Ryze

The Rogue Mage

How this differs from the live game

  • The Abilities are completely different (for the 5th time)

Build

Mid lane
Summoners
FlashTeleport
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core8,400g
Tear of the Goddess1Rod of Ages2Archangel's Staff3Frozen Heart4
Full build14,545g
Sorcerer's ShoesRod of AgesArchangel's StaffFrozen HeartBanshee's VeilVoid Staff
Situational
Mercury's TreadsZhonya's HourglassSpirit VisageAbyssal ScepterRabadon's Deathcap

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Movement SpeedQuint
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60
  • Move Speed +4.50%

Magic penetration marks are for Q, W and E because all three deal magic damage, including the max-mana portions. Armor seals cover auto-attack harass and jungle pressure, flat MR glyphs stabilize mage lanes, and movement speed quints help Ryze get in range for Rune Prison and kite during Desperate Power.

Rune page

Mid lane

Statistics

  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
  • Move Speed+4.50%
Masteries30 points9 / 0 / 21
Offense9
0/1
0/4
4/4
0/2
0/4
4/4
0/1
0/3
0/1
1/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility21
1/1
0/3
3/3
0/1
0/1
3/3
3/3
0/2
0/4
1/1
3/3
0/1
0/2
4/4
3/3
0/1
0/1
0/3
0/1

This is a 9/0/21 Ryze page: offense gets CDR and magic penetration, while utility gives mana, summoner cooldowns, spell vamp, experience, Strength of Spirit, and Runic Affinity for Season 3 mid-lane blue buff.

Skill order

ultimate at 6, 11 and 16

Arcane Mastery

OverloadQ
Rune PrisonW
Spell FluxE
Desperate PowerR
  • Overload (Q) takes points at levels 1, 4, 5, 7, 9.
  • Rune Prison (W) takes points at levels 2, 8, 10, 12, 13.
  • Spell Flux (E) takes points at levels 3, 14, 15, 17, 18.
  • Desperate Power (R) takes points at levels 6, 11, 16.

Max Q first because Overload has the shortest cooldown, gains passive CDR, and is Ryze's main repeated damage spell; max W second for stronger targeted root burst. The first three points give Q trading, W safety, and E for Flux damage and MR shred before Q ranks take over.

Alternative — E second was used when you needed more waveclear and multi-target fight damage, especially into lanes that shoved constantly or against clustered front-to-back team comps.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault into most mid lanes: the AP, health, mana sustain on last-hit, and two potions give the best laning mix within 475 gold.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into heavy poke or lanes where you expect to be forced into repeated short recalls before Tear.

  • Sapphire CrystalHealth Potion2Yellow Trinket

    Sapphire Crystal startUse when the lane is safe enough to rush Tear of the Goddess immediately and you value faster stacking over Doran's combat stats.

Corein buy order

  • 1

    Tear of the Goddess700gTear of the Goddess is rushed because Ryze casts constantly and all three basic damaging spells gain damage from maximum mana.

  • 2

    Rod of Ages2,800gRod of Ages gives the Season 3 Ryze trifecta of health, mana, and AP, and it needs to start stacking early.

  • 3

    Archangel's Staff2,700gArchangel's Staff converts the stacked Tear and every later mana purchase into more AP while adding a large mana pool for Q, W, and E.

  • 4

    Frozen Heart2,900gFrozen Heart adds armor, 400 mana, and 20% CDR, making Ryze much harder to kill while directly increasing spell damage through mana scaling.

Situationalonly when the game asks for it

  • Mercury's Treads1,200gBuy Mercury's Treads over Sorcerer's Shoes when enemy crowd control or double-AP pressure matters more than magic penetration.

  • Zhonya's Hourglass3,260gBuy Zhonya's Hourglass when assassins or divers can reach you and you need stasis to survive after casting your first rotation.

  • Spirit Visage2,750gBuy Spirit Visage against heavy magic damage when you also benefit from amplifying Desperate Power spell vamp.

  • Abyssal Scepter2,560gBuy Abyssal Scepter when fighting short range into multiple magic threats and your team benefits from the nearby MR reduction.

  • Rabadon's Deathcap3,300gBuy Rabadon's Deathcap when you are far ahead and need maximum damage rather than another defensive mana item.

One build, written by a player. Newest first.

Write a Ryze build
Best Classic Ryzeby h4ckz0nWritten by a player, not generated · its own page

Build

Mid lane
Summoners
FlashIgnite
Start470g
Doran's RingMana PotionHealth Potion
Core4,600g
Tear of the Goddess1Sorcerer's Shoes2Rod of Ages3
Full build12,745g
Tear of the GoddessSorcerer's ShoesRod of AgesRabadon's DeathcapVoid StaffWill of the Ancients
Situational
Abyssal ScepterBanshee's VeilZhonya's HourglassFrozen HeartWill of the AncientsSpirit Visage

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of Scaling HealthSeal
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Scaling Health +11.70

Rune page

Mid lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Scaling Health+11.70
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
0/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
1/1
0/1
0/3
3/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Skill order

ultimate at 6, 11 and 16

Arcane Mastery

OverloadQ
Rune PrisonW
Spell FluxE
Desperate PowerR
  • Overload (Q) takes points at levels 1, 4, 5, 7, 8.
  • Rune Prison (W) takes points at levels 2, 9, 10, 12, 13.
  • Spell Flux (E) takes points at levels 3, 14, 15, 17, 18.
  • Desperate Power (R) takes points at levels 6, 11, 16.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingMana PotionHealth Potion

    Starter ItemsThe opening as the guide publishes it.

Corein buy order

  • 1

    Tear of the Goddess700g

  • 2

    Sorcerer's Shoes1,100g

  • 3

    Rod of Ages2,800g

Situationalonly when the game asks for it

  • Abyssal Scepter2,560g

  • Banshee's Veil2,750g

  • Zhonya's Hourglass3,260g

  • Frozen Heart2,900g

  • Will of the Ancients2,550g

  • Spirit Visage2,750g

Notes

the author's own words

Ryze scales with Mana and AP, no need to rush AP. In dire situations it is fine to go immediately into defensive items after finishing Rod of Ages. Rabadon's Deathcap is not a necessary core item. Max W second because of its high damage and the utility of rooting your enemy.

Build by h4ckz0n, transcribed from the League Classic Wiki archive.

Abilities

per rank
P

Arcane Mastery

Ryze's abilities reduce the cooldown of all other abilities.

Q

Overload5 ranks

Passive: Ryze permanently gains Cooldown Reduction. Active: Ryze unleashes an orb of energy, dealing magic damage to his target.

Damage
60 / 85 / 110 / 135 / 160 + 40% AP + 6.5% Max Mana
Cooldown
3.5s
Cost
60 Mana
Range
600
W

Rune Prison5 ranks

Ryze magically imprisons an enemy, rooting them and dealing magic damage.

Damage
60 / 95 / 130 / 165 / 200 + 60% AP + 4.5% Max Mana
Cooldown
14s
Cost
60 / 70 / 80 / 90 / 100 Mana
Range
615
E

Spell Flux5 ranks

Ryze fires a chaotic bolt of magic that can bounce between enemies, dealing magic damage and reducing their Magic Resist.

Damage
50 / 70 / 90 / 110 / 130 + 35% AP + 1% Max Mana
Cooldown
14s
Cost
60 / 70 / 80 / 90 / 100 Mana
Range
615
R

Desperate Power3 ranks

Ryze temporary harnesses his full powers, gaining area of effect damage on all abilities, Spell Vamp, and Move Speed for a short time.

Cooldown
70 / 60 / 50s
Cost
None
Range
3000

Matchup against

62 champions, one-on-one
  • Ahri

    AhriEven

    Ryze wins sustained trades after he gets in range, but Ahri can decide the duel by landing Charm and using Spirit Rush to deny his root window.

    Watch for Charm: it stops Ryze before he can unload Q-W-E rotations and lets Ahri guarantee Orb of Deception plus Fox-Fire.

    How to beat

    Hold just outside Charm angles and punish when she uses Orb of Deception on the wave. Do not open with Rune Prison while Spirit Rush is available unless she has already spent a dash; root her after a dash, then use Desperate Power to chase through the next two casts.

    Later Finished Ryze is stronger if Ahri has to stand and fight in a side lane, but Ahri is better at choosing short pick windows before the duel starts. In teamfights, stay behind minions or frontline until Charm is down, then turn with Rune Prison on her first dash target.

    • If she misses Charm, walk forward immediately; that is Ryze's best trade window.
    • Root after Spirit Rush's first dash, not before it.
    • Do not chase in a straight line through both hits of Orb of Deception.
    • Desperate Power's move speed helps keep her in range after Rune Prison ends.
    BuyBanshee's VeilMercury's TreadsAbyssal Scepter
  • Akali

    AkaliFavoured

    Ryze's targeted root and repeated spell casts make Akali's melee all-in much harder than she wants, as long as he does not waste Rune Prison before Shadow Dance.

    Watch for Shadow Dance: it lets Akali cross Ryze's 550 range and force Mark of the Assassin procs before he can kite.

    How to beat

    Keep the fight at max spell range until she commits with Shadow Dance. Once she dashes in, Rune Prison her inside your minion wave or away from Twilight Shroud edges, then activate Desperate Power and keep casting while backing out of melee range.

    Later Ryze outscales the isolated side-lane duel if he is not caught without cooldowns, but Akali remains dangerous to carries in scattered fights. Save Rune Prison for her entry rather than using it on tanks, because one root can end her flank.

    • Do not root while she is only posturing in Twilight Shroud; wait for Shadow Dance.
    • If she marks you with Mark of the Assassin, back up until the mark timer is nearly gone.
    • Fight near minions so Spell Flux and Desperate Power splash punish her melee commit.
    • Her shroud buys time, not safety, if you hold the center edge and keep cooldowns cycling.
    BuyBanshee's VeilMercury's TreadsZhonya's Hourglass
  • Alistar

    AlistarFavoured

    Alistar can interrupt and displace Ryze, but he lacks the damage to win a clean duel unless Ryze walks into repeated Pulverize and Headbutt trades.

    Watch for Headbutt-Pulverize window: it denies Ryze's casting time and can push him into a bad position before Alistar uses Unbreakable Will.

    How to beat

    Stay at max range and force Alistar to spend Headbutt defensively or to close too early. When Unbreakable Will is active, stop trying to burst him and kite until the damage reduction ends, then resume short Q-W-E rotations.

    Later Ryze wins the side lane because Alistar cannot kill him alone, but Alistar matters more as a teamfight engager and peeler. In grouped fights, do not tunnel on him during Unbreakable Will; root priority targets after Alistar's combo has passed.

    • Rune Prison does not stop Alistar from cleansing with Unbreakable Will.
    • If he Headbutts you away, accept the reset instead of chasing through Pulverize range.
    • His sustain makes chip trades slow, so commit only when his ultimate is down.
    • Stand away from walls and towers so Headbutt cannot create a lethal displacement.
  • Amumu

    AmumuFavoured

    Ryze wins the duel by kiting Amumu's short range, but getting hit by Bandage Toss gives Amumu the only setup he needs for a full Despair and Curse of the Sad Mummy trade.

    Watch for Bandage Toss: it stuns Ryze, pulls Amumu into Despair range, and sets up Curse of the Sad Mummy.

    How to beat

    Keep minions between you and Amumu so Bandage Toss cannot start the fight cleanly. If he misses Q, root him and cast while walking backward; if he lands Q, use Rune Prison after the stun to create space before Despair drains too long.

    Later Ryze still beats Amumu in a side lane unless he face-checks into the engage, but Amumu is much more valuable in 5v5s. In teamfights, spread from allies and save movement from Desperate Power to exit Curse of the Sad Mummy's follow-up zone.

    • A missed Bandage Toss is your permission to trade hard.
    • Do not stand still inside Despair just to finish one more spell cycle.
    • His passive lowers MR after auto attacks, so do not let him sit on top of you.
    • Kite sideways, not straight back, when Q is available.
    BuyMercury's TreadsBanshee's VeilSpirit Visage
  • Anivia

    AniviaUnfavoured

    Anivia outranges and controls Ryze with Flash Frost, Crystallize, and Glacial Storm, while Rebirth makes his first kill attempt unreliable.

    Watch for Flash Frost: it stuns Ryze long enough for Frostbite's doubled burst and lets Anivia wall or storm the exit.

    How to beat

    Stay off the direct line of Flash Frost and only step into 550 range after she has used Q. If you force Rebirth, make sure you still have cooldowns and mana to kill the egg; otherwise back out before Glacial Storm and Crystallize turn the reset against you.

    Later Anivia is favored in sieges and teamfights because her zone control prevents Ryze from choosing clean targets. Ryze can threaten her in a side lane only if Flash Frost is down and he has enough damage to finish both Anivia and the egg.

    • Do not Rune Prison before Flash Frost is used unless you are already committing to lethal.
    • Crystallize can trap you inside Glacial Storm, so path diagonally around terrain gaps.
    • Count Rebirth as a second health bar when judging all-ins.
    • Her 600 range means she can tag you before you can answer.
    BuyBanshee's VeilMercury's TreadsAbyssal Scepter
  • Annie

    AnnieUnfavoured

    Annie's longer range and instant Pyromania stun let her front-load damage before Ryze can build a sustained rotation.

    Watch for Pyromania Tibbers: the instant area stun removes Ryze's chance to kite and starts Annie's full burst combo.

    How to beat

    Track her stun counter constantly and do not stand in Tibbers range when Pyromania is ready. Trade when she spends Disintegrate on a minion without stun, then back out before she rebuilds four casts; commit only if her stun is down or you can survive the first combo.

    Later Ryze can beat Annie in extended side-lane fights if he lives through the opener, but Annie's teamfight flash-stun threat is more decisive. Buy time, avoid clumping, and turn after Tibbers and Incinerate are spent.

    • A visible stun changes the matchup; give up CS rather than eating Tibbers engage.
    • Her 625 range lets her start trades before Rune Prison range.
    • If Molten Shield is active, delay a burst attempt unless you are finishing her.
    • After she uses stun on another target, Ryze can punish her lack of escape.
    BuyBanshee's VeilMercury's TreadsAbyssal Scepter
  • Ashe

    AsheFavoured

    Ryze's root and spell burst beat Ashe in a clean duel if he reaches range, while Ashe relies on kiting and Enchanted Crystal Arrow to create distance.

    Watch for Enchanted Crystal Arrow: it stuns Ryze long enough for Ashe to open space and stack Frost Shot slows.

    How to beat

    Approach from fog, brush, or behind minions so she cannot freely Volley and kite before Rune Prison range. If Arrow is down or misses, root immediately, activate Desperate Power, and stay close enough to keep casting through Frost Shot.

    Later Ryze wins isolated side-lane duels unless Ashe starts from very long range, but Ashe's teamfight value rises with peel and front-to-back DPS. Flank or wait for Arrow before committing, because running straight through slows wastes Ryze's damage window.

    • Do not chase through Volley poke if Rune Prison is still out of range.
    • Arrow missing is a full commit window.
    • Desperate Power's move speed is important for breaking Frost Shot spacing.
    • If she has support peel nearby, this stops being a true duel.
    BuyNinja TabiRanduin's OmenZhonya's Hourglass
  • Blitzcrank

    BlitzcrankFavoured

    Blitzcrank is dangerous only if Rocket Grab starts the fight; otherwise Ryze outranges and outdamages him while kiting his melee follow-up.

    Watch for Rocket Grab: it pulls Ryze into Power Fist and Static Field range, turning a winning ranged duel into a forced melee trade.

    How to beat

    Keep minions between you and Blitzcrank until Rocket Grab is used. After he misses Q, root him during Overdrive or as he walks up for Power Fist, then unload spells while moving away from Static Field range.

    Later Ryze wins the side lane comfortably if he respects hook angles, but Blitzcrank is still a pick champion in grouped play. Stay behind minions and tanks, and punish him hard when Rocket Grab is down.

    • Do not stand beside the minion wave where Rocket Grab has a diagonal lane.
    • Mana Barrier can bait lethal math; keep one spell cycle ready after it triggers.
    • Rune Prison stops his walk-up but not a hook already fired.
    • Static Field silence can interrupt your rhythm if you let him stay close.
    BuyBanshee's VeilMercury's Treads
  • Brand

    BrandUnfavoured

    Brand's ranged spell combo and percent-health Blaze punish Ryze before he can settle into repeated short-range casts.

    Watch for Sear after Blaze: if Brand lands any spell first, Sear stuns Ryze and guarantees Pillar of Flame plus Pyroclasm damage.

    How to beat

    Avoid giving Brand a Blaze setup; dodge Pillar of Flame first, then step in while it is down. If he misses Sear or uses it for poke, Rune Prison and burst immediately, but do not fight near minions when Pyroclasm can bounce back onto you.

    Later Brand is stronger in clustered teamfights, while Ryze can win a side duel if he dodges the stun. Spread before Pyroclasm and use Rune Prison to punish Brand after he spends Sear, not while his combo is intact.

    • A single Brand spell on you makes the next Sear much more dangerous.
    • Do not duel him inside your caster minions when Pyroclasm is ready.
    • Pillar of Flame's delay is your entry cue if he misses it.
    • Magic resist matters more here than greedier damage.
    BuyBanshee's VeilMercury's TreadsAbyssal Scepter
  • Cho'Gath

    Cho'GathEven

    Ryze can kite and shred Cho'Gath's magic resist, but Feral Scream and Feast punish him hard if Cho gets into close range.

    Watch for Feral Scream: the silence stops Ryze's spell chain and gives Cho'Gath time to land Rupture or walk in for Feast.

    How to beat

    Play at the edge of Rune Prison range and sidestep Rupture before committing. If Cho uses Feral Scream and misses or cannot reach you, root him and take a full rotation; never stay in Feast range when silenced or low.

    Later Cho'Gath becomes harder to kill in side lanes, but Ryze can still win extended fights if he avoids silence into Feast. In teamfights, Ryze should hit reachable targets and avoid being zoned by Rupture rather than trying to burn Cho first through full tank stats.

    • Do not cast into Feral Scream range unless Rune Prison will create space immediately.
    • Rupture is easier to dodge while moving sideways than retreating straight back.
    • Track Feast lethal range; it ignores your resistances.
    • Spell Flux MR reduction helps, but only if you have time for multiple casts.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Corki

    CorkiEven

    Ryze wins if he pins Corki after Valkyrie, but Corki's mixed damage and mobility let him kite and poke before Ryze reaches a full rotation.

    Watch for Valkyrie: it breaks Rune Prison follow-up spacing and leaves a damage trail that punishes Ryze for chasing directly.

    How to beat

    Do not spend Rune Prison while Valkyrie is available unless Corki is already trapped against terrain. Bait Valkyrie with forward movement or a short trade, then use Desperate Power and root him after the dash to force the real duel.

    Later Corki is stronger in long-range poke and front-to-back fights, while Ryze is scarier in tight side-lane all-ins after Valkyrie is down. In teamfights, avoid eating Missile Barrage poke before the engage and punish Corki if he Valkyries aggressively.

    • Never chase through the full Valkyrie trail for one extra spell.
    • His basic attacks deal true damage, so armor alone does not solve the duel.
    • Root after Valkyrie, not before it.
    • If Missile Barrage softens you first, give up the all-in.
    BuyBanshee's VeilNinja TabiZhonya's Hourglass
  • Dr. Mundo

    Dr. MundoEven

    Ryze has the sustained magic damage to fight Dr. Mundo, but Sadism and Infected Cleaver can stretch the duel until Ryze runs out of room.

    Watch for Sadism: it lets Dr. Mundo outlast Ryze's first burst window and keep running him down through repeated cleavers.

    How to beat

    Keep lateral movement so Infected Cleaver does not chain slows into melee range. Trade before Sadism, then back off during the ultimate unless you have Grievous Wounds available; re-commit when his health cost and cooldowns leave him low.

    Later Mundo becomes a stronger side-lane stat check if Ryze cannot cut his healing, but Ryze contributes more reliable lockdown in teamfights. Apply Grievous Wounds through magic damage when Mundo drops low and kite him away from your backline rather than trying to burst through Sadism instantly.

    • Do not stand behind your own low minions where Cleaver angles are easy.
    • Sadism changes lethal math more than any normal shield.
    • Rune Prison is best used after he commits forward, not for poke.
    • If he misses Cleaver, you can safely take a short Q-W-E trade.
    BuyMorellonomiconBoots of SwiftnessRylai's Crystal Scepter
  • Evelynn

    EvelynnFavoured

    Evelynn can start the fight from camouflage, but once revealed Ryze's targeted root and burst punish her melee range.

    Watch for Camouflage flank: it lets Evelynn skip Ryze's normal spacing and open with Ravage plus Agony's Embrace.

    How to beat

    Do not walk through unwarded side paths where she can begin the duel already in melee range. When she appears, Rune Prison immediately after her first damage spell, then cast while backing away so Hate Spike lines do not keep clipping you.

    Later Ryze wins direct side-lane fights if he has vision, while Evelynn is better at finding isolated starts before the fight is fair. In teamfights, hold Rune Prison for her reveal or flank rather than spending it on the frontline.

    • Vision changes the matchup more than combat stats do.
    • If she opens with Agony's Embrace, move out of the slow before finishing your rotation.
    • Do not chase into fog after she disengages.
    • Her damage is much worse if she cannot stay in Hate Spike range.
    BuySightstoneTwin ShadowsBanshee's Veil
  • Ezreal

    EzrealEven

    Ryze overpowers Ezreal if Arcane Shift is down, but Ezreal can keep the duel at poke range with Mystic Shot and blink away from Rune Prison follow-up.

    Watch for Arcane Shift: it breaks Ryze's engage spacing and lets Ezreal reset to Mystic Shot range.

    How to beat

    Use minions to block Mystic Shot while walking into threat range. Pressure without rooting until Ezreal spends Arcane Shift, then Rune Prison during the landing window and use Desperate Power to keep him from rebuilding distance.

    Later Ezreal remains safer in sieges and poke fights, but Ryze is favored in a committed side-lane duel after Arcane Shift is down. In teamfights, avoid being chipped low before the engage and punish Ezreal if he shifts forward.

    • Do not waste Rune Prison into an available Arcane Shift unless you only need to force it.
    • Minions are your best shield against Mystic Shot cooldown cycling.
    • Trueshot Barrage has a channel; sidestep or punish if he uses it in vision.
    • His sustained damage rises if he keeps spell stacks active before the duel.
    BuyBanshee's VeilNinja TabiZhonya's Hourglass
  • Fiddlesticks

    FiddlesticksUnfavoured

    Fiddlesticks can interrupt Ryze's rhythm with Terrify and Dark Wind, and Drain can win if Ryze cannot break or burst through it.

    Watch for Terrify: it removes Ryze's control of spacing and lets Fiddlesticks start Drain or Crowstorm without being rooted first.

    How to beat

    Stay outside Terrify range until you are ready to commit, and never fight him in fog where Crowstorm can begin unseen. If he starts Drain, break range if possible or root and burst immediately after fear ends; do not trade spell-for-spell while silenced by Dark Wind.

    Later Fiddlesticks is far stronger in hidden flank teamfights, while Ryze is better in visible, controlled duels. Ward flank routes, hold Rune Prison for his channel or arrival, and spread so Crowstorm does not force Ryze out before he can cast.

    • Fog of war is part of his damage; do not face-check him.
    • Dark Wind silence can stop the second half of your rotation.
    • If Terrify is down, Fiddlesticks is much easier to pin.
    • Crowstorm beats you if it starts on top of you; it is manageable if he has to walk in.
    BuyQuicksilver SashBanshee's VeilMercury's Treads
  • Gangplank

    GangplankEven

    Ryze can beat Gangplank's short-range melee pattern, but Remove Scurvy can erase Rune Prison and turn the trade with Parrrley, Raise Morale, and sustained attacks.

    Watch for Remove Scurvy: it cleanses Rune Prison and heals Gangplank, denying Ryze's main punish window.

    How to beat

    Do not treat the first Rune Prison as guaranteed; use it to force Remove Scurvy, then kite back until the cleanse is gone. Re-engage with Desperate Power once W is down, keeping enough distance that he cannot chain Parrrley into melee autos for free.

    Later Gangplank is more threatening in side lanes if he can cleanse root and stick with Raise Morale, but Ryze wins the standstill spell duel after Remove Scurvy is unavailable. In teamfights, watch Cannon Barrage zones and save root for after his cleanse or for higher-value targets.

    • Track Remove Scurvy before committing lethal damage.
    • Do not stand in Cannon Barrage while trying to finish a rooted Gangplank.
    • Parrrley poke matters; start the duel healthy.
    • If he uses W only for healing, punish before it returns.
    BuyNinja TabiZhonya's HourglassRanduin's Omen
  • Garen

    GarenFavoured

    Ryze wins if he keeps Garen at spell range because Rune Prison denies the melee uptime Garen needs before Demacian Justice matters.

    Watch for Decisive Strike gives Garen the speed burst to reach silence range and start his Judgment trade.

    How to beat

    Hold just outside Decisive Strike reach and tag him often enough to keep Perseverance off. When he uses Q to run in, Rune Prison immediately, step away, then punish with Overload and Spell Flux while Judgment spins out of range. Commit with Desperate Power only after his speed burst is gone or he cannot stay on top of you.

    Later Ryze should still control the side lane unless he mispositions into brush or execute range. In teamfights Garen is mostly a front-line runner; root him before he reaches your carries and do not give him a clean Demacian Justice reset target.

    • Tap Garen with any spell before backing off so Perseverance does not undo the lane.
    • Do not Rune Prison after he is already on top unless you have room to kite Judgment.
    • Track Demacian Justice when you are low; Ryze's spell vamp does not help if you wait inside execute range.
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  • Gragas

    GragasEven

    Ryze can out-damage Gragas in sustained range, but Body Slam and Explosive Cask can break Ryze's combo spacing and set up a losing burst trade.

    Watch for Body Slam is the engage and slow that lets Gragas force his Barrel Roll and Cask damage before Ryze can kite.

    How to beat

    Play at max Overload range and keep minions between you and Body Slam angles when possible. If Body Slam misses or is used on the wave, step forward with Rune Prison and a full Spell Flux rotation. Save movement from Desperate Power to dodge Barrel Roll detonation or recover after Explosive Cask displaces you.

    Later The side lane stays playable for Ryze if he avoids being casked into Gragas's full combo. In teamfights Gragas has better displacement, so Ryze should hit the front line after Cask is used rather than chasing through it.

    • Do not stand near your caster minions when Barrel Roll is already primed.
    • Rune Prison after Body Slam, not before, so Gragas cannot trade your root for his dash.
    • If Explosive Cask pushes you toward Gragas, activate Desperate Power for the speed before re-entering spell range.
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  • Heimerdinger

    HeimerdingerEven

    Ryze has enough targeted damage to kill Heimerdinger, but turret control and grenade stun can make the duel expensive if Ryze walks through a nest.

    Watch for CH-1 Concussion Grenade stuns Ryze in turret range and stops his short spell chain.

    How to beat

    Do not duel inside multiple H-28G Evolution Turrets; clear or thin the setup first with Spell Flux bounces and Overload. Bait the grenade with side movement, then Rune Prison and trade while Heimerdinger has no hard stop. Desperate Power is best used to splash turrets and champion together, not to chase blindly into fresh placements.

    Later Ryze wins isolated side-lane fights if he can enter without turret stacks already set. In teamfights Heimerdinger is more about zone control, so Ryze should fight where his team has already forced him away from his turret line.

    • Spell Flux bouncing through turrets can turn Heimerdinger's setup against him.
    • Never start the all-in with Grenade still available at point-blank range.
    • If rockets keep selecting you, back away from nearby allies and minions to reduce free poke chains.
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  • Janna

    JannaFavoured

    Janna does not have the damage to beat Ryze alone unless she repeatedly disengages and wins by never taking the duel.

    Watch for Monsoon knocks Ryze out of his Rune Prison follow-up and resets Janna's health bar.

    How to beat

    Accept that she will kite, and do not spend Desperate Power until Zephyr or Monsoon has been forced. Walk her down with repeated Overload casts, then Rune Prison when she has no tornado line already charging. If she ults, stop chasing through the knockback and re-engage after the heal channel ends.

    Later Janna will not side-lane into Ryze; he wins the duel but she matters by peeling him in teamfights. Ryze should root whichever carry Janna is shielding, or wait for Monsoon before committing into the back line.

    • Side-step charged Howling Gale before using Rune Prison, or she gets a free disengage.
    • Do not count Eye Of The Storm as damage threat; count it as time you must spend burning through her reset.
    • Abyssal range is often enough because Janna must be near allies to peel.
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  • Jarvan IV

    Jarvan IVUnfavoured

    Jarvan IV can force contact with his flag combo and Cataclysm, and Ryze has no true dash to leave the arena once trapped.

    Watch for Cataclysm locks Ryze in melee range, removing the kiting space his spell rotation depends on.

    How to beat

    Stay beyond Demacian Standard plus Dragon Strike range and punish Jarvan when the combo is down. If he flags in, Rune Prison after the dash lands so you can create distance before Cataclysm. Commit only when he has used Cataclysm or is too low to survive your full Desperate Power rotation inside the arena.

    Later Jarvan remains dangerous in side lane because one engage can trap Ryze until his burst and Martial Cadence land. In teamfights, stay behind terrain or your front line and save Rune Prison for his post-Cataclysm follow-up rather than poking him early.

    • Do not stand next to his Demacian Standard; it marks the line Dragon Strike can pull him through.
    • Rune Prison does not remove Cataclysm walls, so cast it to stop damage, not to escape.
    • Armor is valuable because most of Jarvan's duel damage lands before Ryze can fully drain-tank.
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  • Jax

    JaxUnfavoured

    Jax's Leap Strike forces melee range and his scaling sustained damage eventually beats Ryze if Counter Strike absorbs enough of the return damage window.

    Watch for Leap Strike lets Jax bypass Ryze's spacing and start Empower trades on demand.

    How to beat

    Keep the wave between you and Jax when possible and punish every failed or defensive Leap Strike with Rune Prison. Do not waste time auto-attacking into Counter Strike; step away and resume spells once the dodge window is ending. Your best kill window is before Grandmaster's Might attack speed has stacked and after Leap Strike is unavailable.

    Later Finished Jax usually wins the side lane if he can force repeated contact, especially with mixed damage and tank stats. Ryze is stronger in grouped fights when Jax has to enter through roots and allied crowd control, so avoid isolated long lanes without vision.

    • Root Jax after Leap Strike connects, not while he can still jump after you.
    • Counter Strike reduces area damage, so Desperate Power splash is less reliable during it.
    • Frozen Heart is one of the few items that directly attacks Jax's win condition.
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  • Karthus

    KarthusEven

    Ryze has better targeted burst and control, but Karthus can win if Wall of Pain keeps Ryze inside Defile and Lay Waste zones long enough.

    Watch for Wall of Pain strips Ryze's movement and resistance, making every Lay Waste and Defile tick harder to escape.

    How to beat

    Do not walk through Wall of Pain to start the fight; angle around it or wait it out. Once Karthus misses isolated Lay Waste or spends Wall, Rune Prison and unload before he can kite with Defile. Hold enough health after the kill for Death Defied casts and Requiem, because winning the duel is not the same as surviving it.

    Later Side-lane duels stay close because Karthus punishes any overcommit even after death. In teamfights he contributes more guaranteed area damage, so Ryze should either burst him early and leave Death Defied range or focus targets outside Defile.

    • Move unpredictably during Rune Prison downtime; standing still lets Karthus chain Lay Waste.
    • After killing him, walk out immediately before casting extra spells into Death Defied.
    • Banshee's Veil can block the Wall or Requiem hit that changes the duel math.
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  • Kassadin

    KassadinUnfavoured

    Kassadin's magic damage reduction, silence, and Riftwalk mobility attack every part of Ryze's short-range casting pattern.

    Watch for Null Sphere silences Ryze and interrupts the spell chain that Arcane Mastery relies on.

    How to beat

    Fight before Kassadin has repeated Riftwalk stacks available, or wait until he spends Riftwalk aggressively on the wave. Keep Rune Prison for after he blinks in so he cannot silence and leave for free. Short trades favor Kassadin once Null Sphere is ready, so commit only when you can force an extended Desperate Power rotation through his cooldowns.

    Later Kassadin becomes the better side-lane duelist because he chooses when the fight starts and ends. In teamfights Ryze should protect his back line with Rune Prison when Kassadin dives rather than chase him through Riftwalk resets.

    • Do not open with Rune Prison from max range if Kassadin can answer with Null Sphere and Riftwalk out.
    • His passive makes pure magic burst less decisive than it looks on the health bar.
    • Mercury's Treads reduce the silence window enough to keep your rotation alive.
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  • Katarina

    KatarinaFavoured

    Ryze's targeted root gives him a reliable answer to Katarina's melee all-in and Death Lotus channel.

    Watch for Death Lotus turns one Shunpo gap-close into lethal channel damage if Ryze has already spent Rune Prison.

    How to beat

    Hold Rune Prison until Katarina uses Shunpo or starts Death Lotus. Poke with Overload at the edge of her Shunpo threat, but do not stand near low-health minions that invite a bouncing dagger setup. Once her channel is interrupted, Desperate Power and cycle spells while she has no reset target.

    Later Ryze wins the isolated duel unless Katarina catches him with cooldowns down. In teamfights she is more dangerous through resets, so save Rune Prison specifically for Death Lotus or her jump onto a low-health ally.

    • Rune Prison cancels Death Lotus, so never spend it casually when her ultimate is ready.
    • Move away from marked low-health minions to avoid Bouncing Blade poke angles.
    • Katarina's Shunpo damage reduction means the best trade is after she arrives, not during the blink.
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  • Kayle

    KayleUnfavoured

    Kayle outranges Ryze during Righteous Fury and can use Intervention to deny the burst window Ryze needs to finish her.

    Watch for Intervention makes Kayle immune during Ryze's committed spell rotation, wasting Desperate Power uptime.

    How to beat

    Do not chase through Righteous Fury autos while Reckoning slow is available; wait out the ranged stance or force Kayle to use it defensively. Bait Intervention with a partial combo, then back away until the immunity ends and re-root. If she uses Divine Blessing to kite, activate Desperate Power for speed only after the heal movement is spent.

    Later Kayle usually wins extended side-lane fights because her ranged uptime and invulnerability scale better in a duel. In teamfights Ryze should track Intervention and switch targets when she ults, then re-enter once the immunity falls.

    • A full combo into Intervention is the easiest way to lose this matchup.
    • Frozen Heart cuts into Righteous Fury uptime more than raw health does.
    • Rune Prison after Reckoning can keep her from using the slow to open a long chase.
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  • Kennen

    KennenEven

    Both champions threaten short-range spell bursts, and the fight turns on whether Ryze roots Kennen before Slicing Maelstrom stacks enough marks to stun him.

    Watch for Slicing Maelstrom stacks Mark of the Storm around Ryze and can stun him during his combo.

    How to beat

    Respect Kennen's equal range and do not give free marks from Thundering Shuriken before the all-in. If Lightning Rush is used forward, Rune Prison him as it ends and unload while he cannot instantly reposition. Save Desperate Power movement for leaving Slicing Maelstrom rather than only for chasing.

    Later The side lane remains skill-based, with Kennen favored if he can start from fog and Ryze favored if he catches Lightning Rush down. In teamfights Kennen has the stronger multi-target engage, so Ryze should stay spread and root him before he reaches the back line.

    • Track your Mark of the Storm count; the third mark is the real damage window.
    • Do not stand in minions where Electrical Surge can punish an existing mark for free.
    • Banshee's Veil can break the first mark chain and make his engage much weaker.
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  • Kog'Maw

    Kog'MawEven

    Ryze can kill Kog'Maw quickly if he gets into Rune Prison range, but Bio-Arcane Barrage lets Kog'Maw shred him before that happens.

    Watch for Bio-Arcane Barrage extends Kog'Maw's attack range and deals percent-health magic damage, punishing Ryze before he can root.

    How to beat

    Do not walk straight through Bio-Arcane Barrage uptime; hover outside his extended autos until it is ending or use terrain to shorten the approach. Once in 550 range, Rune Prison immediately and burst before Void Ooze creates a retreat lane. After the kill, move away from Icathian Surprise instead of casting one more spell.

    Later Kog'Maw wins open side-lane space if he sees Ryze coming, but Ryze wins from fog or with a clean root. In teamfights Ryze should not front-to-back into Bio-Arcane Barrage for free; flank or wait until Kog'Maw is rooted by someone else.

    • His base range is shorter than yours, but Bio-Arcane Barrage flips the spacing.
    • Void Ooze on your path often matters more than its damage.
    • Leave the corpse explosion radius immediately after winning the duel.
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  • Lee Sin

    Lee SinUnfavoured

    Lee Sin can force burst trades with Sonic Wave and Dragon's Rage, while Ryze struggles if he is kicked out of casting range or into Lee's follow-up.

    Watch for Sonic Wave / Resonating Strike gives Lee Sin the long-range tag and execute gap-close that starts his winning trade.

    How to beat

    Stand behind minions and make Lee Sin land Q before he gets a duel; if Sonic Wave misses, step up and punish hard with Rune Prison. Root him after Resonating Strike or Safeguard commits, because rooting too early lets him choose a different angle. Keep enough health to survive Dragon's Rage plus follow-up before relying on Desperate Power spell vamp.

    Later Lee Sin's side-lane threat falls if he cannot one-combo Ryze, but he still wins messy fights around walls and wards. In teamfights Ryze should avoid being the kick target and use Rune Prison when Lee enters, not after he has displaced someone.

    • Minions are your best defense against Sonic Wave.
    • Dragon's Rage can knock you out of your own follow-up range, so do not all-in beside his team.
    • Armor plus cooldown reduction is stronger here than greedier damage.
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  • Leona

    LeonaFavoured

    Leona has enough crowd control to hold Ryze still, but alone she lacks the damage to beat him through repeated spell rotations.

    Watch for Zenith Blade is the engage that lets Leona chain Shield of Daybreak and Solar Flare before Ryze can kite.

    How to beat

    Keep lateral movement so Zenith Blade has to be aimed, not assumed. If it misses, walk forward and punish with Rune Prison while Eclipse is either down or about to expire. If she lands the full CC chain, survive it, then use Desperate Power to drain back health because her cooldowns do not finish the duel alone.

    Later Ryze wins any honest side-lane duel, but Leona normally meets him as engage support in grouped fights. In teamfights, stay outside Zenith Blade range and root her after she commits so she cannot keep walking into your carries.

    • Do not burst into Eclipse at its highest resistance window if you can wait it out.
    • Solar Flare center stun is the part that can actually cost you the fight.
    • Tenacity is useful, but the matchup is mostly about dodging Zenith Blade.
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  • Lulu

    LuluEven

    Ryze has more sustained damage, but Lulu's Whimsy and Wild Growth can interrupt his commit and stretch the fight past his best window.

    Watch for Whimsy disables Ryze during his short-range combo or speeds Lulu out of Rune Prison follow-up range.

    How to beat

    Pressure with Overload but do not fully commit while Whimsy and Wild Growth are both ready. Bait Whimsy with a step forward, then root after it is spent and continue casting through Help, Pix! shield. Save Desperate Power for after Wild Growth knocks you up, or its duration can be wasted during her reset.

    Later Ryze wins side lane if Lulu has to stand and fight, but she often survives long enough to disengage. In teamfights Lulu's value is protecting a carry, so Ryze should avoid dumping everything into the Wild Growth target unless the immunity window is already gone.

    • Whimsy is more dangerous than Glitterlance because it stops your rotation outright.
    • If Pix is on Lulu, expect stronger trades from her autos; if Pix shields, expect lower damage but more durability.
    • Wild Growth knockup can interrupt your chase even when Rune Prison has already landed.
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  • Lux

    LuxEven

    Ryze wins once he reaches target range, but Lux can keep the duel at spell range with Light Binding and finish from outside his reach.

    Watch for Light Binding roots Ryze and gives Lux the time to land Lucent Singularity and Finales Funkeln before he can answer.

    How to beat

    Do not walk at Lux in a straight line through minions that allow an easy two-target Light Binding. Bait Q first, then close to Rune Prison range and unload before Prismatic Barrier returns. If she holds Q, use short Overload trades at max range and make her choose between shielding poke or saving cooldowns for the all-in.

    Later Side lane is decided by fog and first crowd control: Ryze wins a clean root, Lux wins a clean bind from range. In teamfights Ryze should not chase through her zone; wait for Light Binding to miss or hit someone else, then move forward.

    • Light Binding can hit through one minion, so hiding behind a single caster is not enough.
    • Step out of Lucent Singularity before it pops; the slow sets up her beam.
    • Banshee's Veil is especially strong because blocking Q removes her full pick pattern.
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  • Malphite

    MalphiteFavoured

    Ryze wins the straight duel because Malphite's armor scaling and attack-speed debuff matter little against a mana-scaling spell rotation and Rune Prison kiting.

    Watch for Unstoppable Force gives Malphite the only clean way to force Ryze into melee and start his full damage window.

    How to beat

    Stay just outside Seismic Shard range when your root is down, then punish him after he uses it for poke or wave control. If he ults in, Rune Prison immediately after the knockup ends and kite through Overload and Spell Flux rather than trading autos into Granite Shield. Break Granite Shield with a light spell before committing your full rotation.

    Later Ryze beats Malphite in the side lane unless Malphite catches him with ult under tower or with team backup. In teamfights Malphite's engage is more valuable than his duel, so hold spacing and be ready to counter-burst after Unstoppable Force lands.

    • Do not waste your whole rotation into Granite Shield if you can tag it off first.
    • Ground Slam's attack-speed slow is mostly irrelevant, so don't overrespect it.
    • After Malphite ults, he has no second gap closer; root and walk him down.
  • Malzahar

    MalzaharUnfavoured

    Malzahar can match Ryze's range, push him through Voidlings and Malefic Visions, then lock him in place with Nether Grasp before Ryze finishes cycling spells.

    Watch for Nether Grasp suppresses Ryze and keeps him inside Null Zone long enough to lose the duel if he has not bought cleanse protection.

    How to beat

    Do not stand near infected minions, because Malefic Visions bounce plus a Voidling makes trades start before you choose them. Bait Call of the Void sideways, clear the Voidling quickly, and only commit when Nether Grasp is down or you have Quicksilver Sash available. If he opens with suppression, cleanse it instantly and turn with Rune Prison while his channel tool is gone.

    Later With Quicksilver Sash, Ryze can side-lane into Malzahar much more honestly; without it, Malzahar always threatens a one-button pick. In teamfights Ryze should avoid being the first suppressed target and punish Malzahar after his ultimate is spent.

    • Quicksilver Sash changes the matchup more than raw magic resist does.
    • Never duel him while standing on Null Zone.
    • Voidlings make Spell Flux bounces messy, so kill or reposition away from them before committing.
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  • Master Yi

    Master YiEven

    Ryze can root and burst Master Yi, but Yi's Highlander timing and Meditate damage reduction can waste Ryze's rotation and let him finish the chase.

    Watch for Highlander removes slow-based escape value and lets Master Yi stay on Ryze after Rune Prison expires.

    How to beat

    Hold Rune Prison until after Alpha Strike lands or Yi has committed to running at you; rooting him before Alpha lets him dodge time and reappear closer. Do not dump every spell into Meditate unless you are certain the damage kills through it. Commit when Alpha Strike and Meditate are both unavailable, using Desperate Power move speed to kite between casts.

    Later Finished Ryze can kill Yi in a side lane if he controls the first Alpha Strike, but Yi wins if he reaches sustained melee with cooldowns down. In teamfights, Ryze should save Rune Prison as peel rather than chasing Yi through resets.

    • Alpha Strike can make your first spell timing awkward; wait for his reappearance.
    • Meditate is a cooldown to bait, not a target to tunnel into.
    • Highlander means your normal kiting window is shorter than against most melee champions.
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  • Miss Fortune

    Miss FortuneFavoured

    Ryze's targeted root and short-cooldown burst punish Miss Fortune's immobile marksman pattern, and Bullet Time is easy to interrupt or sidestep in a duel.

    Watch for Bullet Time can win if Ryze is already slowed by Make It Rain and stays in the cone.

    How to beat

    Do not line up behind low-health minions where Double Up can critically swing the trade. Walk at her after Make It Rain is used, Rune Prison to stop Strut spacing, and move sideways out of Bullet Time before finishing the rotation. If she channels in root range, cancel the duel by simply leaving the cone or killing her through it.

    Later Ryze wins the side lane if he can get into spell range, but Miss Fortune is more dangerous when protected in a front-to-back fight. Flank or wait for her Bullet Time channel, then root her before she gets a full cone across your team.

    • Avoid standing behind her Double Up target.
    • Any damage removes Strut, making the next Rune Prison much easier to land.
    • Do not chase straight through Make It Rain if Bullet Time is still ready.
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  • Morgana

    MorganaEven

    Morgana can block Rune Prison with Black Shield and punish with Dark Binding, but Ryze out-damages her if he breaks or baits the shield first.

    Watch for Black Shield denies Rune Prison and absorbs enough magic damage to ruin Ryze's engage timing.

    How to beat

    Trade with Overload and Spell Flux first to pressure Black Shield before using Rune Prison. Keep lateral movement so Dark Binding misses, then commit during the long window after Binding or Black Shield is down. If Soul Shackles starts, root her and walk out before the second hit stuns you.

    Later In side lane, Ryze can beat Morgana if he has enough damage to break Black Shield quickly; otherwise she stalls forever. In teamfights Morgana's shield can deny Ryze's pick pattern, so target whoever is not shielded or wait out the shield before committing.

    • Do not open with Rune Prison into an available Black Shield.
    • Soul Shackles only wins if you stay close for the second hit.
    • Her spell vamp makes small poke trades less meaningful than full cooldown windows.
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  • Nasus

    NasusFavoured

    Ryze outranges and roots Nasus, and Nasus has no real way to force melee unless Ryze lets Wither create a long chase.

    Watch for Wither removes Ryze's spacing over time and lets Nasus reach repeated Siphoning Strikes if the fight is extended.

    How to beat

    Hold the fight at max spell range and use Rune Prison after Wither starts, not before, so you can reset distance while the slow ramps. Do not stand inside Fury of the Sands longer than needed; root, step out, and re-enter with cooldowns. Punish him before he has a large Siphoning Strike stack count or heavy magic resist.

    Later If Nasus is allowed to stack and build durability, the side lane becomes much less comfortable and he can eventually outlast sloppy rotations. In teamfights Ryze should kite him with Rune Prison and burn him after his ultimate is committed to the frontline.

    • Wither is the matchup; if it is down, Nasus cannot touch you.
    • Do not trade in Fury of the Sands aura for free.
    • Rune Prison after Wither buys more distance than rooting before he slows you.
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  • Nidalee

    NidaleeEven

    Ryze wins if he survives the spear poke and catches Nidalee in root range, but Nidalee controls the approach with Javelin Toss, traps, brush speed, and Cougar disengage.

    Watch for Javelin Toss takes too much health before the duel begins if Ryze approaches in a straight line or from long range.

    How to beat

    Approach through minions and short angles so Javelin Toss cannot start the fight at maximum damage. Avoid Bushwhack before committing, because the resistance shred makes her Cougar burst much more dangerous. Once she uses Pounce forward or misses spear, Rune Prison and unload before Primal Surge resets the trade.

    Later Ryze wins enclosed side-lane fights where Nidalee cannot kite through brush, while Nidalee wins long poke patterns before objectives. In teamfights Ryze should avoid starting at low health from spears and punish Nidalee when she enters Cougar form to finish someone.

    • A trap hit is a real duel swing because it reduces magic resist.
    • Do not chase blindly through brush where Prowl and Pounce extend her spacing.
    • Root her after a forward Pounce, not while she can simply disengage.
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  • Nunu & Willump

    Nunu & WillumpFavoured

    Nunu is hard to chase but lacks the damage to beat Ryze alone unless Absolute Zero is allowed to channel for too long.

    Watch for Absolute Zero forces Ryze to either leave the area or lose the duel to a fully charged burst.

    How to beat

    Respect Ice Blast's slow, but do not panic; Nunu's follow-up damage is limited without a full ultimate. Save Rune Prison or simply walk out with Desperate Power when Absolute Zero starts. Fight away from minion waves when possible so Consume does not keep resetting his health during the trade.

    Later Ryze beats Nunu in side lane, though Nunu can disengage and waste time. In teamfights Nunu matters through Blood Boil and Absolute Zero zoning, so Ryze should interrupt or exit the channel and then burn the real carries.

    • Do not let him channel Absolute Zero in fog or brush for free.
    • Consume makes trades near minions slower, not unwinnable.
    • Ice Blast is annoying, but it is not enough damage by itself.
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  • Olaf

    OlafUnfavoured

    Olaf's Ragnarok ignores Rune Prison, and Undertow plus Reckless Swing lets him force the kind of melee all-in Ryze usually prevents.

    Watch for Ragnarok removes Ryze's root control during Olaf's all-in and lets him run straight through the spell cycle.

    How to beat

    Before level 6 or while Ragnarok is down, punish him hard with max-range spells and keep moving off Undertow lines. Once Ragnarok is available, do not commit unless Olaf is already low enough to die before reaching you. If he casts Ragnarok, use Desperate Power move speed defensively and kite away from his axe pickup path rather than trying to root him.

    Later Olaf remains a dangerous side-lane opponent because he ignores Ryze's main peel and deals true damage through durability. In teamfights Ryze should not be Olaf's first reachable target; play behind terrain or frontline until Ragnarok expires, then root and finish him.

    • Rune Prison does nothing during Ragnarok, so do not spend your escape plan into it.
    • Move perpendicular to Undertow so he cannot chain axe pickups easily.
    • Reckless Swing makes low-health baiting risky even when Olaf looks killable.
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  • Pantheon

    PantheonUnfavoured

    Pantheon can force short trades with Spear Shot and Aegis of Zeonia, and Ryze is vulnerable if stunned before he can start cycling spells.

    Watch for Aegis of Zeonia stuns Ryze and guarantees Pantheon's Heartseeker Strike window at melee range.

    How to beat

    Stay outside his stun range unless Rune Prison is ready and his passive shield has been removed. Poke off Aegis Protection with a low-commitment spell before using your full rotation. If he jumps in, root immediately after the stun, sidestep Heartseeker Strike's cone, and kite rather than trading autos into his burst window.

    Later Ryze scales into a better sustained damage champion, but Pantheon can still kill him in side lane if he starts the fight with stun and item advantage. In teamfights, track Grand Skyfall flanks and save Rune Prison for Pantheon after he lands or for the carry he dives with.

    • Break Aegis Protection before committing important damage.
    • Heartseeker Strike is avoidable if you move out of the cone after the stun ends.
    • Do not let repeated Spear Shot trades set up an all-in.
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  • Rammus

    RammusFavoured

    Ryze's magic damage ignores much of Rammus's armor identity, and Rune Prison can stop Rammus from sticking after Powerball.

    Watch for Puncturing Taunt forces Ryze to hit Rammus during Defensive Ball Curl and keeps him inside Tremors.

    How to beat

    Do not waste burst into Defensive Ball Curl if you can kite out its duration. When Powerball comes in, step aside if possible; if it connects, root after the taunt ends and move out of Tremors. Ryze wins by spacing and repeated spell rotations, not by standing still during Rammus's defensive window.

    Later Ryze beats Rammus in side lane unless Rammus chains taunt under tower or with allies nearby. In teamfights, Rammus is more pick and disruption than duel threat, so keep enough distance that Powerball cannot start on you for free.

    • Defensive Ball Curl gives magic resist too, so wait it out when possible.
    • Taunt plus Tremors is his real damage window.
    • Powerball is easier to answer if you fight away from narrow jungle paths.
    BuyMercury's TreadsQuicksilver SashShushei's Mana Jug
  • Shaco

    ShacoEven

    Ryze can kill Shaco quickly if he reveals the real engage, but Deceive, Jack In The Box fear, and Hallucinate can waste Ryze's targeted cooldowns.

    Watch for Deceive lets Shaco choose the starting angle and apply Backstab before Ryze can root him.

    How to beat

    Do not chase into boxes or brush; make Shaco come through open space where Rune Prison is reliable. After Deceive appears, root immediately unless Hallucinate is about to split your target choice. If clone is active, use movement and damage patterns to identify the real Shaco before spending every cooldown.

    Later Ryze wins straight side-lane fights when Shaco cannot set up boxes first, but Shaco wins messy ambushes and low-vision chases. In teamfights, Ryze should protect himself from flank angles and use Rune Prison when Shaco commits to a carry.

    • Jack In The Box turns a winning chase into a lost duel.
    • Deceive from behind is much more dangerous because of Backstab.
    • Do not dump your full combo into Hallucinate clone unless it is about to explode near you.
    BuyZhonya's HourglassNinja TabiSightstone
  • Shen

    ShenFavoured

    Shen can absorb some damage and taunt once, but Ryze's ranged magic DPS and root control outlast him in a pure duel.

    Watch for Shadow Dash taunts Ryze long enough for Shen to force melee trades or pull him under bad terrain and tower angles.

    How to beat

    Stay at max spell range and make Shen use Shadow Dash to start the fight, then root him after the taunt ends and walk back out. Do not blow all your damage into Feint if you can wait a moment for the shield to fall. If he channels Stand United in a duel, interrupt with Rune Prison damage timing only if you need to stop the map play; otherwise punish the channel with full damage.

    Later Ryze wins the side lane duel, but Shen's global ultimate can make him more valuable without fighting Ryze directly. In teamfights, Ryze should pressure Shen enough to stop free Stand United channels while saving root for taunt follow-up or carry peel.

    • Shadow Dash is his only real way to reach you.
    • Feint is a small timing tax, not a reason to disengage forever.
    • Stand United means Shen may leave the duel; punish the channel or push immediately.
    BuyMercury's TreadsQuicksilver Sash
  • Singed

    SingedEven

    Ryze can root and damage Singed from range, but Singed wins if he lands Fling and drags Ryze through Poison Trail during Insanity Potion.

    Watch for Fling puts Ryze behind Singed, forcing him through Poison Trail and breaking his preferred spacing.

    How to beat

    Do not chase directly behind Singed; attack from the side and keep Rune Prison for when he turns toward Fling range. If Mega Adhesive lands under you, move out before committing so he cannot guarantee the toss. Fight after Insanity Potion has been baited or when you have enough health to survive the poison path and finish him quickly.

    Later Singed can become hard for Ryze to pin in side lane because he clears waves and refuses clean duels. In teamfights Ryze should not chase him through the team; root him when he dives your backline and then swap damage to higher-value targets.

    • Never follow Poison Trail in a straight line just to keep casting.
    • Mega Adhesive plus Fling is the setup, not the damage by itself.
    • Root him as he turns in, not after he has already thrown you.
    BuyBoots of SwiftnessRylai's Crystal ScepterSpirit Visage
  • Sion

    SionEven

    Ryze can kite melee Sion, but Cryptic Gaze and Death's Caress give Sion a reliable stun-and-shield window that can swing the duel.

    Watch for Cryptic Gaze stuns Ryze long enough for Sion to close, detonate Death's Caress, and start Cannibalism attacks.

    How to beat

    Poke down Death's Caress or wait out its timing before committing full damage. Stay outside stun range when Rune Prison is down, and if Cryptic Gaze lands, root Sion as soon as control returns and disengage from Cannibalism. Your best all-in is after his shield has popped or expired and before his next stun is ready.

    Later Ryze wins side-lane fights where Sion cannot chain stun into sustained attacks, but Sion's lifesteal ultimate can punish extended melee trades. In teamfights, Ryze should break the shield safely and avoid being the first stunned target.

    • Death's Caress can absorb poke and then explode, so track its timer.
    • Cannibalism only matters if he is allowed to keep attacking.
    • Do not stand in stun range just to land one extra spell.
    BuyMercury's TreadsQuicksilver SashSeeker's Armguard
  • Sivir

    SivirEven

    Ryze has better lockdown and burst, but Sivir's Spell Shield can block Rune Prison and give her the opening to kite or turn with Boomerang Blade.

    Watch for Spell Shield blocks Rune Prison and refunds Sivir the tempo Ryze needs to start his combo.

    How to beat

    Bait Spell Shield with Overload or Spell Flux before using Rune Prison. Avoid fighting in a straight minion line where Boomerang Blade and Ricochet both hit cleanly. Once Spell Shield is down, root immediately and burst before On The Hunt lets her create distance or run you down with autos.

    Later Ryze can beat Sivir in side lane if he controls Spell Shield, but Sivir's teamfight utility and wave clear can keep him from finding clean angles. In teamfights, wait for Spell Shield to be used or force it with a lower-value spell before trying to lock her down.

    • Do not open with Rune Prison into Spell Shield.
    • Sidestep Boomerang Blade on the return path, not only the first throw.
    • On The Hunt can turn a won duel into a chase, so root before she gets full distance.
    BuyZhonya's HourglassNinja Tabi
  • Skarner

    SkarnerFavoured

    Ryze wins if he keeps Skarner out of sustained melee range, because Rune Prison breaks Skarner's approach and Ryze's spell rotation outranges Crystal Slash trading.

    Watch for Impale suppresses Ryze and drags him through Skarner's damage window if Skarner reaches melee range.

    How to beat

    Hold just outside Skarner's engage range and punish Crystalline Exoskeleton whenever the shield is down or quickly broken. Save Rune Prison for after he commits forward, then kite backward while cycling Overload and Spell Flux. Do not stand close enough for repeated Crystal Slash resets unless you are finishing him during Desperate Power.

    Later Finished Ryze is stronger in the side lane unless Skarner catches him with Impale near backup. In teamfights Skarner's pick threat matters more than his duel, so stay behind frontline and root him after he starts running in rather than before he chooses a target.

    • Breaking Crystalline Exoskeleton removes the speed Skarner needs to stay on you.
    • Rune Prison after his first step forward wastes more of his chase than rooting him at max range.
    • Do not ult early if Impale is still available and Skarner can drag you out of your spell-vamp window.
    BuyQuicksilver SashSpirit Visage
  • Sona

    SonaFavoured

    Sona's short control window is dangerous, but in a true duel she cannot match Ryze's repeated targeted damage and durability.

    Watch for Crescendo stuns Ryze long enough for Sona to create distance or unload Power Chord safely.

    How to beat

    Trade in short targeted bursts from 550 range and do not chase through minions until Crescendo is down. If she steps up for Hymn of Valor or a Power Chord, root her immediately and force a full rotation before she can reset with Aria of Perseverance. Commit with Desperate Power after Crescendo is used or when she is already rooted.

    Later Ryze wins any isolated side-lane meeting, but Sona is not trying to duel him. In teamfights she is valuable through Crescendo and auras, so Ryze should avoid clumping for her ultimate and burst her if she mispositions at spell range.

    • Count Power Chord; the damage-reduction chord can ruin your all-in timing.
    • Crescendo is her only real stop button against a rooted Ryze combo.
    • Her 550 range matches yours, so do not give free Hymn of Valor poke without answering.
    BuyMercury's TreadsBanshee's Veil
  • Soraka

    SorakaFavoured

    Soraka can interrupt a rotation with silence and heal through poke, but she lacks the damage to beat Ryze once he can stick a full combo.

    Watch for Infuse silences Ryze and can stop the spell chain that Arcane Mastery depends on.

    How to beat

    Bait Infuse with a single spell or a forward step, then wait out the silence before committing. Keep trades compact: Rune Prison into Spell Flux and Overload, then back out before repeated Starcalls shred your Magic Resist. Use Desperate Power only after Infuse is down so the spell-vamp window is not wasted.

    Later Ryze wins the side lane, especially once his damage outpaces her self-healing. In teamfights Soraka matters through Wish and defensive stats, so pressure her before she can reset the fight or force her global heal before your team commits.

    • Do not start your full combo into available Infuse.
    • Standing in repeated Starcall range makes the duel worse than it needs to be.
    • If Wish is available, expect her health bar to swing once before she actually dies.
    BuyMorellonomicon
  • Taric

    TaricFavoured

    Taric can stun and heal, but he is melee and Ryze can control the spacing well enough to deny his close-range damage.

    Watch for Dazzle stuns Ryze and lets Taric walk into Shatter and Radiance range.

    How to beat

    Respect Dazzle range and punish Taric after he uses it, because he has no second gap closer. Root him as he walks forward, then kite sideways so Radiance and melee attacks do not extend the trade. Commit only when Imbue is on cooldown or when you can burst through the heal with Desperate Power.

    Later Ryze wins isolated side-lane fights unless Taric is buying time for allies. In teamfights Taric's stun and aura are more relevant than his duel, so do not be the first target he can Dazzle before an engage.

    • Dazzle is worse for you when Taric is already close, so start backing up before the stun lands.
    • Shatter's armor does little against your magic damage, but its close-range burst matters if you let him stand on you.
    • Force Imbue before committing to the last rotation.
    BuyMercury's Treads
  • Teemo

    TeemoFavoured

    Teemo's blind barely affects Ryze's spell damage, and Rune Prison denies the kiting pattern Teemo needs to win.

    Watch for Noxious Trap slows and poisons Ryze, turning a winning chase into a bad extended trade.

    How to beat

    Fight from spell range and do not overvalue basic attacks, since Blinding Dart is mostly a distraction against you. Root Teemo when Move Quick is broken by your damage, then unload a full rotation before he can reset spacing. Avoid chasing through unwarded brush or lane paths where mushrooms turn the duel.

    Later Ryze wins direct side-lane fights if he controls trap paths, but Teemo can make the side lane annoying through mushrooms and chip damage. In teamfights Ryze contributes more reliable burst and control; use sweep/ward discipline before flanking through Teemo territory.

    • Blinding Dart does not stop Overload, Rune Prison, or Spell Flux.
    • A single spell hit disables Move Quick's passive speed and makes the root easier to convert.
    • Do not follow Camouflage bait into likely mushroom lines.
    BuyMercury's TreadsBanshee's Veil
  • Tristana

    TristanaEven

    Ryze can lock and burst Tristana, but Rocket Jump and Buster Shot can deny his short-range spell chain if she times them well.

    Watch for Buster Shot knocks Ryze out of combo range and can erase his Desperate Power window.

    How to beat

    Hold 550 range early, but recognize that Draw a Bead eventually lets Tristana hit you before you can answer. Try to bait Rocket Jump first; if she jumps aggressively, root her on landing and punish while the reset is unavailable. Save your hardest commit for after Buster Shot or when Rune Prison guarantees she cannot immediately create space.

    Later Tristana becomes much harder in the side lane as her range scales and her damage uptime improves. In teamfights Ryze should not front-to-back duel her at max range; look for flash/root angles or punish her after Rocket Jump is used.

    • Root her after Rocket Jump lands, not while she is still outside your follow-up range.
    • Buster Shot can waste your ultimate if you cast Desperate Power too early.
    • Her late range changes the matchup more than most marksmen in this list.
    BuyZhonya's HourglassNinja TabiFrozen Heart
  • Tryndamere

    TryndamereUnfavoured

    Ryze can kite Tryndamere for a while, but Spinning Slash plus Undying Rage makes it difficult to finish him before he reaches and kills you.

    Watch for Undying Rage prevents Tryndamere from dying during Ryze's burst window and lets him keep attacking through the root timing.

    How to beat

    Keep maximum spacing and use Rune Prison after Spinning Slash, not before, unless you are preventing an immediate lethal hit. Poke until he is forced to use Bloodlust defensively, then disengage when Undying Rage starts instead of dumping cooldowns into it. Re-enter only as the invulnerability is ending and you have root ready.

    Later Tryndamere is the better side-lane duelist once finished, especially if he can force long chases. Ryze is more useful in grouped fights, where he should root Tryndamere after the spin and kite out Undying Rage with teammates.

    • Never spend your full combo into the first second of Undying Rage.
    • If Spinning Slash is still available, Rune Prison may only delay the real engage.
    • Mocking Shout's slow matters more than its Attack Damage reduction against you.
    BuyZhonya's HourglassNinja TabiRanduin's Omen
  • Twisted Fate

    Twisted FateFavoured

    Twisted Fate has poke and pick tools, but Ryze wins the direct duel because Rune Prison is more reliable than Pick A Card once both are in range.

    Watch for Gold Card from Pick A Card stuns Ryze and gives Twisted Fate the only clean window to land Wild Cards and disengage.

    How to beat

    Watch his card cycle and back off when Gold Card is locked unless you can root first. Once Pick A Card is spent, walk into 550 range and force a full Ryze rotation; Twisted Fate has no combat mobility to escape Rune Prison. Keep minions from giving him free Wild Cards poke before the all-in.

    Later Ryze wins side-lane duels, but Twisted Fate changes the map with Gate and Destiny rather than fighting fair. In teamfights Ryze should pressure him when Gold Card is down and respect flank teleports that turn a 1v1 into a collapse.

    • Do not trade into a locked Gold Card unless your root lands first.
    • Destiny's slow can make your retreat fail even if he is not winning the duel alone.
    • If Gate is down, Twisted Fate has no escape from Rune Prison.
    BuyMercury's TreadsBanshee's Veil
  • Twitch

    TwitchEven

    Ryze can burst Twitch if he reveals and roots him, but Ambush openers and Spray and Pray can kill Ryze before the spell chain finishes.

    Watch for Ambush lets Twitch choose the first hit and stack Deadly Venom before Ryze has targeted him.

    How to beat

    Do not stand alone in obvious Ambush angles without vision, because Twitch's best duel starts before you can click him. Once he appears, root immediately if he is in Spray and Pray stance, then burst while moving sideways to reduce free follow-up autos. If Venom Cask lands first and you are already stacked, disengage before Expunge converts it.

    Later The side-lane duel depends heavily on who sees whom first; visible Twitch is killable, invisible Twitch is favored. In teamfights Ryze should hold root for Twitch's reveal or flank path rather than spending it on the frontline.

    • Sightstone-style vision is a real combat item against Ambush picks.
    • Do not wait to root during Spray and Pray; every extra bolt improves Expunge.
    • If Twitch opens from max range, your first job is closing to targeted spell range.
    BuySightstoneZhonya's HourglassNinja Tabi
  • Vayne

    VayneUnfavoured

    Vayne's mobility, Condemn disengage, and Silver Bolts make the fight difficult once she survives Ryze's first root.

    Watch for Condemn knocks Ryze out of range or stuns him against terrain, breaking the combo window.

    How to beat

    Fight away from walls and do not chase in a straight line where Condemn can pin you. Force Tumble first with movement or a light trade, then root her before Final Hour lets her reset with invisible tumbles. If Condemn is available, commit only when you can kill quickly or when her angle cannot create distance.

    Later Vayne is the stronger finished side-lane duelist if she has room to kite. Ryze is still dangerous in teamfights through point-and-click root, so hold Rune Prison for when she exits Tumble invisibility or steps into spell range to hit a priority target.

    • Wall position decides whether Condemn is a shove or a death sentence.
    • Final Hour makes guessing after Tumble risky; wait for her to reappear before casting targeted spells.
    • Silver Bolts punishes long trades, so your win condition is a short root burst.
    BuyZhonya's HourglassNinja TabiFrozen Heart
  • Veigar

    VeigarEven

    Ryze has better sustained combat, but Veigar's Event Horizon into Primordial Burst can punish Ryze's short range brutally.

    Watch for Event Horizon stuns Ryze if he crosses the edge, setting up Dark Matter and Primordial Burst.

    How to beat

    Do not walk through the cage edge; stop inside or outside it and wait for a clean path before continuing the combo. Bait Event Horizon with forward movement, then punish its cooldown with Rune Prison and Desperate Power. Keep health high enough that Primordial Burst cannot execute you after one stun.

    Later Veigar's finished burst becomes more threatening because Primordial Burst scales off your AP as well as his damage. Ryze can still win side-lane fights if Event Horizon misses, while in teamfights he should avoid being the trapped target and punish Veigar after the cage is spent.

    • Your AP makes Primordial Burst more dangerous than it looks from base damage alone.
    • Standing still inside Event Horizon is often better than panicking through the wall.
    • If Veigar misses Dark Matter after cage, you can usually turn immediately.
    BuyBanshee's VeilMercury's TreadsQuicksilver Sash
  • Warwick

    WarwickEven

    Ryze can kite and outdamage Warwick at range, but Infinite Duress plus Hungering Strike gives Warwick a real all-in if he reaches him.

    Watch for Infinite Duress suppresses Ryze and lets Warwick force his healing damage before Ryze can kite.

    How to beat

    Keep Warwick at the edge of Rune Prison range and punish him before he is low enough for Blood Scent chase pressure to matter. Save root for after he starts moving in, then unload while backing away from repeated Hungering Strike range. If Infinite Duress is up, keep enough health that the suppress does not decide the duel by itself.

    Later Ryze generally has the better side-lane damage if he is not caught by suppression first. In teamfights Warwick's point-and-click lockdown is the bigger issue, so position so Infinite Duress does not start the fight on you.

    • Blood Scent turns low-health kiting into a trap; reset before it gives him the chase.
    • Rune Prison does not stop Infinite Duress if he is already in cast range.
    • Grievous Wounds helps only if Warwick's healing is the reason he is surviving your rotation.
    BuyQuicksilver SashMorellonomiconMercury's Treads
  • Wukong

    WukongEven

    Ryze can beat Wukong if he roots the real engage, but Decoy and Cyclone can waste Ryze's target window and win the close-range fight.

    Watch for Decoy breaks Ryze's target tracking and can cause him to spend cooldowns on the clone or miss the real re-engage timing.

    How to beat

    Hold range until Nimbus Strike is used, then root Wukong after he lands rather than before he has committed. If he uses Decoy, stop casting targeted spells for a beat and reposition away from the likely reappearance path. Commit after Decoy or Cyclone is down; do not stand in Cyclone just to finish one more spell.

    Later Wukong remains dangerous in side lanes because he can force melee contact and outplay with Decoy. Ryze is stronger in controlled teamfights if he survives Cyclone, so stay spread enough that Wukong cannot knock up your whole backline while reaching you.

    • Nimbus Strike is the real commit; root the landing spot.
    • Do not auto-target instantly after Decoy or you may lose the combo window.
    • Cyclone's knockup interrupts your rhythm, so kite first and cast after he passes.
    BuyZhonya's HourglassNinja TabiGlacial Shroud
  • Zilean

    ZileanEven

    Ryze wins the raw damage trade if he sticks, but Zilean's range, slows, and Chronoshift make actually finishing him awkward.

    Watch for Chronoshift denies Ryze's kill and forces him to fight through the same target twice.

    How to beat

    Do not chase endlessly through Time Warp slows; take short trades when Zilean walks into 600-to-550 range to place Time Bomb. Bait Chronoshift before using Desperate Power if possible, then back off and re-engage as the revive ends. If Rewind gives him repeated bombs and slows, wait for a missed bomb timing rather than forcing through every cooldown.

    Later Ryze is the better sustained side-lane fighter if Chronoshift is unavailable, but Zilean can stall and waste time extremely well. In teamfights Ryze should track Chronoshift and either force it on a low-value target or swap targets until the revive expires.

    • Time Bomb range is slightly longer than your spell range, so expect him to poke first.
    • Do not spend your whole ultimate killing a Chronoshift target at the start of the buff.
    • Time Warp can be used as a slow on you or a speed boost on him; judge both escape lines.
    BuyMercury's TreadsBanshee's Veil
18
Attack damage
106
Ability power
283.6
Armor
189.2
Magic resist
97.6
Attack speed
0.849
Cooldown reduction
24%
Critical strike chance
0%
Move speed
397.1
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,808
Health regen
33.15 / 5s
Mana
2,520
Resource regen
30.8 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
3%
Spell vamp
3%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Overloadrank 5/5

    Damage
    437
  • W

    Rune Prisonrank 5/5

    Damage
    484
  • E

    Spell Fluxrank 5/5

    Damage
    254

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second90
Attacks per second
0.849
Average hit
106
Normal hit
106
Critical hit
212
Armor after penetration
0
Magic resist after penetration
0
Life steal healing
2.7 / s
Time to kill
11.1s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
106
Ability power
0
Armor
85.2
Magic resist
30
Attack speed
0.849
Cooldown reduction
0%
Critical strike chance
0%
Move speed
335
18

Resources

Health
1,908
Health regen
14.25 / 5s
Mana
1,240
Resource regen
17.8 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Overloadrank 5/5

    Damage
    241
  • W

    Rune Prisonrank 5/5

    Damage
    256
  • E

    Spell Fluxrank 5/5

    Damage
    142

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second90
Attacks per second
0.849
Average hit
106
Normal hit
106
Critical hit
212
Armor after penetration
0
Magic resist after penetration
0
Time to kill
11.1s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
106
Ability power
462.74
Armor
85.2
Magic resist
30
Attack speed
0.849
Cooldown reduction
4%
Critical strike chance
0%
Move speed
380
18

Click an item to leave it out of the numbers.

Resources

Health
2,568.6
Health regen
14.25 / 5s
Mana
2,120
Resource regen
27.8 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Overloadrank 5/5

    Damage
    493
  • W

    Rune Prisonrank 5/5

    Damage
    585
  • E

    Spell Fluxrank 5/5

    Damage
    319

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second91.8
Attacks per second
0.849
Average hit
108.1
Normal hit
108.1
Critical hit
216.2
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
10.9s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.