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RYZE BUILD GUIDE: Unlock The Beast (updating). [IN DEPTH] [6.01] by SecondCaller

by SecondCaller (last updated over a year ago)

Featured2,458,131 Views 108 Comments
9
Greater Seal of Scaling Armor(27 armor at champion level 18)
9
Greater Glyph of Scaling Magic Resist(27 Magic resistance at champion level 18)
3
Greater Quintessence of Movement Speed(4.5% movement speed)
9
Greater Mark of Magic Penetration(7.83 magic penetration)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
1
0
0
mastery 1 1/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
1 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Arcane Mastery
QOverload
WRune Prison
ESpell Flux
RDesperate Power
View Skill Order Details

Introduction



My other guides:
  • [Featured] http://www.solomid.net/guide/view/131433-annie-build-guide-apc-by-secondcaller


I'm currently rated Master on the Nordic East server and I'm aiming to hit challenger.
Please follow me on twitch and like my page on facebook:
Stream: http://www.twitch.tv/secondcaller
Facebook Fanpage: https://www.facebook.com/secondcaller [new]
Facebook Profile: https://www.facebook.com/peter.eritsidis


__________________________________________________________________________________________________________________________

Welcome to my advanced Ryze guide where I will cover everything you need to know about Ryze in order to dominate! Note that even though this guide will help you maximize Ryze's potential as a champion, you still have to be good a good player in order to climb up the ladder. Ryze is a champion who's really hard to fully master and carry with. Many have the idea that button mushing will carry you and that Ryze is an easy champion. Dead wrong. He was easy back in the days but after the rework, things have changed. Making right use of your passive requires a lot of focus, patience and knowledge on the game's mechanics. The build heavily rellies on your current state (fed/behind) as well as on the type of opponents you're playing against (mages/reset/adc/cc/assassins). Your Q [Overload] is now a skillshot and missing it greatly impacts your damage output while it gets even harder in the heat of the moment as you need to focus on around 7 things at the same time. These factors and many other are the reason why Ryze is such a complex champion with an unstable global win ratio. If you suck and you play unorganized thinking that button mushing will help then you'll have around 30% win ratio while if you've mastered him, you'll have around 70%.

Why did I create this guide?
The reason I made this guide is because when I first started playing League and Talon was released, I was really inspired by him and wanted to be one of the very best Talon players out there. I would turn the whole internet upside down to find information on how to get better with him and when I finally found some guides, I felt so happy that I could finally learn and get better. Ryze is a champion who's often misused on terms of Runes, Masteries, Itemization Paths and Spell Casting Combinations thus there aren't many good Ryze players out there. I thought to myself and decided that it would be the right thing to come out here and create a HUGE guide containing as much information as I can possibly share. I want you guys to feel the same feeling I had felt back in the days when I mained Talon so if you're a Ryze mainer, sit back and enjoy.

What are the strengths and weaknesses?

Pros & Cons


Pros


-Gets stronger with Mana
-Late game huge Mana pool
-There is no true counter if played perfectly
-Oftenly underated/underestimated
-Arguably tankiest mage in game
-Reliable to carry teams
-If fed then he does whetever the f*ck he pleases (unstopable monster)

Cons


-Hard to play (due to rework)
-Requires good understanding of the game mechanics
-All spells except from your Ultimate require you to stand still in order to execute them
-Long ranged champs are hard to play against
-No reliable escape mechanism
-Relatively squishy until he buys his Core Items
-If denied from farming things might get real ugly
-Too many jelly haterz



Which maps, roles and lanes is this guide made for?

Map : Summoner's Rift
  • Mid Lane, Top Lane - AP Carry



About Me


I'm just a normal human like all of you out there reading this as well as an active LoL player. My account is rated Diamond on the Nordic/East Server and Ryze is my Main Champion. I have spent more than 1500 games (not all of them ranked) playing with this champion and finally I believe I am ready to demonstrate you how this beast is TRULY meant to be played!



Season 5 Archievments


Something to listen while learning the basics of dominance




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Runes ✓

Runes give you an immense power advantage throughout the game. If you're a new player or you don't have all your rune slots filled then I strongly recommend you fill all of them. If you're low on IP and you're missing a lot of runes, buy in following order:
  • 1: Marks (3 marks are equal to 1 Quintess both in price and power but it's easier to devide the money making it easier to buy)
  • 2: Seals (Even though weak, they are extremely cheap)
  • 3: Quintessences (Sometimes expensive but extremely strong)
  • 4: Glyphs (Money efficient but expensive so leave them last)
Last tip: If you have no suited runes to fill the empty spots for a champion, fill them with whatever else you have and feel like using. For example, even AP Carries can make use of AD marks and quins since they'll still be auto attacking. Result? Instead of leaving an empty spot, you get some free damage to cs easier and deal more poke damage.


These are the best runes to use for Ryze either with Ignite or Teleport. I will explain everything as well as why I take scaling Armor Seals and Scaling Magic Resist Glyphs.


:There are no better marks for an AP Carry. I do not recommend Flat or Scaling AP because they aren't gold efficient. Not only they're bad, they are even worse on a champion such as Ryze who has low AP ratios. The only possible contestent would be Hybrid Penetration because they have a high amount of Magic Penetration. So, if you don't have Magic Pene but you do have Hybrid Pene, do equip those.
[Alternatives] :

: After the patch 4.5, the flat armor seals have been nerfed while the scaling ones have been buffed. So, you get to choose between 27 armor on level 18 or a steady 9 armor throughout the whole game. If you think about it, you gain that 9 armor on level 6 by using scaling armor. Basically, it's better to slightly def/farm until level 6 and after that point on, you gain free extra stats with each level passing. Apart from these two, you may also use Scaling Health. These runes are awesome since they provide mixed defense for AD and AP but I don't really like them on Ryze. More often than not, I get rekt by spells that deal health percentage damage so it ends up being a disaster for me. Take Blade Of The Ruined King for example. It shreds your max health but deals less damage the more armor you have. See the point?
[Alternatives] :


: Magic Resist is the best thing you can take for Ryze consering Glyphs. If you take ability power then you will gain an abysmal damage advantage while losing a lot of defense you would otherwise have. The main reason I take Magic Resist though, is because it's an element that's hard to find. There are plenty of items that give Mana, Ability Power, CDR etc... but not many that give Magic Resistance and that's a pretty bad thing because APC's will destroy you. Now, if you were to take Magic Resist then I would recommend you take scaling runes for the same reason as with the Armor Seals. However, there are some cases where Flat Magic Resist is better because you may be facing a hard counter such as Cassiopeia or Brand. Nonetheless, keep in mind that having flat Magic Resist does NOT mean you are allowed to go ham in lane against long ranged champions. (12 magic resist compared to 27)
[Alternatives] :

: Movement Speed because Ryze needs it a LOT! Ryze's range is similarly low both on AA's and spells and whici is the main reason I call him a melee mage fighter (even though he's ranged). Keeping distance with your opponents is extremely important as well as being able to dodge enemy skillshots. In the same way, movement speed helps you roam, initiate and flee easier and faster. Other possible options should be Flat Ability Power or Spell Vamp. Equip Ability Power if you're aiming to get a Rabadon's Deathcap after Seraph's Embrace and you like to play extremely aggresive on the laning phase. As for Spell Vamp, it's extremely cost efficient on Ryze because of your combos and sustainable damage potential. Let's not forget that now you can actually keep a permanent combo going on level 16 so it's like having a permanent ultra potion active. Do recommend and as a matter of fact, I can't lock my opinnion on whether of these two is the best. To put it simple, if you don't have Movement Speed or Spell Vamp runes, temporarily equip Flat Ability Power while if you do, go with one of these instead.
[Alternatives] :

Masteries ✓

mastery 1 1/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
1 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
There's a problem with this site because they haven't updated the masteries for me to update them. Here is the masteries page:

http://i.imgur.com/lOruTlT.png

This time around, worry not. As you may already know, Masteries are free! Now, if you're a new player you might ask "But why do I need Masteries?". Because free stats. Simple as that. And since everything that's free is awesome, that automatically concludes to Masteries being awesome. That means you can also become awesome just by picking them! Who doesn't like being awesome? Not you. That's for sure. And since you want to be awesome, allow me to explain how you can archieve the highest amount of awesomess possible. (somebody hire me to make advertisements)

How Masteries work
Mastery points are recieved through archieving Summoner levels. Each level gives you one point, capped at 30 mastery points (max). When moving to higher . A summoner must have at least 18 points (level 17) to acquire the key stone mastery in a tree. The last mastery is usually the most useful and vital to that particular mastery tree.

Summoner Sets ✓

Teleport & Flash
When you play mid with a more type of assasin mage or bruiser then what you will mostly find yourself doing is flash in, risk all you got, pop that Ignite, throw a shit ton of spells and pray to god the enemy dies. But, if you are playing with a caster which HAS to survive and keep dealing damage in a team fight in order to be succesful then it's better not go for that risky dive and just stay in the rear raw of your team to deal damage.

Be polite! Ask for your support or ally top laner to ward the opposing enemy's brush. After that make sure you clear the enemy mid/top creep wave and when you''re done, look for an opportunity to Teleport bot for an easy kill or two. Best timing is when the ward or creep you are teleporting on is not in the enemies's sight of vision (screen) or when bot lane is on a full out 2v2 fight. In that situation even if you teleport on a creep in front of them, chances are they won't make it out alive.
Something to add: If you use it for lane sustain then do it on a turret. The cooldown gets reduced by 60 seconds and that is freaking epic!

What Teleport provides:

  • Great Lane Sustain.
  • Early-Mid Game Lane Support and Counter Ganks.
  • Split pushing late game as well as countering the enemy’s split push.
  • Catching up with your team.
  • The opportunity to bait your opponents. They will see you are missing and will try to force a fight 4v5 without them knowing you can join the fight uninvited.
Ignite & Flash
If you're having problems with Teleport take Ignite instead. It's simple to use and more reliable.

Well, most of the times I actually pick Ignite. I do understand that Teleport is supposed to be the best but I pick it only in ranked team. I find Ignite much more reliable since it allows me win my lane and snowball. You just can't always be that certain about your Teleport's success. There's so much staff that can go wrong with a false call. Moreover, when your opponent knows you picked Ignite, there are less chances of him risking to stay in lane with less than 30% HP or at least start a fight. However if you don't have Ignite, he will try to harass you at all times and more likely force you into a 1v1 fight where of course he has the upper hand.
Basically what Ignite provides is :

  • Lane control. ( You instill fear to your foe just by having it)
  • It makes it easier for you to Kill Steal! ( HOORAY! )
  • Provides this extra uncounterable True Damage (except if they use Cleance)
  • Secures the kill in case the opponent would have survived without it.
  • Reduces enemy Healing by 50% while the Ignite is activated which is extremely useful when playing (for example) against Swain.

Itemization ✓

Starting Build(s)
Ring Start
Mana Start
<<< CHOOSE PAGE!!!
Starting Items


- This is the best start for Ryze since it grants the strongrest dueling potential. A mix of HP + AP + MP regen. Try to cs as much as you can to make full use of the Doran Ring's passive and don't forget to use the potions when need be. Also, don't hasitate to sell the ring in the later stages of the game to replace it with something better.
Stats gained: [60 HP] [15 AP] [4 MP regen/s (mixed)] | Damage increase on spells: [Q - 8.25] [W - 6] [E - 7 (mixed)]


- Sapphire Crystal is the alternative to Doran's Ring. Grants a nice load of mana and some potions along for sustain. However, It's not as bad of a start as it may seem to be because your spells ALSO scale with Max Mana which means you gain free damage on your abilities. Old school Ryze used to start this way but the mana ratios were nerfed on the rework while the AP ones got buffed.
Stats gained: [200 MP] | Damage increase on spells: [Q - 4/8] [W - 5] [E - 6 (mixed)]

So, which start is the best?
Deffinetly the Doran Ring start. You don't get the immediate 200 mana so don't go full out and spend all your mana. Try to poke + sustain with the Doran Ring passive as much as possible. If you utilize the ring well, you'll sustain back back more than 200 mana.

Disadvatages:
  • Your first back will require 720 gold rather than 320 to finish Tear of The Goddess.
  • You'll have to sell the ring at some point.



Core Items


- - -

(In order)


This are the Core Items that you buy in every single game playing with this build. Every one of this items has a thought process behind it.

- These are the basic boots. Buy them after Tear of the Goddess and Catalyst Protector. What you upgrade them to always depends on the game you are playing.
- This is one of the most important items on Ryze and that is because it provides you so much for such a small price. A percentage amount of your Max Mana becomes damage and the Tear stacks you up everytime you use a spell. This means that every time you use a spell you get even stronger and stronger, but it doens't even fail to give you Mana regen for sustain. You can build it after either to Archangel's Staff or Manamune ( I explain which is better out of these two in a seperate Section).
- This item is just perfect. It is the main reason you are tanky as well as deal tons of dmg at the same time. It gives a lot of Health, Mana (which is also converted to damage) and Ability Power. You should buy this item nonetheless and you might even go for a second one in some circumstances (More details in the Optional Items section).
Final Build(s)
Standard Final Items




This item is really strong on Ryze. Now that his AP ratios have been increased, you can afford to buy it. It gives +120 AP (nice amount) and you also get +7% Movement Speed to furthermore boost your mobility. Best part is its passive. With your ultimate active and this passive procing with your E in a teamfight, it's pretty much like dropping a bomb (huge AOE burst). Apart from increasing teamfight damage, it also helps push lanes easier and poke with Q.



Since the build doesn't provide a lot of defense, you may either buy Frozen Heart or Zhonya's Hourglass. I don't really recommend Frozen Heart because it gives 20% cdr and that overloads you above the (40%) cap. It's also a lot cooler to have the Zhonya's active as it may save your life. However, there's one item that you may see many pros like to build instead and that's Rabadon's Deathcap. It gives a huge amount of damage but I don't recommend it. What's the point of having damage if you can't even survive long enough to make use of it? Not to mention you'll be missing a lot of Armor thus making you an easy target for the enemy ADC and AD assassins.



Build Order

Situational Items ✓

Ninja Tabi
If the enemy team is like 4-5 AD champions then I strongly recommend it. It's cheap as well so don't complaining.

Casual game 4/10
Against heavy AD 8/10
Sorcerer's Shoes
Casual boots. Most Ryze players buy these since you are an AP Carry and you need Magic Penetration. They are not expensive as well and that makes them a good to go set of boots. Regarding magic penetration you should either have these boots or Void Staff.

Casual game 9/10
Against heavy CC 5/10
Mercury's Treads
My favourite pair of shoes. They give Magic Resist and Tenacity. What Tenacity does is reduce the duration of CrowdControl (CC). Even though the price is higher compared to other boots it's really nice to have since not many items give Magic Resist and especially Tenacity. Remember that, getting feared or stunned for more than 2 seconds can prove to be deadly.

Main drawback: Price

Casual game 7/10
Against heavy CC 10/10
Enchantment: Alacrity
These upgrades are better off bought after you have at least bought your core items and something that grants Cooldown Reduction.

- This is my favorite enchantment . A solid 20 movement bonus is really nice (especially if you didn't take Movement Speed Quins).
8.5/10
- From the patch 4.5, this enhacment became better but it's still not worth one bit for Ryze. It's an item made for tank initiators so let them have it.You aren't the tank which is going in anyways, so, don't even bother spending money on this.
2/10
- With the patch 4.5, this enchantment has become really good for Ryze. Now, it gives 20% cdr to all summoner spells (teleport/flash) and after the use of teleport it even gives an increase of 30% movement for a period of 3 seconds. This is an incredible stat if you are using teleport to do roaming. I can't deny the fact that Homeguard is still better but, at least, this enhancment has more things to offer. One more good thing about it is that it gives +30% movement for 1 second after you use flash as well. Even if that might seem a small difference, it still might save you or give that kill you where chasing and would have otherwise lost.
If you combine the CDR on summoner spells from this upgrade (20%) + the CDR from the mastery, located in the Utility tree, (12% on level 3) then, the cooldowns should be:
  • Ignite: From 210 to 143. (-32%)
  • Flash: From 300 to 204. (-32%)
  • Teleport: From 300 to 204. If used on a Turret then from 240 to 163. (-32%)
6.5/10
- It's simply not worth it. You will be mostly casting combinations of spells and rarely ever auto-attack. Best excuse I can give is: There are better things to buy instead of this. (It is made for adc's)
3.5/10
- Works perfectly with Teleport and I find myself buying this upgrade from time to time (if I have teleport then always). The ganks with this upgrade along with teleport from the base's fountain are incredibly strong! It also grants incredible lane sustain since it also gains a lower cooldown when used on a turret.
Rod of Ages
A second Rod of Ages. This item is extremely strong on Ryze and you may even build a third one if you want. Only drawback that I have to mention is that it requires time to stack up to its full potential. If you're ahead then you can afford going for two. Your Tear of The Goddess won't be any close to fully stacking so you have just enough time to go for the next one. If you can't finish both of these on the 25 minute mark, abort mission. Complete Archangel Staff and then focus on other game winning items like Zhonya's Hourglass. I don't recommend you replace this item with Luden's Echo because your main disadvantage will be mobility.

Casual game 6/10
Ahead and stomping 9/10
Replace with : or
Will of the Ancients
This used to be a Core Item for Ryze but after some changes it's more of an optional item now. Only case in ching I would recommend you to buy this is if you're constantly fighting against melle champions and the fights are so long that you MUST have something to keep sustained long enough to beat your opponenets. The 10% CDR doesn't fit in any way because you already have a lot of CDR from your ultimate's passive. The AP doesn't cut it other and overall...no. It's better if you buy Spirit Visage. You'll be getting back the same healing when you active your ultimate more or less but this time around you'll be getting a lot of HP and MR.

In any case 4.5/10
Replace with :
Banshee's Veil
This item provides a good amount of Health, Magic Resist and most importantly its passive. The way it works is simple. Basically, it gives you a spell shield which blocks the first spell that you get hit from and I mean ABSOLUTELY. No damage taken nor CC applied on you. I find myself bying this item when enemies have an initiator like Blitzcrank, Malphite or Sejuani. That one CC can decide the whole outcome of the teamfight/game which means this passive can be as game braking as using Zhonya's Hourglass in the middle of a fight. If CC is not your main problem in the game you're playing but most rather enemies having too much AP, it's far better to buy Spirit Visage + Mercury's Treads instead.

Normal game 5/10
Against heavy CC 8.5/10
Replace with : or
Abyssal Scepter
A nice amount of Magic Resistance + Ability Power. It's not the best choise for Ryze but it's a perfect item to get if you're strugling against AP champions while at the same time need damage. I strongly recommend you buy it if you have a mid lane AP champion to support him with the item's aura. Not to forget to mention, the aura procs with all your spells perfectly due its high range. The build path is easy and the price isn't that high so, why not? Deffinetly consider buying it.

8/10
Replace with : or
Rylai's Crystal Scepter
Okay. It gives Health, it gives a lot of AP and most importantly the unique passive which slows enemies by dealing spell damage. At first look, it seems cool. You get extra CC attributes because the only one you have is W {Runes Prison} thus helping you aim your Q easier on the slowed targets. However, the reason I don't recommend it is your R {Desperate Power}. The drawback you have when you combine the active from your ultimate with the passive effect of Rylai's Scepter is that all your spells become AOE and the worst part is, this item WILL count them as AOE. You lose a lot of slow percentage by this to the point where it's not even worth buying anymore (not money efficient). Apart from that, this is an item that mostly DPS champions buy. You need some sort of DoT damage source or a suppressive damage kit to make it work. The perfect example would be Cassiopeia who has by far the MOST perfect kit for this item to work.

In all cases 4.5/10
Replace with : or
Liandry's Torment
Now that Ryze became more of a sustained mage duelist, it isn't as bad as before. You can proc the burn passive for far longer, but still... it's bad. No matter how you look at it, it's just bad. The penetration is not enough, it costs a lot and last but not least, you have other better things to buy. The passive also doesn't work that well so you're better off by leaving it for Vladimir or Brand. Buy it only on champions with DoT (Damage Over Time) spells.

Normally 3/10
Against full tank team 4/10
Replace with :
Rabadon's Deathcap
Now that the AP ratios have been increased Rabadon's Deathcap, once again, became an item worth buying on Ryze. However, I recommend you buy this only as your last item because there are other more important things you should focus on buying first. It does offer an immense damage boost but that's all there is to it. What about tankiness? You'll most likely be playing top too which means you stole the tank's position. Who's going to tank damage in teamfights if not you? One tank is not enough (jungler) and it's even worse if you have none. Overall, you buy this item either when you're ahead and snowballing, your team has no other AP damage source apart from you or you're playing mid. Avoid it otherwise.

P.S. It's a smart idea to replace Void Staff with it in case your enemies aren't stacking Magic Resist which most likely won't be the case but, you know... just saying.

Ahead and snowballing 9/10
Behind and losing 5/10
Replace with : or
Randuin's Omen
Good against heavy AD teams. If you buy Ninja Tabi + Zhonyas Hourglass + Randuin's Omen against 4-5 AD based champions then you'll enter teamfights and walk among your enemies as if you're god. Rarely do I ever buy this item but when I do, Assassins/Marksmen are about to GO DOWN! Only drawback is True Damage. For example, facing a champion such as Vayne who's fed, doesn't require an item such as this but most rather Thornmail.

Against normal team 4.5/10
Against heavy AD team 7.0/10
Replace with : or
Guardian Angel
Well, you know. The team with the most Guardian Angel's usually is the winner, right? I never buy it but I always keep it in mind for various cases such as when playing against burst assasins or champions with spells that reset (for example Katarina or Kha Zix) because your death won't give them the reset they so much desire to clear your remaining teammates. The resistances it gives are pretty nice to have too. However, the price overall is kinda too high. Apart from that, the biggest problem with this item is that you can't make full use of it. Let's say you die and you get the passive proc. Now you're back at the same spot as before and most likely amongst enemies which are already preparing their targeted spells based on your resurection timer. Basically, you'll die immediatly after reviving but if not, you soon enough will anyways. The reason is, you have no spells to help you get out apart from Flash and that alone is almost never enough. You don't have dashes, you don't have blink spells or anything else that can get you out of there and your ultimate will most likely be on CD from using it before. Nothing to save you apart from from your allies which you can never relly on anyways. Best case scenario would be buying Zhonya's Hourglass + Guardian Angel and stalling plenty of time for your team to do staff. The enemies will be patiently waiting for your item effects to pass in order for them to kill since since they can't let you live and believe me, It works perfecty. Most of the times, it's a perfect bait. They wait for a lot of time, they save their spells to use them on you while they all gather around you. Sets up for a perfect AOE trap. Overall, I am neither for or against this item so it's up to you to decide.

Tip: If it's late game, you're rich and there's nothing else to buy but you proced the item's passive, sell the item and buy something else. It loses a lot of value when it's on cooldown. You may buy it again after 5 minutes if need be.
Tip 2: Selling and re-buying it won't reset the item's unique passive. However, it WILL steal your money so feel free to do it. (kappa)

Normal game 4/10
Against reset based champions 7/10
Replace with : or
Warmog's Armor
Warmog's has been buffed and now it doesn't seem that bad of an item after all. A good chunk of Base Health and strong health regeneration. Outside of fights, this item will restore your HP to full in no time. However, there are so many other items that deserve a spot in your full build with such incredible passives and actives that you're rarely ever going to buy this item. Sorry, but... it's just not made for Ryze. It's far better to get one extra RoA if you're desperate to buy HP. Hell, even Rylai's Crystal Scepter is better than this.

Warning: Vulnernable to Healing Reduction effects. (Ignite/Morellonomicon etc.)

In all cases 2.5/10
Replace with :

Skill Order ✓

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Arcane Mastery
QOverload
WRune Prison
ESpell Flux
RDesperate Power
Maxing Priority


  • No1: (R)Desperate Power : Like in all champions, level up Desperate Power whenever possible. You are extremely dependant on it to be level 11/16 so you can have impactful teamfights full of crazy combos etc.
  • No2: (Q)Overload : Second spell is Overload. Riot basically forced us to max Q first because the passive is useless without it. With each level, the duration gets increased up to double the base value. Without your passive you can't burst people or execute long combos so yeah. "Game diversity" it's called. Apart from that, each level increases the Mana Scaling ratio as well as the base damage by 40 damage (high amount). Moreover, you don't risk your passive getting weaker because leveling up Q doesn't lower the spell's cooldown.
  • No3: (E)Spell Flux : Third spell is E. The AOE burst damage when you combine E + R is insane. You also gain percentage penetration with each level on E. However, the main reason you should max E third is because maxing W is useless. Let's not forget that E is your main farming-pushing spell too. Main drawback is that it can get up to 120 Mana consumption on level 5. That's way too much ._.
  • No4: (W)Rune Prison : Last spell left. Do take it on level 2 because the best level 2 poke combination is W-Q but do not max it. Now it starts with 1 second snare on level 1 and by leveling it up, you barelly gain anything out of it.

Skills

Arcane Mastery
Arcane Mastery is a passive ability that triggers whenever Ryze casts an ability (apply at the beginning of spells' cast time). Casting spells grants a stack of Arcane Mastery for 12 seconds, stacking up to 5 times. At 5 stacks, Ryze becomes supercharged for 6 seconds, gaining a shield that blocks damage. For the same duration, Ryze's spellcasts reduce his other spells' cooldowns by Overload's cooldown, able to be brought to a minimum of 0.25 seconds.


Additional Information:

  • Arcane Mastery does not trigger when using summoner spells or the active effects of item, and does not reduce their cooldowns.
  • Arcane Mastery does not apply spell effects.
Overload
Cost: 60/65/70/75/80 mana
Cast time: 0.25 seconds
Cooldown: 3.5 seconds
Range: 625
Projectile speed: 1400
Passive Cooldown Reduction 2/4/6/8/10 %
Magic Damage: 55 / 75 / 95 / 115 / 135 (+0.4 per ability power) (+6.5% of max mana)


This is your main farming/spamming spell. You throw a projectile, that you lock on your target, which deals Magic Damage. Every combo starts with this spell since it has a relatively short cooldown (3 seconds) and deals a good amount of damage while having almost the same range as all your other abilities (600). The main reason you max this first is for it's passive that gives you percentage Cooldown Reduction (10% on level 5). After having bought start using it constantly on creeps to proc the item's passive. Last thing to note is that it briefly delays your movement when you cast it (chaneling speed) so it's not always the best idea to use it while someone is chasing you.

Rune Prison
Cost: 60 / 70 / 80 / 90 / 100 mana
Cast time: 0.25 seconds
Cooldown: 14 seconds
Range: 600
Duration: 0.75 / 1.00 / 1.25 / 1.5 / 1.75 seconds
Magic Damage: 60 / 95 / 130 / 165 / 200 (+0.6 per ability power) (+4.5% of max mana)


This is a single target spell that basically creates a 'prison' which snares your target (stops movement and deactivates Jump-Dash-teleport skills). It also has a 600 range which means you can use it from afar. The enemy becomes your b*tch for a set period of time that increases every time you rank this spell up. Note that when you chase someone, you want to use this spell first and then follow up your other abilities to stop the enemy's movement. Use this spell defensively as well, for example, when someone is chasing you or one of your allies. Only drawback on this ability is it's cooldown which ranges from 9-14 seconds (Depends on how much Cooldown Reduction you have).

Some last notes:
  • Rune Prison pops spell shields.
  • The CC can be canseled by magic spell shields.
  • If a champion has already used a dash-jump skill and you cast Rune Prison, the damage will be normaly dealt, however the snare will be delayed until after the chaneling of the target's spell.

Spell Flux
Cost: 80 / 90 / 100 / 110 / 120 mana
Cast time: 0.25 seconds
Cooldown: 14 seconds
Range: 600
Projectile speed: 1100
Bounce Diameter: 400
Bounces: 5
Magic Resist Reduction: 12 / 15 / 18 / 21 / 24
Magic Resist Reduction Duration: 5 seconds
Magic Damage: 50 / 70 / 90 / 110 / 130 (+0.35 per ability power) (+1% of max mana)


Also a ranged damaging spell that jumps from target to target dealing Magical Damage and reducing Magic Resistance. It can even bounce between you and your opponent/foe resuming the jumps and making you even a good 1v1 dueler against bruisers. You can use this spell along with your ultimate to farm instantly a whole creep wave. if possible, when exhanging damage in lane, try to use this spell after you snare your target and while casting it close distance between you and your opponent so that it keeps bouncing between you and him to maximize your damage output. The cooldown is relatively the same with Rune Prison while the bouncing radius is 400 compared to the range of the spell itself which is 600.

Some last notes:
  • Spell Flux procs Spell Vamp and Rylai's slow similarly with all multi target spells and abilities with diminished effect.
  • Spell Flux pops spell shields.
  • Spell Flux can bounce to targets in the Fog of War.
  • Spell Flux's magic resist reduction does not stack with itself.
  • Spell Flux can bounce back to Ryze, dealing no damage.
  • Spell Flux will stop bouncing if it pops a spell shield.
  • There's a known bug that happens if Spell Flux is casted when an enemy is using a dashing skill on Ryze, the projectile will bounce infinitely between the target and its new location, on Ryze. This infinite bounce will most likely instant kill the target. OP

Desperate Power
No cost
Movement speed: 80
AoE radius: 200
AoE damage: 50%
Cast time: Instant
Cooldown: 70 / 60 / 50 seconds
Spell Vamp: 15 / 20 / 25 %
Duration: 5 / 6 / 7 seconds


An untimate that gives a lot of utility for a set period of time upon it's activation (basically buffs you and all your abilities). First of all, the movement speed that makes you run as if your ass is on fire. Second, the Spell Vamp that also stacks with your runes - masteries and, last but not least, the Area Of Effect damage (AOE) that the ultimate grants to your spells making them extremely OP in teamfights when the enemies are gathered up! If you have leveled up this ability 3 times (max) with 40% cdr then the cooldown of this spell will be 30 seconds becoming even less afer each spell you cast because of your passive. One more thing to add is that it costs no mana so don't be afraid to use it and most importantly you can cast it while moving without having it stoping/freezing you.
Use it early if chasing or escaping.

Some last notes:
  • Desperate Power's AoE damage procs Spell Vamp and Rylai's Scepter slow similarly with all area of effect spells and abilities with diminished effect.
  • Desperate Power's AoE damage pops spell shields.
  • AoE damage is not dealt to the target of a spell.
  • If Desperate Power is cast while Overload or Spell Flux is in flight, the spell will still gain the active Spell Vamp and AoE damage upon reaching its target.

Champion Matchups (A-Z)

Aatrox
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


Aatrox is nothing special. You should bully him constantly and don't let him touch the creeps. If you are playing with the advanced late game build then pay a lot of attention because he can melt you pretty much instantly. If he ever finds the ballz to attack you then use the InstaBurst combo [Q-W-E-Q]. That should melt his HP and make him start crying. However, when your coodowns aren't up then try to keep distance from him so that he can't lifesteal from you. If you want to turret dive then pay attention on wether he has his passive up or not. After he revives from his passive then make sure you can kill him or otherwise retreat. Chances are he will have all his cooldowns back up. Last tip: after Rod of Ages go for Frozen Heart.

Counter Measures: Frozen Heart, Ignite, Constant poke
Ahri
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


It's all about wether you dodge her charm (E) or not. If you do dodge it then you always win the trades or even better the fights, while if you don't dodge it then you take a ton of dmg and possibly die. You might consider starting with the dodgeball set of items here as well. Until you buy your Rod Of Ages and something that gives Magic Resist the lane favours her, but after that you should be able to pretty much handle her. When laning, she will try to hit you with her Ord of Deception and she will propably try to do it by killing creeps at the same time. Basically, try to not line up with creeps that are about to die and move all the time. Never underestimate her killing potential on level 6. She can pretty much instantly close the distance, ignite and follow up with all her spells. If all of them land perfectly, you are 100% dead. Otherwise, you might have chances of surviving or even better turning the 1v1 fight 180 degrees around and start beating her. Last tip would be: If she ults in then instantly throw all your spells at her while having Desperate Power (Ultimate) is activated to regain some of your life back.

Counter Measures: Spirit Visage, Ignite, Dodge spells, Early ganks with any type of cc or burst
Akali
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


Try to poke as much as possible and even go for an early kill because after she hits lvl 6, things are going to get real ugly. When playing against her try to rush Will of the ancients (instead of Spirit Visage) after Rod of Ages because, otherwise, you won't be able to fight her no matter what. If possible, try to always have one Vision Ward at your pocket. This will scare her from poking you just by seeing you have the item and when she wants to fight, she will be left with one less skill left, which also happens as well to be her most important. When you hit level 9 then a good idea would be- as soon as you hit level 9 then replace your warding Greater Totem (trinket) to Sweeping Lens and upgrade it to Oracle's Lens (cost 475g) . When she uses her W, Twilight Shroud then you press the item on her and reveal her. This spell is actually the only thing that stops you from beating her easily so just by disabling it, you have already won the lane. One more advice I can give you is, if she goes hard on you then use your ultimate early and throw a Q-E-W-Q in order to minimize the damage you take by revamping. If you don't use your Ultimate though and she sees you are left with low HP then she might even pop her Ignite afterwards to finish you off so make sure you use it early!

Counter Measures: Will of the Ancients, Oracle Lens, Spirit Visage, Ignite, A lot of early poke
Anivia
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16
Starting items: or


(Damn......she got buffed....now from difficulty level 3, she got to level 4. Brace yourselves!)
Early on it's going to be either a passive lane where noone takes the lead or she will try to harass you. If she does try then her only hope is by hitting you with her slow Q which is Flash Frost. It's not hard to dodge but if it does hit you then you will be briefly stuned and she will follow up with Frost Bite to deal some extra damage. You should gank her early on since she has no escape mechanism but don't go around diving turrets when she has her Passive up. Now, after she hits lvl 6, if she's skilled she will first slow you with her ultimate then Frost Bite and last but not least, use her stun projectile which will be easier to land since you are slowed. Either way it sucks for us. She deals a lot of damage and junglers tend to babysit her since she is OP late game which makes it even more annoying! Just play defensively against her and wait for ganks to make calls because if you turret hug she can't do a thing about it anyway. Do not try to trade damage with her! She will just slap you and you won't even be able to touch her. Whenever she wastes her Q (Flash Frost) or it is on cooldown play offensively!

Counter Measures: Will of the Ancients, Banshees Veil, Spirit Visage, Early ganks (easy)
Annie
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


Sometimes you beat her, sometime she does. If playing against then you should try to build kinda soon. After all, no matter how defensively you play, she rellies on her to execute her stun and it's not even hard to hit. When laning, you should NEVER try to trade with her if is up! It's easy to notice when its up since she will have that tornado thingy around her or you can simply left click on her and she will have 3 stacks of it (when 4 next spell stuns).
For the love of god, try to not get beaten by a little girl -.-
Brand
Difficulty
Favors Enemy
Skills:
Masteries: 9-0-21
Starting items:


I hate him.........I can't express how mad I am when my opponent picks to counter me. His damage is friggin insane and all his spells have huge range. You should try to avoid being hit by his and if he has left his on you then wait for it to finish since all his spells excel from it. Try to also dodge his if you have already been hit by a spell because you will get stuned by a fair amount which is enough to kill you around 70% of the times. Conclusion is either he sucks and feeds you or you start praying. Have Fun!
Cassiopeia
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


She is supposed to counter you but no, she doens't! The smartest and most skilled wins the lane. It's really hard for her to hit her spells since almost all of them are skillshots but if she does hit them then you are dead. However, if you skillfully dodge the spells then you beat her up easy. In laning phase try to dodge her as much as possible because it's her main damage spell and it hurts pretty bad. Watch out for after she hits 6 because if it lands then you are most likely dead. Overall, avoid making calls without jungler and if you do make a call then don't look at her in the eyes! xD

Counter Measures: Will of the Ancients, Banshees Veil, Early ganks (easy)
Chogath
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


Laning is pretty easy. Try to poke him as much as possible and as long as you dodge his you should be fine. Only way for him to start winning lane is by getting lvl 11 and getting 2 stacks on his . After that point, if you aren't far ahead with a lot of kills he will continue killing cs and reffiling his hp which makes even poking useless. Going 1v1 might some times be quiet dangerous especially if he + . Overall easy to lane against, but hard to play against him in team fights. You know.... AP nuke champs are OP after all.
...... NOM NOM NOM :O

Counter Measures: Will of the Ancients, Banshees Veil, Ignite, Early ganks
Diana
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


She can't beat you (if you are good at dodging) and that's it. All you have to do is avoid and if you do that she can't do shit. When laning, keep poking and annoying her. When you are both 6, let her use her first and after that buly her. When fighting 1v1 her you might actually die if she uses ignite so watch out.
Again, this is my opinion and it can change based on the skill level of both you and your opponent!

Counter Measures: Spirit Visage, Will of the Ancients, Banshees Veil
Elise
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


Easy. Just way too easy!!! She got nothing against you and her range is same as yours. Just, for the love of god, don't get stuned by her slow stun projectile and you'll be fine. If she finds the guts to jump on you then punish her and it's gg.

Counter Measures: Frozen Heart, Will of the Ancients, Spirit Visage
Fiddlesticks
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


Extremely annoying. If the jungler helps you then it's really easy to kill him and start snowballing but if you don't get any help or even worse he gets help then start praying. Your can't 1v1 him since he will fear you and remove half your hp instant. If you see him ult or going aggresive out of the blue then that might more likely mean he is getting prepared for a 2v1 which means you will get ganked. Don't get greedy and go to trade! Just back of and continue your survival marathon. Last but not least, watch out when you see he goes to gank. If he is lvl 6 then it's more likely he will fake it and ult you while you can't see him behind the wall. And let's not forget, riot pls nerf -.-'.

Counter Measures: Will of the Ancients, Banshees Veil, Ignite, Fast Ganks
Fiora
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


(Requested by a fan from the comment section)
This match up still under construction. I asked one of the best Fiora players in the world to play some games 1v1 with me. Once I finish, I will complete the match up.
Soon to be released.
Fizz
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


You counter fizz all the way. Never let him breathe and always poke. If he ever finds the guts to go in then instantly do Q-E-W-Q combo and he will start crying. It's really common, however, that the jungler is gonna babysit mid so they can get their Fizz fed. Don't go around overstending to the very turret but if you are aware of the jungler's position and it's of no danger to you then you may start zoning him from the turret as well. Always, pay attention to the creeps from your side and as soon as you see one low hp then it's your chance to poke. Basically, Fizz will go and try to take it but he will be leaving himself vulnearnable thus allowing you to deal free damage. In the meanwhile, try to not lose any creeps as well. In the end of day, if you end up losing half the creeps just because you were careless while poking and didn't get a kill on him then you are left at a great disadvantage. Especially, if you even ended up dying.

Level 6: At this point he can actually one shot you. If he has Ignite then he will do it with great ease. If he has barier then he will be able to go in, try to kill you and if failed then he will be able to survive. What I do is: buy Banshees Veil right after Tear of the Goddess. Even if it might seem way too early, it's just really important that you deny him from using one spell for free. Just the fact that you have the spell shield, means he can't snipe you with his ult from afar. This will force him to take close range and put himself in grave danger while you aren't even stuned/disabled or anything. And again, if he managed to brake your spell shield the congrats to him. He is left with one spell short and close range with you. <- that's where the magic of b*tch slapping takes place

If you want to take kills then pick ignite. If you are afraid or something then take Exhaust, Barrier or Teleport.

If you are ahead and got fed from this lane then start roaming. Your team will appreciate that and if you make a successful gank then chances are he will be staying in mid lane, trying to make up for all the farm he has lost. Still, never underestimate the enemy jungler and pay attention. Even an easy lane, such as this one, can get extremely difficult or even imposible to handle from 1-2 successful ganks.

Counter Measures: Banshees Veil, Ask for Counter Ganks, Put wards to prevent getting babysitted
Gragas
Difficulty
Favors You
Skills:
Masteries: 0-14-16 9-0-21
Starting items:


Best thing this guy can do is use and throw you behind him around his turret. His is also easy to dodge since it's friggin slow as hell so it shouldn't be a problem. As far as poking goes, just abuse those auto attacks of yours and tag Overload along with them. He is never hard to kill because if he goes full out then he'll pretty much have to close distance with you. What this means is that: if you two were to fight on a 1v1, he will end up making things worse for him because he will have to use , closing distance between you two and leaving him vulnearnable to your Spell Flux's bounces.
Start with any items you find most fitting to your playstyle.

Counter Measures: Banshees Veil, Barrier, Avoid Fights after lvl6, Ganks with CC
Heimerdinger
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


The new reworked heimer can zone you pretty easy. It's nothing hard to beat him since you can almost one shot him but he is just such a pain in the as* and those are plain annoying! His range is really good and it's really easy for him to snow ball just with one fb so watch out. One more thing you should do is take out his because they farm free gold for him/ push lane but they have a big cooldown and grant you 5 gold each time you destory one which makes it worthwhile your effort. If you find the chance to approach him or you are able to instantly burst him down by flashing then do it.

Counter Measures: Will of the Ancients, Spirit Visage, Ganks with CC
Irelia
Difficulty
Favors You
This is one of my worst farming games where I just didn't even care about the CS. A friend of mine was in the enemy team and I was watching out for his ganks.

Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:
Jayce
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:

If this jayce is below gold rating then it's easy but if he is skilled and knows how to keep range then you are doomed. The lane is lost without ganks. Those nerfs he had made him weaker but he still beats you so don't try anything stupid and especially no trading after lvl 3. Try to dodge his ranged skillshot as much as possible and oveall pray to god this nightmare ends ASAP! (There are time also rimes where you beat him hard so don't worry that much)

Counter Measures: Frozen Heart, Will of the Ancients, GANKS
Karma
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or
Karma can be a real buly from times to times. She has a long range, a spell shield, is quite agile and deals good damage. If your opponent who's playing with is skilled then don't go for trades before 9-11 level or without ult. In case she misses her then try to bully her until it comes off cooldown again. Start with whatever you want.

Counter Measures: Will of the Ancients, Spirit Visage, Ignite
Karthus
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


An extremely easy lane. It's really easy to dodge his and if he decides to act cool and trade with you then panish him good enough so that he won't bother you again. End game, if fed, he can be quite troublesome but otherwise he is no big deal. Start with +2x. Try to get an early kill out of him by pushing the creep wave in order to gain level advantage.

Counter Measures: Will of the Ancients, Banshees Veil, Early ganks (easy)
Kassadin
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


HAVENT'T FACED THE NEW KASSADIN YET. STAY TUNED FOR THE LANE MATCH UP IN THE NEAR FUTURE.

Counter Measures: Mercury Threads, Banshees Veil, Early ganks (easy)
Katarina
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


It's not hard to play against her. If she goes for an full in exchange then punish her. In lane try to poke a lot and especially when she is about to kill a creep. Avoid being hit by her Q since she might throw it to one of your minions. When she hits 6 don't stay in lane with less than 50% HP because she might go for it. A trick she can do is: use Shunpo on a creep or on you and then Q-W so stay sharp and when she does go in, be prepared to throw a Q-W-E-Q combo. You may consider taking Barrier against her but it's all up to you. Make sure you recal early for Tear of the Goddess.

Counter Measures: Zone her, Reliable Ganks with CC, Barier?
Kayle
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


Do not pick the Advanced late game build no matter what. She won't allow you to get until that moement so tag along with her agresive style or even better switch lanes with top. However, what if you are facing her?
Up until level 9 the lane favors you but after that, if she is playing full AP, you will propably find yourself hiding somewhere. A skilled Kayle, when going in, will use Reckoning along with Ignite and then start slaping you with the increased range from Righteous Fury. If that wasn't enough then she will also use her ultimate, Intervantion, when you are about to throw your Full DPS combo and you're doomed. If you are ahead of her for 1 kill or 2 and some cs then bully her as much as possible but put some wards first.

Counter Measures: Frozen Heart, Will of the Ancients, Ignite, ganks (especially pre 6)
Kennen
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


You will be most likely facing him top. If you do then don't go for trades that much and don't force fights. If he is level 6 then he can beat you at any time. Basically, all you have to do is play defensively until you buy Rod of Ages and then he won't be match for you. Start with any items you want and most importantly watch out for 2 things. 1st is his Shuriken and second the synergy that his spells have with Electrical Surge (passive auto attack too). Every 4 auto attacks, his next auto attack will deal extra Magical Damage[i][/i] and proc his Shuriken. Just wait for him to waste his empowerd auto attack and continue farming. His damage is mixed in early-mid game so there is no reason to buy something specific and counter him.

Counter Measures: Will of the Ancients, Spirit Visage, Ask for babysitting
Khazix
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


If you put Flat Armor Seals (runes) then you will be able to fight him on a 1v1 at any time, but, if you don't then wait at least until you grab Catalyst the Protector for 1v1 fights. Try to always poke him without leaving yourself vulnareanable and if possible let the creeps come under your turret because KhaZix] isn't a champ who can dive tanky people. At all times, both of you are equal on a 1v1 fight, but the luckiest and most skilled is the one to always win. Take ignite if you want to try and dominate the lane. If on level 6 he upgraded his Q, Taste Their Fear, then wait until you buy Rod of Ages while if not then it's time for you to become a bully. No mater what, avoid giving extra kills to him because he snowballs extremely hard.

Counter Measures: Frozen Heart, Will of the Ancients, Ignite, Early ganks with CC
Leblanc
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


If the player playing LeBlanc is highly skilled then she can seem powerfull as hell! Play defensively and don't try anything stupid. Even if she is squishy, she can still do a decent burst of damage by using Q+W or Q+W+R (lvl 6). After that, however, you can instantly burst her down. Remember that, if she goes in, she will always do it along with her Ignite (if it's meant to be a killing shot). Best way to counter her is buying Banshees Veil or at least Spirit Visage. Early levels, a trick to do is push the lane as much as possible so that she loses her creeps under the turret (risky since you might get ganked). You might even take the summoner spell, Barrier, but if she is smart then you will find yourself getting baited and using it for no reason. Leblanc is actually one of the easiest targets to bait for a gank. If she sees that you want to trade damage then, most certainly, she won't be able to resist and she will go for her poke (Q+W) combo. If your jungler comes out at that moment, then she has nothing to escape with except from flash and that makes her an extremely easy target as her dash (W) has a huge cooldown. Late game, she will most likely not even focus you. Her full burst damage, won't really be enough to take you down so she will have to focus other targets. After the nerf she had where her Q no longer silences, the difficulty has been decreased from 4 to 2 and moreover, the lane now favors you instead of her.

Counter Measures: Banshees Veil, Buy Magic Resist/Health Early, Bait her with ganks
Leesin
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


If ]he is a noob then beat him fast and go carry the game. On the other hand, if he's skilled then you just found yourself a worthy opponent.
I don't know why but, I always find myself losing against him. It's no big deal to dodge his Sonic Wave but he can use other tricks like SafeGuard on a creep and thus he will be able to reach you easily and land a succefull Sonic Wave. You might want to use the game mechanics against him. What I mean is, if you are near/under your turret then let him land his Sonic Wave and wait for him to follow up. If he does, then flash into your turret and use your Full DPS combo (most likely a guaranteed kill). Poke whenever he wastes his spells on creeps and avoid using the Late game build since you won't last till then.

Counter Measures: Frozen Heart, Dodging his Q
Lissandra
Difficulty
Favors Enemy

Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


The hate burns deep within me when i'm playing against her -.-
She keeps a real good distance while being able to cs/harass. When she get's to level 6 then she might use her full combo and that's the end of you. Avoid giving her free kills since she snowballs hard. ALWAYS call mia and even better follow her to back-up your team. If your jungler has a knock up/back spell or a stun then ask him to gank so that he prevents her from using Glacial Path. Better start with boots and health pots against her and play defensively but it's up to you. Don't stand behind your creeps since she can reach you with her Ice Shard and overall, farm the best you can.
By the way, you should pray to god she doesn't buy Zhonya's Hourglass early or else your whole team will strangle.

Counter Measures: Will of the Ancients, Banshees Veil, Barrier, Ganks with any type of disable (that interupts actions)
Lulu
Difficulty
Favors You

Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or
Lux
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


Let's get this over with....The game is about skills and when playing against her the only thing you got to do is dodge! Buy whatever you like and don't panic about being harrased from her [b]Lucent Singularity. Don't worry that much for being hit from her and focus on farming. The only thing that you have to worry about is her Light Binding since it helps her line up all her spells after it. By the way, if you do get hit by her spells then keep some distance until her passive, illumination, wears off because she will try to auto attack on you to proc it and deal extra damage. If you think about going in for the kill then (skillfully) walk as if you're drunk to dodge her Light Binding (LMAO) and burst her as much as you can (if you are full HP then use the Basic Burst Combo without taging along your Ultimate. The reason is that your damage is enough to surpass her 1st Prismatic Barrier and deal damage to her even before the 2nd shield arrives. Well, when it does arrive, you will have all your spells on cooldown so you don't care.

Counter Measures: Will of the Ancients, Banshees eail, Early ganks (easy)
Malzahar
Difficulty
Favors Enemy
Skills:
Masteries: 9-0-21
Starting items:


He beats you anytime. If he gets level 6 then it's a lot worse! You can't stop him from farming and he can one-shot kill you any time. Doesn't matter what you start with ...he beats you anyways. The ganks are your one and only savior or even better switch lanes to avoid him. Keep your distance from him in teamfights and everything should be fine. Best case scenario is if he's a noob and you get to win the lane. Ask for any type of ganks.

Counter Measures: Banshees Veil, Spirit Visage, Ask for babysitting, Pray to God.....
Mordekaiser
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


This is an really easy lane. Even with his passive fully stacked you still beat him bad. If he is ahead on gold then he might get annoying but overall there is no way he can outsustain you so relax, buy Catalyst+2 pots, put a ward and destroy him. If he doesn't get babysited by his jungler then you should be able to dominate him and take down his turret before 12 minutes.
Last note: You can counter his level 6 ultimate just by using one Health Pot. <- Hilarious!!

Counter Measures: Will of the Ancients, Ignite, Put wards (they might babysit him)
Morgana
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


The only reason she is hard to play against is her Black Shield. This spell is simply broken! Even though it's easy to dodge her Dark Binding, it's bound to hit sometime (karma's a bitch). The only thing you'll see her do is pushing the lane and playing deffensive. Just tag along in her deffensive playstyle and do the same. When she gets lvl 6 the she might come into a good range with or even flash to kill you. Her combo is Soul Shackles then when you are stuned Dark Binding and through that whole process she will have Black Shield on (E-R-Q-W). If she knows what she's doing then she'll use ignite early to prevent you from getting any healing and that is really bad! Grab the dodgeball set of items and start shaking dat ass.......

Counter Measures: Will of the Ancients, Banshees Veil, Play Passive
Nidalee
Difficulty
Favors You
Until 3:10 it was recorded through LoLreplay + Open BroadCaster
After that the game is recorded live again with Open BroadCaster. (had some recording issues)

Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:




Counter Measures: Omen, Ignite, Ganks with CC
Orianna
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


Many say that she counters you and I believe they are wrong! The one that wins this lane is the one that's most skilled while if you are both skilled on the same level then that's the only time she can actually beat you. Her poking evolves around her Q, Command: Attack, and you may dodge it pretty much easily once you understand the flow of this spell and it's mechanics. I wouldn't recommend you force 1v1 fights if you aren't at least 80% sure you can kill her. Her full combo can he dargerous. The most annoying things are that she can shield herself and interupt you from casting spells/moving with her Ultimate. All this means that if she lands a full combo and follows up Ignite then you are most likely dead. Try to not get caught by surprise and rush health items. She is extremely squishy so if you manage to land a Q-W-E-Q combo early, she will be left with half HP and start playing defensively.

Counter Measures: Banshees Veil, Ganks with CC, Outsmart Her
Pantheon
Difficulty
Favors You
Skills:
Masteries: 0-14-16
Starting items:


Pantheon is a really agressive champion in lane and if you want to beat him then you will have to play by his rules. In the early levels, his poke will contain of throwing his Q every once in a while. It's cooldown is pretty similar to your Q and the damage is also the same. The difference however, is that when he throws his Javvelin (Q), you can throw your Overload (Q) + auto attack. This means that everytime you trade, you should always throw an extra auto attack to make the differense. Little by little, those simple auto attacks are gonna stack up and he will bow to you in lane. After a while he will even be left out of mana. No matter what happens, try to poke him with auto attacks and zone him from creeps. If he calls for a gank then that can be pretty deadly since he has already his stun (W) and if the jungler can provide more CC then you are possibly 100% dead. Be really agressive in the lane and if he goes in melee range on you and force a fight to trade damage then use the Q-E-W-Q combo and you are a step ahead of him on damage levels. On level 6, if he goes in , then your combo should be Q-E-R-Q-W-AutoAttack-Q. Don't be so scared of him and keep the pressure. After level 7, you will outscale him immensly and he will be forced out of lane, meaning he will have to roam. After level 6, warn your team and tell them that pantheon has finished his laning phase. He won't dare stand against you no more.
Extra tip: At early levels, be carefully to not take any unnecessary creep agro since they can deal an amazing ammount of damage. Even an perfect looking trade can prove bad if you take too much damage from creeps. Always pay attention to who they are focusing.

Counter Measures: Frozen Heart, Put Strong Pressure, Ward to not get ganked. Don't take Creep agro by accident
Riven
Difficulty
Favors Enemy
Skills:
Masteries: 9-0-21
Starting items:


At last she got nerfed! I think it's still not enough but wte.

If you want to use your Full Dps Combo then she will use Valor, to close the distance as well as cansel some damage, then stun you right in the face with Ki Burst stoping you in the midle of the combo. Btw, expect some slaping with her Q, which is Broken Wings. After all that, if you are still alive, she will use her Ultimate's Slash will finish you off. You will never beat her in lane and the best thing to do is gather up strength for the teamfights. Try to not stand in her way.

Counter Measures: Frozen Heart, Babysitting from jungler with CC
Swain
Difficulty
Favors Enemy
Skills:
Masteries: 9-0-21
Starting items: or


His sustain after 6 level is immense! Definnetly take Ignite and if you want to do any 1v1 fights then use it early! Start with any items you want since it doens't matter but I recommend you don't trade damage with him. Try to avoid getting caught up by his W, Nevermore or else he might go full out on you. If the enemy team has Swain and a Magic Damage based champion in top or jungle then deffinetly buy Spirit Visage to outsustain him. Overall he is as tanky as you are but he can deal damage constantly with his Ultimate while you depend on your cooldowns. Ask for ganks since he has no escape mechanism and play defensively.

Counter Measures: Will of the Ancients, Spirit Visage, Ignite, Ganks with CC, Any form of Healing Reduction
Syndra
Difficulty
Favors Enemy

Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


She zones you pretty well. It won't be that hard to farm and dodge her spells but, the problem is, she keeps good distance making it impossible for you to make calls. If she misses her stun the start bullying her as long as it's on cooldown and then again take an deffensive stance. In case you won't be able to dodge her stun you might be in trouble since her full combo has huge burst. I definetly recommend you start with the DodgeBall set of items and if you ever think about going in for the kill then try to do it by flashing into a scary distance for her. A good idea would be to buy Socerer's Shoes and Spectre's Cowl.

Counter Measures: Banshees Veil, Spirit Visage
Talon
Difficulty
Favors Enemy
Skills:
Masteries: 9-0-21
Starting items:


If you have a page with Flat Armor Runes then definitely use it. His builds mainly focus on shreding armor so it's not worth going as deep as buying Zhonyas Hourglass just for him. If you want to poke then wait until he has used Rake at least. On level 9 definnetly upgrade your trinket ward with 475 to the vision revealing one to see him whenever he goes stealth with his ultimate. His full burst combo can be executed pretty easily so avoid taking any risks like staying in lane with less than 60% hp (if his Ultimate is off cooldown. If he tags Ingnite along with his spells then it will become real scary. By the way, concider taking Barrier if playing against him (in the same lane). I don't recommend ignite however, since he will ignite you early on and it will be too late to heal.

Things to watch out: When he is laning he can use E on a creep in front of you to reach you or to poke with Rake. He doesn't nessessary have to be in range with you.

Counter Measures: Frozen Heart, Barrier, Understand of the champion's mechanics, Ask for Babysitting
Twistedfate
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


Most Twisted Fate players find themselves getting confused while drawing a card and that's a huge advantage for you. You will most likely find him picking blue/red card and using Wild Cards afterwords on the creeps to farm/push. If you want to go for the kill then, be sure you can make it at least through a 1.5 second stun. Try to poke only when he has wasted his abilities. And last but not least, conserning starting items you can buy whatever you want. He won't be aiming to hit you with WIld Cards since it's really slow and he does want to harass then will he stun you first. By the way, if he throw the stun card at you then try to at least use Q-W as fast as possible (before the gold card animation hits you) to deal some damage back and make it look like a trade.
Warn your team before he reaches 6 level to be on guard for his ganks!!!

Counter Measures: Banshees Veil, Early ganks (easy), On lvl 6 warn team
Veigar
Difficulty
Favors You
Skills:
Masteries: 0-14-16
Starting items: or


In lane, you SHOULD be able beat him with no problem as well as harass. If he is skilled then you might start having troubles and get zoned constantly. He will only try to attack you if he is going in for the kill and that means either his jungler is aproaching or he is about to pull a full combo (possibly along with Ignite). You should deffinetly buy Mercurys Treads early to reduce his damage as well as stun duration from his E, Event Horizon. You Start with Mana, 2 Pots for the farming sustain. No matter how you look at it, Banshee's Veil is a must as well since this stun is extremely deadly late game. Always take into consideration that his full combo is able to deal around 70% of your HP so know your limits! You are even better off taking an defensive stance after you both hit level 6.

Counter Measures: Mercury Threads, Banshees Veil, Barrier, Early ganks (kinda easy)
Velkoz
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


A good Vel'Koz player can get an extreme pain in the as*. He can be so strong that he will zone you out of farm/xp range, kill you anytime he wants and make fun of you in lane. His spells deal huge damage but they have one drawback which is: they are skillshots. If he lands all of them, then you are dead. If you manage to dodge them then you will make it through the laning phase without many problems. They key to beating him is to utilize your Ultimate to its max potential. That 80 movement speed you gain must allow you to win the 1v1 fights and if you don't manage to dodge his spells even with the ult then you lost. Other than that, don't even think about poking him. It really isn't worth. If he has heal then forget about even taking kills in lane without ganks. Think about taking teleport and roaming a lot. Dodging his spells is quite complex so, if you don't know how they work then I recommend you watch the Vel'Koz champion spotlight. If you want to neglect him from dealing full HP combos then buy early Catalyst+Spectre's Cowl. Focus him in teamfights as much as possible but don't act like a retard and be smart. Know your killing potential and don't go in relentlessly, especially if he has Zhonya's Hourglass.

Last tip: Move constantly in lane

Counter Measures: Banshees Veil, Spirit Visage, Ganks (fairly easy)
Viktor
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


This champion is pretty underated in my opinion! He has huge burst damage but the only thing that stops him from being viable is his mana consumption in all spells because they are simply too high! His Death Ray deals a lot of damage as well as is his main damage/harass spell so try to dodge it. His stun isn't really reliable so don't worry about it (except if two are trading damage). However, if you try to poke him then he will use his Q, which is Power Transfer (of course) and prevent himself from taking a lot of the damage because this ability creates a temporary shield based on the damage he dealt. His full combo isn't that dangerous but be consious when doing calls. The one that wins tha lane is the best and most skilled so have fun. :)

Counter Measures: Will of the Ancients, Spirit Visage, ganks (easy)
Vladimir
Difficulty
Favors You
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


His sustain is good but compared to your damage sustain and supressive poke, he can't do a thing. Even if he uses his Sanguine Pool to hide, it's just a matter of time until he comes back up and you continue on with the beating. Until level 5 just poke and when you do get to level 6 then it's time fot you to zone him. His cooldown on Q up until level 7 is fairly high so if he just used it, he won't be able to fight you back. Zone him from the creeps and use spells on him. Don't forget to constantly tag auto attacks when poking because as a matter of fact, 2 auto-attacks are worth one Q and it's not even hard to do them. Try to not lose farm and always have a ward right behind your back and on a good spot. You will have to play extremely aggresive so that he can't sustain his health back as fast as he needs to and that means you will have the lane mostly pushed under his tower. If you are playing on top lane for example, then ward drake so you can actually react fast enough to the gank. Warding the bush won't be enough. Your mana is just enough to push full out on him and get a kill. If you f*ck around and waste timing just last hiting and throwing one Q once in a while then, you are done for. You will be left without Mana while he will be full HP. Always take ignite against him and go for the kill. If everything goes as planed then you should get some early kills and start dominating overall. In later stages, while fighting a 1v1 (6-11 level), you might want to use your Ignite early in the fight, to prevent him from healing. it's up to you. The way you play against him will judge the difficulty ranging from 1 to 3.

Counter Measures: Will of the Ancients, Spirit Visage, Ignite, ganks with CC (not neccesary, but they can help you stomp the lane)



Xerath
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


A really experianced player (plat 3+) with Xerath, can easily outplay you and control you like his puppet. When you try to close distance, he will make fun of you and when you mind your own business, just farming, he can poke you out of lane. It depends on how good the player is but still, it's not even hard to hit those fat spells of his. If your opponent is maining Xerath then sh*t gets real. It's an absolute nightmare. I asked one of the top 3 best players (in world) maining Xerath on lolskill (challenger) to play 5 games against me on mid (custom 1v1). I lost with 2/3. Even though he was extremely hard, I managed to win 2 games against him but still it sucked for me. Someone else in my spot might have even gone 1/4 or worse 0/5.
Anyways, if you have the chance to avoid Xerath in the champion select and I mean if you see the enemy picking Xerath then don't even think about going suicide. If the enemy counters you by picking him then you might even want to trade lanes with top.
I don't rate his difficulty as 5/5 because he is a skillshot based champ and if you are good at dodging then you might even humiliate him.
Most important thing is to dodge his stun. His passive helps him regen his mana back pretty easily and that's a problem. Play the lane as best as you can. If you manage to make it out without feeding then you did great. Definitely pick teleport.

Counter Measures: Mercury Threads, Banshees Veil, ganks (easy)
Yasuo
Difficulty
Favors You
Skills:
Runes: Classic
Masteries: 0-14-16 or 9-0-21
Starting items:


You won't be meeting this guy much on mid, but still, he is viable and some like to pick him up. It feels kinda akward to play against him but it's not hard. His kit is kinda complex so you better know what you are facing before playing against him (look at a chapion spotlight at least).
Early levels he will be really agressive since he can easily kill you. Do not use the advanced late game build against him and be prepared for everything. His poking evovles around his Q which has a lot range but combined with his E. You easily beat him after level 6 but watch out for his 3rd stack Q since it can knock you up and all as well as his Wind Wall since, if placed correctly, it can deny all your spells (worst case scenario). If the enemy team has a jungler with a knock up/back which can allow Yasuo to use his ult then be sure you put wards and play somewhat safe.

Counter Measures: Frozen Heart, Barrier
Zed
Difficulty
Favors You

Skills:
Masteries: 0-14-16 or 9-0-21
Starting items:


He can keep a safe distance as well as poke with Razor Shuriken. He can also use his Living Shadow to reach you or escape so watch out. However, If he has already used it then there is nothing to fear (cooldown is 16 seconds) until it comes back up (except from flash). If he goes full in and uses his ultimate then instantly flash out and he has just wasted his spell because otherwise he might melt you pretty bad! I don't recommend you buy anything in particular to counter him like Hourglass but that depends on your playstyle as well as on the game you are playing. If fed he can roam extremely well so warn your team or even better follow him whenever he is missing.

Last note: In order to counter him go to settings>visuals and basically disable the shadows shadows. Choose "No shadows" and you won. :p

Counter Measures: Frozen Heart, Will of the Ancients, Zhonya's Hourglass?, Fast ganks with CC
Ziggs
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


(Right now he is one of the top 3 mid lane champions since he got buffed.)
All I got to say is dodge, dodge and if that isn't enough then dodge. All his spells are skillshots and if he happens to land none then he is useless. Don't try anything funny and don't try to harass! He has longer range and that means he will punish you if you try to close distance. Start with the DodgeBall set of items and think about roaming after each creep wave or 2. Buy Magic Resistance early and if you can't then at least, either buy an early Spectres Cowl so that you can at least fill up HP after everytime he lands a bomb on you or upgrade your boots into Mercurys Treads. His burst is strong so, if he lands all his spells on a 1v1 you are most likely to be the one that's going to lose.

Counter Measures: Will of the Ancients, Banshees Veil, Fast Ganks (should be easy)
Zyra
Difficulty
Favors Enemy
Skills:
Masteries: 0-14-16 or 9-0-21
Starting items: or


You won't see her much now in preseason because her stats aren't that fit for a mid champ. It's not difficult to play against her by any means but her damage is just insane which means she can kill you extremely easily! If she has spent her spells on farming the try to harass, while, if not then keep a good distance and make sure you are always moving! All her spells are skillshots so it's a matter of luck/skill to land them. I recommend you start with the DodgeBall set of items and ask for ganks since she has no escape mechanism. Overall, pay close attention to her E, Grasping Roots and don't underestimate her burst damage. Ask for ganks since she is really to kill and othewise play defensively.

Counter Measures: Will of the Ancients, Banshees Veil, Ganks (pretty easy)

Abbreviations and Terms ✓

AA: Auto attack
AD: Attack damage, indicates the physical damage that will occur with each auto-attack, and scales with select skills. Is the sum of base AD and bonus AD.
ADC: Attack damage carry, a champion that typically relies on attack damage. Relatively weak early game, but very strong late game.
AOE: Area of effect, a spell that deals damage to an area.
AP: Ability power, a trait common to all champions that increases the magic damage of select skills. Starts with 0, unless boosted by items, runes, masteries, and passive effects.
APC: Ability power carry, a champion that typically relirs upon ability power.
AS: Attack speed. The more attack speed you have, the more attacks per second your champion does. Caps at 2.5 attacks per second.
Base AD: Base attack damage, a trait common to all champions that indicates that increases with level. Base AD is the portion of AD that scales with item attack modifiers such as Trinity Force and Sheen.
Bonus AD: Bonus attack damage, remains 0 unless boosted by items, masteries, runes, and passive effects. Bonus AD also scales with select skills.
CC: Crowd control, debuffs that impede the actions of an enemy champion. Includes silences, slows, stuns, suppression, knock-ups, snares, and knock-ups. If a player has reduced control over his champion, his champion has been CCed.
CDR: Cooldown reduction, a trait common to all champions that affects the frequency with which skills can be cast. Bounded at 0% at the lower end, and 40% at the higher end.
CS: Creep score, a number that indicates how many minions and jungle monsters you have killed. On average, the gold from 12 CS is equal to that you get from one kill.
Dive: The act of jumping onto (focusing onto) a high priority backline target.
GP10: Gold per 10, or passive gold earned per 10 seconds. Passive gold granted to each and every champion is 16 gold per 10 seconds, while additional passive gold can be obtained through items, runes, and masteries.
HP: Health points, a trait common to all champions that is a measure of vitality. If your health drops to 0 then you die. Death penalty follows.
MIA: Missing in action, or also called SS. Used as an abbreviation to indicate that one's lane opponent(s) are not in lane and possibly threatening another lane.
MS: Movement speed. Shows how many units of movement per second your champion can walk in a set period of time (same to all champions). Base movement speed is obtained at level 1 and does not improve with levels.
MP: Mana Points, a trait common to most champions that is spent in order to perform skills.
Nuke: Burst damage applied from a skill.
Passive: A champions' innate or inherent ability that is available from the start of the game. Alternatively, some ability that requires is always in effect.
Peel: The act of forcing champion(s) off a given ally.
Skillshot: A skill that targets an area of the map rather than a specific object.
Slow: A debuff that decreases the movement speed and/or attack speed of a given champion.
Snare: A debuff that prevents an enemy champion from moving, but does not restrict usage of auto-attacks or non-mobility skills.
Stun: A debuff that prevents an enemy champion from moving, auto-attacking, and using skills.
Tenacity: An Status you gain from items or masteries which reduces the duration of disables by 35%.
WotA: Will of the Ancients, An item that is usually bought by mages and provides 50 ability power,10 Mana Regen, 10% CDR and 20% spell vamp.
XP: Experience, relates to the level of each champion. Experience is earned primarily by being in range of a dying enemy minion or monster.

Base Stats


Ryze's stats are overall average, compared to all the other champion, which makes it feel just right!


Health - Health per Level
At last Ryze got a buff on his Base Health because laning with him early was a pure disaster. Now it's 500 and it's a pretty nice, solid number. The Health per Level is just fine so there is nothing to worry about.


Mana - Mana Per level

The base Mana Pool on Ryze is just fine. It's a little above average but that's only because you are a spell caster which is pretty much self
explanatory. On the other hand, the Mana per Level (55) you gain is actually pretty high and the best part is it stacks up with making it even better! You might as well consider this as an extra reason on why you seek more for late game dominance rather than early.


Armor & Magic Resistance

The Armor is fine. If you think that the number 21 looks really small then try to imagine how bad it is playing with Thresh who has only 16 ^.^ ( Yes, he has the lowest Base Armor and Rammus has the highest with 31). The thing is that all the champions you will be facing in mid range from 12-20 Armor so you are just fine. There is nothing to tell you about Magic Resistance because all the champions start with 30.


Range

550 is the average Range of Ranged champions and it's perfect! There's nothing to worry about and since your auto attack projectile speed has been buffed/fixed, you should be able to CS pretty much with no problem.



Movement Speed

Movement Speed is really important to have on Ryze and 340 is not half bad when you stack it up with & .



As I said before, all of Ryze's stats are pretty much on an average level.


If you want to check Ryze's Patch history then here you are
http://leagueoflegends.wikia.com/wiki/Ryze/Background
(It's all nerfs btw...GG Riot).

MANA vs ABILITY POWER (Scaling) ✓


This section is basically a damage comparison between Mana and Ability Power based on numbers. So, the basic scalings that your spells have are. For the sake of my boredom i'll only be calculating the primary damage on Spell Flux. It's impossible to calculate it corectly anyways.

Overload{Q} - MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+0.55 per ability power) (+ 2 / 2.5 / 3 / 3.5 / 4% of max mana)
Rune Prison{W} - MAGIC DAMAGE: 80 / 100 / 120 / 140 / 160 (+0.4 per ability power) (+2.5% of max mana)
Spell Flux{E} Main damage - MAGIC DAMAGE: 50 / 66 / 82 / 98 / 114 (+0.3 per ability power) (+2% of max mana)
Spell Flux{E} Secondary damage - MAGIC DAMAGE: 25 / 33 / 41 / 49 / 57 (+0.15 per ability power) (+1% of max mana)



VALUE ON GOLD
If you take the same ammount of mana and ability power you can buy with 200 gold then it would be (ON AVERAGE):
100 Gold= 70 Mana
Q - 1.4-2.8
W - 1.8
E - 1.8
100 Gold=4.6 Ability Power
Q - 2.5
W - 1.8
E - 1.2

With 100 gold you choose between:
70 Mana + 5/6.4 damage OR 5.5 damage

__________________________________________________________________________________________________________

Why Mana Is Better

  • You don't only get the same damage from the same gold but you also gain additional mana to use even more spells.
  • The Mana you bought will later on give you even more damage when you finally upgrade your Tear Of The Goddess to Archangel Staff.
  • Enemies will get mind f*cked when they see how low your Ability Power is and actually UNDERESTIMATE your damage output.

__________________________________________________________________________________________________________


Ready numbers on some items that give either Mana or Ability Power.

(Sorted: Price)


250 Mana
Q - 5-10
W - 6.25
E - 6
------------------------------------------------

20 Ability Power
Q - 11
W - 8
E - 6
------------------------------------------------

250-1000 Mana
Q- From 5-10 To 20-40
W - From 6 To 24
E - From 5 To 20
------------------------------------------------

40 Ability Power
Q - 22
W - 16
E - 12
------------------------------------------------

60 Ability Power
Q - 33
W - 24
E - 18
------------------------------------------------

Seraph's Embrace VS Muramana ✓

I believe that making a whole chapter for these 2 items is necessary because there is a huge arguement going among Ryze players!


seraphs-embrace VS muramana



seraphs-embrace

1000 Mana
60 Ability Power
10 Mana Regen per 5 seconds
Unique Passive - Gain Ability Power equal to 3% of your maximun mana.
Unique Active - Drains 20% of your Current Mana to shield
yourself for an equal amount plus 150 for 3 seconds.

2700gold


Ryze's abilities do get stronger with ap which means that 60 ap comes in handy. Moreover the items gives you 2 mp regen per second and if toggled it shields you for basically as much as the summoner spell, Barrier, would. Last but not least, 2% of your max mana becomes ability power which is really cool!
Note that an item's 'Unique Passive' won't stack even if bought twice.


Damage acquired

( Unique Passive Not Considered )

Q - |Mana = 65 | AP = 24
W - |Mana = 45 | AP = 36
E - |Mana = 10 | AP = 21

Shield Acquired
Current MP 3k = 750
Current MP 2k = 550
Current MP 1k = 300
Current MP Lower 1k = YOU ARE DOOMED





muramana

+1000 Mana
+20 Attack Damage
7 Mana Regen per 5 seconds
Unique Passive - Awe: Gain Attack Damage equal to 2% of your Maximun Mana.
Active: Single target spells and attacks (on hit) consume 3% of Current Mana to deal
bonus physical damage equal to twice the amount of Mana consumed.

2100gold


First of all, you gain 20 AD + AD equal to 3% of your max Mana. Ryze doesn't scale with AD at all which means that all this extra AD you get strenghthens solely your auto-attacks (useless). Along with the AD bonus you get 1.4 mp regen per second and if you toggle the item's active then your spells-auto attacks will consume 3% of your current Mana to deal psysical damage equal to twice the amount of mana consumed. Ok, now let's say the truth. You would NOT buy this item for it's statistics because it's useless for Ryze, but however you would buy it for its Active. I Can't say that its active is weak or something but what I CAN point out to you is if your mana drops low ( because it does extremely fast ) then this item becomes useless while you are left manaless.
Note that an item's 'Unique Passive' won't stack even if bought twice.



Damage acquired

( Active and Unique Passive Not Considered )

Q - |Mana = 65
W - |Mana = 45
E - |Mana = 10



Final conclusion

Seraphs Embrace is far superior. However you may as well buy them both. For a skilled Ryze player it would approximately take around 40 min to stack both Tear of the Goddess individually. But if you intend to buy only one of these 2 then I strongly recommend Seraphs Embrace.

Smart Casting ✓

If you want to become better in League then you might concider Enabling SmartCast (if you aren't using it already). I have added this section because in order to use the combos in perfect flow you must be using SmartCast!


Select Quick Cast All


Casting Smart


SmartCasting is an option that causes your abilities to be cast when you press down the key towards where your mouse cursor is. Basically, it reduces the actions you need to make from 2 to 1. So instead of pressing the skill and then clicking you simply press the button and your job is done. Only problem when using SmartCast is that you lose accuracy because you can't see the range of the spells but that doesn't mean a thing because Ryze has the same range in all his spells (600) and you arent using skillshots.


This video is not mine. The credits go to the respective owners.

Combos

Let's talk about the combos! So as I told you earlier in the skill explanation the reason you are able to do combos is because of your passive and the relatively short cooldows because of it. We talked about SmartCasting and about reaching max CDR so now it's time you learn how to faceroll on the keyboard the right way! xD

Basic InstaBurst


--- OR ---


Runner


--- OR ---
Add whenever possible and more preferably after

Basically the Runner combo always depends on what spells you have off cooldows and whether you need to use Rune Prison early or use nothing at all because all spells on Ryze require time to cast ( like 0.2 seconds on every spell) and every tiny bit of time sometimes matters.


Full DPS teamfight combo

Clasic

- - - - -

or

Lock target early

- - - -

^Secret Combo Trick^


So the trick is using and then instantly (right before the spell hits the target) use for your combos. What happens is that if you pressed whilst was still midair then it will proc your ult and on top of that lose cooldown by 1 second. Basically, instead of ---- you are now able to do the Full DPS Combo with all your spells procing .

Dragon ✓



Dragon
Spawn Time: 2:30

(Respawn time: 6 minutes)

The Dragon is the second most powerful neutral monster on Summoner's Rift in League of Legends. Killing the dragon gives experience to the killer and nearby allies. If the Dragon is slain, it will respawn after 6 minutes. Before you start killing dragon, make sure the enemy team hasn't warded the area to avoid ganks. If they do have, make sure to clean them out with stealth detecting items. Let me warn you that ganks at dragon are pretty frequent, as your team will be weakened by it and with limited escape paths. A good gank at the dragon may result in a lot of deaths for your team, with the dragon kill being stolen by the enemies. Try to keep a ward in the river near the dragon to know wether it's being killed by your enemies. This ward also provides vision of enemy champions switching between the middle and bottom lanes. It is not your responsibility as Ryze to ward drake but you may do the favor for your team and ward it if you happen to be passing around there. Killing the dragon is one of the jobs of the jungler. He may require help from the team, especially from the bottom or the mid lane. This is one of the reasons why there are usually 2 champions in the bottom lane, with the top lane being solo when there is a jungler on your team. Fiddlesticks, Warwick and Shaco are examples of junglers that are capable of killing the dragon alone at early levels. Their kits allow him to kill it as early as level 3-4 so you better warn your team to put a ward there as early as possible. Catching them with vision doing dragon can often times be game winning. If you teleport, look for any oppurtunity to gather your team and do dragon.

Slaying Dragon Reward


Slaying the Dragon grants the Dragon Slayer buff to your whole team. The first four stacks of Dragon Slayer are permanent, while the 5th exprires after a small period of time.
  • DRAGON'S MIGHT: +6% attack damage and ability power
  • DRAGON'S DOMINANCE: +15% damage to minions and monsters
  • DRAGON'S FLIGHT: +5% movement speed
  • DRAGON'S WRATH: +15% damage to towers and buildings
  • ASPECT OF THE DRAGON: Doubles all previous bonuses and your attacks burn for 150 true damage over 5 seconds. This stack only lasts 180 seconds or until death.

"Pulling" The Dragon


Attacking it and then backing away to lead it out of its lair can be vital! If it remains in its lair it is possible for an enemy champion to Smite from across the back wall, throw a projectile spell and generally steal the last hit if they realize that your team is attempting to defeat the dragon. This is especially important when playing on Red side.

Your Role In doing Dragon


Your role as Ryze most often comes down to bursting the dragon with your combo. If you're playing top then you won't have many chances to help at early dragons which doesn't matter too much either cause you're still weak. Now that first dragon's dead, keep your timer on the next respawn and act accordingly. You want to be present there but you don't want to sacrafise too much by doing that. Here are some tips on how to prepare for dragon:
  • Recal to buy items and head towards drake
  • Push your wave so that the opposing laner is forced to deal with it. If he doesn't he loses a lot of farm thus still giving you a small lead. If he does, you'll have time to help your team while he's busy farming.
  • Inform your team to buy you time until your Teleport is back up again so you can help your allies. They can do that by scaring your opponents off from rushing/forcing it.
  • Press 'Tab' and look at the timers. When there's less than 1 minute left, immediately warn your team by typing "Dragon in 40 seconds. Start preparing"
  • If your Teleport is down but you're aware that your lane opponent has it available, he'll probably try and help his team. Do NOT let him do that. Force him to stay in the lane by pushing hard and if he attempts something fishy then flash and Rune Prison him. That will interupt his teleport thus leaving your team in peace, or at best, at a fair 4v4 fight.

Early Game ✓

General Idea - Laning


Overall, early game is hell. That's all you need to know. Your mana pool is too low to keep on doing sustained fights and your damage is akward because it heavily depends on Q [overload] which is a skillshot. If your opponent has a good form of sustain then you won't be able to get him out of lane and the worst part is that he may outsustain you to the point where he can stay in lane permanently. What you need to realise is that you're a champion who's weak early and that you have to play defensivly. Wait for mid-late game and you'll almost always destroy your opponents 1v2. You got scaling runes as well so play along with them. Taking flat runes means you'll be aiming to go agressive and that's not what you want to be doing with Ryze at the early stages of the game.

Highest priority


Your No1 priority in the laning phase as [[Ryze]] is last hitting creeps. Every creep wave comes with a pack of 6 creeps (3 melle and 3 ranged) and your mission is to last hit as many of them as you can. If you think that killing creeps is a waste of time then let me tell you that 12-15 creeps are actually equal to 1 Kill in terms of gold. It's not hard but it's more complicated with Ryze because of his low base AD. Most of the time you'll need to use your Q in order to last hit efficiently and I strongly recommend you do so on cannon minions because they give double the gold. If you're bad at last hitting then you should enter a custom game and practise there for a couple of hours. From what my fans told me, they've seen an average of 44% increase on CS after an average of 5 hours practising in customs. If you ever find openings to harass your opponent and believe that it will be worth it then go for it. Always pay attention to what items your enemy has bought in his last recal so you know what to anticipate from him.

Do Not Combo On Levels 1-4


The worst thing you can possibly do in the early game is attempt to do your full combo. "Well, doing your combo and dealing damage is not a bad idea, right?" Absolutely, but not always. In the early game, unless you're about to finish your opponent off, it'll be far more harmful than you think. The reasons are:
  • Your passive lasts for only 3-3.5 seconds. It's so low that your opoonent doesn't even have to care if you become supercharged. He'll just stun you when you enter passive and that's it. Passive lost and you take free damage.
  • One combo and you just lost all our mana. This is bad for 2 reasons. 1: You can no longer fight and your opponent will simply use a potion and get back to full hp. 2: You encourage your opponent to play more agressive since he knows you have neither Ignite, nor mana and thus you're not a thread to him. He'll even stay in lane with 200 hp and provoke you because of how useless you are.
  • If your opponent is skilled and he knows how your passive works, he'll never fall for it and aproach you on high stack count. Moreover, you make yourself easily baitable. If he realises you're fishing him to combo him down then he'll abuse your way of approach to bait you for a gank. You'll think he mispositioned and start shoving spells on him, but little did you know that there's a bad mean guy behind you. This is a scenario that usually happens against players ranked Plat+.

Be cautious of CoD campers


My main goal was to make this paragraph a huge rant about how much I hate every jungler in the world and how much they should burn in hell for camping me just because I'm destroying my noob opponent in the laning phase. So much salt that I didn't even put a full stop or a coma. See? That's why I'll simply exlpain what to do with those guys in a more of a normal and human way. First of all, don't be me. It's literally the best advise I can give you. "What am I" you may ask? I'm that guy who always rushes damage cause of how good he is. So much that I won't even bother to pick an extra ward with me. And even if I do pick a ward, I won't even use it. Genious, I know. I swear it's the opponent's fault for triggering me constantly with all their laning mistakes, down to the point where I get so mad of how bad he is and I straight out flash in to kill him. It works most of the time but then the jungler comes and kills me for free. Now, this is one of the reasons why it's bad to not have wards. I could have killed that guy whenever I wanted. All I had to was keep track on the enemy jungler and kill my opponent when he's not around but you know...wte. I'll just blame genetics. Don't ask why, I don't know either. I believe you guys already know why it's important to keep vision and all of the drawbacks that occur from dying to a gank. What I'll show you however is how to ward properly in order to maximise your safety.

Warding During The Laning Phase




"Why ward this way and not straight on?" I've spectated 5 games and the average amount of times a laner goes to ward his lane and bumps right into the enemy jungler is 1.6 times. 1.6 times per GAME. That's WAY too much. Hell, 1 time is already enough to lose you the laning phase - if not the game. Not only you fully expose yourself by warding straight on but you also let your lane opponent know you went to ward. Don't be lazy. Make an extra circle, go around and put a ward when you know you're actually safe by doing so. If your opponent sees you retreating from your lane then he'll probably think that you're either recalling or going to take a camp. He'll most likely push and thus give you a small unintentional advantage. If he won't, then at least you don't risk dying like a loser. What you sacrafise by going to ward this way? 1-3 CS mostly. Best time to ward is when you return from base.



Early game in a nutshell:
  • Keep it low.
  • Don't draw too much attention.
  • Wait for ganks.
  • Get some wards out there.
  • Focus on farming over kills.
  • Pay attention on the map for teleport opportunities

Mid Game ✓

General Idea - Laning


Mid game is where one of the outer mid turrets is already destroyed or maybe even both. The teams start giving more emphasis on objectives like taking dragon, doing baron, destroying turrets, turning the map's fog of war to their advantage (in-brush traps) etc. The hardest part about playing Ryze is now gone and you may start doing fights. Once you get level 9, you'll have 5 levels on Q and thus reaching the maximun duration on passive. You'll have Tear of the Goddess + Rod Of Ages finished by now thus your mana problems are gone and you're able to combo without fear of being left OOM. Try and play more aggressively now to show your opponent who's the boss.


I destroyed my opponent and took a turret


This is the best feeling ever. You just won with a weak early champ and got a free pass into late game. You either did it with the help of your jungler or the help of your awesomeness...idk. What matters is you made it. Now, what you're looking for is to make the most of yourself and help your team out. Lemme give you some advice to help improve your decision making.


"If enemy jungler is near you and you can double kill":
Act stupid and bait him to come on you for an easy double kill. Try to keep some stacks up and be prepared. If you lost your stacks or just exit your passive then back off a little. Get 1-2 stacks and go back in. Apart from that, freeze the lane and zone your opponent off lane. He won't be needing that CS or XP anyways. Just make sure you last hit though.


"You got turret and pushed slightly. What now?":
You TP somewhere and help people. If you dont have it and you're top then you try and roam for a gank on mid lane. If you're mid then you can gank wherever you want. If you're top then an idea equally good is to get some heavy warding in the enemy jungle and steal the camps. If the enemy jungler is the farming type like a [[Shyvana]], [[Master Yi]] or [[Kayle]] then definitely do so.


"I can 1v3 cause I'm god himself. However, my team is losing":
This is a kinda akward spot where your team starts spamming that you should help them. There are 2 cases. If enemy top+jungler+mid have a total of 3 or more CC then I recommend you push your lane and stick with the team. If they lack CC though, you start pushing HARD. Tell your team "Start pushing heavily and group all together on one lane while I buy you some time. Take objectives and dragon if possible". What you do here now is. First of all, if 2 people come top: You kill them both thus making your team able to 4v3. If 3 come top then you'll be able to take around 1-2 kills in the very least while your team is gathered up and taking objectives. There's no way your team can lose 4v2 and you'll also get some value from the death. I don't know anyone doing this strategy cause I thought it by myself but it won me more games than I can count. Last tip: If enemies ignore your splitpush and you're at most 1v1 then that's awful. You either force push on turret and take it or run to help your team. They won't hold on without you.


I messed up in the early game... Now what?

Everyone has an unlucky game once in a while so don't take it that personal.

First of all, you don't think about giving up. Best thing to do in this situation is play extremely defensively. Turret hug and put a ward or two around. Don't try anything stupid or poke your opponenet for damage if it means he will be able to damage you back. Gank once in a while if you got teleport and if your opponent has low pushing potential then you may as well push the lane down to his tower and search for oppurtunities to gank top or bot. Ask for ganks and pray to god your team doesn't flame you.

"My opponent bullies me to the point where I gotta recal constantly":
This is awful. Snipe any cs you can with max range Qs. Avoid unnecesary trades. Try to always stay in XP the zone just so you're not left too behind. Try and bait your opponent to dive. He might even miss-step while he's trying to poke and get one or even more turret shots. As soon as he damages you under turret, instantly Rune Prison him. If he's going ham then back off, if he did a mistake then probably go for combo and punish him.

"My opponent is roaming all the time and beating everyone":
You either follow him and attempt to stop him or at the very least, calm him down. You spam the living sh*t out of your team that he's really big and he's missing. The damage has already been done. He's gone and what's about to happen cannot be prevented in your state. You gave a warning but that's all. What you do now? No, you don't cry. You make the most out of that situation. As soon as you see him leaving and you're certain he's far and gone (not baiting you), push the lane as hard as you can. Try and get a turret (global gold) and farm the CS you weren't able to get before. Hopefully, things'll get better eventually.

"My opponent is so mean that he absolutely zoned my out of lane and can turret dive without dying":
RUN. That's all I can say. This is the hardest thing to play around in the whole game. Around only 1% knows what to do in these type of scenarios. What do the others do? They end up making things worse and worse until they seal off the game completly because of how tilted they are. Listen to me. If there's a huge storm heading your way then you don't just sit there and blame your jungler. NOBODY will help you. Not even god (jungler). No matter how much you beg, he'll never help you just like he never did before. The power is in your hands. You gotta be a man and take the situation under control. You can't always depend on others to cover your mistakes and save you. So, start off by going to your jungle and farming some camps. If not, then try and go help the other lanes. I don't care if you can't get a kill from ganking on other lanes. You just DON'T stay in your lane any more. Type on chat "Somebody go and stop that guy, please. I messed up and need some farm/assists now to even become relevant in the game." If your mid laner won his lane then great. Trade lanes and let the two fed storms fight each other. And as I said, no matter what happens, stay away from that guy. He'll certainly kill you if he gets anywhere near you so underestimate him. This is your last shot to get back into the game. If this fails too then admit defeat and move on. Tomorrow is a new day.

Late Game ✓

Late game is actually the same for Ryze, except now he is a lot scarier. You have all the important items you need, you have fully stacked your Tear, you have full stacked RoA and max CDR (40%). However, even though you didn't change that much, something that did is the death penalties. Things get more serious as well as more punishing and thus the death penalty gets to it's highest level (55+ sec) meaning you have to be extremely careful not to screw up! At this point if your team doesn't cooporate, you are done for.
By this time your build should somewhat look like this:

or this

If you do have those items then that means:
  • You are scary
  • You are tanky
  • You deal tons of damage
  • You should be able to take care of yourself

Objectives



Watch out for the AOE ults!


If someone on the enemy team like amumu, malphite or sona has their ult ready, you should try to position yourself in such way that it is imposible for the enemy team to aoe you AND anyone else on your team. Try to not put yourself out of position at all, except if you have Banshees Veil or overall, if you know what you're doing. You aren't that pretty mobile so you won't be able to rush for back raw carries. Instead, just stay together with your ADC and protect each other.



Defending in late game


If you are in the case where your team is behind then you will be forced to defend your base. The team picks are those which will judge the difficulty of defending your base. Just do as you would in any team fight, and use your turrets to your advantage. If your team succeeds in defeating the invading players, now would be an intelligent time for your team to push into the enemy base. If there are still enemy creeps still in your base, leaving one player behind (possibly even yourself) there to mop them up is a wise decision as it will allow your creeps to advance onward as well. Just because the enemy team is dead however does not mean you will win the game. If there are still enemy turrets present, you will have to deal with them, and you may also need to bring down the enemy inhibitor.


__________________________________________________________________________________________________________

Baron

Spawn Time: 20:00

Respawn Time: 7 minutes


Killing the Baron gives the "Hand of Baron" buff to all living champions on the team, which lasts 4 minutes total (Runic Affinity (Mastery) doesn't work on this buff). This buff gives massively increased attack damage and ability power as well as an aura that promotes nearby minions and a recall time decrease. When Nashor is killed, each player on the team is also granted the following:
  • 600 global Experience Points (given to each person on the team)
  • 800 local Experience Points (shared between nearby allies)
  • 300 Gold to each team member plus 25 Gold to the slayer of Baron Nashor.

Dead team members will NOT respawn with the buff. Furthermore, this buff is the only buff in Summoner's Rift that does not transfer via kills. If a champion is killed with this buff, the buff is destroyed and cannot be taken again until Baron Nashor respawns.

Due to the debuffs that the Baron can apply to you, it is highly recomended that you have full vision of the enemy team, as the stacking debuff applied (25% x 10 times = 250% Damage Increase) renders your team EXTREMELY vulnerable to AOE magic damage casters since the increase in magic damage devastates your team from any source of magic damage (including most global ultimates). Baron Nashor is immune to all forms of Crowd Control. Killing him should not be attempted until mid or late game. Due to its power you should not attempt to solo it, this feat is usually not possible unless you have a full item build with a lot of survivability. Killing Baron with a team is fairly simple. Baron primarily attacks the target closest to him so you can distribute damage by positioning characters closer or farther away from him. The enemy team likely will have a ward placed to see when yours initiates on Baron. If you do not destroy these wards with the use of a Vision Ward or Sweeping Lens, they may be able to assault your team while you are weakened by Baron and subsequently steal the "Exalted with Baron Nashor" buff/kill several players, putting you at a disadvantage. Baron Nashor's "Hand of Baron" buff is given to the team that deals the killing blow on Baron. This mechanic means that even if one team is incapable of directly fighting the enemy team, a jungler with the Smite summoner spell can possibly swoop in and steal the Baron with a well timed Smite. This is almost definitely a suicide mission and is an extremely high risk maneuver. However, successfully stealing Baron can turn the tide of a game dramatically. Being able to steal or prevent the stealing of Baron (or other key monsters) is also the main argument for junglers to always have Smite, even if they can deal with monster camps without it. In the same vein, Champions possessing abilities with a considerable range can attempt to do the same with less risk by dealing the killing blow from a distance. However, this is difficult to attempt because perfect timing and clear vision of the battle are required to pull it off. Some Champions that can do this are: Draven, Ezreal, Gragas, Janna, Jayce, Jinx, Kog'Maw, Lux, Nidalee, Varus, Xerath and Ziggs. The key moment to do Baron is when the enemy jungler is dead or you have aced the enemies.

Ryze's role in doing Baron


Your role is the same as everyone's else. If your team is the one doing it then first of all, make sure your jungler has smite. Second, make sure the enemy team is far enough or unable from stoping you. Third, make sure your team is strong enough to bring this beast down to its knees without any uneccesary deaths (sometimes it's worth to have one or two deaths for the baron buff and gold it grants). Your E doesn't reduce Baron's Magic Resist so you will use it only to deal damage. When your team is doing Baron then cast a a long lasting dps combo in which you use Q between every spell of yours (e.x. Q-E-Q-W-Q-R-Q-W-Q-E-Q). Tank it if neccesary for you team and your jungler is too low. Sometimes, you might have to delay the enemy jungler if possible by standing in his way to baron and snaring him.

Advanced Tactic: If your team is more than capable of doing baron and you are really tanky then stand as your team's guardian and watch their backs. This mostly works when you are tanky enough to go 1v2. What happens is: as the enemy team is approaching you (whether knowing you are doing baron or not) you cut their path leaving them (at least 2 or 3 of the enemies) unable to reach your team. Do NOT try this without having vision of the aproaching enemies AT ANY COST. I am pointing this out because, if it happens so that 4 enemies find you in their path at that time and they instantly delete you then, you just managed to throw the game. However, if you have vision and see that they are coming one by one then you might as well play the hero and delay them as much as possible. If everything goes as planed then, your team will complete baron real fast and join you to start hunting the enemies back to their base. :)

Stoping enemies from doing baron

First things first! Teleport if needed and inform your team with pings or typing in chat that you have to invade them. If you are extremely far or/and going alone against a whole team then don't even think about it! Even if you are extremely fed, you still aren't a god so don't die and leave your team defenseless. Even if the enemies take the baron you might still be able to defend your base by at least waiting for their baron buff to expire or by Sieging. If you and your team have the least of hope left on being able to stop the enemy team then gather up and attack. In this case, what you try to do is AT LEAST stop them and make them retreat. The buff can be extremely game breaking so if you just managed to stop them and kill half their team, then it's worth it (even if your whole team died). When you are aproaching the enemy team, try to think of who's your target? In most cases, it's the ADC or the most fed enemy in the enemy team. Remember that you have AOE in all spells with your ultimate so you won't be dealing damage just to the target you are focusing. You might be able to even land a full combo to the adc and leave it with 30% HP forcing him to retreat. However, try to not sacrafice yourself just to remove half the HP from the enemy team's carry (except if needed).
__________________________________________________________________________________________________________


Warding In Late Game


In late game, you will be mostly focusing on objectives. Everyone is pretty well farmed with decent items and all that is left are calls. Here, at this point, in order to win the game you need to set traps on brushes, have control over Baron and above all, push the lanes to take turrets. Warding helps immensly with map control. These are the most efficient places to put wards, that will cover the most busy places. First of all, ward baron since it's really important. Sometimes it's better to not ward right in the center of the baron area because someone might use Sweeping Lens and clear it. Rarely, do they expect it will be placed somewhere near a wall. Second, you could leave a ward at drake, but be cautious since there might be someone there who has set a trap! If you want to do baron then be sure you have vision over the paths enemies will have to pass in order to reach you just in case they try something funny (if they are alive or even able to stop you). I definelty recommend you don't do anything stupid without map control.

Team Fights ✓

So what is late game about? It's all about teamfights!
Every champion has his own unique play-style and that also depends on your role.


Your Role In Team Fights


Your role in team fights is to do consistant damage. In order to do damage you need to survive. In order to survive you need to position yourself correctly as well as have good criticism whether to go in or not. That means you need to have patience in order to find the most appropriate moment to go in. However, this does't mean you should wait until the end of the teamfight.


Who To Prioritize


Always think if it's worth attacking the carries in the rear line or getting rid of the tanks first. Because if the tanks on the front line are like a fed Darius or Wukong then you can't really ignore them meaning you will have to kill them first. Basically, what you need to do here is use the AD Carry's "Code", which is "Attack Whoever You Can" except if you believe that their tanks are a joke not worth investing resources on.


How To Survive


In a team fight where you have someone under your nose like an annoying Vi, don't try to ignore her. Even though she might play full tank, she will still burn some of your HP which is precious. What to do is: if you are immensly needed by your team then try to ignore her, but if not, deal with her. She will spend all her cooldowns to deal some damage while you will be able to vanish her HP in almost no time. Hell, she might even sh*t her pants and change target or run back to base - that is if she didn't go all out on you with backup. On the other hand, if the enemy team is full of carries and champs that do a lot of dps then try to avoid taking on many of them by yourself! Even if they are squishy that doesn't mean they are weak. Always use flash if needed and let's not forget the ultimate secret which is Seraph's Embrace active. That free shield is extremely OP sometimes. For example, the enemy Ahri might think you are about to die and send her last Q for example and then turn back, BUT you press the barrier and tada. Alive! You can even use it to bait your oponents. They'll see you're low HP and think they can take you out but little do they know you play unfair. Overall, even when people know you got that extra barrier, they tend to forget it in the heat of battle.


Executing Your Combo


Let your team-mates tank all the damage, sit back comfortably and try to focus on getting those combos. Screwing up with the spell sequencing will heavily affect your damage output. Best moment however is when a teamfight is like a friggin battlezone with champs like Ziggs-Sejuani-Vi-Sona-Amumu where all the aoe ults get combined or hit thin air and overall the place is just a mess. In that case you might even lose sight of your character, BUT you do know that you are somewhere in between that mess. Here is every Ryze main's paradise. This is where you point your mouse over the enemies and mash the buttons as much as you can. In the end of the day, no matter which spell you cast first or second won't matter. Jokes aside, pay huge attention to your stacks. Wait until your opponents use their main CC abilities and then enter your supercharged form. Entering it too soon and getting stunned right after may sometimes cost you the fight as you'll be useless for the following 10 seconds.


After the dust has settled and the noobs sent to the AfterWorld. It should all look like this!

Pro Tips

Some pro tips to make you better as a player and more scary.


Many of you may already know these Pro Tips (and in fact you maybe know even more than I do) but, keep in mind that not everyone does.

Pro Tip No1 : If you play a late game champ like Ryze, Nasus or Irelia then it's a lot better to CS than trade damage with your opponent. With 15 CS you gain the same money you get from a kill. Problem is if you trade damage and end up losing a later on 1v1 then you end up losing both, the CS and the lane control. You may however harass the opponent when you feel that it'l be worth it and you won't lose CS or lose one or two.
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Pro Tip No2 : When putting a ward in the outer side of a brush, in order to not miss, pay attention to when the mouse indicator is green and when not. If it is green then it will be placed inside the brush but if it isn't then you will probably miss and everyone will laugh at you.
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Pro Tip No3 : When you're being chased by a group of enemies and you are most likely going to die, tower dive. When not being hit by an enemy champ for 10 sec, the enemy won't get your kill but the turret does meaning the enemies gain nothing from your death.
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Pro Tip No4 : For this one, make sure you have a good connection and above all good reflections. What you need to do is act like you're afk. You can achieve the same thing by standing still for some time. For example you can make the enemy waste her by doing so. You may even start recalling at weird places. Another way of using recall would be : recalling when standing next to a brush. Recall, but right before actualy teleporting, run into that brush. The opponent will think you wanted to teleport but failed to do so and he will probably run into the brush or throw a spell to prevent you. This is a tactic that a lot of players use mainly to focus on the enemy movement so they land a succesful .
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Pro Tip No5 - Learn the base stats of each champion. This may seem like an awful amount of work, but it can be very useful. You can guess what summoner level the enemy has, which runes and masteries. It's no rocket science, but at least you know what to expect.
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Pro Tip No6 - Never level up your first spell at fountain or anywhere else until you actually have to use it! The reason is simple. If you are, for example, playing with then you might level up your as soon as the game starts. But, what if you invade and you needed to have there instead? You might even end up losing the kill as well as making your whole invade a waste of time. The same goes with Ryze. You are never sure whether enemies might invade at lvl 1. If you see them coming you might as well put your first level into . Especially if your team is the one that's invading because the more cc you have the more secure the fb is.
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Pro Tip No7 - Freezing the lane is not always the best option! There are 3 types of situations when you want to full push in a lane.
1st : When you are playing with a champion like AP who depends on pushing the lane and going to other lanes for ganking. Your opponent will be forced to stay mid and kill the creeps one by one or call ss. And let's be clear; 70% cases an ss is just not enough. You may dive even when they know that you coming which means ganking is OP no matter what.
2nd : When your opponent is an champion who cannot easily CS under his turret meaning he will lose a lot of creeps. Mainly, it can be because of his low AD or insufficient spell power/cooldowns to keep up with the turret's pace.
3rd : When you are aiming for an early level advantage to go for the kill. You will usually see this tactic coming from a or who start with a aiming for an early kill. So, as soon as you hit lvl 2 and have spell/level/power advantage over your opponent who is still level 1 then you simply ----Auto Attack and GG.
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Pro Tip No8 - Be one with the enemy. Think as the enemy. You are the enemy! (AKA Try to predict the enemy movement). This is something junglers mostly do when for example you have mid Fizz and the enemy has Ryze. It's common sence that Ryze will try to stomp Fizz in the lane so you need to gank and the best time to do that is as soon as Ryze moves in to poke. Overall, try to think of your opponent's plans. If you have a Riven top lane then it's most possible that she will get ganked since she is known as an really aggresive champion as well as squishy and easy to kill early. Basically, the enemy jungler right now is thinking "I'm gonna gank that b*tch Riven and take first blood. My team will start praising me and I will have an excuse to cover my level of Noobesy in order to not get reported later on". However, that is where you come into play! You know that the enemy jungler is going to gank top so you go there and set an Counter-Gank trap. If it goes as planed and your picks overwelm the enemies then GG. Enemy flaming has just begun so just sit and relax. Same thing can be done in the laning phase. Try to predict where the enemy is clicking his mouse to move and aim your skillshots. If one of the creeps in your side is droping too low on HP then, the enemy will close distance just enough to last hit and that is your oppurtunity to throw some free poke. Small and simple things such as these make a huge difference. It can be a little hard to pay attention to your map+last hit+poke+watch out for enemy spells+predict enemy's movements+listen to music+talk to your mom who is obviously spamming you but that is why asians are good players. It's all about brain multi-tasking. Try to train your mind and one day you will notice that it has leveled up from Silver to Gold for example. One day you will make it to Challenger and then your carrear as Bronze 5 on Korean Server starts.

Update Log ✓

In the Update Log, I add only huge (noticable) changes that took place like the Ryze Buff on patch (4.3). I actually update the guide every day by adding like one sentence or two every here and there maybe to explain things better or correct grammar/vocabulary mistakes. So, if you see that the guide was refreshed today or "Last updated today" and there are no actual mentions in the change log then that means I was probably in a loading screen and didn't know what to do with my life. :D

29/11/13 - Started creating the guide
19/12/13 - Completed the guide.
5/1/14 - Updated the Introduction and Mid/Late game Sections.
4/2/14 - Huge changes to Item Section and Runes Section because of the nerf on Spirit Visage (4.1 Patch)
6/2/13 - Guide got Featured!!!!! :')
10/2/14 - Huge changes to the masteries and situational items.
12/2/14 - Added 2 pro tips.
17/2/14 - Added the Base Stats Section.
24/2/14 - Added Abbreviations and Terms Section.
26/2/14 - Updated the Team Fight Section.
6/3/14 - LORD BLESSED US! RYZE GOT BUFFED (4.3 Patch). Uptaded the Overload Spell description. Updated Base Stats Section. Updated Introduction based on the Ryze buff. Changed difficulty in some match ups.
7/3/14 - New lane match ups.
11/3/14 - New lane match ups.
2/4/14 - Updated the introduction. (Added my personal season 4 archievments... had to sell some SWAG! :3
18/4/14 - Huge update on the Rune Section because of the runes changes. Update on the introduction. (4.5 Patch)
26/4/14 - Updated the Pros and Cons.
30/4/14 - Some guys annoyed me to death so that I would add an Update Vlog in this guide. I just did today and don't ask me how I remember all these dates.....long story. (They are accurate)
3/5/2014 - Added MANA vs ABILITY POWER (Scaling) Section (still not complete). Updated + Added Pro Tips. Added some pictures here and there. Updated the Introduction. (Added the actual reason why I created this guide) :)
28/5/2014 - Did some small changes here and there to adjust for patch 4.8.
30/5/2014 - Added Xerath match-up. Added Updated Ziggs match-up. Updated Vladimir match-up.
31/5/2014 - Small changes to Mid and Late game Sections.
1/6/2014 - Updated the Base Stats Section. Finished the MANA vs ABILITY POWER (Scaling) Section. Hit the 900k views mark. Started preparing for the 1m views milestone party.
18/6/214 - Updated the guide to fit for the (4.10) Patch changes. (Lane Match Ups e.t.c.)
20/6/2014 - Updated the Mid Game Section. (Check out my insane photoshop skills) :P
2/7/2014 - There are more than 10 people right now begging me to record games so I did some testing today. I found a program and it works just fine for me, however, I won't be putting LIVE comentary since the MIC is crap (camera). Full ranked games with Ryze soon.
4/7/2014 - Today I started uploading full diamond ranked live games with commentary. You will see them in the Match-Up sections. Check out the first one for now which is Lissandra.
6/7/2014 - Added full ranked game on Syndra's match-up.
11/7/2014 - Updated the Itemization Section. Updated the Early Game Section. Updated the Masteries Section. (Still no changes in the masteries description)
22/7/2014 - Small changes in the "Introduction".
27/7/2014 - Finally made it to diamond 1 so I updated the "Personal Archievments" on the introduction. Added full ranked games on the following match-ups: Zed/Lulu/Irelia. Updated runes. Updated all the match ups to match the new rune pages. Changed the difficulty in some match ups. Updated the "Early Game" Section.
4/8/2014 - Changed the difficulty in many match ups. Updated the masteries, runes and starting items in all match ups. Added Pantheon and Fiora match-up.
6/9/2014 - Added full ranked game in the Nidalee Match-Up as well as updated the Match-Up based on Top AD since Mid AP has become a thing of the past after the remake. Added Vel'Koz Match-Up. Updated the difficulty in some Match-Ups due to recent balancing changes.
10/9/2014 - Updated both the description as well as rune options on the 3rd and 4th Rune Page [Damage Top (Ignite) and Casual Top (Teleport)]. Updated the success ratios (ratings) on many of the Optional Items because of multiple item balancing changes. Added Will of the Ancients in the Optional Items Section (should have done it long ago but I forgot). Updated the Leblanc Match-Up. Updated all boots enhancments in the Situation Items. Updated the introduction (personal season 4 archievments). Updated the buying order in the Itemization section for all builds. Updated the cooldown reductions on the Teleport summoner spell everywhere in the guide.
6/11/2014 - Patch 4.19. Ryze Q got nerfed so I updated his spell description. Updated a small mistake I made in the brand match-up. Thanks to Stealthlink for noticing and telling me. (through the comment section)
21/11/2014 - Patch 4.20 [blaze it]. Added Abyssal Scepter in the Situational Items section. Updated some items in the Situational Items section (changed stats/ratings/descriptions/). Updated the difficulty in some match ups due to the Q {Overload} nerf.
24/11/2014 - Updated the skill maxing order. Updated fully the Mid Game section since there was a rework on Dragon.
28/11/2014 - Updated fully the Late Game section since there was a rework on Baron. Changed some of the information in the Introduction.
6/2/2015 - Made a small article about Ryze's current state in the Introduction.
25/03/2015 - Updated the Skills and Final Words sections. Ryze's early game got buffed thus solving his main problem meaning he should be as good as before. The beast is back boys. Enjoy!
4/6/2015 - Started edditing the guide for the rework since I just fully mastered the new Ryze. Fully updated the Runes section.
28/6/2015 - Updated the Introduction, Runes and Final Words sections.
2/7/2015 - Updated the Masteries, Itemization and Situational Items sections.
9/7/2015 - Finished the Itemization, b]Skill Order[/b] and Situational Items sections.
12/7/2015 - Updated the MANA vs ABILITY POWER (Scaling) sections
18/11/2015 - Updated the Introduction and Early Game sections.
20/11/2015 - Updated the Mid Game, Late Game and Team Fights sections. Seperated the Dragon section from the Mid Game section and updated it as well. Updated the Runes and Masteries sections

Final Words ✓

At last, your journey of reading has come to an end. If you're wondering how much time it took me to write all this then here are some precisely calculated numbers. Throughout the period of 2 years, I've spent a total of:
  • 114 hours to create the guide.
  • 261 hours updating based on pre-rework patch notes.
  • 35 hours to recreate the guide based on the Ryze rework.
  • 10 hours updating based on after-rework patch notes. <-Currently here

I didn't really have to put so much effort, information and detail but It's not everyday you create something like this and I'm a man of quality so here is my masterpiece. While editing, I tried to make everything look top notch. By that I mean appealing for the reader's eye, grammar/vocabulary correct and all this while also including jokes every once in a while to make it more interesting. And I know what you're thinking right now: "What an idiot. Wasting his time like this" and I'm saying this because i've heard it countless times, but hey. As I said, I'm a man of quality and this is the way I enjoy 'wasting' my time.
"If you enjoy the way you spend your time, you aren't wasting it" -Unknown

Let's not put aside the fact I met so many people and made so many friends because of my 2 guides. All the support I got through your kind words, through your donations or all those expensive skins you gifted me... I really couldn't have been more thankfull. I hope you guys enjoyed reading this guide as much as I enjoyed writing/editing it. ^^

What to expect:
  • I will always add new lane match up's or make changes in order to keep this guide up to date. Everything depends on the League patch changes.
  • I will add more Pro Tips whenever they come into my mind.
  • If you ask a question in the comment section then it should take me a maximun of 2 to 3 days to reply.
  • If there's huge demand to make a guide on a specific champion, I'll do it. Most certainly if you donate.
  • I'm always League active and I do take coaching orders for payment in case you're interested.

Special thanks go to Spooky1986 for inspiring me to play Ryze in the first place, Leeewy for helping me create the "Rune prison" video, LordNisroc for helping me out with Vocabulary/Grammar and TheAbbas for reminding me about a lot of things that needed to get updated.

If you want to follow me, be updated on my progress or contact me then here are my details:
League summoner name: SecondCaller [Nordic East + West]
Stream: http://www.twitch.tv/secondcaller
Facebook Fanpage: https://www.facebook.com/secondcaller [new]



If you want to read more from me then make sure you check my Annie guide as well:
http://www.solomid.net/guide/view/131433-annie-build-guide-by-secondcaller


If you like the guide, don't forget to Vote, Share and Comment in the comment section down bellow!

Good luck in the Fields Of Justice, summoner!

Comments

July 31, 2015 - 07:16 AM #1

upto I saw the check that said $9083 , I didnt believe ...that...my mom in-law realie making money part-time on their apple laptop. . there friend brother haz done this 4 less than seventeen months and a short time ago cleared the morgage on there mini mansion and bought a new Maserati . visit this website

>>>>>>>>>>>>>>>>>>>>>>>>>> www.CashBuzz70.com

July 20, 2015 - 07:50 AM #2

This is the best guide www.youtube.com/watch?v=nWxDqOR2gZY

July 19, 2015 - 05:45 PM #3

@ronin034 It's okay, no need to edit it. Thanks for your kind words, dude. I'll try to update it when I can. I'm just having problems because i'm worried about the balancing changes. Every time something changes, I end up having to re-edit the guide all over again and it gets pretty anoying.

July 18, 2015 - 11:27 PM #4

I cannot edit my last comment. Of course the "constructive criticism" is to be ignored and was only because I didnt read your introducing words. Sorry about that. Keep it up! =)

July 18, 2015 - 06:36 PM #5

Man, this is for sure one of the best guides I have ever read, thank you very much for the work you put into it!!

If I may, I would like to give contructive criticism, about parts that are not uptodate (patch 5.13, July 2015):
- CDR in the spirit visage vs forzen heart section
- max CDR section (maybe frozen heart is not OP anymore since the passive for CDR is now in R, not in Q anymore, and is 30%)

Again, thank you very much. Reading your guide I didnt only learn about Ryze, but also about LoL gameplay.

June 18, 2015 - 03:39 PM #6

@Starblaster11 I know that already dude. I'm waiting for the patch 5.12. I'll actually start edditing then. There's a huge change taking place on Ryze's spells and I simply can't edit anything at all right now. All spells have changes coming up and those will affect every single chapter in the guide. My mistake here is that I put the tick (complete) on the Frozen Heart vs Spirit Visage chapter while I shouldn't. My mistake, sorry.

June 17, 2015 - 07:07 PM #7

You don't have to put this in but now it's not really worth it to build more then 10% CDR because your R gives you 10/20/30% CDR which means when you build frozen heart your wasting 10-15% of that CDR.

June 16, 2015 - 01:03 AM #8

@Bloodwolf Currently, the doran ring start is the best i think. I won't update the guide though at all for now. A nerf is incoming for Ryze so i'm just waiting for it.

I prefer to start with Q becauae it costs so little mana and still does same damage with W

June 8, 2015 - 02:12 PM #9

Very nice guide! Very thorough and complete. Good job mate!
I might start playing Ryze again!

About the masteries, I do see the mana utility ones got swapped... so I was wondering how worth it might be to have pts in meditation since expanded mind is now so far down the tree. I also see a lot of pros heavily use 21 in offense and even start w Doran's Ring.

How viable to do you think the Doran's Ring start is?

June 8, 2015 - 01:53 AM #10

@Project Exile 21-0-9 Masteries. The masteries pages are updated, the decriptions aren't though. I believe that mana is really usefull with or without Teleport.

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