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[Champion] Ryze

Forum Index > LoL Strategy
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h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
Last Edited: 2013-04-19 18:19:31
August 09 2012 00:45 GMT
#1
[image loading]

Ryze - The Rogue Mage


Contents

1. Introduction
2. Skills
3. Skill Order&Usage
4. Summoners
5. Masteries
6. Runes
7. Build
8. Match-Ups


1. Introduction

Ryze is my most played and best champion and the champion I pick when I desperately want to win a game. If you care about my ELO: As of writing this I'm sitting on 1526 ELO, barely in gold, but I don't play ranked much. This guide is aimed at giving you an overview of how I play Ryze and alternatives to my way of playing.

Why play Ryze? He is a tanky sustained damage mage that spams his spells a lot and moves around a lot in fights. He has weak but workable early levels and outscales most ap champions. He can build tanky items like Frozen Heart or Banshees Veil and gain damage from them since his spells scale off Mana. He is not inherently tankier than other mages, so you still have to watch out early game, but his build allows him to be very hard to kill.



2. Skills


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Arcane Mastery

+ Show Spoiler [description] +
(Innate): When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.



One of the stronger passives and makes Ryze the spammy mage that he is. This really favors getting cooldown reduction on him.


[image loading]
Overload

+ Show Spoiler [description] +
(Passive): Ryze gains cooldown reduction.

Cooldown Reduction: 2 / 4 / 6 / 8 / 10 %
(Active): Ryze throws a charge of pure energy at an enemy unit, dealing magic damage.

Cost: 60 mana
Cooldown: 3.5 seconds
Range: 650
Projectile speed: 1400

Magic Damage: 60 / 85 / 110 / 135 / 160 (+0.4 per ability power) (+6.5% of max mana)



Your most used skill, pretty straight forward. It does damage to a single target and has a very low cooldown. Using this spell all the time will also make your other cooldowns short.


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Rune Prison

+ Show Spoiler [description] +
(Active): Ryze snares an enemy unit, preventing movement and dealing magic damage.

Cooldown: 14 seconds
Range: 625

Cost: 80 / 90 / 100 / 110 / 120 mana

Duration: 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds

Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.6 per ability power) (+4.5% of max mana)



Keeps opponents in place for you and your allies to hit. Makes you really annoying for kiteable champions like Udyr or Shyvanna.


[image loading]
Spell Flux

+ Show Spoiler [description] +
(Active): Ryze unleashes a bouncing orb of magical power which bounces to enemy units or himself, up to 5 times (for total of 6 hits). Each bounce deals magic damage and reduces the target's magic resistance for 5 seconds. If the orb bounces to Ryze himself, it will not decrease his magic resistance or deal damage.

Cooldown: 14 seconds
Range: 675
Projectile speed: 1000 (estimate)
Bounce Diameter: 400

Cost: 80 / 90 / 100 / 110 / 120 mana

Magic Damage: 50 / 70 / 90 / 110 / 130 (+0.35 per ability power) (+1% of max mana)

Magic Resist Reduction: 12 / 15 / 18 / 21 / 24



Not your most important spell, but the magic resist reduction is quite good. It also has 25 more range than the other two spells.


[image loading]
Desperate Power

+ Show Spoiler [description] +
(Active): Ryze becomes supercharged, gaining spell vamp, movement speed and causing his spells to deal 50% AoE damage.

Cooldown: 70 / 60 / 50 seconds

Spell Vamp: 15 / 20 / 25 %

Movement Speed: 35 / 45 / 55

Duration: 5 / 6 / 7 seconds



This has no cast time and no animation to it, which means that it does not interrupt Ryzes current orders and you can cast it while moving. You can cast it while your Q and E are still in the air, and they will get the bonus when they land. The aoe damage it grants has reduced spellvamp like any aoe spell, the single target component of the spells still proccs full spellvamp though.



3. Skill Order and Usage

Leave your first point open until you know what's happening. In invade scenarios you want to skill W for catching people, other than that you should get E. You skill E because it has the longest range and does the most damage on it's own, at least when you get lucky with bounces. Skill W when you need it. When you get ganked or your jungler ganks for you, having W is better than having Q. Other than that the skill order is:

R>Q>W>E

Example level order
EWQQQRQWQWRWWEEREE

Maxing Q first as your bread an butter spell is pretty obvious. There is a case for leaving the ult at one point and getting his other skills first, but in my eyes you gain a lot more from leveling it than from the other spells. Everything about it gets better basically, so it's well worth the points. The snare duration is more important than the magic resist reduction from E, so W takes priority over E.

Use Q+auto attack for most of your early harassment if you can get in range. Using a full spell rotation (QWEQ) drains too much mana early on. Use Q for farming under your tower too. If you realize that the wave is pushing your way, auto attack the minions a lot and use E on it.

Your bread and butter combo is QWEQ and then whatever is available, prioritizing Q. Your animations force you to stand still while casting this, so you don't always cast them in this order since you have to move. Rule of thumb is, when your Q is available, use it, if not, use your other spells. Sometimes you want to safe your snare for someone (for example a Fizz trying to jump on your AD carry) so keep that in mind before mindlessly spamming all the buttons.

The usage of your ult depends on what you want to do. If you want to push your lane for example, use your ult right after QE while their projectiles are still traveling in order to get the most aoe damage. A teamfight case where you want to ult first is when your opponents are clumped up and your Malphite/Alistar gets a good knock up on 3/4 people. The aoe damage of QWEQ with ult is pretty good, but the radius isn't very large. In most teamfights and small skirmishes however, you should use your ult when your spells are on cooldown, because the ult triggers your passive. If you need to catch up to them, use the ult first, but don't expect wonders from the movement speed bonus.

When you chase someone, use the snare first, then move in further for more spells. During the Q animation they will gain more distance and you will never get in range to snare them. This of course does not apply if one spell would kill them, since the snare has the lowest range. After you hit the snare, move closer while using your other spells.

A big aspect of playing Ryze is repositioning yourself by moving inbetween casting your spell, so get used to doing that. Sometimes you don't need to move though and you should use your auto attack while your spells are on cooldown. This is mostly the case in lane, when it's a 1v1/2v2 situation and you don't have much cdr yet. In teamfights however, you will almost never have the time to auto attack.

Also, use smartcast for Ryze, but I guess that's pretty obvious.



4. Summoners

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[image loading] or [image loading]

Flash is a no brainer. While being a get-out-of-jail-free card, Flash+snare can initiate teamfights and also sets up ganks really well. Get your jungler to gank for you, tell him that you are gonna flash+snare them and against most opponents you will get kills.

Ignite helps you get kills in lane and is good against champs with healing effects. Exhaust is the better late game spell and helps shut carries down in teamfights and helps you not die in lane if you need it. Both are viable, if you expect/want to kill your lane opponent, get ignite, otherwise get exhaust.

[image loading]
Taking Teleport for global presence is a possibility. I don't usually run it and prefer the combat power from Exhaust or Ignite. But when you need global presence, this is a very good way of getting some. Mostly recommended for arranged teams, as you can coordinate it much better.

[image loading] [image loading] [image loading]
Cleanse/Heal/Ghost might be viable choices, but I wouldn't advice you getting them unless you know what you are doing (in which case you don't need me). It's not a bad idea to have a heal on a team, but I'd rather let someone else take it. Ghost is neat, but you can get a little bit of faster runspeed on demand with your ult and otherwise it's redundant with Flash. Cleanse might be great against certain comps, but you should be fine with positioning+merc treads.



5. Masteries


9/0/21

With season 3 changes and utility getting good, something like this should be the best option for Ryze in regards to masteries.



6. Runes

Marks - Magic pen

There is almost no other choice here. These increase your damage at all stages in the game. The only feasible alternative in my eyes would be flat AD, which help you in last hitting and harassing with auto attacks. I strongly suggest the magic pen though.

Seals - Armor, Health/level, Mana/level, Mana regen,

With season 3 there seem to be a lot more AD champions like Wukong played mid. This makes going armor the preferred choice here more often than not. If you don't know for sure what you are up against, just go armor, it's never a bad choice.

Glyphs - Flat magic resist

Against most champs that get played mid you want the flat mr in this slot, no contest there. In very specific cases you can get flat Mana or Mana/level in this slot.

Quints - Movement speed

Run around a lot, dodge all the skillshots, catch all the people. I feel like these are the only choice for the quint slot. Ryze is very dependent on catching up to people and moving a lot inbetween skills and these help you during all stages of the game. The only alternative I'd consider would be spellvamp, but you can get that much easier from items than movement speed. You can run flat mana or magic pen I guess, but those are very cheesy.



7. Build

Ryze is quite flexible in his item choices, since he scales off of a lot of different stats. Health, resistances and spellvamp are important for him to survive, since he has to get relatively close. At the same time, Mana, CDR, AP and Magic pen all improve his damage output. Ryze wants to max cdr since it synergizes amazingly with his passive and since it's very unlikely to always blue buff, making it part of the build should be a goal.


[image loading] or [image loading]

+[image loading][image loading][image loading]

The opener comes down to preference in my opinion. I find flask nice to have, mainly since it allows skipping buying pots on subsequent backs. Faerie charm allows faster building of Tear and leaves more money for consumables. Starting without an item and only consumables is also very viable and offers the most sustain and wards for lane.

Spend the rest in consumables as you see fit. Against a lane with heavy harass you want the health pots, against a jungler that is has at least some threat early you want one or more wards. Manapots are nice to have, especially when you will get shoved to tower early or can harass a melee champion in lane.


[image loading]+[image loading]

Then either get Catalyst or get Tear, depending on what you need. After that get the other item. Catalyst is very strong item for lane and I always love having it. Since Tear is quite cheap, you can usually get it first, especially after opening Faerie charm, although in a hard lane you might want to get the Catalyst first.


Tear PSA:

You can get charges on your Tear without actually using spells. To do so, you have to use a spell on a minion that is about to die. When you last hit a minion with your auto attack, cast Q after you do the auto attack. If you time it right, you will not actually cast the spell, because the minion will die before you finish the animation. The charge on the Tear is added as you start casting, so you will get a charge without actually using the spell.



[image loading] vs [image loading]

Don't forget to get at least level 1 boots early on, preferrably with your tear. Movement speed is huge for Ryze and both of these upgrades offer a lot for him. Make the choice depending on what you need. If they have lots of reducable cc, magic damage and/or the enemy mid has high kill potential on you, get the mercs, for damage get sorc shoes.


[image loading]

Given it's cost efficiency RoA is pretty core on Ryze and will be the upgrade for the Catalyst most of the time. There are a few situation where a Banshees Veil can be the better choice for a catalyst upgrade, mainly when behind against a burst caster mid.


[image loading]

Since Muramana got it's toggle changed to physical damage, Seraphs is the better tear upgrade. Lot's of mana/ap and a shield to absorb burst.



[image loading]

A very strong item and in any given team, one person should have this. Due to giving mana and just enough cdr to get to 40% with masteries and the passive on Q, it is very good for Ryze. Get the glacial shroud relatively early, usually before upgrading catalyst and finish the item as you see fit. You can delay it and the glacial shroud (or skip it in rare scenarios), as long as you get blue buffs and physical damage is no real threat. After you finish it you can usually let your other team members take blue buff when they benefit from it.



Last 2 items:

Boots, RoA, Seraphs and Frozen Heart leaves 2 slots to fill. One option is to just get more Rod of Ages, but there are a lot of situational items Ryze can get which benefit him more.



[image loading]

While at first I thought it might be better to just get a second Rod of Ages instead, Warmogs health regen helps a lot in staying at full health through some poke before a teamfight and in keeping healthy enough to push or take objectives right after a teamfight. Probably the best defensive option right now.


[image loading]

The %penetration goes really well with flat magic penetration now, making Void Staff all the more viable for dealing more damage, even if your opponents don't have that much magic resistance.


[image loading]

Guardian Angel gives you an extra life and protects you from being focussed and bursted down. With his high sustained damage and tankiness from his build, this is a really good defensive choice and used to be my most common choice before I started liking Warmogs. Still really good when the opponent team is heavy on burst, but low on sustained damage.


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Movespeed is one of the most important attributes for Ryze. Twin Shadows offers a strong albeit long cooldown active. I haven't build this yet, but this looks like it could have some viability.


[image loading]

Abyssal is still good, but flat reduction doesn't stack well with % penetration, like flat penetration does now. If you need MR and your team can use the aura, it's a viable choice.


[image loading]

As an alternative MR item, Banshees usefulness depends on what spell the Bubble blocks, so it often depends on the champions on the enemy team, whether it is a feasible item.


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Lyandry's is an interesting item that goes well with Void Staff. You can get the Haunting Guise early and upgrade this much later. Don't expect this to do wonders, it does add some damage, but will leave you squishier than what I prefer. It should go really well with the amount of single target spells Ryze throws out, but other items are just more important from my tests.


[image loading]

Rylais helps kite really well, but since most champions that want to get close have means of doing so regardless of slows, this item isn't as good. It is really good against the handful of kiteable champions though, I like it, it's just very situational.



[image loading]

I kind of want to buy WotA, but there is not much reason to. Flask, catalyst and ult will supplement the sustain that Revolver would give. Double AP is pretty much a thing of the past, which is when this item shines the most. Very situational and dependent on your own teamcomp and there is very rarely a reason that justifies getting it.




8. Match-ups

Here is an overview over some match-ups against typical mid laners from my experience. In any lane, if the lane gets hard for you, buy MR. Cassio, LeBlanc, Swain and Zilean are some of the top candidates for getting a fast Negatron or at least Null Magic Mantle against. Delay your Tear if you have to, having a Ruby Crystal and a Null Magic Mantle and surviving is better than dying with 40 more charge on your tear.

+ Show Spoiler +

[image loading]
This match-up is playable for Ahri, maybe even having a small advantage the early levels, but Ryze does outscale her and Ahri can't all-in him as easily as she can jump on other champions. Ahri does outrange Ryze with her Q though and can charm him and walk away if he gets too close. You can play aggressive, focus on dodging her charm and Q.

[image loading]
Hard for Ryze. She can push very hard post-6, trades very well with Ryze if she lands her Q and the wall is annoying for a rather short ranged mage that wants to move around a lot. Dodge her stun, there isn't a whole lot to do against the ult+e combo but to throw spells back at her. Anivia is really squishy without items, so you have a good chance of getting her into her egg if she gets too close. And with Ryze having good sustained damage, you should be able to kill the egg too.

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A douche early on, but you will outscale him. Most of the time Brand players will poke with pillars, so predict and dodge those. If he gets in range to use his E, he gets in range for your skills. Dodge the stun and throw spells back at him and you will win exchanges. Remember that after he uses his combo he will have no damage for a while.

[image loading]
Hard match-up since she can exploit the early weakness of Ryze. You have to farm while avoiding getting harassed down until you have some items. When you get your items she should be manageable, try to dodge Qs and by all cost avoid getting stunned by the ult. It's playable with some practice, defense masteries heavily recommended for this one.

[image loading]
Represents everything that is wrong with midlane. Pushes hard while you can't kill him. Will not kill you either. His Q is not too hard to dodge and he doesn't have much sustained damage. It will take a lot of mana to kill him through his mr and his shield.

[image loading]
Pretty good for Ryze, although Gragas does have a lot of burst and pushing power. You can harass him early when he goes for cs, since he is melee. Watch out for him using his charge at early levels and punching you with his W on, he does a suprising amount of damage. Later on he can clear the wave with barrels and doesn't ever need to get in range of your spells.

[image loading]
You can kill him in a fight, but he will farm from a safe distance. When you do actually fight him, you can stay out of defile while keeping him inside of your spell ranges. And moving inbetween your spells you should be able to not get hit by Lay Waste.

[image loading]
Pretty easy match-up, harass him early on with a lot of auto attacks, don't let him trade for free post-6. If he rift walks in and silences you, try and follow him as he walks away and then blast him with spells. I recommend merc treads to reduce his cc.

[image loading]
Try to avoid his harassment early on. He won't be able to fight you after a while if you keep the lane even. Stay behind minions to not get hit by shurikens, don't let him auto attack you when he has his W proc up (his hands are lightning)

[image loading]
This girl is very annoying, but you can stack mr and still outscale her. Don't let her get kills on you by staying around on not full health. She is very squishy, so if you can damage her she will die quickly.

[image loading]
Mordekaiser can push hard, but you can hurt him a lot. His shield doesn't save him from your sustained damage. You should win this as long as you avoid letting him hit you and your creeps at the same time with his E, so don't stand inside of your own creepwave.

[image loading]
The match-up I probably played the most. Morgana can't fight Ryze at all, unless you play catch the bindings. Her full combo won't kill him and after that she literally has no damage. Like Karthus, she can farm from a safe distance and push hard though. If she is relatively close to you, break her spellshield by using Q and E before you snare her.

[image loading]
Will outtrade you early with autos and harass you from range a bit later. Watch out for her auto attacking you early on, they hurt. After a couple of levels she will be unable to fight you straight up, but she can still harass and push. Very squishy without her shield and without the ball on her.
.
[image loading]
He outtrades you hard and is really annoying to deal with as Ryze. It was much better when Ryze Q had 675 range, but now just ask for help from the jungle. The way these two champs work with their mainly single target spells, whoever gets ahead early on wins. One of Swain's biggest weaknesses is that he can't deal with being pushed, but Ryze can't really exploit that very well. Bring ignite.

[image loading]
Same as Morgana and Karthus. If you get close to him he dies since he is super squishy, but fighting other champions straight up isn't why people pick Twisted Fate. Farm it out, when he ults away, judge if you can follow and turn that around or push your lane.

[image loading]
Spam spells at each other until Vlad dies. Ryze has a nice advantage here. Both are quite weak early game, but Ryze gets stronger faster. If Vlad gets ahead by ganks or for some other reason, he gets really annoying though. He is similar to Swain in the way he fights against Ryze, but has a much weaker early game.

[image loading]
Really annoying bomb harassment. He can't fight you straight up, but he can push and harass you out of lane. As long as he has mana he is pretty much ungankable thanks to a stupidly good speed boost and his ult. Just farm what you can and don't fall too far behind, you will be much stronger than him.









So thats my Ryze guide. Feel free to discuss/suggest anything that I missed/have gotten wrong.
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2012-08-09 01:19:06
August 09 2012 01:18 GMT
#2
Nicely written guide. I've never considered Abyssal before, though I guess when you want it is when you have a team that can really benefit from it [and you don't need the banshee's]

I think upgrading the AA staff could stand to be a bit earlier in priority for varying degrees of how tanky you want to be. It does give an awful LOT of AP when you're sitting on an ROA and glacial shroud + itself
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
August 09 2012 01:19 GMT
#3
Update much needed, thanks.

The old guide was getting kinda silly anyways, thanks for writing!
FOR GREAT JUSTICE! Bans for the ban gods!
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
August 09 2012 01:30 GMT
#4
You should definitely go over the different spell combos to use. Ryze can chain together spells almost continuously, so using the right combo in the right situation is a big part of playing him.
next week on Everybody Loves HypnoToad:
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
August 09 2012 01:33 GMT
#5
should list flat mana blues as an option :o
GANDHISAUCE
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
Last Edited: 2012-08-09 01:52:49
August 09 2012 01:50 GMT
#6
On August 09 2012 10:30 BlasiuS wrote:
You should definitely go over the different spell combos to use. Ryze can chain together spells almost continuously, so using the right combo in the right situation is a big part of playing him.


Right. Most of the time it's (R)QWEQ(R) and then whatever is up, a lot of Q. Some people advocate QWQEQRQ, where the idea is to maximize the amount of Q. Getting the spells on cooldown and reducing the cooldown with Q is better. Depends a bit on how much you have to move though. I will work a proper section in I think.

On August 09 2012 10:33 De4ngus wrote:
should list flat mana blues as an option :o


It's a minor option in my eyes. Against almost any mid laner you will face, the flat mr is too valuable. If you make multiple pages for Ryze, you might want one with those.



After a suggestion from neo I wrote a bit more to the match-ups. I still could go way more indepth with each one I guess, but this is enough for now
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
August 09 2012 01:53 GMT
#7
Looks gud stuff h3r1n6.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
sylverfyre
Profile Joined May 2010
United States8298 Posts
August 09 2012 04:21 GMT
#8
It kinda depends on your CDR. Earlier on, when you have lower CDR, or when you're just trying to get out fast burst (like a gank), QWEQ is the way to go. In later teamfights, you will want to pace yourself more to maximize your passive usage and get off high sustained DPS and repeated snaring rather than maximum burst.

Quick burst - QWEQRQ
Sustained damage QW, QE, QR, QW, QE, Q (short pause) QW, QE, Q (pause)

A few tips:

1 - Whenever possible, always Q before W. There exceptions, of course where you need to snare someone RIGHT NOW (so they don't flash away or something) more than you need to combo for raw damage.

2 - Reposition yourself between spells, ESPECIALLY during your snare. If you're trying to 1v1 someone for example, they're much less likely to get away if you QW -> walk towards them while they are snared -> spell -> walk -> spell -> walk than they are if you try to stand still and faceroll.
This is easier during the sustained damage rotation because you have about 1 sec before Q comes back off cooldown (Q is a 2.1 sec CD with max CDR, -1 sec for the other spell, and a short delay for the cast time of that other spell.) during which you can reposition. You're still a mage, after all - tanky as you may be, position is key to not getting exploded.

3 - You like fights to last long, don't go so balls deep and get blown up early - draw out the fight as long as you/your team can.

4 - If you delay activating your Ulti in a teamfight, it usually means you'll have actually lost health when you start your ridiculous spellvampage. You also apply its -1 sec to CDs to all 3 of your damage spells. On the other hand, if you pop it immediately, it may help burst down people caught in a teammate's AOE setup (like a malphite ult or something)

5 - If you press R immediately after Q, it will activate the ulti before the Q lands, and that Q will benefit from it. Useful for both wave clearing and teamfighting
Zarox
Profile Joined August 2012
United States7 Posts
August 09 2012 04:49 GMT
#9
What are your thoughts on Athene's Unholy Grail for Ryze?

I've considered picking it up from time to time but I have been on an AD Carry stint as of late. I feel like all of the stats are beneficial for Ryze, but it would probably take place of Will of the Ancients or Abyssal Scepter.
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
August 09 2012 04:55 GMT
#10
On August 09 2012 13:49 Zarox wrote:
What are your thoughts on Athene's Unholy Grail for Ryze?

I've considered picking it up from time to time but I have been on an AD Carry stint as of late. I feel like all of the stats are beneficial for Ryze, but it would probably take place of Will of the Ancients or Abyssal Scepter.


You don't usually need Grail on Ryze. There are better sources for MR (Abyssal or Banshee's) and the mandatory Tear/Catalyst means you have/will have an immense mana pool, so no real need for mana regen.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
Last Edited: 2012-08-09 17:39:53
August 09 2012 15:43 GMT
#11
On August 09 2012 13:49 Zarox wrote:
What are your thoughts on Athene's Unholy Grail for Ryze?

I've considered picking it up from time to time but I have been on an AD Carry stint as of late. I feel like all of the stats are beneficial for Ryze, but it would probably take place of Will of the Ancients or Abyssal Scepter.



Don't get it. You would have to construct a very specific scenario to make it worth it, where you don't want Frozen Heart, which means you still need cdr and still need mr after Abyssal or Banshees+mercs. Mana regen isn't as valuable when you have a 4k mana pool and ap is a useable, but not a priority stat.

So you are mostly paying for CDR and mana regen that you typically don't need and for mr that you can get on more useful items. If you don't get Frozen Heart for whatever reason and want CDR, I think Shurelya's would be a better choice. The active is awesome for Ryze.



I updated the OP with a few more details on spell usage and corrected some mistakes in spelling and grammar.
monx
Profile Blog Joined May 2010
Canada1400 Posts
August 09 2012 16:01 GMT
#12
Thanks for guide d00d. <3
@ggmonx
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
August 09 2012 22:39 GMT
#13
I have a question (which may come off as stupid)
I recently got into a discussion with my friend about starting mana crystal as an initial item
My friend thought it was viable (more so in lower-ELO/tier play), whereas I argued getting boots+3pots is just so much better

Thoughts on this for ryze?
You can type "StarCraft" with just your left hand.
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
Last Edited: 2012-08-09 22:53:12
August 09 2012 22:52 GMT
#14
On August 10 2012 07:39 JerKy wrote:
I have a question (which may come off as stupid)
I recently got into a discussion with my friend about starting mana crystal as an initial item
My friend thought it was viable (more so in lower-ELO/tier play), whereas I argued getting boots+3pots is just so much better

Thoughts on this for ryze?

Yea,if you don't start boots your going to get raped.Ryze has short range on his spells so you will get harassed down by anyone with decent range without being able to hit them back,the jungler will camp you because you move like a snail,overall you will have a pretty shitty day.So don't do anything outside starting boots,not just ryze,any mid lane out there.
Cackle™
Haasts
Profile Joined October 2011
New Zealand4445 Posts
August 18 2012 13:17 GMT
#15
Anyone EU-way know Alex Ich's Ryze runes/masteries? He was building Haunting Guise after Tear/Catalyst, and in one game grabbed DFG instead of Frozen Heart when the enemy team only had one source of AD damage.
PaniaoftheReef in Path of Exile TotA SSF SC // Lovelin fanclub // GreenTea #1
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
August 19 2012 01:55 GMT
#16
On August 18 2012 22:17 Haasts wrote:
Anyone EU-way know Alex Ich's Ryze runes/masteries? He was building Haunting Guise after Tear/Catalyst, and in one game grabbed DFG instead of Frozen Heart when the enemy team only had one source of AD damage.



Well, you can see his pages called Ryze on his lolking page:

http://www.lolking.net/summoner/euw/19315465

Runes are the exact same that I run (mpen, mana/lvl, mr, ms), masteries are 0/9/21, with everything in the 3rd column of utility+movementspeed. Not sure if he ran those at IEM.
Kavas
Profile Joined October 2010
Australia3421 Posts
Last Edited: 2012-08-19 02:34:19
August 19 2012 02:33 GMT
#17
Pretty sure he's running 0/21/9 with mpen reds, armor yellows, MR blues and MS quints. I rewatched game 1 against Fnatic and he had 30 armor, 383 MS and 48 MR. You can't reach 383 MS without MS quints and both MS masteries for Ryze.
h3r1n6
Profile Blog Joined September 2007
Iceland2039 Posts
Last Edited: 2012-08-19 03:39:33
August 19 2012 03:37 GMT
#18
Nice, I didn't check the stats. 387 with boots 1 is what you get with ms quints+initiator, without the utility mastery. That's what I start the game with. 383 is most likely the utility mastery but not initiator. It probably is the ryze mastery page on his lolking profile (the resistances match too), just that he uses flat armor yellows over mana/lvl.
Lmui
Profile Joined November 2010
Canada6213 Posts
August 19 2012 04:31 GMT
#19
Small tip for waveclearing, since R is instant, hit QERQ, you should be able to activate R before the Q/E land and pretty much instaclear the melee creeps (let E bounce a little bit before sending your second Q), a followup WQ,Q should clear the ranged creeps easily. In other words, hit R AFTER you've cast a skill but before it lands. You get the passive cd reduction on said skill and the effect of R still applies. Don't ever open with R unless you need the movespeed to catch something.

Once you have your core of tear+catalyst+glacial, consider donating your blue buff to junglers like skarner, maokai, nautilus or ADs like corki/ezreal etc that make very good use of the cdr. You'll be sitting at 35%+ with enough of a mana pool to not need the regen.

RoA is for ryze what a deathcap is for most other mages. It's the single highest dps item on you until you get a charged tear.

Masteries-wise, I personally don't like the two points in butcher, I feel that it's unnecessary on ryze since his attack animation was improved, it's 2 damage either way so personal preference I guess.

Finally, in hard lanes, consider getting the nullmagic for mercs and sitting on it til after catalyst. The extra MR helps a lot in surviving any burst that happens to come out.
Kavas
Profile Joined October 2010
Australia3421 Posts
Last Edited: 2012-08-19 05:17:21
August 19 2012 05:01 GMT
#20
On August 19 2012 12:37 h3r1n6 wrote:
Nice, I didn't check the stats. 387 with boots 1 is what you get with ms quints+initiator, without the utility mastery. That's what I start the game with. 383 is most likely the utility mastery but not initiator. It probably is the ryze mastery page on his lolking profile (the resistances match too), just that he uses flat armor yellows over mana/lvl.

Ah, you're right. He probably has different rune pages for Ryze too, although we can't be sure since we have no access to tourny realm data. Can't confirm but it makes sense to run Armor runes as well since Anivia AA range is significantly higher than ryze and the jungler was nocturne which deals AD damage.

You should probably add this mastery set to your guide too.
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