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Ahri is relatively easy to beat when playing Ryze. You can lock her down easily with your W, and as long as you can hit your E Q she shouldn't be able to get too close to you. Kite her out and keep doing damage.
Akali
Akali's changes in patch 9.3 severely weakened her early game and her turret diving capability. As such, her threat was lowered from Major to Minor. Akali is easy to defeat in lane. She needs to get close to minions to farm effectively, so abuse this as much as you can. Make sure you pop your passive shield when she uses her ultimate, or take barrier.
Anivia
Anivia is one of the biggest threats for Ryze, possibly even the biggest. Her auto range is insane, so insane you can't even get close enough for an E on her. Use your E on the minion wave to mark her as much as you can and just try and poke her down. Her passive will just revive her. Look to get fed off of roams and then if you avoid her stun you can fight her. I don't recommend fighting her alone at any point in the laning phase.
Annie
Annie is really annoying. She's got long auto range that does a lot of damage, she's got a point and click stun (which, if we really think about it, is worse than your point and click root), and Tibbers deals a ton of damage. Try and bait out her ultimate before you fight her, or wait for her to blow her stun before engaging.
Aurelion Sol
Aurelion is a matchup where you probably won't kill one another much. You'll be forced to just move around Aurelion because of his stars. Look for combos wherever you may be able to find them. Avoid his stun, as it can get really large and can really mess you up. If you're trading with him, his stun charge animation is pretty obvious as his body will begin to rotate before he can stun you. Watch for this.
Azir
Azir is really annoying when playing Ryze. A good Azir is hard to find, but when you find them, he'll lock you out of lane. He outdamages you and can easily outplay you at all points of the game. If you manage to get fed off of roams, you can fight him, but beware of his ultimate, it will ruin your combos. He'll probably dash away before you can get a full combo off, too, so early game trading is off the table. Just push him under turret if you can and look for roams.
Brand
Brand can do a lot of damage, but should only be able to kill you early in the game unless he's fed. Your shield will negate a lot of his damage once you pop it during your combo. Simply push him under turret and look for roams, or if he's low get a dive from your jungler right after you bait out his stun.
Cassiopeia
Cassio is a relatively difficult matchup for Ryze. Her ultimate really ruins a lot of your combos, and the fact that she can just spam her Q and do tons of damage is really annoying. If you avoid her Q, take a short, quick trade with E Q. If you're trading and avoid two of them, all-in her, because you will kill her or get really close.
Diana
Diana can be really strong in lane against Ryze but she just doesn't have the range to kill him early on. Look out for her ultimate, as it can one shot you. Dodge her crescent strike and this lane is an easy win. If you fail to dodge it, however, be very careful, because she can all in you easily and deal enough damage to kill you instantly. Push her under turret and roam if you can't manage to kill her.
Ekko
Ekko is really mobile. He has a really long stun if he manages to hit it and his ultimate is basically an "oops, I messed up" reset. It's a get out of jail free card that I'll continue to hate until I inevitably stop playing League of Legends. If you're going to trade with him, make sure to dodge his Q. That's his bread and butter ability and he needs it to stack his passive. If you dodge it, root him in place and get that E Q off. It will chunk lots of health. If he uses his E, simply W him before he uses the blink on it.
Fizz
Fizz can do a ton of damage in a really short amount of time. He is a little more skill based than a lot of super bursty mid laners, so that's a plus for you. His E will make him untargetable, so try and bait that out before any engages or trades. He will do a lot of unexpected damage, so try and time your shield to counter when he lands from his E and procs his W. If he his you with his ultimate, I'd just leave lane unless it doesn't do much damage. Chances are, it chunked half your health bar, and diving with Fizz is so easy, staying is not worth the risk.
Galio
Galio is really someone you can't kill until late game. His magic damage shield is pretty much a big screw you to any mage. The only advantage you have here is he has to get close to do any damage. You can kite him fairly easily. Be careful of his flash taunt, as it will screw you over for sure, and cause the trade to go in his favor. He might even be able to CC you long enough to kill you if he hits the taunt.
Heimerdinger
It's really difficult to get close enough to Heimer to pop any of your combos, because his turrets will just never-endingly chunk your health. Try and clear his turrets as quickly as possible, preferably before you kill minions, because they will cause him to win any trade. If you dodge his stun bomb, engage on him if he has one or no turrets up, as he has nothing to stop you from popping his health bar.
Irelia
Irelia's mobility is not a strong suit against Ryze, as it usually just gets her into his range for combos. Her stun doesn't last long enough to lock you down before she all-ins you. Kite away from her after popping your shield. Just keep getting her health down. She has to get close to the wave in order to farm, which means Ryze really thrives against her. Do be careful if she stacks her passive fully, as well as if she's fed by another lane, because then she'll seem to delete you.
Jayce
Jayce mid isn't something you'll encounter often, but his two forms can be a problem for you. He doesn't out range you in either one, but in hammer form he does a lot of damage, and he'll just try and poke you with his acceleration gate Q combo. If you don't time abilities well, he'll actually deal a lot of damage. Try and poke him down and then all-in him.
Karma
Karma mid isn't too common but it really shouldn't be a problem for you as long as you dodge her Q. Just poke her down and kite her. Stand behinds minions and her Q won't hit you.
Karthus
Karthus has about the same range as you, except his Q is a little bit farther. Let him blow his mana, as most Karthus's have to siphon through mana like crazy to stay competitive in the lane. Once he's down to about a quarter mana or lower, engage him, but make sure to continue to dodge his Q's. You'll easily win and maybe even pick up a kill.
Kassadin
Kassadin has no real strength in the laning phase. He has to get close to you to deal significant damage. Late game, though, he can be almost as much of a powerhouse as you. Try to slow his farm by pushing him under turret. Once he gets ultimate, make sure to play back. Just kite this guy.
Katarina
Katarina is a little bit unique with assassins in terms of just how insanely mobile she is, and that she doesn't have to always get super close to deal big damage. It's kind of odd how much damage just throwing her dagger onto a minion that then bounces onto you can do. She does, however, need to get close to finish you off. Her blink makes her a problem, but if she does get close to you, lock her down with an E W for the root and throw a Q onto her. After enough times, she won't be able to retaliate anymore, and will play safe. Push the wave under the turret, because she can't farm under turret really at all.
LeBlanc
LeBlanc really isn't a problem for Ryze. Stay out of the minion wave. Side step her chain. Root her if she wants to get close to you. Really, you can kind of mess around going against a LeBlanc in lane.
Lissandra
Lissandra wins any and every trade if you're in the minion wave. Her CC is easy to land and her ulti can save her life or end yours. Try and poke her down. If she's sending her claw out, make sure to get out of the way, as she can root you when she recasts it. Just kite her and play away from minions.
Lux
She has a lot of range and her CC is easy to hit. If she wastes her root, engage on her, as you can absolutely destroy her. She does outrange you, and she can pop a fat shield, just like you. Play the slow game, as you scale harder than her. Try and push the wave under turret and roam.
Malzahar
Malzahar has similar range to you, but if you avoid his silence, he should be an easy kill if his ultimate is down or he doesn't have it yet. Try to poke him hard and force him under turret, because he'll miss a lot of farm.
Neeko
If she misses her stun you're really gonna want to go in on her. She has no serious damage after that stun is missed, because she can't proc more than one Q without it unless you're standing still for some reason. Just abuse her and push the wave under the turret. She'll miss a lot of farm.
Orianna
Orianna is a pretty easy laner to go against as Ryze. She'll do a lot of damage when she has a wave in front of her. If you push her under turret she'll miss a lot of farm. It's preferable that if you're going to trade with her, you wait until she moves her ball with Q. She'll shield herself but she can't put it back down after that for quite a while.
Ryze
You read this guide, so you're automatically the better, more proficient Ryze. Unless you're playing against myself, of course.
Swain
Swain is pretty easy to lane against. If you dodge his pull go onto him. He has nothing to out damage you at that point. If you happen to get hit by his pull, try and pop your shield combo to negate as much damage as possible. If you can, get out of the AOE damage he puts below you, because it will heal him. If he ults, lock him in place with your root and kite away.
Sylas
Sylas has really low mobility and some terrible range. Stand back from the minion wave and force it under his turret. He won't lose too much farm but it'll be enough to give you a solid lead in items. One thing that's really important is to dodge his grab. It initiates all of his combos. He won't like laning against you because of your ultimate. Try and stop him from roaming so he can't go get other champion's ultimates. I'd do this by staying in lane as much as possible and forcing the wave under his turret.
Syndra
Going against a Syndra is either you win or you don't. If you dodge her stun, engage on her. If you don't, you're probably dead after she gets level six. Just constantly side step anything that you think she might throw. If you're aware, you win this lane. If you're not, you lose it. Nothing you can do about it other than pay attention.
Taliyah
You won't see too many Taliyah mid's these days but she's really strong. She outranges you with her Q, and she can spam it. Try and fight her where there's worked ground, if you're going to fight her at all. Make sure to side step her knockup, as that's what's gonna help her the most in killing you. You can, however, easily push her under turret. She needs lots of items to stay relevant late game, so if you deny her as much farm as possible as early on as possible, she's pretty much a walking piece of garbage.
Talon
Be careful for Talon's level 2 kill potential. That's the only reason he's a 3 threat. As long as you don't miss your Q, you will shred him. Hit those combos and if he dives you, as soon as he's visible out of his ultimate, root him. He can't dive you if you're under turret unless you're super low because you can just root him under it.
Veigar
If Veigar misses his stun trap, chase him to the ends of the map. It's on a long cool down and all of his damage is skill shot dependent. If he's getting away, root him. This should really be a piece of cake matchup. The only reason he's a 3 threat is because once he gets his ultimate he's incredibly strong, and his one shot potential is huge. At level six, play safer than you did before it.
Vel'Koz
His spells are easy to dodge. Sit on the opposite side of the minion wave that he's on. This will help you to avoid his long ranged ability. If he misses his knockup, all in him, because he can't do anything to stop you unless he's fed.
Viktor
Viktor can actually almost delete you late game. Early game, he's pretty weak. Push him under turret so he misses as much farm as possible. You want to delay him from upgrading his hex core as much as you can. If he gets fed off of other lanes, do NOT fight him. He will decimate you. If he misses his stun trap, take the opportunity to complete an extended trade.
Vladimir
Vladimir's only strength against Ryze is that he can go untargetable. You probably won't be able to kill him because of this. Try and bait it out and force him to stay in lane by shoving the wave into the turret hard. If you can't do this, just push and roam. He can't push well. I'd try and kill him as much as possible, though, because his life steal can really turn late game fights around, even if he's playing from way behind.
Xerath
Xerath is really strong against Ryze. He outranges you in every way and his abilities have very large hitboxes. He has a stun and his ultimate is really difficult to dodge because of how huge the radius is for each shot. Play safe and let him push the wave. Call for jungle help as much as you can. He's really immobile and the jungle is going to be necessary for you to win lane, unless he's absolutely awful.
Yasuo
His windwall will negate pretty much all of your damage, because it takes away Q. Be really careful because he's very mobile and a skilled Yasuo will make your life Hell. If he goes on you, the best bet is to kite him out as much as you can. Stay back from the wave and let it push into you. If he's going to tower dive, try and root him. If he hits you with a tornado, I'd kiss yourself goodbye, because he's gonna ult you, and you probably stand no chance after he does.
Zed
Zed is very strong. He has a lot of range and a lot of mobility. If he blows his shurikens, try and take the opportunity to do a brief trade, because to damage you he has to get close after they go on cooldown. If he gets fed, be careful. He can farm really well even if you push the wave under, because of his passive. Try and prevent him from roaming to get fed. Otherwise, play safe. If he does get fed, you lost lane and should just look to slow his push and roam.
Ziggs
If you dodge all of his abilities, or the majority of them, Ziggs is useless. He does outrange you, but you should be able to play around his abilities. If you're gonna trade, wait for his knockup bomb to go down, or his AOE slow bombs. Beware when recalling after level 6, because he won't hesitate to ult you.
Zoe
Zoe is so strong, plain and simple. Even after the nerfs she got last season, she's still really strong against Ryze. Her paddle star has a lot of range. If you get hit by her bubble, kiss half of your health bar goodbye. I'd push the wave and call for jungle help. Try and slow her from getting Luden's as much as you can.
Zyra
Zyra mid isn't very common, but it's possible. She's very pokey. Try and play back and just push the wave. Avoid her stun. If you're gonna get ganked, bait out her stun as early as possible, as that will make the gank go a lot smoother. Play smart and you'll cream her if you dodge her abilities.
Hi, I'm 100 Bans Later. This is my second guide, so please be respectful and positive! I've been playing League of Legends since the start of Season 8. I'm not the greatest of players, but I like to think my understanding of the game has greatly expanded since I began playing. I've pursued knowledge via videos, guides, and builds among other things. I've worked to better understand management of neutral objectives, the kits of different champions, wave management, and tons more.
Through this guide, I'm hoping to not only expand your knowledge of Ryze and his ins and outs, but I'm also hoping to expand my own knowledge by utilizing BBCode to make this guide look clean, proper, and efficient! I didn't have much help as a newer player, and I would've really enjoyed having more help when I started the game. I'm going to be making lots more guides in order to help spread the knowledge that I've gained as a result of countless hours of playing League of Legends. I hope that my guide suits all of your needs for Ryze!
Ryze flies under the radar of a lot of players when they start playing League of Legends. He has a really low play rate in low ELO, as well as ban rate, but conversely a really high play and ban rate in high ELO. This is because of one simple, easy to see fact: Ryze is so uncommon in low ELO because team coordination is harder. When Ryze plays well with his team, he's one of the strongest champions in the game. Most low ELO players see Ryze very rarely. There are so few good Ryze players that he doesn't get the spotlight he deserves. He sees the majority of his play in high ELOs and pro play. People think that Ryze has been gutted and is only good to play professionally, because of the coordination that he should have with his team. While Ryze is a really strong late game carry, he usually requires some help from his team to get rolling. Ryze has a lot of strengths, though: he can set off a lot of different kinds of damage. He can do really sustained, poke-oriented damage, quick, strong burst damage, or intermittent damage that chunks tanks. It's difficult to counter Ryze because of all of the different ways that people can play him.
I can say confidently that Ryze is a really strong champion, especially if you're good with him. His combos do take some time to master, but once you get them down, you'll find yourself pretty much unstoppable.
PROS
+Excellent at sustaining high damage, freezing enemy champions in place, and bursting enemies down. +Ultimate provides mobility for allied champions and himself. +Lots of outplay potential. +Insane waveclear at all stages of the game.
Ryze is a real threat for any team comp because he has easy to land (actually unmissable) crowd control. He cannot miss his W. He has many different types of damage with all of the different combos he can use. Burst, sustained, etc. He has a lot of outplay potential with all of his different possible combos, and he has insane wave clear. He can force almost any enemy under their turret. Teamfighting with Ryze is really easy as long as he doesn't have any counters, because it's so easy to lock down an enemy carry or tank and burst them down quickly.
CONS
-Not a very strong early game. -Susceptible to ganks if he can't get his ultimate off. -Difficult to master his combos. -Takes experience to know which combos to use in different situations. -A strong counter will make your life really difficult all game, magnified in team fights.
Although Ryze has a lot of pros, we are forced to mention his cons. Before Ryze has enough CDR to quickly reset his Spell Flux, he's really weak. His combos are slow and easy to escape by getting out of range. This makes his early game very difficult. He's very susceptible to ganks from the enemy jungler, especially because of how often Ryze will push the wave because of his natural clear. His combos can be hard to master, and there's a lot of different combos you'll need in different situations to maximize your potential, and it does take a while to recognize which combo will be most useful in which situation, as well as how easy it will be to get it off.
SORCERY
Hitting an enemy champion with 3 attacks or separate abilities within 3 seconds grants 25 - 40% (based on level) Movement Speed and 75% Slow Resistance for 3 seconds.
15 seconds cooldown.
Phase Rush is the best choice on Ryze, in my opinion. It gives you that nice burst of speed after getting a simple E Q combo off. The extra slow resistance is great too, as it'll help you stick with enemies who are faster than you.
Hitting enemy champions with a spell grants 25 maximum Mana, up to 250 Mana.
Upon earning 250 Mana, Manaflow Band restores 1% of your missing Mana every 5 seconds.
15 seconds cooldown.
Manaflow Band is definitely the best choice on Ryze in this row. If you're going against a bursty champion that uses AP, Nullifying Orb might be a good option, but I would recommend Manaflow Band. Ryze runs out of mana easily, and this will help him to get some more.
Gain 10% cooldown reduction when you reach level 10.
Additionally, you gain either 2 Ability Power or 1.2 bonus Attack Damage (Adaptive) for every 1% cooldown reduction in excess of the cap.
I can tell you safely and surely that Transcendence is the safest and best option on Ryze for this row. Ryze will love the extra CDR, as that's what he needs to get his cooldowns off.
Effects
Every 10 minutes, gain 1 (+1 per 10 Minutes) stacks of Gathering Storm. Each stack grants an Adaptive bonus of 8 ability power or 4.6 attack damage.
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...
Gathering Storm is definitely the best bet on Ryze here. Some people like to take Scorch, but having 24 extra ability power is much safer than Scorch, which more than likely won't secure you any kills.
DOMINATION
Heal for 18 - 35 (based on level) (Adaptive ratio: +20% of Bonus Attack Damage or +10% of Ability Power) the next time you damage an enemy champion.
Taste of Blood does really well on Ryze because it gives him some easy sustain in lane. It might not seem like much, but it really ends up stacking up, and helps him stay alive and in lane longer after trades.
Heal for 1.5% (+2.5% per Bounty Hunter stack) of the damage dealt by your abilities.
Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.
Healing reduced to one third for Area of Effect abilities.
Ravenous Hunter is really strong on Ryze. Sustain in general is strong, so Ravenous Hunter helps him out a lot at all points during the game.
SORCERY
Damaging a champion with an ability hurls a comet at their location dealing 30 - 100 (based on level) (Adaptive ratio: +35% of Bonus Attack Damage or +20% of Ability Power) adaptive damage.
If Arcane Comet is on cooldown, damaging a champion with an ability reduces its cooldown (cannot occur more frequently than once every 0.5 second) as follows:
Single target spells: 20%
Area of effect and multi target spells: 10% per enemy hit
Damage over time: 5%
20 - 8 seconds Cooldown (based on level).
Arcane Comet is the best choice on Ryze if you're looking to poke down your enemy efficiently and effectively. It will help you deal massive amounts of damage all game, as it will proc on any and all of your abilities.
Hitting enemy champions with a spell grants 25 maximum Mana, up to 250 Mana.
Upon earning 250 Mana, Manaflow Band restores 1% of your missing Mana every 5 seconds.
15 seconds cooldown.
Manaflow Band is definitely the best choice on Ryze in this row. If you're going against a bursty champion that uses AP, Nullifying Orb might be a good option, but I would recommend Manaflow Band. Ryze runs out of mana easily, and this will help him to get some more.
Gain 10% cooldown reduction when you reach level 10.
Additionally, you gain either 2 Ability Power or 1.2 bonus Attack Damage (Adaptive) for every 1% cooldown reduction in excess of the cap.
I can tell you safely and surely that Transcendence is the safest and best option on Ryze for this row. Ryze will love the extra CDR, as that's what he needs to get his cooldowns off.
Effects
Every 10 minutes, gain 1 (+1 per 10 Minutes) stacks of Gathering Storm. Each stack grants an Adaptive bonus of 8 ability power or 4.6 attack damage.
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...
Gathering Storm is definitely the best bet on Ryze here. Some people like to take Scorch, but having 24 extra ability power is much safer than Scorch, which more than likely won't secure you any kills.
DOMINATION
Basic attacks and damaging abilities deal 8 - 40 (based on level) bonus true damage to slowed or immobilized enemy champions.
Note that attacks or abilities that impair the target will not trigger that bonus damage themselves, unless the target is already slowed or immobilized.
Cooldown: 4 seconds
Cheap Shot is really important if you're running the poke runes. The extra true damage that this rune gives when you root the enemy champion deals tons of damage in such a short time.
Heal for 1.5% (+2.5% per Bounty Hunter stack) of the damage dealt by your abilities.
Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.
Healing reduced to one third for Area of Effect abilities.
Ravenous Hunter is really strong on Ryze. Sustain in general is strong, so Ravenous Hunter helps him out a lot at all points during the game.
Flash: Pretty much any and every champion takes Flash, and Ryze is no exception. This spell is a must-have for Ryze.
Ghost: Lots of people might question my decision to include Ghost here, but you'd be surprised at the utility it gives Ryze. It's great for locking down your enemy, especially once you get a few items and do tons of damage. It also helps you get to lane faster. If you're a more experienced player, Teleport is also an equally viable option, and in some cases, especially tough matchups, I will take it.
Arcane Mastery (Passive)
RANGE: N/A COST: N/A COOLDOWN: N/A
Ryze's spells deal extra damage based on his Bonus Mana, and he gains a percentage increase to his maximum Mana based on his Ability Power.
Overload (Q)
RANGE: 1000 COST: 40 mana COOLDOWN: 6 sec
Passively, Ryze's other damaging spells reset Overload and begin to charge a Rune that can be used to empower Overload.
On cast, Ryze throws a charge of pure energy in a line, dealing damage to the first enemy struck. If a Rune is fully charged, Ryze also gains a shield and Movement Speed.
Unleash a runic blast, dealing 60/85/110/135/160/185 (+45% Ability Power) (+0) magic damage to the first enemy struck. Any active Runes are discharged.
Ryze traps a target in a cage of runes, damaging them and slowing their movement. If the target has Flux on it, they are instead rooted.
Instantly deal magic damage and slow an enemy by 40% for 1.5 seconds. If the target has Flux on it, it is rooted instead, consuming Flux in the process.
Ryze releases an orb of pure magical power that damages an enemy and debuffs all nearby enemies. Ryze's spells have additional effects against the debuffed enemy. Fire an orb that deals magic damage, spreading Flux to the target and all nearby enemies for 4 seconds. If attempting to apply Flux to an enemy that already has it, it further spreads.
Realm Warp (R)
RANGE: 1750/3000 COST: 100 mana COOLDOWN: 180 sec
Passively, Overload deals even more damage against targets with Flux.
On cast, Ryze creates a portal to a nearby location. After a few seconds, allies standing near the portal are teleported to the target location.
Passive: Overload damage bonus against targets with Flux increased to 150%.
Active: Ryze opens a portal to another location. After 3 seconds, all allies near the portal are teleported to that location.If Ryze becomes unable to cast or move, Realm Warp is cancelled.
The laning phase is probably Ryze's most difficult time period in the game, especially early. Ryze is really weak and susceptible to ganks, with only his Flash and his ultimate Realm Warp to escape ganks. In the laning phase, changes will be made depending on your matchup, where you can read which strategy to employ at the top of the build. Overall, however, Ryze has one specific objective: push the wave hard. As Ryze has excellent wave clear, you'll want to be forcing under the other laners turret as much as humanly possible. Let the wave bounce back to you, so you can grab more farm and XP while you roam. Ryze is great at helping team mates. Invading the jungle with your jungler early could net you a nice lead. You can push and roam or push and keep the pressure on in the mid lane. It's really important that you keep this pressure up, but don't extend too hard for too long. Push the wave and then back off to allow the wave to reset to the middle. Executing a freeze in the mid lane is difficult, and most players can't do it, especially in lower ELOs. More than 90% of the time, your wave will bounce back.
In order to play Ryze effectively, you'll have to understand his combos, so here are the best ones that I've found that are effective in certain situations.
Q>E>Q: This is your bread and butter combo. You hit them with an Overload, then a Spell Flux, and another Overload. This will dish out a lot of damage.
W>E>Q: This is your poke combo. It will proc your phase rush rune if you took it and allow you to stay on the enemy champ. It will allow you to continue dealing a lot of damage and you can easily get back and away from any possible enemy counter at that point.
E>W>Q: This is your escape combo. If an enemy is ganking you, you'll want to use your E on any near-death minions, champions, or monsters and then root your enemy. The Spell Flux should bounce from the minions or whatever to the champion and a root is impossible to miss at this point. The Overload is just to get a bit more damage off.
Q>E>Q>W>Q>E>Q: This combo is going to be really difficult to pull off, and you'll only be able to pull it off in a 1v1 or chasing situation. This combo will pretty much delete anyone within a few seconds, unless they have a lot of MR.
Teamfighting with Ryze is actually a piece of cake. Your job as a teamfighter is to peel for your carries and set up damage off of minions with your Spell Flux and your Overload. As the enemies will have to be near minions to get damage off or protect their turrets, inhibitors, or their Nexus, you can easily Spell Flux the minions and do a lot of damage with your Overload. At this point in the game, you've probably got about two or three items, so your combos will be doing a lot of damage.
Make sure that you're partially front lining and make sure that you peel for your carries. Although you are a carry at this point in the game, you'll probably have a lot more health than them, and considering you have an unmissable root, you'll want to use it in case anyone is getting dived. Position yourself smart so that you're outside of enemy range but also close enough to minions to set up the use of your Spell Flux.
Keep in mind, if you're the carry for your team, you're going to want to be playing back to front. If you see an enemy take a lot of damage, get up there and finish him. You'll proc phase rush and can chase the rest of the team and take them out. Be sure to use your ult to chase!
Overall, I think Ryze is one of the best champions in the game. He has a lot of combos for a lot of different situations, he's really strong, and can solo carry a team. Although he is weak early on, his sustained damage and utility all game long easily make him one of the strongest champions in the game. He has great team mobility with his Realm Warp and insane wave clear with his Spell Flux and Overload. If you're looking for a cheap (Blue Essence), rewarding champion, I feel strongly that Ryze is one of your best options, maybe your best in the mid lane right now. Ryze can be played top, but I don't recommend it, as he's really weak early game and a lot of top laners thrive in the early game. I hope that my guide covered all of your needs for Ryze, The Rune Mage! Thanks for reading!
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