Guide to the New Ryze, a Low AP Build - by Aregionius

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Guide to the New Ryze, a Low AP Build

Ryze’s been through quite a shift with the recent patch, his old ulti is now a basic skill and his new ulti and passive completely change him as a caster hero. This guide is intended to display how to build Ryze completely different from regular caster builds as a low AP hero.

Basics - Skills
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QOverload – Ryze throws a charge of pure energy at an enemy unit for heavy damage and additional damage based upon Ryze's current mana. Blasts enemy unit for 70/105/140/175/210 magic damage (+.45 per AP) plus 10% of his maximum mana in magic damage.

About – Overload is the only Ryze skill that has not significantly changed. It’s still a straight nuke with an additional damage component. What is significant about this skill, is that it’s AP ratio has been reduced to a meager .45 per AP (about half of what it was before) This means that AP items now give significantly less value for this skill than their mana counterparts. But wait! You say, .45 is still bigger than .1 (10%) for mana. This is true, but it comes down to value. You can pay 435 for an Amplifying Tome (20ap) and get 9 more damage, or you can pay 400 for a Sapphire Crystal (200mana) and get 20 more damage. Ta da!

WRune Prison – Ryze traps target enemy unit in a cage of runes, preventing them from moving or attacking, dealing damage for the duration. Traps an enemy unit, preventing them from moving or attacking and dealing 40 magic damage (+.33 per AP) every .4 seconds for .8/1.2/1.6/2/2.4 seconds.

About – While this skill hasn’t changed significantly, there are a few points to note. First, it doesn’t last quite as long as it did before. This means that Ryze’s new cooldown abilities become crucial in taking down enemies that survive your initial blast. The skill also suffers from a reduced .33 per AP ratio in spell damage. 

ESpell Flux – Ryze releases an orb of pure magical power which bounces from the initial target up to 6 times. Any enemy target struck is dealt heavy damage. Throws an orb of pure magical power which bounces to other enemy units, or himself, up to 5 times. Any enemy unit struck is dealt 50/70/90/110/130 (+.33 per AP) magic damage. Spell Flux applies a stacking -15 Magic Resistance debuff to every enemy target it hits with a max stack of 5. Duration is 5 seconds.

About – Hello my old ultimate. So on the con side, this spell also suffers from the .33 AP ratio reduction and on top of that, it doesn’t come anywhere near the base damage that the ulti had. On the plus side, 1 on 1, this spell can still hit an enemy hero 3 times, it now does additional magic resistance debuffs. This makes your new big hit spell Overload do more damage, and allows a 2nd and 3rd hit on the same target to do increased damage as well. The big thing to remember with this spell is that it will also target minions and Ryze even if there are other enemy heroes in range. 

RDesperate Power – Ryze becomes supercharged, gaining 60/100/140 ability power and causing his spells to deal 65% AoE damage for 8 seconds.

About – The new Ultimate. This one’s a doozy and one of the reasons that a low AP build works for Ryze now. First, this is amazing for team battles where the enemy team runs up and administers a circle beating to one member of your team. AoE damage for all your spells (including each bounce of Spell Flux) can put out a massive amount of hurt . The relatively short cooldown (just 24 seconds at cap) coupled with your passive means this spell is basically up for every fight and should be used liberally. The 140 AP bonus also helps offset somewhat the limited AP of this build, which gives you the benefit of both the mana pool and cooldown to spam the hell out of your spells while not really sacrificing damage.

PassiveArcane Mastery - After casting a spell all other spells have their Cooldown reduced by 1.5 seconds

About – The other part of what makes a low AP Ryze workable. This passive is simply amazing. It stacks with cooldown reduction making Ryze one of the most cooldown capable heroes. 

Basics - Character

Base Statistics
Health: 420 Start (+78 per level)
Mana: 305 Start (+52 per level)
Movespeed: 300
Armor: 10 (+3 per level)
Spellresist: 35
Critical Strike: 1 (+0.25 per level)
Health Regen: 1 (+0.11 per level)
Mana Regen: 1 (+0.08 per level)
Attack Range: 425

Character Story
The halls of traditional study were never for Ryze, who felt a more raw and primal connection to the magic of Runeterra than those who tried to teach him. As a young man, he travelled the world, seeking the wisdom of powerful hermits, witches, and shamans. When he had learned all he could, Ryze turned to seek the lost, forgotten, and forbidden knowledge in the world. This led him to an ancient form of spell craft known as thorn magic. This art required Ryze to tattoo spells on his body, infusing his being with vast arcane power. His travels also brought him to the giant indestructible scroll he carries on his back. The purpose of the inscribed spell is a secret only Ryze knows. However, he claims it is an abomination, something that he must safeguard from the world. Today, Ryze has joined the League of Legends to study the magical creatures and powerful will-workers that fight there, in order to complete his exploration of mystical Runeterra.

On the field of battle, Ryze is a magical powerhouse. Channeling the power of the arcane through his tattoos, he unleashes deadly electrical blasts at his foes. He can also channel such primal power through himself, chaining lightning strikes from foe to foe. His very being has become a magic sponge, absorbing mana from his enemies. Ryze is also capable of calling on forces that lock an enemy in place, rendering it a helpless opponent. Like a tiger, he is never more deadly than when his time is almost up when he is badly hurt (No longer true!), the mojo of his tattoos makes him even more powerful.

"There is no doubt. Ryze is no longer a mage he has become a creature of magic." 


Why a Low AP Build
Ryze’s a caster, and traditionally, Hurt for a caster = AP. With the old Ryze, this was definitely true, however with his new, reduced AP ratio bonuses and skill changes, building a supermassiveheavyAPglasscannon version of Ryze really isn’t viable. This guide focuses on Cooldown Reduction to complement Ryze’s new passive and mana to complement his cooldown reduction. With this build your spike DPS won’t be quite as high as old Ryze, but you will be able to put out a continuous rapid-fire stream of AE damage that’s more suited to his new abilities while still maintaining the ability to stay alive.

League Craft Example Build

Ability Path
It feels a bit weird to use the former ulti as a bread and butter skill, but you have to compare it now to something like Kat’s bouncing blade or Fiddle’s Silence-Bird-Whose-Name-Escapes-Me-Right-Now. It’s useful for getting killing blows since it can hit up to five enemies and is also quite scary early on when you’re being chased far from enemy minions. Because of the duration reduction on Rune Prison, unless you spend a lot of points, it’s really not effective enough to get you kills or save your butt (if you spend a lot of time with a lane partner you know or are planning on running ganks early, it might be a good idea to level this up though). Overload is your new high damage spell, but early on, you don’t get as big a benefit from mana so it’s best to save this for later. The one caveat is to get at least one rank in all three of your initial skills early on so you can make use of Ryze’s passive.

1. Overload
2. Spell Flux
3. Rune Prison
4. Spell Flux
5. Spell Flux
6. Desperate Power
7. Overload
8. Spell Flux
9. Spell Flux
10. Rune Prison
11. Desperate Power
12. Overload
13. Overload
14. Overload
15. Rune Prison
16. Desperate Power
17. Rune Prison
18. Rune Prison

This one is a biggy, the focus here are on three main objectives. Cooldown Reduction, Mana Pool and Survivability. Cooldown Reduction allows you to maximize the effectiveness of Ryze’s passive while getting the most out of your skills. Having a large mana pool makes continuous casting possible which is crucial to this build late game. And survivability is huge because even without crazy spike DPS, Ryze can put out some of the most overall hurt to an enemy team and will be focused.

Start out with a Sapphire Crystal and 1-2 health potions, just a basic setup, gives you mana to start, bit of added damage to your first level of Overload and lets you build towards Tear of the Goddess. Once you’ve gotten a Tear, build towards Catalyst the Protector and Boots.

Boots – Mercury Treads are the default here, gives good added magic resistance and the 40% disable reducer is FTW. If the enemy team really has NO disables or casters, then looking into something else could be warranted but otherwise I’d stick with the treads.

Eventually you should be looking to build your Tear and Catalyst into an Archangel’s Staff and Banshee’s Veil respectively. The staff will give you great mana and bonus AP (yeah I know!, but there’s nothing wrong with AP, it’s just not the focus of the build and the item offers a huge mana pool) and getting the Veil early is big for survivability. 

Next you should focus on building towards a Frozen Heart, by now, you should be probably around mid-game and the need for cooldown reduction should start coming in. Frozen Heart is amazing for Ryze now because it offers every single part of what we’re looking for in this build – mana, big cooldown reduction and armor + slow aura for survivability. 

After the Frozen Heart, quickly build a Void Staff. This will add to your mana pool, again give you a little bit of AP, but the biggy here is the 40% magic penetration. By late game when magic resistances are a little higher, this is almost a required item for casters (evidenced especially by the new “unique” tag that got applied to this item and Madred’s Bloodrazor).

The last item is really up to you. I would reserve the slot for survivability so items like Guardian Angel or even Warmog’s Armor if the game is going to last a while longer. If you’re getting absolutely pounded by magic damage, the new Quicksilver Sash might be a good item to try. Or if you’re really feeling damagey, Zhonya’s Ring, Mejai’s Soulstealer or the new Deathfire Grasp for the extra DD. In between items that might also be considered would be Abyssal Scepter for added MR and Penetration or Rylai’s for the HP and Snare.

Go 9/0/21 with offense and utility. This will allow you to max out cooldowns while making the best use of runes and support caster and summoner abilities. Make sure your 9 in offense give you the bonus to magic penetration and make sure that in the utility build you pick up the +6% to cooldown reduction.

Runes in this build are key. Frozen Heart is a great item for survivability and really covers all the bases on everything you want, but only offers 25% cooldown. Instead of wasting the last 15% to cap on one of the other items that doesn't really offer much other benefit, instead do this with runes. Your main objectives here are 6% cooldown and all the rest to either Mana or HP (could substitute armor or MR if you really wanted) So here’s the breakdown for runes.

1 – Greater Quint of Celerity (Scaling cooldown, 2.34% at 18) 2.35% CD reduction
2 – Greater Quints of Knowledge (Scaling mana, 75.06 at 18) 150.12 mana

4 – Greater Glyphs of Celerity (Scaling cooldown, .9% at 18) 3.6% CD reduction
5 – Greater Glyphs of Knowledge (Scaling mana, 30.06 at 18) 150.3 mana

9 – Greater Seal of Vitality (Scaling HP, 19.44 at 18) 174.96 HP

9 – Greater Mark of Knowledge (Scaling mana, 16.56 at 18) 149.04 mana

This will give you the biggest boost late game. However, if you are a good early/mid-game player or have a premade that can do early ganks, you might be better off going for the NON-scaling HP and Mana Runes. These will give you a bigger boost early at the expense of late game. DO NOT substitute cooldown runes, the benefit early on is minimal.

Summoner Abilities
This has really become more of a personal choice. I tend to use Ghost (since Flash got nerfed, bah) and Teleport now since they give the most utility + survivability. If you plan on getting the new Quicksilver Sash you can probably skip Cleanse. Don’t get Mana restore unless you want your team to cry, Don’t get Revive unless you want your team to cry harder. Promote is pretty situational and probably shouldn't be taken either.

Game Strategy

Early Game
Last hit minions with your ranged auto attack and Spell Flux, harass with spell flex and later overload. Don’t get to close to the enemy heroes, since you’re pretty squishy. If you’ve got a competent lane partner with a disable, save a little mana at all times to participate in a gank if the opportunity arises. 

Mid Game
Use your ulti to push with AE damage, participate in team ganks. Probably more things are important here, but I can’t think of them right now. For creep waves, you can start burning through them very quickly with Spell Flux and your Ult, just hit E and immediately afterwards tap R as your ulti will affect the already cast Spell Flux.

Late Game
You have all your spells, so figure out what the best combination of firings will be to best utilize your cooldowns.
If your masteries and runes are setup correctly and you have Frozen Heart (you should) then your cooldowns will look like this:

Overload: 4.2 seconds
Rune Prison: 8.4 seconds
Spell Flux: 5.4 seconds
Desperate Power: 24 seconds

If the enemy is not running away, open up with Overload (this will cooldown super fast)
Follow up with Desperate Power -> Spell Flux -> Overload -> Rune Prison -> etc. etc.

If they are running away, open up with Rune Prison.
Follow up with OL -> DP-> SF -> RP -> OL

If you’re going into a team battle, focus on 1. your team’s target (not enough people do this) else, 2. groupings of enemy heroes, or 3. the squishiest DPS.

Open up here with Overload, followed by DP, Spell Flux, Rune Prison and OL, repeat ad nauseum as skills refresh.

642days since
Season One launched

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