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− | * Don't be afraid to use {{ai|Overload|Ryze}} to last hit [[minions]] as the spell has a low [[mana]] cost and cooldown. |
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− | * Chaining abilities in the right order is key to make optimal use of {{ai|Arcane Mastery|Ryze}} . For starters, begin with {{ai|Overload|Ryze}} and use it every 2nd spell afterwards. Advanced combos rely on making use of {{ai|Arcane Mastery|Ryze}} to cooldown priority spells. |
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− | * Some example spell combos involve: |
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− | *# {{ai|Rune Prison|Ryze}} -> {{ai|Overload|Ryze}} -> {{ai|Spell Flux|Ryze}} -> {{ai|Overload|Ryze}} -> {{ai|Desperate Power|Ryze}} (while {{ai|Overload|Ryze}} is enroute) -> {{ai|Overload|Ryze}} -> {{ai|Rune Prison|Ryze}} (chasing combo, to make {{ai|Rune Prison|Ryze}} refresh as soon as possible, also used on people out of position) |
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− | * Casting {{ai|Overload|Ryze}} before your other spells will allow a second cast soon, due to its relatively short cooldown and {{ai|Arcane Mastery|Ryze}}. |
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− | * If pursued, try to cast your spells on the run to use your {{ai|Rune Prison|Ryze}} as many times as possible on your pursuers. Prioritize melee [[champions]] with gap closers. |
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− | * Using {{ai|Rune Prison|Ryze}} on melee enemies will effectively remove them from the fight temporarily. |
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− | * {{ai|Rune Prison|Ryze}} does NOT interrupt channeling [[abilities]], so be aware of using it against enemies like {{ci|Katarina}} or {{ci|Fiddlesticks}}. |
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− | * {{ai|Rune Prison|Ryze}} will not stop a ranged [[champion]] from attacking your allies within range; always take this into consideration when using it on [[champions]] such as {{ci|Twitch}} or {{ci|Kog'Maw}}. |
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− | * Try to use {{ai|Spell Flux|Ryze}} on groups of [[minions]] or a [[minion]] near a [[champion]] to hit them near [[towers|turrets]]. |
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− | * When encountering a single opponent, make sure you're sufficiently close for the {{ai|Spell Flux|Ryze}} to bounce off you. |
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− | * {{ai|Desperate Power|Ryze}} combined with {{ci|Ryze|Ryze's}} other [[abilities]] make farming [[gold]] easy, in mid/late game. |
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− | * {{ai|Desperate Power|Ryze}} has a relatively short cooldown and its [[spell vamp]] can help {{ci|Ryze}} to regain [[health]]. |
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− | * At 40% [[cooldown reduction]], because of {{ai|Arcane Mastery|Ryze}}, {{ci|Ryze}}'s combo is only limited by the player's casting speed. This makes smartcasting all of {{ci|Ryze}}'s skills a good technique for veteran players. |
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+ | {{StrategyHeader}} |
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− | ==Build usage== |
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− | * Because {{ii|Doran's Ring}} doesn't synergize well with {{ci|Ryze}}, he has the option of choosing other starting [[items]] to go to lane, such as {{ii|Sapphire Crystal}} or {{ii|Boots of Speed}} and health or mana potions. |
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− | * {{ci|Ryze}} relies on mainly [[cooldown reduction]], [[mana]], and [[magic penetration]] to increase his damage. Any [[items]] that grant one of these stats, or a reasonable combination, is probably worth buying. |
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− | :*Because {{ci|Ryze}} will eventually build [[items]] that offer [[mana]] and [[cooldown reduction]], other teammates can get {{bi|Crest of the Ancient Golem}} as he is not dependent on it late game. |
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− | :*An example of a good, versatile early game item build could be {{ii|Sorcerer's Shoes}}, {{ii|Tear of the Goddess}}, {{ii|Catalyst the Protector}}, {{ii|Hextech Revolver}}/{{ii|Will of the Ancients}}, {{ii|Glacial Shroud}}, and {{ii|Negatron Cloak}}. |
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− | * Because the [[magic damage]] from {{ai|Overload|Ryze}} and {{ai|Rune Prison|Ryze}} scale very well with [[mana]], {{ci|Ryze}} relies heavily on [[mana]] for damage and usage of abilities. This makes [[mana]] [[items]] essential to his build. |
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− | ** {{ii|Tear of the Goddess}} is especially key, allowing {{ci|Ryze}} to more freely use his spells while passively increasing his [[mana]] pool, and indirectly, his [[magic damage]]. {{ii|Archangel's Staff}} is a viable upgrade, but should not be built out of {{ii|Tear of the Goddess}} immediately. When {{ci|Ryze}} has a VERY deep [[mana]] pool later in the game, he can make full use of {{ii|Archangel's Staff}}'s passive +3% max [[mana]] to [[ability power]]. |
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− | ** {{ci|Ryze}} should invest in an early {{ii|Catalyst the Protector}} for [[health]] and [[mana]]. It can be built into {{ii|Rod of Ages}} later. |
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− | ** Buying a defensive [[mana]] [[item]] like {{ii|Glacial Shroud}} or {{ii|Banshee's Veil}} offers surprisingly potent offensive boosts at the same time, solidifying {{ci|Ryze}} in his innate tanky caster role. |
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− | * {{ai|Arcane Mastery|Ryze}} synergizes very well with [[cooldown reduction]] [[items]]. {{ai|Overload|Ryze}} provides a passive 10% [[cooldown reduction]] at max rank, so {{ci|Ryze}} only needs 30% more [[cooldown reduction]] from other sources to reach the 40% cap, and his {{ai|Arcane Mastery}} reduces the cooldowns on his abilities even further. |
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− | ** {{ii|Glacial Shroud}} is a core [[item]] for {{ci|Ryze}} giving him [[mana]] and [[armor]] allowing {{ci|Ryze}} to be a tanky mage with a decent amount of damage. Later, it can also be built into a {{ii|Frozen Heart}}. With two [[cooldown reduction]] [[masteries]], 9/0/21 or 9/21/0, {{ii|Frozen Heart}} and {{ai|Overload}} can be all that {{ci|Ryze}} needs for maximum [[cooldown reduction]]. |
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− | ** Because most [[cooldown reduction]] [[items]] don't synergize well with {{ci|Ryze}}, the {{ii|Elixir of Brilliance}} can be used with a {{ii|Frozen Heart}} and {{ai|Overload}}'s passive to reach the maximum 40% [[cooldown reduction]] cap. Depending on what [[items]] {{ci|Ryze}} intends to build for [[magic penetration]], {{ii|Ionian Boots of Lucidity}} may be more useful than {{ii|Sorcerer's Shoes}}. |
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− | * Consider the impact on his damage before immediately upgrading {{ci|Ryze}}'s [[mana]] [[items]] into their [[ability power]] and [[mana]] upgrades like {{ii|Rod of Ages}} and {{ii|Archangel's Staff}}. Because his [[AP]] ratios are so low, it might be better to just get another [[mana]] [[item]] or get a little tankier. |
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− | * Because {{ci|Ryze}} has low [[ability power]] scalings, [[magic penetration]] or [[magic penetration|magic resistance reduction]] is important. Although {{ai|Spell Flux}} reduces enemy [[magic resistance]], [[items]] like {{ii|Void Staff}} will improve his late game damage output if enemies have built some [[magic resistance]]. |
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− | :*{{ii|Sorcerer's Shoes}}, {{ii|Haunting Guise}}, and {{ii|Abyssal Scepter}} are useful to counter early [[magic resistance]] and one or two may be enough with {{ai|Spell Flux}}. Because of the way that [[magic penetration]] is calculated, they will lose effectiveness as enemies build [[magic resistance]] and {{ii|Void Staff}} will eventually be the most effective [[magic penetration]] [[item]]. |
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− | * {{ii|Will of the Ancients }} works well in conjunction with the [[spell vamp]] of {{ai|Desperate Power|Ryze}} and makes you surprisingly durable even at low [[health]]. |
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+ | == Champion Spotlight == |
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+ | [[File:Ryze Champion Spotlight|center]] |
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− | {| |
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− | |{{ri|Classic|Doran's Ring|Sorcerer's Shoes|Rod of Ages|Archangel's Staff|Frozen Heart|Void Staff}} |
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− | |{{ri|Dominion|Sapphire Crystal|Sorcerer's Shoes|Tear of the Goddess|Odyn's Veil|Archangel's Staff|Frozen Heart}} |
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+ | {{Recommended items |
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− | * {{ci|Ryze}} damage output is mainly [[magic damage]]. Investing in a [[magic resistance]] [[item]] can help reduce his damage. |
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+ | |map = Summoner's Rift |
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− | * Stay back when you notices he activates his {{ai|Desperate Power|Ryze}}. It gives his spells [[AoE]] damage, causing him to deal a lot of damage when facing him in a [[minion]] wave. |
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+ | |s1 = Sapphire Crystal |
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− | * {{ci|Ryze}} takes a while to rack up [[mana]] via {{ii|Tear of the Goddess}} - denying him farm and killing him early on will hamper him in the later stage of the game. |
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+ | |s2 = Health Potion |
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− | * Although {{ci|Ryze}} is very strong at late game, he has a weak early game. Putting pressure on his lane or denying his chance to farm or kill will reduce his effectiveness in the later stages of the game. |
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+ | |s2# = 3 |
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+ | |s3 = Warding Totem |
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+ | |ea1 = Tear of the Goddess |
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+ | |ea2 = Boots of Speed |
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+ | |ea3 = Catalyst of Aeons |
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+ | |e1 = Ionian Boots of Lucidity |
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+ | |e2 = Rod of Ages |
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+ | |e3 = Morellonomicon |
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+ | |st1 = Archangel's Staff |
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+ | |st2 = Void Staff |
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+ | |st3 = Rabadon's Deathcap |
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+ | |si1 = Rylai's Crystal Scepter |
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+ | |si2 = Banshee's Veil |
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+ | |si3 = Zhonya's Hourglass |
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+ | |c1 = Refillable Potion |
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+ | |c2 = Control Ward |
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+ | |c3 = Elixir of Sorcery |
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+ | {{Recommended items |
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+ | |map = Twisted Treeline |
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+ | |s1 = Doran's Ring |
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+ | |s2 = Boots of Speed |
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+ | |s3 = Health Potion |
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+ | |s3# = 3 |
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+ | |e1 = Sorcerer's Shoes |
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+ | |e2 = Tear of the Goddess |
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+ | |e3 = Rod of Ages |
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+ | |o1 = Archangel's Staff |
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+ | |o2 = Morellonomicon |
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+ | |o3 = Void Staff |
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+ | |d1 = Wooglet's Witchcap |
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+ | |d2 = Abyssal Mask |
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+ | |d3 = Rylai's Crystal Scepter |
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+ | |c1 = Health Potion |
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+ | |c2 = Elixir of Sorcery |
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+ | }} |
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+ | |||
+ | {{Recommended items |
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+ | |map = Howling Abyss |
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+ | |s1 = Tear of the Goddess |
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+ | |s2 = Ruby Crystal |
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+ | |s3 = Health Potion |
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+ | |s3# = 5 |
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+ | |e1 = Rod of Ages |
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+ | |e2 = Archangel's Staff |
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+ | |e3 = Ionian Boots of Lucidity |
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+ | |o1 = Morellonomicon |
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+ | |o2 = Void Staff |
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+ | |o3 = Rabadon's Deathcap |
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+ | |d1 = Rylai's Crystal Scepter |
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+ | |d2 = Zhonya's Hourglass |
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+ | |d3 = Banshee's Veil |
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+ | |c1 = Oracle's Extract |
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+ | |c2 = Health Potion |
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+ | |c3 = Elixir of Sorcery |
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+ | }} |
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+ | |||
+ | == Tips == |
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+ | ;Playing As {{ci|Ryze}} |
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+ | * Use {{ais|Overload|Ryze}} passive to optimize for maximum damage or maximum survivability. |
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+ | * {{ais|Spell Flux|Ryze}} short cooldown allows it to be used to spread {{ai|Spell Flux|Ryze|Flux}} to many enemies. |
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+ | * {{ci|Ryze}} can move and cast other spells while {{ai|Realm Warp|Ryze}} is charging without cancelling the portal. |
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+ | |||
+ | ;Playing Against {{ci|Ryze}} |
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+ | * {{ci|Ryze}} is especially dangerous to opponents that are marked with {{ai|Spell Flux|Ryze|Flux}}. |
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+ | * Use {{ais|Realm Warp|Ryze}} windup time to figure out how to deal with what may be coming out of the portal. |
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+ | * Crowd controlling {{ci|Ryze}} during {{ais|Realm Warp|Ryze}} windup will cancel the portal. |
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+ | |||
+ | == Tricks == |
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+ | ;Ability Usage |
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+ | * Even though {{ai|Rune Prison|Ryze}} is commonly maxed last due to it's root duration not scaling with ranks, it's a decent choice for a level 1 pick, since {{ai|Overload|Ryze}} and {{ai|Spell Flux|Ryze}} do little by themselves and early game mana doesn't allow for very many combos; addittionally {{ai|Overload|Ryze}} can be blocked by enemy minions, making it hard to land on champions during laning. {{ai|Rune Prison|Ryze}} can be used to halt the enemy if they attempt to burst you early. |
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+ | ** You can cast an extra {{ai|Overload|Ryze}} between the {{ai|Spell Flux|Ryze}} and the {{ai|Rune Prison|Ryze}} for extra damage, but be aware that doing this will not trigger the {{ai|Overload 4|Ryze|shield}} as Runes will be consumed every time {{ai|Overload|Ryze}} is cast. Since {{ai|Rune Prison|Ryze}} has a long cooldown and you will be left with just {{ai|Spell Flux|Ryze}} to charge Runes, make sure to make the right decision between gaining the shield or the extra damage. |
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+ | ** {{ai|Overload|Ryze}} can be used with relative freedom once enough bonus mana has been built, since it's cooldown is refreshed by your other spells should a fight break out. With just a couple of items and a few ranks, it does a decent chunk of damage even without combos to enemies who don't dodge it in time. |
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+ | ** This full combo only works with near max CDR due to your E being cast twice. This is the main combo that you'll be using most of the time. |
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+ | |||
+ | ;Runes Usage |
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+ | *{{ci|Ryze}} is one of the best users of {{ri|Phase Rush}} due to his natural 3-part combo, which also stacks with the extra movement speed gained from {{ai|Overload 4|Ryze|Overload's}} shield; allowing him to easily both catch up or run away as the situation requires. |
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+ | *{{ri|Arcane Comet}} is also good on {{ci|Ryze}}; just a {{ai|Rune Prison|Ryze}} even without {{ai|Spell Flux|Ryze}} is enough to guarantee a hit for a nice amount of poke in the early game, and it also cools down quickly as all of {{cis|Ryze}} abilities are single-targeted. |
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+ | *{{ri|Electrocute}} is also triggered by {{cis|Ryze}} natural combo, useful if you desire more burst damage. |
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+ | ** The [[Domination]] tree also has {{ri|Cheap Shot}}, which works together with {{ai|Rune Prison|Ryze}} for even more extra damage. |
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+ | **{{ri|Ravenous Hunter}} is an useful pick as {{ci|Ryze}} has no healing sources, and all of his abilities are single-targeted, giving him full benefit. |
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+ | **{{ri|Relentless Hunter}} is a good alternative if you like to roam more, and later in the game it allows you to reach the fray faster. |
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+ | |||
+ | ;Item Usage |
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+ | * {{cis|Ryze}} abilities scale with both Mana and Ability Power, which makes items that have both stats much more effective for increasing his damage output. |
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+ | * {{ai|Arcane Mastery|Ryze}} gives {{ci|Ryze}} bonus Mana based on his Ability Power. This makes {{ii|Tear of the Goddess}} an essential item early game, since spamming abilities gives you bonus mana, due to its passive effect. It should eventually be upgraded into {{ii|Archangel's Staff}} as your second item. |
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+ | ** {{iis|Seraph's Embrace}} active shield can make {{ci|Ryze}} deceptively tanky especially when used in conjunction with {{ai|Overload 4|Ryze|Overload's}} shield. |
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+ | * {{ii|Rod of Ages}} is commonly the first finished item as it gives {{ci|Ryze}} everything he needs; ability power, health and healing, and mana as well as mana efficiency, all of which synergize with his abilities and make him more durable. |
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+ | * {{ii|Ionian Boots of Lucidity}} are the most common boots choice on {{ci|Ryze}}, as more cooldown reduction equals more {{Ai|Spell Flux|Ryze|Spell Fluxes}}, which are the basis for {{ci|Ryze}}'s damage {{ii|Sorcerer's Shoes}} are also a valid choice for dishing out even more damage, if cooldown reduction is compensated from runes or other items. |
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+ | * {{ii|Zhonya's Hourglass}} is a good situational item on {{ci|Ryze}}, useful if going against an AD-heavy team or assassin champions. Note that the tactic of putting yourself in Stasis to guarantee a successful {{ai|Realm Warp|Ryze}} is no longer possible; activating {{ii|Zhonya's Hourglass}} while channeling will put the ability on cooldown. |
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+ | * {{ii|Luden's Echo}} and {{ii|Morellonomicon}} provides with mana and health, respectively, which are {{cis|Ryze}} essential stats. |
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+ | ** {{ii|Luden's Echo}} also provides cooldown reduction for {{ai|Realm Warp|Ryze}}. |
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+ | ** {{ii|Morellonomicon}} has flat magic penetration and Grievous Wound, both of which are effective against healing spam champions. |
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+ | |||
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+ | * {{ci|Ryze}} has a relatively short range for a mage so long range champions like {{ci|Varus}} or {{ci|Lux}} can harass him with less risk. |
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+ | ** However, these champions still need to be wary of {{ai|Overload|Ryze}} when used on a {{Ai|Spell Flux|Ryze|Spell Fluxed}} minion wave. |
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+ | |||
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+ | |||
+ | |||
+ | [[ru:Ryze/Strategy]] |
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[[Category:Champion strategies]] |
[[Category:Champion strategies]] |
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+ | [[Category:Ryze]] |
Latest revision as of 10:49, 1 September 2021
Strategy is highly subjective and may become outdated without any notice. Because of this, the League of Legends Wiki has decided to retire strategy pages and would recommend using other platforms (such as YouTube) to find guides. For more information visit this thread.
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Champion Spotlight
Recommended Items
Tips
- Playing As
- Use passive to optimize for maximum damage or maximum survivability.
- short cooldown allows it to be used to spread to many enemies.
- can move and cast other spells while is charging without cancelling the portal.
- Playing Against
- is especially dangerous to opponents that are marked with .
- Use windup time to figure out how to deal with what may be coming out of the portal.
- Crowd controlling during windup will cancel the portal.
Tricks
- Ability Usage
- Even though is commonly maxed last due to it's root duration not scaling with ranks, it's a decent choice for a level 1 pick, since and do little by themselves and early game mana doesn't allow for very many combos; addittionally can be blocked by enemy minions, making it hard to land on champions during laning. can be used to halt the enemy if they attempt to burst you early.
- You can cast an extra between the and the for extra damage, but be aware that doing this will not trigger the as Runes will be consumed every time is cast. Since has a long cooldown and you will be left with just to charge Runes, make sure to make the right decision between gaining the shield or the extra damage.
- can be used with relative freedom once enough bonus mana has been built, since it's cooldown is refreshed by your other spells should a fight break out. With just a couple of items and a few ranks, it does a decent chunk of damage even without combos to enemies who don't dodge it in time.
basic burst combo is > > > .
- This full combo only works with near max CDR due to your E being cast twice. This is the main combo that you'll be using most of the time.
full damage combo is > > > > > >
- Runes Usage
- is one of the best users of due to his natural 3-part combo, which also stacks with the extra movement speed gained from shield; allowing him to easily both catch up or run away as the situation requires.
- is also good on ; just a even without is enough to guarantee a hit for a nice amount of poke in the early game, and it also cools down quickly as all of abilities are single-targeted.
- The Domination tree also has , which works together with for even more extra damage.
- is an useful pick as has no healing sources, and all of his abilities are single-targeted, giving him full benefit.
- is a good alternative if you like to roam more, and later in the game it allows you to reach the fray faster.
is also triggered by natural combo, useful if you desire more burst damage.
- Item Usage
- abilities scale with both Mana and Ability Power, which makes items that have both stats much more effective for increasing his damage output.
- active shield can make deceptively tanky especially when used in conjunction with shield.
gives bonus Mana based on his Ability Power. This makes an essential item early game, since spamming abilities gives you bonus mana, due to its passive effect. It should eventually be upgraded into as your second item.
- is commonly the first finished item as it gives everything he needs; ability power, health and healing, and mana as well as mana efficiency, all of which synergize with his abilities and make him more durable.
- are the most common boots choice on , as more cooldown reduction equals more , which are the basis for 's damage are also a valid choice for dishing out even more damage, if cooldown reduction is compensated from runes or other items.
- is a good situational item on , useful if going against an AD-heavy team or assassin champions. Note that the tactic of putting yourself in Stasis to guarantee a successful is no longer possible; activating while channeling will put the ability on cooldown.
- also provides cooldown reduction for .
- has flat magic penetration and Grievous Wound, both of which are effective against healing spam champions.
and provides with mana and health, respectively, which are essential stats.
- Countering
- However, these champions still need to be wary of when used on a minion wave.
has a relatively short range for a mage so long range champions like or can harass him with less risk.