Wild Rift: RYZE Build Guide (7.2A)

LoL Wild Rift: RYZE
BUFFED
97
65 449
11 Jul 2026
Damage
Toughness
Utility
Difficulty

League of Legends: Wild Rift RYZE, role - Mage. Use the guidelines to take your RYZE Wild Rift champion play style to the next level. Study in detail the build of items, runes, spells, skills that need to be developed in the first place. In order to find out what position RYZE is in the rating table, go to the - Tier List page.

attackdamage 54 (3.5) 
heal 660 (136)
healthregeneration 12 (0.86)
attackspeed 0.75 (0)
mana 340 (60)
mpreg 10 (1)
movementspeed 360 (0)
armor 40 (5)
magicresistance 40 (2)
criticalstrike 175 (0)


ARCANE MASTERY
P

(PASSIVE) ARCANE MASTERY

Gains 0% max Mana (10% abilitypower). Ryze's abilities deal additional damage based on his bonus Mana.

OVERLOAD
Q

(Q) OVERLOAD

5s 35/33/31/29

OVERLOAD PassivePassive: Rune Prison and Spell Flux refresh Overload's cooldown and charge a rune for 4 second(s) (max 2 runes).

Magic Blast (Active): Unleashes a blast, dealing 70 magic damage (70/95/120/145 + 45% abilitypower + 2% bonus mana) to the first enemy hit. If the target has Flux on them, it is consumed, causing Overload to deal 25% increased damage and bounce to nearby enemies with Flux.

Runic Haste (Active)Runic Haste (Active): When two runes are charged, Ryze discharges them, granting himself 20/27.5/35/42.5% bonus Movement Speed for 2 second(s).

Deals 40% damage to monsters.

RUNE PRISON
W

(W) RUNE PRISON

10/9/8/7s 35/50/65/80

Deals 70 magic damage (70/110/150/190 + 65% abilitypower + 4% bonus mana) and slows by 50% for 1.5 second(s).

If the target has Flux, it is consumed, and Rune Prison roots instead of slowing.

SPELL FLUX
E

(E) SPELL FLUX

3.3/3/2.8/2.5s 30/40/50/60

Fires an orb, dealing 80 magic damage (80/110/140/170 + 40% abilitypower + 2% bonus mana) and applying Flux for 4 second(s) to the target and nearby enemies.

If the enemy is already afflicted with Flux, its duration is refreshed, and it spreads further to enemies nearby.

REALM WARP
R

(R) REALM WARP

110/95/80s

Passive: Increases Overload's damage bonus against targets with Flux to 50/75/100%.

Active: Opens a portal to a target location. After 2 second(s), allied champions and minions near the portal are teleported to the location, and they gain 35% Movement Speed for 2 second(s). Ryze's basic ability cooldowns are reset after the teleport.

If Ryze becomes immobilized or crowd controlled by disables such as knock up, knock back, or stun, the portal is canceled.

RYZE Meta Overview — Ranks & Performance Analytics

This meta overview presents RYZE’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where RYZE performs best and how her impact changes in the evolving Wild Rift meta.

Updated: 25 JUL 2026 UTC 00:00
Last 7 days analytics
Build Counters Counter Items Tips Con Game Plan Power Spikes

Mid RYZE Build items and runes

The information below will help you get familiar with the game on the Mid Line RYZE. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Tear of the Goddess Tear of the Goddess (Increases Mana). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Tear of the Goddess Wild Rift
Tear of the Goddess

Tear of the Goddess
Increases Mana

+200 Max Mana
+5 Ability Haste

Awe: 10% of Mana spent is refunded.
Mana Charge: Increases max Mana by 6 every time Mana is spent. Caps at 700 bonus Mana. Triggers up to 3 times every 10 seconds. You may only carry one Tear of the Goddess item at a time.

500

Core
Wild Rift Items: Rod of Ages
Rod of Ages

Rod of Ages
Stats grow over time

+350 Max Health
+50 Ability Power
+400 Max Mana

Eternity: Restore Mana equal to 15% of the damage taken from champions. Regen Health equal to 20% Mana spent. Capped at 25 Health per cast.
Veteran: Each stack provides 15 Health, 30 Mana and 4 Ability Power, stacking at a rate of 1 every 35 seconds. Max of 10 stacks, providing 150 Health, 300 Mana, and 40 Ability Power.

2700

Rod of Ages TIPS: This item grows stronger over the course of the game, gradually increasing its stats and becoming one of the best scaling options available. It provides an excellent balance of durability, mana, and Ability Power while restoring both health and mana during combat, allowing you to stay in fights much longer. A perfect choice for mages and AP bruisers who thrive in the late game and excel in extended teamfights.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Seraph's Embrace
Seraph's Embrace

Seraph's Embrace
Converts Mana to Ability Power

+60 Ability Power
+1200 Max Mana
+25 Ability Haste

Awe: Grants Ability Power equal to 2% max Mana and refunds 25% of all Mana spent.
Lifeline: Damage that puts you under 35%  Health consumes 20% of your current Mana to grant a shield, equal to that amount +100 for 2 seconds. (70s cooldown).

2950

Seraph's Embrace TIPS: This item is perfect for mages who need a large mana pool and survivability in team fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste, helping you deal damage and use your abilities effectively. The "Awe" effect increases your ability power based on your maximum mana and refunds a portion of mana spent, allowing you to stay in fights longer. The "Lifeline" effect activates when your health drops below 35%, granting a shield that helps you survive the initial burst damage and prolong your presence in the fight. This item is ideal for champions who want to scale well into the late game with a large amount of AP and mana, while also gaining extra survivability.

Boots
Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Spellslinger's Shoes
Spellslinger's Shoes

Spellslinger's Shoes
Deal bonus damage to minions

+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.

2200

Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.

T3
TIPS: Finally, for your items, you should build Rod of Ages Rod of Ages (Stats grow over time) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Seraph's Embrace Seraph's Embrace (Converts Mana to Ability Power).

Maybe now it's time to think about upgrading your boot, invest in Spellslinger's Shoes Spellslinger's Shoes (Deal bonus damage to minions).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Rod of Ages
Rod of Ages

Rod of Ages
Stats grow over time

+350 Max Health
+50 Ability Power
+400 Max Mana

Eternity: Restore Mana equal to 15% of the damage taken from champions. Regen Health equal to 20% Mana spent. Capped at 25 Health per cast.
Veteran: Each stack provides 15 Health, 30 Mana and 4 Ability Power, stacking at a rate of 1 every 35 seconds. Max of 10 stacks, providing 150 Health, 300 Mana, and 40 Ability Power.

2700

Rod of Ages TIPS: This item grows stronger over the course of the game, gradually increasing its stats and becoming one of the best scaling options available. It provides an excellent balance of durability, mana, and Ability Power while restoring both health and mana during combat, allowing you to stay in fights much longer. A perfect choice for mages and AP bruisers who thrive in the late game and excel in extended teamfights.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Seraph's Embrace
Seraph's Embrace

Seraph's Embrace
Converts Mana to Ability Power

+60 Ability Power
+1200 Max Mana
+25 Ability Haste

Awe: Grants Ability Power equal to 2% max Mana and refunds 25% of all Mana spent.
Lifeline: Damage that puts you under 35%  Health consumes 20% of your current Mana to grant a shield, equal to that amount +100 for 2 seconds. (70s cooldown).

2950

Seraph's Embrace TIPS: This item is perfect for mages who need a large mana pool and survivability in team fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste, helping you deal damage and use your abilities effectively. The "Awe" effect increases your ability power based on your maximum mana and refunds a portion of mana spent, allowing you to stay in fights longer. The "Lifeline" effect activates when your health drops below 35%, granting a shield that helps you survive the initial burst damage and prolong your presence in the fight. This item is ideal for champions who want to scale well into the late game with a large amount of AP and mana, while also gaining extra survivability.

Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Banshee's Veil
Wild Rift Items: Hextech Roketbelt
Wild Rift Items: Oceanid's Trident
Wild Rift Items: Morellonomicon
Blocks an enemy ability
Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Banshee's Veil Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Small dash
Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Hextech Roketbelt
Hextech Roketbelt

Hextech Roketbelt
Small dash

+250 Max Health
+70 Ability Power
+20 Ability Haste

Protobelt (Active): Dash forward and unleash a cone of missiles, dealing 100 plus 10% magic damage. (30s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.

2700

Hextech Roketbelt TIPS: This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.

Hextech Roketbelt Hextech Roketbelt — This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Anti-Shielding
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+80 Ability Power
+10 Ability Haste

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Oceanid's Trident Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.
Magic damage reduces enemy healing
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Morellonomicon
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+300 Max Health
+75 Ability Power
+15 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2650

Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.

Morellonomicon Morellonomicon — This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.

Summoner Spells

If you want to use this RYZE Mid build, you should take Flash Flash (Teleport a short distance) and Ignite Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.

Cooldown: 110s

Runes BUILD

For runes, you should pick Phase Rush Phase Rush (Hitting the enemy champion(s) with basic attacks or abilities multiple times grants Movement Speed and Ability Haste.) as your keystone, followed by Manaflow Band Manaflow Band (Increases max Mana when an ability hits an enemy champions.), Absolute Focus Absolute Focus (Gain an adaptive bonus while your Health is above a threshold.) and Scorch Scorch (Deals bonus damage to champions on ability hit.) in the primary tree, as well as Bone Plating Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: Phase Rush

Phase Rush
Mobility, Ability Haste

Using basic attacks or abilities on an enemy champion 3 time(s) within 4s grants Movement Speed and reduces the remaining cooldown of basic abilities by 20%.

Duration: 3s.
Movement Speed bonus: Melee - 40%-60% () | Ranged - 20-35% ().
Ability Haste: 10.
Slow Resist: 60%.

Cooldown: 21-7s ()

Phase Rush
Mobility, Ability Haste
Hitting the enemy champion(s) with basic attacks or abilities multiple times grants Movement Speed and Ability Haste.
Wild Rift Inspiration Runes: Manaflow Band

Manaflow Band
Increase Mana

Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

Manaflow Band
Increase Mana
Increases max Mana when an ability hits an enemy champions.
Wild Rift Inspiration Runes: Absolute Focus

Absolute Focus
Gain Attack Damage/Ability Power at high Health

While above 65% Health, gain a bonus 2–20 Attack Damage () or 2–30 Ability Power () (Adaptive).

Absolute Focus
Gain Attack Damage/Ability Power at high Health
Gain an adaptive bonus while your Health is above a threshold.
Wild Rift Inspiration Runes: Scorch

Scorch
Abilities deal bonus damage

Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage () after 1 seconds.

Cooldown: 8s

Scorch
Abilities deal bonus damage
Deals bonus damage to champions on ability hit.
Wild Rift Resolve Runes: Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Bone Plating
Anti-Burst Damage
Reduces incoming damage.

Situational Runes

Сhange
Botanist
Transcendence
Nimbus Cloak
Perseverance
Battle Zeal
Empowered plant effects
Manaflow Band
Manaflow Band

Manaflow Band
Increase Mana

Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

Botanist
Botanist

Botanist
Empowered plant effects

When you destroy a plant, gain 30 gold and empowered plant effects. Soulflowers near the turrets also grant additional bonuses.

Honeyfruit: Heal is increased by 20% when consumed.
Scryer's Bloom: Vision granted lasts 20% longer when destroyed.
Blast Cone: Gain 40% Movement Speed for 2.5 second(s) after the knockback.

Botanist Botanist — This rune enhances interactions with map plants, providing extra gold and useful bonuses. It is ideal for players who активно перемещаются по карте и используют окружение для получения преимущества. It works best on junglers and roaming champions where controlling resources, moving efficiently, and gaining extra value from map interactions is important.
Reduces ability cooldowns
Absolute Focus
Absolute Focus

Absolute Focus
Gain Attack Damage/Ability Power at high Health

While above 65% Health, gain a bonus 2–20 Attack Damage () or 2–30 Ability Power () (Adaptive).

Transcendence
Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Transcendence Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
Spells increase Movement Speed
Scorch
Scorch

Scorch
Abilities deal bonus damage

Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage () after 1 seconds.

Cooldown: 8s

Nimbus Cloak
Nimbus Cloak

Nimbus Cloak
Spells increase Movement Speed

After using a Spell (Flash, Ignite, etc.), 10% - 40% movement bonus for 3 seconds. The speedup effectiveness depends on the Spell's cooldown.

Nimbus Cloak Nimbus Cloak — The rune grants a movement speed bonus after casting a Summoner Spell, increasing your speed for a few seconds. The effectiveness of the speed boost depends on the cooldown of the Summoner Spell. This rune is useful for champions who actively use their summoner spells for mobility, such as assassins or mages, as it allows for quick movement across the map and faster maneuvers after casting spells.
Increase survivability when crowd controlled
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Perseverance
Perseverance

Perseverance
Increase survivability when crowd controlled

Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance () for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.

Perseverance Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
Increase damage during prolonged battles
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Battle Zeal
Battle Zeal

Battle Zeal
Increase damage during prolonged battles

Gain 1.4% stacking basic ability damage amplification every 1 second(s) while in combat with a champion. Stacks up to 3 times and only takes effect against enemy champions.

Battle Zeal Battle Zeal — This rune increases damage during extended fights, making you stronger the longer the combat lasts. It is ideal for champions who thrive in prolonged trades and sustained pressure. It works best on fighters, mages, and some marksmen who can stay in combat and gradually ramp up their damage.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
OVERLOAD

(Q) OVERLOAD

5s 35/33/31/29

OVERLOAD PassivePassive: Rune Prison and Spell Flux refresh Overload's cooldown and charge a rune for 4 second(s) (max 2 runes).

Magic Blast (Active): Unleashes a blast, dealing 70 magic damage (70/95/120/145 + 45% abilitypower + 2% bonus mana) to the first enemy hit. If the target has Flux on them, it is consumed, causing Overload to deal 25% increased damage and bounce to nearby enemies with Flux.

Runic Haste (Active)Runic Haste (Active): When two runes are charged, Ryze discharges them, granting himself 20/27.5/35/42.5% bonus Movement Speed for 2 second(s).

Deals 40% damage to monsters.

(Q) OVERLOAD
















RUNE PRISON

(W) RUNE PRISON

10/9/8/7s 35/50/65/80

Deals 70 magic damage (70/110/150/190 + 65% abilitypower + 4% bonus mana) and slows by 50% for 1.5 second(s).

If the target has Flux, it is consumed, and Rune Prison roots instead of slowing.

(W) RUNE PRISON
















SPELL FLUX

(E) SPELL FLUX

3.3/3/2.8/2.5s 30/40/50/60

Fires an orb, dealing 80 magic damage (80/110/140/170 + 40% abilitypower + 2% bonus mana) and applying Flux for 4 second(s) to the target and nearby enemies.

If the enemy is already afflicted with Flux, its duration is refreshed, and it spreads further to enemies nearby.

(E) SPELL FLUX
















REALM WARP

(R) REALM WARP

110/95/80s

Passive: Increases Overload's damage bonus against targets with Flux to 50/75/100%.

Active: Opens a portal to a target location. After 2 second(s), allied champions and minions near the portal are teleported to the location, and they gain 35% Movement Speed for 2 second(s). Ryze's basic ability cooldowns are reset after the teleport.

If Ryze becomes immobilized or crowd controlled by disables such as knock up, knock back, or stun, the portal is canceled.

(R) REALM WARP
















Mid RYZE Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Mid RYZE. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

LoL Wild Rift: RYZE

Threats

Extreme
[8]
Major
[11]
Even
[18]
Minor
[5]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Synergies

Ideal
[10]
Strong
[10]
Ok
[8]
Low
[8]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Mid RYZE Counter Items

We have prepared a list of items and spells that will help counter Mid RYZE in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against RYZE combo.
Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Increases Magic resist

+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed

1200

Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+60 Magic Resistance
+5% Move Speed

Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Kaenic Rookern
Kaenic Rookern

Kaenic Rookern
Gains a magic shield when out of combat

+350 Max Health
+100% Health Regen
+75 Magic Resistance

Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health.

2800

Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.

Wild Rift Items: Abyssal Mask
Abyssal Mask

Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours

+400 Max Health
+55 Magic Resistance
+10 Ability Haste

Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.

3000

Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Wild Rift Items: Quicksilver Sash
Quicksilver Sash

Quicksilver Sash
Dispels crowd control

Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

1100

Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.

LoL Wild Rift Seeker's Armguard
Seeker's Armguard

Seeker's Armguard
Turn invulnerable

+20 Armor
+35 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1200

Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Mercurial Scimitar
Mercurial Scimitar

Mercurial Scimitar
Dispels crowd control

+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance

Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

3100

Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.

Wild Rift Items: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3000

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.

Cooldown: 110s

Reduces Mobility

Items that can decrease RYZE mobility.
Exhaust Wild Rift
Exhaust

Exhaust

Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.

Cooldown: 100s

Wild Rift Items: Serylda’s Grudge
Serylda’s Grudge

Serylda’s Grudge
Armor Penetration (%) and apply slows

+40 Attack Damage
+15 Ability Haste

Last Whisper: Gain  +33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 () + 15% bonus) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)

3300

Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.

Wild Rift Items: Rylai's Crystal Scepter
Rylai's Crystal Scepter

Rylai's Crystal Scepter
Abilities apply slows

+350 Max Health
+65 Ability Power

Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.

2700

Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.

Wild Rift Items: Iceborn Gauntlet
Iceborn Gauntlet

Iceborn Gauntlet
Attacks create a slowing field

+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste

Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor ) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)

Damage is reduced vs structures.

3100

Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.

Wild Rift Items: Stridebreaker
Stridebreaker

Stridebreaker
Slows enemies nearby after a short dash

+400 Max Health
+40 Attack Damage
+15% Attack Speed

Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.

3100

Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.

Mid RYZE Tips

Only for Premium members.
Join our community and unlock the all premium content!

Mid RYZE Strengths and Weaknesses

Only for Premium members.
Join our community and unlock the all premium content!

Mid RYZE Strategy and Tactics

Only for Premium members.
Join our community and unlock the all premium content!

Mid RYZE Power Spikes

Only for Premium members.
Join our community and unlock the all premium content!

Build Counters Counter Items Tips Con Game Plan Power Spikes

Solo Baron RYZE Build items and runes

The information below will help you get familiar with the game on the Solo Baron Line RYZE. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.

Key items

TIPS: Start your build with Tear of the Goddess Tear of the Goddess (Increases Mana). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed Boots of Speed at an early stage.
Start
Tear of the Goddess Wild Rift
Tear of the Goddess

Tear of the Goddess
Increases Mana

+200 Max Mana
+5 Ability Haste

Awe: 10% of Mana spent is refunded.
Mana Charge: Increases max Mana by 6 every time Mana is spent. Caps at 700 bonus Mana. Triggers up to 3 times every 10 seconds. You may only carry one Tear of the Goddess item at a time.

500

Core
Wild Rift Items: Seraph's Embrace
Seraph's Embrace

Seraph's Embrace
Converts Mana to Ability Power

+60 Ability Power
+1200 Max Mana
+25 Ability Haste

Awe: Grants Ability Power equal to 2% max Mana and refunds 25% of all Mana spent.
Lifeline: Damage that puts you under 35%  Health consumes 20% of your current Mana to grant a shield, equal to that amount +100 for 2 seconds. (70s cooldown).

2950

Seraph's Embrace TIPS: This item is perfect for mages who need a large mana pool and survivability in team fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste, helping you deal damage and use your abilities effectively. The "Awe" effect increases your ability power based on your maximum mana and refunds a portion of mana spent, allowing you to stay in fights longer. The "Lifeline" effect activates when your health drops below 35%, granting a shield that helps you survive the initial burst damage and prolong your presence in the fight. This item is ideal for champions who want to scale well into the late game with a large amount of AP and mana, while also gaining extra survivability.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Rod of Ages
Rod of Ages

Rod of Ages
Stats grow over time

+350 Max Health
+50 Ability Power
+400 Max Mana

Eternity: Restore Mana equal to 15% of the damage taken from champions. Regen Health equal to 20% Mana spent. Capped at 25 Health per cast.
Veteran: Each stack provides 15 Health, 30 Mana and 4 Ability Power, stacking at a rate of 1 every 35 seconds. Max of 10 stacks, providing 150 Health, 300 Mana, and 40 Ability Power.

2700

Rod of Ages TIPS: This item grows stronger over the course of the game, gradually increasing its stats and becoming one of the best scaling options available. It provides an excellent balance of durability, mana, and Ability Power while restoring both health and mana during combat, allowing you to stay in fights much longer. A perfect choice for mages and AP bruisers who thrive in the late game and excel in extended teamfights.

Boots
Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Spellslinger's Shoes
Spellslinger's Shoes

Spellslinger's Shoes
Deal bonus damage to minions

+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.

2200

Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.

T3
TIPS: Finally, for your items, you should build Seraph's Embrace Seraph's Embrace (Converts Mana to Ability Power) as your first item, followed by Boots of Mana Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Rod of Ages Rod of Ages (Stats grow over time).

Maybe now it's time to think about upgrading your boot, invest in Spellslinger's Shoes Spellslinger's Shoes (Deal bonus damage to minions).

The remaining last three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield.
Example build
Wild Rift Items: Seraph's Embrace
Seraph's Embrace

Seraph's Embrace
Converts Mana to Ability Power

+60 Ability Power
+1200 Max Mana
+25 Ability Haste

Awe: Grants Ability Power equal to 2% max Mana and refunds 25% of all Mana spent.
Lifeline: Damage that puts you under 35%  Health consumes 20% of your current Mana to grant a shield, equal to that amount +100 for 2 seconds. (70s cooldown).

2950

Seraph's Embrace TIPS: This item is perfect for mages who need a large mana pool and survivability in team fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste, helping you deal damage and use your abilities effectively. The "Awe" effect increases your ability power based on your maximum mana and refunds a portion of mana spent, allowing you to stay in fights longer. The "Lifeline" effect activates when your health drops below 35%, granting a shield that helps you survive the initial burst damage and prolong your presence in the fight. This item is ideal for champions who want to scale well into the late game with a large amount of AP and mana, while also gaining extra survivability.

Wild Rift Items: Boots of Mana
Boots of Mana

Boots of Mana
Ability Power, Magic Pen, Mana Regeneration

+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed

Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.

1200

Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.

Wild Rift Items: Rod of Ages
Rod of Ages

Rod of Ages
Stats grow over time

+350 Max Health
+50 Ability Power
+400 Max Mana

Eternity: Restore Mana equal to 15% of the damage taken from champions. Regen Health equal to 20% Mana spent. Capped at 25 Health per cast.
Veteran: Each stack provides 15 Health, 30 Mana and 4 Ability Power, stacking at a rate of 1 every 35 seconds. Max of 10 stacks, providing 150 Health, 300 Mana, and 40 Ability Power.

2700

Rod of Ages TIPS: This item grows stronger over the course of the game, gradually increasing its stats and becoming one of the best scaling options available. It provides an excellent balance of durability, mana, and Ability Power while restoring both health and mana during combat, allowing you to stay in fights much longer. A perfect choice for mages and AP bruisers who thrive in the late game and excel in extended teamfights.

Wild Rift Items: Rabadon's Deathcap
Rabadon's Deathcap

Rabadon's Deathcap
Boosts Ability Power

+130 Ability Power

Overkill: Increases Ability Power by 30%.

3400

Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Situational items

Buy items that will effectively counter your opponents, help you and your allies. Use this section to find out which items will be useful to you in a particular situation.
Сhange
Wild Rift Items: Banshee's Veil
Wild Rift Items: Hextech Roketbelt
Wild Rift Items: Morellonomicon
Wild Rift Items: Oceanid's Trident
Blocks an enemy ability
Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Banshee's Veil Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Small dash
Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Hextech Roketbelt
Hextech Roketbelt

Hextech Roketbelt
Small dash

+250 Max Health
+70 Ability Power
+20 Ability Haste

Protobelt (Active): Dash forward and unleash a cone of missiles, dealing 100 plus 10% magic damage. (30s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.

2700

Hextech Roketbelt TIPS: This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.

Hextech Roketbelt Hextech Roketbelt — This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Magic damage reduces enemy healing
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Morellonomicon
Morellonomicon

Morellonomicon
Magic damage reduces enemy healing

+300 Max Health
+75 Ability Power
+15 Ability Haste

Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

2650

Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.

Morellonomicon Morellonomicon — This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Anti-Shielding
Wild Rift Items: Void Staff
Void Staff

Void Staff
Magic Penetration (%)

+95 Ability Power
+40% Magic Penetration

3000

Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.

Wild Rift Items: Oceanid's Trident
Oceanid's Trident

Oceanid's Trident
Anti-Shielding

+200 Max Health
+80 Ability Power
+10 Ability Haste

Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.

2600

Oceanid's Trident TIPS: This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Oceanid's Trident Oceanid's Trident — This item is designed to counter shield-heavy champions. Your abilities significantly reduce the effectiveness of shields enemies receive, while the first hit can also weaken shields that are already active. It is an excellent choice for mages and AP supports against shield-reliant compositions, allowing your team to break through enemy defenses and eliminate priority targets more effectively.

Summoner Spells

If you want to use this RYZE Solo Baron build, you should take Flash Flash (Teleport a short distance) and Ignite Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash Wild Rift
Flash

Flash

Teleport a short distance forward or towards the aimed direction.

Cooldown: 150s

Ignite Wild Rift
Ignite

Ignite

Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.

Grievous Wound reduces the effectiveness of Healing and Regeneration effects.

Cooldown: 100s

Runes BUILD

For runes, you should pick Phase Rush Phase Rush (Hitting the enemy champion(s) with basic attacks or abilities multiple times grants Movement Speed and Ability Haste.) as your keystone, followed by Manaflow Band Manaflow Band (Increases max Mana when an ability hits an enemy champions.), Absolute Focus Absolute Focus (Gain an adaptive bonus while your Health is above a threshold.) and Scorch Scorch (Deals bonus damage to champions on ability hit.) in the primary tree, as well as Bone Plating Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Wild Rift Keystone Runes: Phase Rush

Phase Rush
Mobility, Ability Haste

Using basic attacks or abilities on an enemy champion 3 time(s) within 4s grants Movement Speed and reduces the remaining cooldown of basic abilities by 20%.

Duration: 3s.
Movement Speed bonus: Melee - 40%-60% () | Ranged - 20-35% ().
Ability Haste: 10.
Slow Resist: 60%.

Cooldown: 21-7s ()

Phase Rush
Mobility, Ability Haste
Hitting the enemy champion(s) with basic attacks or abilities multiple times grants Movement Speed and Ability Haste.
Wild Rift Inspiration Runes: Manaflow Band

Manaflow Band
Increase Mana

Hitting an enemy champion with and ability or empowered attack permanently increases your max mana by 30, up to 300 mana.

Manaflow Band
Increase Mana
Increases max Mana when an ability hits an enemy champions.
Wild Rift Inspiration Runes: Absolute Focus

Absolute Focus
Gain Attack Damage/Ability Power at high Health

While above 65% Health, gain a bonus 2–20 Attack Damage () or 2–30 Ability Power () (Adaptive).

Absolute Focus
Gain Attack Damage/Ability Power at high Health
Gain an adaptive bonus while your Health is above a threshold.
Wild Rift Inspiration Runes: Scorch

Scorch
Abilities deal bonus damage

Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage () after 1 seconds.

Cooldown: 8s

Scorch
Abilities deal bonus damage
Deals bonus damage to champions on ability hit.
Wild Rift Resolve Runes: Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Bone Plating
Anti-Burst Damage
Reduces incoming damage.

Situational Runes

Сhange
Transcendence
Nimbus Cloak
Perseverance
Battle Zeal
Reduces ability cooldowns
Absolute Focus
Absolute Focus

Absolute Focus
Gain Attack Damage/Ability Power at high Health

While above 65% Health, gain a bonus 2–20 Attack Damage () or 2–30 Ability Power () (Adaptive).

Transcendence
Transcendence

Transcendence
Reduces ability cooldowns

Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.

Cooldown: 8s

Transcendence Transcendence — This rune reduces ability cooldowns and makes gameplay smoother by allowing more frequent skill usage. It is ideal for champions who rely heavily on abilities and are constantly involved in fights or trades. It works best on mages, supports, and some fighters where maintaining a high tempo through ability usage is essential.
Spells increase Movement Speed
Scorch
Scorch

Scorch
Abilities deal bonus damage

Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage () after 1 seconds.

Cooldown: 8s

Nimbus Cloak
Nimbus Cloak

Nimbus Cloak
Spells increase Movement Speed

After using a Spell (Flash, Ignite, etc.), 10% - 40% movement bonus for 3 seconds. The speedup effectiveness depends on the Spell's cooldown.

Nimbus Cloak Nimbus Cloak — The rune grants a movement speed bonus after casting a Summoner Spell, increasing your speed for a few seconds. The effectiveness of the speed boost depends on the cooldown of the Summoner Spell. This rune is useful for champions who actively use their summoner spells for mobility, such as assassins or mages, as it allows for quick movement across the map and faster maneuvers after casting spells.
Increase survivability when crowd controlled
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Perseverance
Perseverance

Perseverance
Increase survivability when crowd controlled

Gain 10% Tenacity. Gain 10-15 Armor and Magic Resistance () for 1.5 seconds when mmobilized. Refresh duration time when immobilized multiple times.

Perseverance Perseverance — The rune increases your tenacity by 10%. When immobilized, it grants you bonus armor and magic resistance for a short period. The effect refreshes if you are immobilized multiple times, making the rune especially useful for champions who often find themselves under crowd control. It is ideal for tanks and fighters, enhancing their survivability in fights when they are subjected to multiple crowd control effects.
Increase damage during prolonged battles
Bone Plating
Bone Plating

Bone Plating
Anti-Burst Damage

When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.

Cooldown: 40s

Battle Zeal
Battle Zeal

Battle Zeal
Increase damage during prolonged battles

Gain 1.4% stacking basic ability damage amplification every 1 second(s) while in combat with a champion. Stacks up to 3 times and only takes effect against enemy champions.

Battle Zeal Battle Zeal — This rune increases damage during extended fights, making you stronger the longer the combat lasts. It is ideal for champions who thrive in prolonged trades and sustained pressure. It works best on fighters, mages, and some marksmen who can stay in combat and gradually ramp up their damage.

Skills Order

For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram below.
OVERLOAD

(Q) OVERLOAD

5s 35/33/31/29

OVERLOAD PassivePassive: Rune Prison and Spell Flux refresh Overload's cooldown and charge a rune for 4 second(s) (max 2 runes).

Magic Blast (Active): Unleashes a blast, dealing 70 magic damage (70/95/120/145 + 45% abilitypower + 2% bonus mana) to the first enemy hit. If the target has Flux on them, it is consumed, causing Overload to deal 25% increased damage and bounce to nearby enemies with Flux.

Runic Haste (Active)Runic Haste (Active): When two runes are charged, Ryze discharges them, granting himself 20/27.5/35/42.5% bonus Movement Speed for 2 second(s).

Deals 40% damage to monsters.

(Q) OVERLOAD
















RUNE PRISON

(W) RUNE PRISON

10/9/8/7s 35/50/65/80

Deals 70 magic damage (70/110/150/190 + 65% abilitypower + 4% bonus mana) and slows by 50% for 1.5 second(s).

If the target has Flux, it is consumed, and Rune Prison roots instead of slowing.

(W) RUNE PRISON
















SPELL FLUX

(E) SPELL FLUX

3.3/3/2.8/2.5s 30/40/50/60

Fires an orb, dealing 80 magic damage (80/110/140/170 + 40% abilitypower + 2% bonus mana) and applying Flux for 4 second(s) to the target and nearby enemies.

If the enemy is already afflicted with Flux, its duration is refreshed, and it spreads further to enemies nearby.

(E) SPELL FLUX
















REALM WARP

(R) REALM WARP

110/95/80s

Passive: Increases Overload's damage bonus against targets with Flux to 50/75/100%.

Active: Opens a portal to a target location. After 2 second(s), allied champions and minions near the portal are teleported to the location, and they gain 35% Movement Speed for 2 second(s). Ryze's basic ability cooldowns are reset after the teleport.

If Ryze becomes immobilized or crowd controlled by disables such as knock up, knock back, or stun, the portal is canceled.

(R) REALM WARP
















Solo Baron RYZE Counters

We have prepared lists of champions that can really annoy you during a match with the game on the Solo Baron RYZE. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!

LoL Wild Rift: RYZE

Threats

Extreme
[9]
Major
[15]
Even
[10]
Minor
[1]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Synergies

Ideal
[12]
Strong
[12]
Ok
[9]
Low
[10]

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Only for Premium members.
Join our community and unlock the all premium content!

Solo Baron RYZE Counter Items

We have prepared a list of items and spells that will help counter Solo Baron RYZE in a given situation. Buy items wisely, only if it is really necessary for a specific situation!

Magic Resist

Items with magic resistance can help you to survive against RYZE combo.
Wild Rift Items: Mercury's Treads
Mercury's Treads

Mercury's Treads
Increases Magic resist

+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed

1200

Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.

Wild Rift Items: Force of Nature
Force of Nature

Force of Nature
Stacking Magic Resist and Move Speed

+350 Max Health
+60 Magic Resistance
+5% Move Speed

Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.

2750

Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.

Wild Rift Items: Maw of Malmortius
Maw of Malmortius

Maw of Malmortius
Converts damage from attacks into a magic shield

+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste

Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain +10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)

3000

Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.

Wild Rift Items: Kaenic Rookern
Kaenic Rookern

Kaenic Rookern
Gains a magic shield when out of combat

+350 Max Health
+100% Health Regen
+75 Magic Resistance

Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health.

2800

Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.

Wild Rift Items: Abyssal Mask
Abyssal Mask

Abyssal Mask
Reduces the Magic Resist of nearby enemies and increases yours

+400 Max Health
+55 Magic Resistance
+10 Ability Haste

Unmake: Curse enemy champions within 600 units, reducing their Magic Resist by 5 plus 1.2% bonus, up to 25 Magic Resist. For each enemy champion cursed, gain 9 bonus Magic Resist.

3000

Abyssal Mask TIPS: This item is a solid anti-magic pickup: it boosts your magic resistance while reducing the magic resist of nearby enemies, making them easier to shred with spell damage. Great for tanks and frontliners who need to both soak magic damage and amplify their team’s ability to take down AP threats and durable targets.

Cleanse or Block Spells

Items with ability or property to cleanse or block negative spells.
Wild Rift Items: Quicksilver Sash
Quicksilver Sash

Quicksilver Sash
Dispels crowd control

Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

1100

Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.

LoL Wild Rift Seeker's Armguard
Seeker's Armguard

Seeker's Armguard
Turn invulnerable

+20 Armor
+35 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)

1200

Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.

Wild Rift Items: Zhonya's Hourglass
Zhonya's Hourglass

Zhonya's Hourglass
Turn invulnerable

+40 Armor
+110 Ability Power

Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)

3300

Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.

Wild Rift Items: Mercurial Scimitar
Mercurial Scimitar

Mercurial Scimitar
Dispels crowd control

+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance

Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)

Cannot be used during knock up or knock back effects.

3100

Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.

Wild Rift Items: Edge of Night
Edge of Night

Edge of Night
Blocks an enemy ability

+250 Max Health
+50 Attack Damage

Gouge:  +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)

3000

Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.

Wild Rift Items: Banshee's Veil
Banshee's Veil

Banshee's Veil
Blocks an enemy ability

+105 Ability Power
+40 Magic Resistance

Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)

3000

Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.

Cleanse Wild Rift
Cleanse

Cleanse

Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.

Cooldown: 110s

Reduces Mobility

Items that can decrease RYZE mobility.
Exhaust Wild Rift
Exhaust

Exhaust

Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.

Cooldown: 100s

Wild Rift Items: Serylda’s Grudge
Serylda’s Grudge

Serylda’s Grudge
Armor Penetration (%) and apply slows

+40 Attack Damage
+15 Ability Haste

Last Whisper: Gain  +33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 () + 15% bonus) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)

3300

Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.

Wild Rift Items: Rylai's Crystal Scepter
Rylai's Crystal Scepter

Rylai's Crystal Scepter
Abilities apply slows

+350 Max Health
+65 Ability Power

Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.

2700

Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.

Wild Rift Items: Iceborn Gauntlet
Iceborn Gauntlet

Iceborn Gauntlet
Attacks create a slowing field

+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste

Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor ) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)

Damage is reduced vs structures.

3100

Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.

Wild Rift Items: Stridebreaker
Stridebreaker

Stridebreaker
Slows enemies nearby after a short dash

+400 Max Health
+40 Attack Damage
+15% Attack Speed

Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.

3100

Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.

Solo Baron RYZE Tips

Only for Premium members.
Join our community and unlock the all premium content!

Solo Baron RYZE Strengths and Weaknesses

Only for Premium members.
Join our community and unlock the all premium content!

Solo Baron RYZE Strategy and Tactics

Only for Premium members.
Join our community and unlock the all premium content!

Solo Baron RYZE Power Spikes

Only for Premium members.
Join our community and unlock the all premium content!

Wild Rift RYZE Ability and Tips

ARCANE MASTERYARCANE MASTERY
P
OVERLOADOVERLOAD
Q
RUNE PRISONRUNE PRISON
W
SPELL FLUXSPELL FLUX
E
REALM WARPREALM WARP
R

(PASSIVE) ARCANE MASTERY

ARCANE MASTERY

Gains 0% max Mana (10% abilitypower). Ryze's abilities deal additional damage based on his bonus Mana.

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

(Q) OVERLOAD

OVERLOAD

5s 35/33/31/29

OVERLOAD PassivePassive: Rune Prison and Spell Flux refresh Overload's cooldown and charge a rune for 4 second(s) (max 2 runes).

Magic Blast (Active): Unleashes a blast, dealing 70 magic damage (70/95/120/145 + 45% abilitypower + 2% bonus mana) to the first enemy hit. If the target has Flux on them, it is consumed, causing Overload to deal 25% increased damage and bounce to nearby enemies with Flux.

Runic Haste (Active)Runic Haste (Active): When two runes are charged, Ryze discharges them, granting himself 20/27.5/35/42.5% bonus Movement Speed for 2 second(s).

Deals 40% damage to monsters.

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

(W) RUNE PRISON

RUNE PRISON

10/9/8/7s 35/50/65/80

Deals 70 magic damage (70/110/150/190 + 65% abilitypower + 4% bonus mana) and slows by 50% for 1.5 second(s).

If the target has Flux, it is consumed, and Rune Prison roots instead of slowing.

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

(E) SPELL FLUX

SPELL FLUX

3.3/3/2.8/2.5s 30/40/50/60

Fires an orb, dealing 80 magic damage (80/110/140/170 + 40% abilitypower + 2% bonus mana) and applying Flux for 4 second(s) to the target and nearby enemies.

If the enemy is already afflicted with Flux, its duration is refreshed, and it spreads further to enemies nearby.

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

(R) REALM WARP

REALM WARP

110/95/80s

Passive: Increases Overload's damage bonus against targets with Flux to 50/75/100%.

Active: Opens a portal to a target location. After 2 second(s), allied champions and minions near the portal are teleported to the location, and they gain 35% Movement Speed for 2 second(s). Ryze's basic ability cooldowns are reset after the teleport.

If Ryze becomes immobilized or crowd controlled by disables such as knock up, knock back, or stun, the portal is canceled.

Ability Tips

Only for Premium members.
Join our community and unlock the all premium content!

Video

Wild Rift RYZE Skills Combo

Coming soon..

This section is currently empty, but we assure you that we are working tirelessly to fill this section!

Wild Rift RYZE Video

Watch here!

Widely considered one of the most adept sorcerers on Runeterra, Ryze is an ancient, hard-bitten archmage with an impossibly heavy burden to bear. Armed with immense arcane power and a boundless constitution, he tirelessly hunts for World Runes—fragments of the raw magic that once shaped the world from nothingness. He must retrieve these artifacts before they fall into the wrong hands, for Ryze understands the horrors they could unleash on Runeterra.

RYZE Change history

NERFED 14 MAY 2026 (PATCH 7.1E)

BASE STATS
Base Attack Damage: 58 → 54.

(Q) OVERLOAD
Bonus Movement Speed after discharge: 30/35/40/45% → 20/27.5/35/42.5%.
Base Damage: 80/105/130/155 → 70/95/120/145.
 ADJUSTED 11 FEB 2026 (PATCH 7.0C)

(Q) OVERLOAD
Adjusted the targeting logic of the Spell Flux–Overload (ability 3-1) combo. Now, when he rapidly and consecutively casts the combo, Overload (ability 1) will prioritize hitting the target marked by Spell Flux (ability 3).
BUFFED 18 SEP 2025 (PATCH 6.2H)

BASE STATS
Base Armor: 37 → 40.
Armor per level: 4.5 → 5.

(W) RUNE PRISON
Cooldown: 10/9.5/9/8.5s → 10/9/8/7s.

(R) REALM WARP
Cooldown: 115/100/85s → 110/95/80s.
NERFED 22 MAY 2025 (PATCH 6.0B)

BASE STATS
Base Health: 690 → 660.

(Q) OVERLOAD
Damage: 90/115/140/165+50% Ability Power + 2% bonus mana → 80/105/130/155+45% Ability Power + 2% bonus mana.

(E) SPELL FLUX
Cooldown: 80/120/160/200 + 45% Ability Power + 2% bonus mana → 80/110/140/170+40% Ability Power + 2% bonus mana.
See More

Comments (0)

  • archangels-staff seraphs-embrace ardent-censer cosmic-drive awakened-soulstealer harmonic-echo infinity-orb liandrys-torment
    lich-bane ludens-echo morellonomicon nashors-tooth rod-of-ages rylais-crystal-scepter crystalline-reflector rabadons-deathcap
    staff-of-flowing-water imperial-mandate riftmaker horizon-focus runaans-hurricane crown-of-the-shattered-queen oceanids-trident psychic-projector
    black-cleaver blade-of-the-ruined-king bloodthirster deaths-dance duskblade-of-draktharr infinity-edge manamune maw-of-malmortius
    mortal-reminder muramana phantom-dancer runaans-hurricane trinity-force serpents-fang divine-sunderer youmuus-ghostblade
    essence-reaver navori-quickblades seryldas-grudge solari-chargeblade stormrazor wits-end edge-of-night guardian-angel
    chempunk-chainsword immortal-shieldbow magnetic-blaster the-collector spear-of-shojin titanic-hydra terminus sundered-sky
    eclipse
    force-of-nature frozen-heart winters-approach fimbulwinter guardian-angel iceborn-gauntlet protectors-vow randuins-omen
    abyssal-mask spirit-visage steraks-gage sunfire-cape thornmail warmogs-armor zekes-convergence dead-mans-plate
    ixtali-seedjar dawnshroud amaranths-twinguard mantle-of-the-twelfth-hour searing-crown heartsteel
    boots-of-mana gluttonous-greaves ionian-boots-of-lucidity mercurys-treads ninja-tabi boots-of-dynamism berserkers-greaves quicksilver-enchant
    teleport-enchant gargoyle-enchant glorious-enchant locket-enchant protobelt-enchant magnetron-enchants repulser-enchants veil-enchants
    meteor-enchant revitalizing-grail redeeming-enchant stasis-enchant ravenous-hydra
    black-mist-scythe bulwark-of-the-mountain talisman-of-ascension
1+1+8=