Guide Ryze League of Legends S6

Arcane Mastery

(Innate): When Ryze casts a spell, all other spells have their cooldown reduced by 1 second.

Tips :

The gatling of the mid

   The passive that makes Ryze so powerful!
One of the most powerful passives of the game. It is central to Ryze's combos so it is necessary to be aware of its effects and make the best use of it.

Use to burst your opponent more.

This passive lets you quickly recover you abilities, even more so with the cooldown reduction, because 1 second:
• Represents 31,75% of the recovery time of Overload with the 10% cooldown reduction of the spell being a cooldown of 3,15 seconds reduced to 2,15. Calculated, 31,75 % = 1-(2,15/3,15)
• This represents a reduction of 47,6% of the spell's recovery time with a 40% reduction of the cooldown, also with 30% CDR. The spell goes from having a 2.1 seconds cooldown to 1.1 seconds. Calculated : 47,6 = 1-(1,1/2,1).

As such, Ryze can follow up more quickly with his spells thanks to the reduced cooldown which works perfectly with the passive! The blue buff will therefore be very interesting to Ryze.

We can see from the combos that it is very efficient to use the spells to burst the opposing teams.


Overload (Q)

(Passive): Ryze gains cooldown reduction.

(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
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Ryze sends out an orange electric charge at his target.

The damage spell at the heart of Ryze's combos

   A very interesting passive combined with Ryze's main damage spell...
Ryze's main damage spell for harassing as well as farming and stacking the Tear of the Goddess. Its weak cooldown makes this ability very efficient, as much in the lane phase as in a teamfight.

This spell's "weakness" lies in its range, quite big at 650, but a lot less than the that of the skillshots. As such, you may have problems in the lane phase when trying to put it on your opponent if he keeps away from you or tries to zone you with spells that have a greater range.

The ability gains as much power thanks to the AP as the max mana. The idea is to take the best items to increase the efficiency of Ryze's spells.

The spell's passive is excellent! It lets you reduce the cooldown of Ryze's spells, making it more efficient when used with the passive Arcane Mastery. 10% of this represents a very interesting value.

The spell is cast very quickly and has a big movement speed of 1400. Obviously the spell does not aggro the minions.

This ability will quickly charge the Tear, you must be aware of this so that you do not miss the last-hit. This spell will also let you push the lane because Ryze is not good with opponents who push, he does not have a lot of ways t depush other than his ultimate.


    Cooldown Reduction: 2 / 4 / 6 / 8 / 10 %

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

Rune Prison (W)

(Active): Ryze snares an enemy unit, preventing movement and dealing magic damage.

  • Cooldown: 14 seconds
  • Range: 625
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Ryze opens his tome and conjures a white cage around his target which prevents it from moving..

Ryze's control spell

   Ryze's cage prevents opponents from moving...
The control spell that allows Ryze to stop his target from escaping or even moving at all. This helps an otherwise not very mobile Ryze to place his burst more easily.

If used well this spell will let you keep your flash when you are ganked (preferably by using it at its maximum range), or to do a devastating combo while the cage is active, meaning that the target will not be able to use his flash!

You should normally use the cage after Overload to make use of Ryze's passive (as mentioned in the section on combos).

This spell is cast instantly and will allow you to quickly deal with an opponent if he happens to get too close.

Although the the cage will prevent your target from moving you must still stay vigilant as he can still attack AND cast spells (unless he does not have a good enough range)!


    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)

Spell Flux (E)

(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
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A blue wave comes from Ryze's hands, meaning that he can now move about very quickly.

A debuff that bounces everywhere

   Like a pinball wizard...
This spell debuffs and deals damage at your opponents. It then bounces onto a target near to the original target, reducing the magic resistance of all targets hit by a fixed amount.

The use of this spell is to deal important zone damages combined with the ultimate, but also to activate Ryze's passive and spam his spells even more! A real synergy.

In practice it is quite difficult to make use of the reduction of magic resistance, but it still adds damage to Ryze's attacks.

The debuff works on impact and only once. It is not possible to debuff a target several times, similarly the ultimate's zone damage does not debuff.

It reduces magic resistance, like the Abyssal Scepter, and can therefore go below 0 and add bonus damage to your spells, especially against monsters.

There is an advanced technique with this spell that will let you pretend to cast it so as to proc the Tear of the Goddess. This is a technique that will be explained later and which will completely change Ryze's game!

If Ryze is alone with an opponent then the spell will bounce back to Ryze and then bounce back again to the target, reapeating this 3 times. This can be good for doing more damage in a 1v1, but make sure that Ryze is close enough to his target.


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

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

    Maximum Magic Damage to One Target: 150 / 210 / 270 / 330 / 390 (+1.05 per ability power) (+3% of max mana)

    Maximum Magic Damage to One Target with Desperate Power : 225 / 315 / 405 / 495 / 585 (+1.575 per ability power) (+4.5% of max mana)

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

Desperate Power (R)

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

    Tips :

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    The ultimate gives Ryze's spells a zone damage effect.

    KAB00M! Zone damages!

       That hurts......
    A very efficient utlimate that lets your spells do zone damage. This will prove to be very useful, both in a teamfight and when pushing a lane.

    Ryze recovers his ultimate quick quickly thanks to his passive, so you must make the most of it. If you have a cooldown reduction then it will be recovered even faster.

    The following technique will also be very helpful for quickly recovering your ultimate. Yeah more tips!

    The ultimate's effect works on impact. If you cast your Overload and then activate your ultimate during its trajectory then it will profit from zone damage. This is very good for maxing the use of Overload's passive and improving your burst.

    The spell vamp from Ryze's ultimate is very useful, as much for holding the lane as for better survival in teamfights. Since Ryze is so powerful in the lategame, the opposing team will focus him, so this effect will help you survive this attack.

    The ultimate's bonus movespeed will let you catch your target and since this spell does not have an incantation time, you can cast it while moving so that you do not lose and distance. A good knowledge of the range of Ryze's spells will help you make the most of this bonus. In teamfight it will help you to kite an opponent before you 'hit&run' him with your spells.

    The duration of this ability increases each levels, and 7 seconds is quite long in the endgame.


      Cooldown: 70 / 60 / 50 seconds

      Spell Vamp: 15 / 20 / 25 %

      Movement Speed: 35 / 45 / 55

      Duration: 5 / 6 / 7 seconds

    Pros

    Ryze is a very tanky AP who will be a monster in late game

    You can recover quickly from kills with a few well chosen objects

    In lane phase you can farm peacefully with your A, be careful not to let anyone sneak up on you however

    No skillshot with Ryze, so it impossible to miss a target

    Ryze possesses some quite monstrous damages with this guide's build. You can tank a huge amount and kill your opponents at an incredible speed

    Cons

    You have no mobility, Ryze is slow

    Similarly, apart from your cage and an eventual flash, you have no escape!

    Very bad at the start of the party

    A limited range, of which the opponent can take advantage

    Vulnerable in the push because Ryze cannot easily depush, unless you read the guide carefully to discover the trick