength of Spirit doubles Ryze's level 1 HP regen from about 5 to anywhere between 10-12 (depending on your runes). It also gives him around 50 Hp/5 late game. So when you want to buy items, remember Ryze scales better with mana than AP, because of damage and HP regen, not to mention lane staying power due to more mana (spell casts).

[title]Explanation:[/title] [imgsmall=skills/ryze/r.png] > [imgsmall=skills/ryze/q.png] > [imgsmall=skills/ryze/w.png] usually > [imgsmall=skills/ryze/e.png]. Level [imgsmall=skills/ryze/w.png] for longer snare Level [imgsmall=skills/ryze/e.png] for more damage vs champs with higher mr Level 1: Q for harass, could choose W first for the snare in level 1 team fight or if duo laning (should solo though), but then your laning is messed up for a little bit, so I get W second for the snare. Level 1: Note: Don't choose your skill until you know who you're laning against or until you have the opportunity to snare someone (or you know you are going to invade and there will likely be opposition). Pick up snare if you are against any champion whose main poke is at melee range (not much of a poke then). Occassionally I'll get E second, if I want the range/ don't expect level 2 gank. Level 3-this is the real toss up. If you are both being aggressive and you think there will be a kill get E for more spells and more damage/magic pen. If you think you can hold out til level 4, you can get more harass for less mana by putting another point in Q. R is first priority, because the spell vamp can keep you in lane/save you. The shorter cooldown is nice. And often I use it to lower my Q's cooldown by 1 second (because of Ryze's passive) to get the last hit on a champion about to run out of range. Now Q is prioritized for the CDR (its on all spells), it can be used every 2 or 3 seconds, and the mana cost does not increase with level, unlike the other two spells so you want it doing the most damage. Then W for a longer snare (for you to get away or generally for chasing better), and keeping your E low mana cost. If you think there will be team fights, level E, because it will reduce multiple targets MR by more and leveling it will do more "AoE" damage (not exactly AoE, but it hits multiple targets)

[title]Explanation:[/title] [title]Harass:[/title] [imgsmall=skills/ryze/q.png] or [imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/q.png] or use [imgsmall=skills/ryze/e.png] off back minions when champions are nearby (doesn't do much damage though) [title]Getting Blue Buff (maximizing DPS):[/title] [imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/w.png]-[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/r.png]-[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/w.png]-[imgsmall=skills/ryze/q.png] (---[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/w.png]-[imgsmall=skills/ryze/q.png]) (the parenthesis is for at lower levels without help) each dash is about 1 seconds or less (depending on the CDR items you've purchased). [title]Quick burst:[/title] [imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/w.png]-[imgsmall=skills/ryze/q.png] (you don't have to wait for [imgsmall=skills/ryze/q.png]'s cooldown at all, because of casting time and Ryze's passive) [title]Quick burst when they are running:[/title] [imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/w.png]-[imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/q.png] or [imgsmall=skills/ryze/w.png]-[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/q.png] if they are about to get out of range [title]Better DPS burst, but takes longer:[/title] [imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/w.png]-[imgsmall=skills/ryze/q.png] (or switch [imgsmall=skills/ryze/e.png] and [imgsmall=skills/ryze/w.png] if they might run out of range) [title]Teamfight burst:[/title] [imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/r.png]-[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/w.png]-[imgsmall=skills/ryze/q.png] (hit [imgsmall=skills/ryze/r.png] immediately after [imgsmall=skills/ryze/e.png], then the effect takes place before the spell hits and the CD gets lowered by his passive) OR [imgsmall=skills/ryze/q.png]-wait a second-[imgsmall=skills/ryze/r.png][imgsmall=skills/ryze/q.png][imgsmall=skills/ryze/e.png]-[imgsmall=skills/ryze/q.png]-[imgsmall=skills/ryze/w.png]-[imgsmall=skills/ryze/q.png].

[title]Explanation:[/title] Ryze is not the champion you send to split push, since he has the worst ability to take down towers. He can however take down minions very fast late game. Ryze shines in teamfights and smaller skirmishes. Ryze's job is to kill whoever is closest to him (aside from the tank), but preferably one of the carries. Ryze's strength as opposed to other AP carries is his tankiness and his high burst damage. Because of his short cooldowns, his spells will come off cooldown multiple times in a teamfight (usually). He can kill target after target on the edge of a teamfight. The spell vamp helps him stay alive while being close to a fight (short range on abilities), as do his tanky items. He really shines in the mid/late game phase, in very lategame he can get outshined by AD carries and such, but mid/late game is Ryze's stomping time. Once you have your catalyst, shroud, negatron, and some spell vamp you are ready to stomp and not press b for awhile. [title]Team Fights:[/title] You should almost never use W on their tank. Q'ing him is fine as long as everyone else is out of range. Using E is good IF it can bounce to other enemy champions grouped together behind him. Your goal: burst down champions one at a time. Prioritizing: Within Range, Squishy damage dealers, and Support. If one of their idiots is out of position, go ahead and kill him, otherwise focus: 1/2. AP carry or AD carry 3. Jungler if squishy/ high damage dealing and/or closer to you than support 4. Support (Jungler if support was closer to you, etc.) 5. Tank, unless way out of position You have to play different based on what items you have, because you can be much more aggressive when you have spell vamp + defensive items, than otherwise.

[title]Explanation:[/title] First of all I want to say Riot has got it right on recommended items for Ryze, I almost always build these items, or things that build into them: [img=items/sorcerers-shoes.png] [img=items/banshees-veil.png] [img=items/frozen-heart.png] [img=items/archangels-staff.png] So after that we get to choose 2 (unless we are playing against all mages or physical damage champs). [title]Starting Items:[/title] [img=items/sapphire-crystal.png][img=items/health-potion2.png] [title]Explanation:[/title] Crystal for more damage and more mana for lane-staying. [title]Final Builds:[/title] 5 builds you will use 99% of the time: Pick up your boots [img=items/sorcerers-shoes.png] or [img=items/mercurys-treads.png], +: For tankier opponents build[img=items/void-staff.png] instead of [img=items/abyssal-scepter.png]. 1- Focus on Ar rather MR: [img=items/rod-of-ages.png] [img=items/frozen-heart.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png] [img=items/banshees-veil.png] 2- They have an MR focus: [img=items/void-staff.png] [img=items/frozen-heart.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png] [img=items/banshees-veil.png] 3-Replace Rod of ages, banshee's veil, or void staff with [img=items/abyssal-scepter.png] if it would really help your team. 4- Low sustain (no spell vamp), higher burst, tankier if you get abyssal- [ [img=items/void-staff.png] or [img=items/abyssal-scepter.png] ] [img=items/frozen-heart.png] [img=items/archangels-staff.png][img=items/rod-of-ages.png] [img=items/banshees-veil.png] 5-Malzahar : [img=items/quicksilver-sash.png] [img=items/frozen-heart.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png] [ [img=items/banshees-veil.png] or [img=items/rod-of-ages.png] ] [imgsmall=items/rod-of-ages.png]- gives the most tankiness, and gives comparable damage to [imgsmall=items/abyssal-scepter.png]. Really expensive and takes a long time (10 minutes) to stack. (can replace banshee's veil) [imgsmall=items/abyssal-scepter.png]- gives a little more MR defense than [imgsmall=items/rod-of-ages.png], but no HP or AR. The point of this is if you have a few magic damage dealers, it helps all of them deal more damage. (can replace banshee's veil if you get a rod of ages) [imgsmall=items/void-staff.png]- pretty cheap and helps vs those high MR targets. [img=items/banshees-veil.png]- gives HP and MR and damage (mana) AND a spell shield. Great item, its hard to compare to the others though, since it is hard to compare a spell shield to damage and defense. Full MR build: 1:[img=items/ionian-boots-of-lucidity.png] [img=items/banshees-veil.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png][img=items/abyssal-scepter.png] [ [img=items/force-of-nature.png] or [img=items/void-staff.png] or [img=items/rod-of-ages.png] ] 2: [ [img=items/sorcerers-shoes.png] or [img=items/mercurys-treads.png] ] [img=items/banshees-veil.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png] [img=items/deathfire-grasp.png] [ [img=items/abyssal-scepter.png] or [img=items/void-staff.png] or [img=items/rod-of-ages.png]] AR build: [ [img=items/sorcerers-shoes.png] or [img=items/ninja-tabi.png]] [img=items/rod-of-ages.png] [img=items/frozen-heart.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png] [ [img=items/void-staff.png] or [img=items/thornmail.png] ] Build Based on opponents MR: 4-5 champions with 30-54 MR: [ [img=items/mercurys-treads.png] or [img=items/ninja-tabi.png] or [img=items/sorcerers-shoes.png] ] [img=items/banshees-veil.png] [img=items/frozen-heart.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png][img=items/abyssal-scepter.png] (44MR reduction with E+9 magic pen, 29 Magic pen without E, ) 4-5 champions with 45-110 or less MR: [img=items/mercurys-treads.png] [img=items/frozen-heart.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png][img=items/rod-of-ages.png] [ [img=items/banshees-veil.png] or [img=items/abyssal-scepter.png] ] 3-4 champions with 70-129 MR, with no more than 1 tankier: [img=items/mercurys-treads.png] [img=items/frozen-heart.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png][img=items/rod-of-ages.png] [img=items/abyssal-scepter.png] 2-3+ champions with 130+MR: [img=items/mercurys-treads.png] [img=items/banshees-veil.png] [img=items/frozen-heart.png] [img=items/archangels-staff.png][img=items/will-of-the-ancients.png][img=items/void-staff.png] [title]Cookie Cutter Purchase order:[/title] [imgsmall=items/tear-of-the-goddess.png][imgsmall=items/boots-of-speed.png][imgsmall=items/catalyst-the-protector.png][imgsmall=items/mercurys-treads.png][imgsmall=items/negatron-cloak.png][imgsmall=items/chain-vest.png][imgsmall=items/glacial-shroud.png][imgsmall=items/hextech-revolver.png][imgsmall=items/banshees-veil.png] [imgsmall=items/will-of-the-ancients.png] [ [imgsmall=items/abyssal-scepter.png] or [imgsmall=items/void-staff.png] or [imgsmall=items/rod-of-ages.png] ] [imgsmall=items/frozen-heart.png] [imgsmall=items/archangels-staff.png] [imgsmall=items/elixir-of-brilliance.png] [imgsmall=items/elixir-of-fortitude.png] When to deviate: They have little magic damage: turn catalyst into rod of ages at some point and don't get abyssal scepter. They have little physical damage: when it comes time to build glacial shroud, buy cooldown boots instead... if you already bought the magic-pen ones, you can pick up blue buff and elixirs until. After you have the cooldown boots, you probably NEED magic pen. So pick up abyssal scepter or void staff soon. ( I get AA staff before the elixirs if I can afford it (I usually don't buy blue elixir if I just got blue buff), but at this point, its not worth saving gold to get AA, its final push time) Usually I get around 11,000 farm in a (ranked) game, meaning I don't usually finish AA staff or frozen heart (often abyssal scepter too, just have the neg-cloak). Deciding between void staff and abyssal scepter. If 2 targets have 110+ MR, then probably void staff. If tankiest 2 targets have 50-110 MR get abyssal scepter. If everyone is under 50 MR , get a different 6th item: Rod of Ages, Guardian Angel, thornmail, force of nature or maybe even Rylai's Crystal Scepter. This build makes Ryze a big help to the team, with his 3 aura items; however, they are almost his last 3 items to purchase. [title]Explanation:[/title] Tear-stacking mana= utility/damage boots-getting away/chasing/moving catalyst-more HP, more mana + lane staying from mana and hp gain on passive shoes-more movespeed + more damage negatron- defense (you're probably laning against a caster, otherwise get the chain vest first, and hold off on this til later) chain vest- here I assume they have some AD dealing potential near you. glacial shroud-damage + CDR hextech-spell vamp, sustain + battle sustain (this could go before the CDR, depending if you're laning still or at team fight stage) Banshee's Veil- You need your 6th slot open Void Staff- If they have 3+ people with over 100 MR, get this now (sometimes worth it when there are 2 of them), otherwise wait til after finishing everything except AA staff Frozen Hear- Can get much earlier if they are AD heavy, lots of armor, some CDR AA staff- lots of mana regen + lots of AP (some damage) If they have literally no MR, you can get rod of ages, but its kind of late in the game for that at that point and its so rare that people do that. If they do they are probably dealing a lot of damage so get thornmail or Quicksilver sash or Force of Nature. But the best offensive item for Ryze is a Rod of Ages (other than the tear, except they don't stack) probably. If you have 400g and change you can almost always pick up another sapphire crystal and some health potions, since there are 3-4 in your build. [title]Core Items:[/title] [img=items/tear-of-the-goddess.png][img=items/sorcerers-shoes.png][img=items/catalyst-the-protector.png] [title]Explanation:[/title] Tear of the Goddess/Archangel's Staff: The tear is the best item on Ryze hands down. The tear has 1350 (+67.5 with Expanded Mind) mana when fully stacked, which means 106 (+5 with EM) damage on Q and 67.5 (+3 with EM) damage on W. It takes awhile to stack, which is why it is important to use your skills to farm once you have it. It is important to understand how the stacking works. First of all, it stacks faster as a tear than as Archangel's staff. You gain 4 mana every time you use an ability and this gain cannot happen more than twice in 6 seconds. For AA staff you gain only 3 mana each cast, and the effect cannot occur more than once per 3 seconds. The tear gives you more leeway to use spells close together (which is what naturally happens during fights) and gives more per spell cast. Upgrading to Archangel's Staff is your last priority. You have so much mana you do not really need the mana regen, and Ryze doesn't scale that well with AP. Spell vamp, CDR, and defense items are more important than the added AP and mana regen. Catalyst gives you great lane-staying power. When you are stomping your mid/late game build should look something like: [img=items/tear-of-the-goddess.png][img=items/catalyst-the-protector.png][img=items/sorcerers-shoes.png][img=items/glacial-shroud.png][img=items/will-of-the-ancients.png] [img=items/abyssal-scepter.png] [img=items/elixir-of-brilliance.png] you can turn the catalyst into a RoA instead of banshee's veil if you want. Notice that with abyssal scepter and your E, you get 30 MR targets to -14 MR. If they are all this squishy sell your sorc boots for merc treads.

[title]Explanation:[/title] The best item is not always the item that gives you the most damage, otherwise your build would start to look like this [imgsmall=items/tear-of-the-goddess.png][imgsmall=items/sorcerers-shoes.png] [imgsmall=items/sapphire-crystal.png][imgsmall=items/sapphire-crystal.png][imgsmall=items/sapphire-crystal.png][imgsmall=items/sapphire-crystal.png]. This is why we build items that don't have mana: for spell vamp, magic pen, and possibly defense. [imgsmall=items/tear-of-the-goddess.png] - The BEST item on Ryze. Great for damage (Q and W) and (mana) sustainability. This thing will stack throughout the game (usually fully stacked around 30 minutes or so), giving you more damage as the game progresses. [imgsmall=items/archangels-staff.png] - Gives a little more damage, makes a noticeable difference on E (goes from doing little to doing some) and gives your W a lot more damage. The main stat this provides is CRAZY mana regen, which is nice, but not all that necessary (by the time you can afford it). 116 AP after you have all your mana : which is 23 damage on your Q, 69 damage on your W, and 40 on your E. That is quite a bit of damage added. Void staff will almost always add more damage against tankier targets, because of the magic pen. [imgsmall=items/catalyst-the-protector.png] - Gives Ryze Health, Mana (Damage), and sustainability while leveling due to its passive (unfortunately since tear is more important we don't get the full use out of the catalyst, but its still a great item). Can be turned into banshee's veil or Rod of Ages (better for pubstomping IMO). [imgsmall=items/negatron-cloak.png]- Always good to grab one of these early, especially against Karthus and Veigar. When they deal a lot of magic damage, sometimes I'll grab a second negatron cloak, even when I'm not sure whether I'll build it into a quicksilver sash or an abyssal scepter (it may even be worth it to build a second banshee's veil, but I don't know, because the shield bubble doesn't stack). [imgsmall=items/banshees-veil.png] - combining it is nice, especially versus teams with champions with scary initiates and CC: Alistar, Amumu, Singed. You need to finish it to get your 6th slot. The veil may save you a number of times, or get popped by something stupid like the opposing Ryze's Spell Flux. [imgsmall=items/rod-of-ages.png] - Second best damage item on Ryze. But wait? It's not part of the main build. That is because: it is too expensive. It offers no utility. It takes a long time to stack. You are spending a lot of money on AP and Ryze's ratios are not good enough for that. Yes it offers lots of health and lots of mana, that is why it is still an item to consider, especially when you don't need void staff, banshee's veil, or frozen heart. [imgsmall=items/sorcerers-shoes.png] vs [imgsmall=items/mercurys-treads.png]- Ryze has a lot of magic pen from his E and runes- 21 early game, 33 later. With Void staff and/or the % mag pen mastery it is conceivable to go merc treads and not have the extra magic pen from boots. Most times I play against a Fiddlesticks I get Merc Treads (because of his fear and silence). Now I get merc treads, because it helps you dominate your lane, and allows you to get out of ganks easier. Also you aren't stunned/silenced for as long in team fights. [imgsmall=items/cloth-armor.png]- Don't be afraid to grab one early if you are taking a lot of physical damage and don't have much gold. Ryze has a low starting armor, and this can really help and can either be sold later or turned into Frozen Heart earlier than usual. [imgsmall=items/glacial-shroud.png]- One of the best items on Ryze. A lot of mana and a lot of CDR + tankiness vs phys. damage. [imgsmall=items/frozen-heart.png] - Gives a little bit more mana when upgraded, a little bit more CDR, and A LOT more armor. Finish earlier against AD heavy teams. [imgsmall=items/hextech-revolver.png] and [imgsmall=items/will-of-the-ancients.png]- Spell vamp is great on Ryze. He can stay alive longer in fights because he is tanky enough not to get killed immediately, this makes him a great 1v1 champion too. Makes taking blue buff/baron/dragon easier (and being able to stay on the map after). Makes staying in lane easier. He has enough mana that he can burn spells on minions when he needs health. Auras are nice too. If the other team has a bunch of ignites and they ignite you every time, then maybe get Rod of ages instead. [imgsmall=items/void-staff.png]- Bought simply for Magic Pen. If the other team is stacking Magic Resist, (2-5 people with 100+) this is a must have. Kills people quicker. [imgsmall=items/abyssal-scepter.png]- Bought simply for Magic Pen. If 3-5 members the other team have 60-105 MR, this is a must have. Kills people quicker. [imgsmall=items/haunting-guise.png]- when the other team isn't magic damage heavy, you don't have many other magic dealing champs on your team and you don't have the cash for abyssal scepter. Now for the more situational items: Ar: [imgsmall=items/thornmail.png]- vs Heavy AD teams. Make sure you have some HP to back up your thornmail. Squishy AD carries already fear your burst and snare, but now they won't want to touch you. [imgsmall=items/randuins-omen.png]- I like the gold per 5 item, but it doesn't really seem to fit that well, I'm just trying to include every item that is remotely viable. [imgsmall=items/guardian-angel.png]-fun, gives both MR and Ar, but seems other items might keep you alive (spell vamp) rather than this. Too expensive. MR: [imgsmall=items/force-of-nature.png]- vs Heavy AP teams. Also increases HP/5 by a percent, which is really nice since Ryze gets insane HP/5 from SoS. Movespeed is nice too. [imgsmall=items/spirit-visage.png]- Great midgame defensive item vs casters. gives health, mag resist, and the % regen scales nicely with SoS. Also gives CDR. Also increases spell vamp from WotA. [imgsmall=items/quicksilver-sash.png]-cleanse is awesome, great vs malzahar. CDR: [imgsmall=items/fiendish-codex.png]-Essentially the only CDR you can get, other than kindlegem.. but Spirit Visage is the only useful kindlegem item on Ryze. [imgsmall=items/deathfire-grasp.png]-nice gold per 5 (while building, not when finished), best substitute for frozen heart, when they have literally no AD champs [imgsmall=items/morellos-evil-tome.png]- more cdr than deathfire, more mana regen, but no active or gold per 5 [imgsmall=items/elixir-of-brilliance.png]- Get these when you have gold to spare and you know you're going to max out on gold (finish your build) before the game ends. Damage and/or CC: [imgsmall=items/rylais-crystal-scepter.png]- HP is great (doesn't give as much as rod of ages), slow is awesome, AP is so-so. too expensive, maybe a 6th item. You really would only buy this for the slow, which seems dumb to me. [imgsmall=items/hextech-gunblade.png]- the game has gone on too long and you are sitting on a fat heap of gold. Your WotA aura is useless to your team. You want the 300 magic damage + slow + AD (almost useless...might help take a tower). This offers basically the same AP and spell vamp, but it has an active instead of an aura. Get this instead of WotA if you want. HP: [imgsmall=items/warmogs-armor.png]-both teams are playing like a bunch of jackasses and your team doesn't have an initiator, then you can just walk up and kill someone, and probably still survive (get this after WotA). Rod of ages would likely be a better Item Choice. Gold per 5: [imgsmall=items/heart-of-gold.png]- tankiness and gold per5... its okay.. .but usually you shouldnt buy gold per 5 items as a carry [imgsmall=items/philosophers-stone.png]- Gold per 5 and regen! the regen is nice, again carries don't buy gold per 5. Trick: if you turn it into Eleisa's Miracle right before you sell it you get more gold back. (philo sells for 400, eleissa's miracle costs 500 more gold and sells for 910, thus you make 10g). [imgsmall=items/kages-lucky-pick.png]- The AP sucks, only build if you aren't building frozen heart and you are building deathfire grasp (build after tear, boots, and maybe catalyst). Elixirs: [imgsmall=items/elixir-of-brilliance.png]-Useful the entire game, but still purchase only late game. [imgsmall=items/elixir-of-fortitude.png]-Useful for staying alive, only purchase when build is done or when you know something is going down. [imgsmall=items/oracles-elixir.png]-Can buy once you have frozen heart and a neg-cloak or two (or rod of ages) (otherwise you're too squishy), but this is better left to a support/tank.. but if you're in solo queue... you may pick one of these up eventually [imgsmall=items/elixir-of-agility.png]-Only purchase when you have purchased the other 3 consumables listed above (unless they have no stealth and no ward slots/no wriggles lanterns). Can help for pushing. [imgsmall=items/sight-ward.png]: Buy them. You have few escapes so try to have map awareness. Any item not listed here is probably a waste of a slot/gold on Ryze. Items you may be tempted to consider, but are definitely wrong: [imgsmall=items/lich-bane.png]-You shouldn't build straight AP, he scales better off mana, so this is pretty useless [imgsmall=items/rabadons-deathcap.png]-At most he gets about the same amount of damage from a rod of ages, without the health. [imgsmall=items/zhonyas-hourglass.png]-Frozen Heart Does more damage and has an aura that you can't forget to use. Ryze's cooldowns are so short this is probably a waste. Guardian Angel would be better. He doesn't need the AP. [imgsmall=items/dorans-ring.png]- Waste of early money on AP. the HP and mana regen is nice, but a sapphire crystal will probably get your more mana in your laning phase than the regen will, plus you get damage from the crystal. Also slows down building a tear. [imgsmall=items/mejais-soulstealer.png]-ap is not that good on ryze and stacking items aren't dependable

You have 52.5 Magic Pen/Reduction using just your E, boots and runes. [imgsmall=items/abyssal-scepter.png]/[imgsmall=items/haunting-guise.png] are ideals for targets with 72.5 Magic Resist. (perfect for your 80 MR banshee veil glass cannons) [imgsmall=items/void-staff.png] will be more effective on targets with over 102.5 MR. You should not build void staff if no one has this much armor. All the above calculations assume you land your E on them. Assuming you don't land E: You have 28.5 Magic Pen using just boots and runes. [imgsmall=items/abyssal-scepter.png]/[imgsmall=items/haunting-guise.png] is ideal for targets with 48.5 magic resist. [imgsmall=items/void-staff.png] will be more effective on targets with over 78.5 magic resist. Champions with more MR than you'd think (because of abilities): Akali, Annie, Galio, Garen, Jax, Kassadin, Kennen, Leona, Master Yi (Meditate), Morde, Nidalee (Cougar), oriana (ball), Rammus, Singed, Sona, Soraka, Trundle, Wukong, and Xin Zhao. Champions who get MR when they level (most have 52.5 at 18, some have 43.5): akali, evelynn, Blitzcrank, Dr. Mundo, Gangplank, Garen, Irelia, Jarvan, Jax, Kassadin, Katarina, Kayle, Lee Sin, Malphite, Master Yi, Nasus, Nidalee, Nocturne, Olaf, Pantheon, Renekton, Riven, Rumble, Shaco, Sion, Skarner, Talon, Trundle, Tryndamere, Udyr, Warwick, Wukong, Xin Zhao, Yorick. Champs on neither list: Alistar, Amumu, Anivia, Ashe, Brand, Caitlyn, Cass, Cho, Corki, Ezreal, Fid, Gragas, Heimer, Janna, Karma, Karthus, Kennen, Kogmaw, leblanc, lux, malz, maoki, MF, morgana, Nunu, Poppy, Ryze, Shen, Sivir, Swain, Taric, Teemo, tristana, tf, twitch, urgot, vayne, veigar, vlad, zilean Also champs who use MR runes (if you're just checking the item build). So.. the last list is a list of champions that magic damage will likely be more effective on, since they don't naturally scale any resistance.

I'm assuming you have a good team comp and you're solo mid (well at least the latter). Ryze also makes a good solo top, but I have had much more experience mid, so that is what this guide is about. Buy, run to the brush just beyond blue buff near the mid/river to defend the area (see if anyone comes). If somone comes back off a little unless you have support, then you can choose your snare ability, snare them and pick up first blood (if that is the case, and it is early enough b and buy boots and more pots). Leash blue for your jungler with your Q and maybe 1 auto attack. Go to lane. Now, you can play aggressive level 1, because most champs can't deal massive damage on short CD like you, but you might OOM if you don't get a quick kill. I suggest waiting to level 3/4, then you can go aggressive and get a kill, just make sure you poke them some first. They might have boots, so you might not be able to hit them. Don't get too much minion aggro. Try to Q them if you can. Basically lane, don't let them push too hard, try not to use too much mana or get much damage to your turret. CS and harass. Don't push too hard in fear of their jungler getting you. Hopefully you are well warded and someone has CV, so you know where the jungler is. Your jungler should come gank sometime. Try to land a W and you and your jungler should be able to take care of your opponent. You are slow, so watch out for ganks and being hit on your way back from attempting to Q your opponent. Know your spell range vs theirs and your movespeed and theirs. Ok so hopefully you can get first blood before 6 (against certain oponents)... because your 6 just helps you stay in lane/alive usually (until team fight time), whereas most other mages have some sort of massive damage nuke ult. Use your ult to keep your HP up (especially if you have blue buff) or lower the CD on Q or W, to lock in a kill. If not, thats ok. Don't get caught, flash away if you have to. If they are gone, push your lane and get blue, go back yourself and get items, gank, help get dragon or take the tower. Or just sit and farm. Hopefully your jungler will give you blue on their second pass. Blue is really helpful to Ryze early game, especially before you build any CDR. Mid game you can take blue too (depending on comp), but often others need it more. Late game you usually don't need blue that bad (especially if you have frozen heart and AA staf), but it always helps.

Stay with your team. Maybe get blue. You should tank dragon, since you have spell vamp and the attack speed slow doesn't affect your damage output. You can tank baron if you are the only one, but usually this is the jungler's job. Stay with your team (don't wander alone to unwarded areas)! you and the ad carry are pals. He takes the towers you crush the minion waves. Your tank and support protect you. Do what it says in the teamfight section. If you have blue buff and full build and you know the other team isn't too close you can use your Ult to push minions. It comes back super fast when you're constantly casting... its like 30 seconds or so (12 Qs, 4 Es, 4Ws, cuts off 2 0seconds from the 50).

Other mages. Ryze's E, abyssal scepter, and will of the ancients are great for other mages and ability power based champions. Ryze is good for a double will strat, but he wont have his will until later. [imgsmall=champ/amumu.png] /[imgsmall=champ/fiddlesticks.png]: their passives lower MR. [imgsmall=champ/soraka.png]: Gives mana, health, mr, armor, and lowers MR. [imgsmall=champ/karthus.png]: Wall lowers MR. Basically champions that lower MR and can use WotA aura and abyssal scepter aura. Having 2 WotA's on one team is great. Toughest to lange against: [imgsmall=champ/morgana.png] (crazy sustain) , [imgsmall=champ/kennen.png] (stay behind creeps to block his SS), [imgsmall=champ/cassiopeia.png] (crazy range) [imgsmall=champ/akali.png] is also tough, but I've never gone against one in mid, only on top.. I imagine the shorter escape in mid would make it a bit easier. Easier to lange against:[imgsmall=champ/veigar.png]- he can't kill you (pre 6) unless he stuns you and lands that spell that takes forever to fall from the sky, or if you get ganked and he throws up a spiky chamber around you. You also don't get much AP, so Ryze is probably the best mage counterpick to veigar. Laning advice: [imgsmall=champ/annie.png]- harass when stun is not up, play passive when it is. Punish her for last hitting with Q. [imgsmall=champ/anivia.png]-finally, a champ you are faster than. dodge the Q stun. Harass with Q. Don't tower dive. Early game egg is easy to kill, but not under tower. Ignite helps for late game egg. [imgsmall=champ/akali.png]-Try to kill before 6, buy pink wards. [imgsmall=champ/brand.png]-avoid skill shots. Make him oom, then harrass. If he uses a pillar, then attack him. Usually you can't do much until you have boots. [imgsmall=champ/kogmaw.png]-Try to kill before 6. Unless you can kill him in one burst, he will zone you. Get those boots. [imgsmall=champ/leblanc.png]- if you snare or ignite her just before she goes below 15% HP, she will be snared/ignited, but her twin won't, so you know which to attack (same wit shaco's ult). Get an early Neg cloak. [imgsmall=champ/malzahar.png]-Try to kill before 6. That suppression will suck. Get an early QSS. [imgsmall=champ/sion.png]- If you have blue, by all means, as soon as he puts his shield up, go destroy it. If he stuns you, he can't explode his shield yet. Then when you are un-stunned you can kill his shield without worry about the stun. This will prevent his farm. If he walks up, already having his shield up, back off, he can stun you do massive damage and possibly get farm too.

Don't do it. He is terrible until he hits 6 AND has at least 1500 mana. His Q eats mana like crazy. If you do: Take Q first, then E, then Q again, then W (why? you'll OOM more if you take W before your second Q, E does more damage than W because of the bounces, plus the MR lowering). Without a leash: 9/21/0 (2 point in AD 2 in extra damage to minions, cdr), runes: flat mana glyphs and quints, armor yellows, magic pen reds (doesn't help jungling, but seems sensible), cloth 5. Blue --> wolves --> wraiths --> double golems --> back, get mana crystal and a pot --> wolves wraiths -->double golems--> back and get cloth armor and a pot if you can. Really slow. (you will OOM a few times, but blue buff will eventually get you more mana). Without a leash you should finish with about 15 HP. Better Idea: 9/0/21. Blue crystal 2 pots. Get (a lot of) help with wolves. Get (a lot of) help with blue. Go wraiths --> wolves --> double golems. Item build: blue crystal x3 boots, cloth armor --> then tear --> then glacial shroud/catalyst (both, order doesn't really matter) --> boots 2 --> negatron cloak --> frozen heart --> hextec --> regular ryze build. You will have: more armor, less MR. Really slow. Don't do it.

Here is a video of me using my ult to heal and kill a full HP Akali (I actually got KS'ed...and i mean Kill Secured by my teammate), unfortunately I got ashe arrowed (might have died to ignite anyway) (terrible flash too, but akali came out of nowhere) I messed the combo up a little bit, I started with R so that I wouldn't die immediately, then I pressed E to lower MR, I think I should have Q'd first, then I pressed Q then W. Which actually is the best order for casting 3 spells (not counting R), but I probably could have squeezed in 4: [youtube][/youtube] Ryze "Unofficial" Pentakill (I'm cheap and use the free version of fraps which only let you record 30s so its in 2 parts): part1: [youtube][/youtube] ^^^here notice how I target whoever is closest and snare them so my team can focus them. Also it seems like the are just walking up to me 1 at a time... lol. I stay on the outskirts as much as I can and just kill whoever is closest. I use my ult to lower the CD on Q so I can kill alistar and then I also get the spell vamp to heal back from caitlyn. Targetting squishies with the spell vamp will heal you more, because you do more damage (not that I had a choice in these clips). Most of the time I was using the QEQWQ---QEQWQ combo. part2: [youtube][/youtube]

I had some good question: " I don't understand why you would even build any ap." Because I want spell vamp (will of the ancients) and magic pen (void staff) ). Also Ryze's AP ratios aren't THAT bad. Never go out and buy a deathcap or any item FOR AP, but if AP comes along its not too bad. "Why not build Rod of Ages?" Rod of Ages is a very useful item on Ryze; however, it is very expensive and takes a long time to stack, and you can accomplish the same goals and others by building other items. Instead of using the money on the rod (3035), I just get the catalyst(1325), negatron cloak (740), chain vest (700), and mana crystal (400) (altogether 3165..130g more) Compare stats: Rod (Immediately): 60 AP 450 HP 525 Mana Eventually : 630 HP 80 AP 725 Mana compared to: armor: 45 magic resist: 48 HP: 290 mana: 950 As you can see the second stats are better for earlier and they equalize later, possibly with an edge to the Rod (but the rod takes only one item slot). Also the second stats can be got in smaller chunks, also more useful. After building catalyst if you dont have enough to finish the rod, you can only buy the blasting wand, which doesn't help Ryze that much.

Ryze can deal a lot of damage and take a lot of damage, but he lacks some mobility. There is not too much build variety with him, but build order is really important and variable depending on the situation. I find him very fun to play. Feel free to leave comments on how I can improve my guide.

9/25/11 Version 2ish: Added version history. Discovered that expanded mind got buffed and updated accordingly. Updated everything to make it look better and shorter and sweeter. (Further updates on wall-of-text later sections to come). 9/26/11 V2.01-Changed masteries from 9/7/14 to 9/0/21. I'm still stuck on these. The main reason is movespeed is so great. It's hard to lane against other mages who start with boots (or even without), when you don't have a movespeed edge. But now when I play 9/0/21, early game I have to back more for HP and wish my regen was higher, but I think 9/0/21 is better, but 9/7/14 is still viable. Thought about 0/9/21, but I don't want to give up the damage. 9/30/11 V2.02-Updated item build, intro, and added Hextech Gunblade to more on items. When I have more free time I plan to shorten some of the later sections of the guide (like item builds). Did actual math on Rod of Ages to compute how stupid good it is on Ryze, and threw it into more builds. Added MR blues and Quints to runes. 10/14/11 V2.03- Changed Glyphs to flat MR, moved 1 point from XP gain (awareness) to CDR in utility mastery tree. Changed Quints to Movespeed. 10/16/11 V2.04- Added warmog's armor to items. Updated matchups some. Changed boots to merc treads. 10/21/11 V2.05- took gunblade off main build... I was kind of trolling, still viable, but trolling. 11/04/11 V2.06- Changed Seals to HP/lvl (I find I always wish I had more HP when I run mana/lvl). Moved one point from expanded mind to awareness (hitting a level before your opponent is really important early.. if it is level 3 or 4, you'll have about 1.33 times more damage than if you were a level lower ). 11/13/11 V2.07- Talked about new masteries in patch history and masteries sections. 11/18/11 V2.08- Gave a more complete description of new masteries. 11/21/11 V2.09- Changed Item builds some, edited matchups, added malzahar and sion. 11/30/11 V2.10-trolololol jungle added. 12/05/12 V2.11-Removed Thornmail and Force of nature from item builds. A second Frozen Heart or a Second Banshees would serve you better in 99.9999% of cases. Honestly you only build thornmail if the other team has 5 champions like tryndamere (I dont know if there are even 5 out there), where basically all of his damage comes from auto attacks... EVEN then, you might not want to. Added the option of choosing something other than WoTA in the main item build section.

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