Arrr, good patterns
- Arrr, uses spells to shape space, punish predictable movement or control an approach.
- Ranged basic attacks can contribute without entering melee distance when spacing be preserved.
Game patch, matey 26.21Data Dragon 16.21.1
Arrr, reference patch 16.20.1
the Rune Mage
Ryze be a spell-focused champion who plays 'round range, cooldowns and controlled areas. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Use Overload's passive to optimize fer maximum damage or maximum speed.
Arrr, spell Flux's short cooldown allows it to be used to spread Flux to many enemies.
Ryze can move and cast other spells while Realm Warp be charging without cancelling th' portal.
Ryze be especially perilous to foes that be marked wit' Flux.
Use Realm Warp's windup time to figure out how to deal wit' what may be coming out o' th' portal.
Crowd controlling Ryze during Realm Warp's windup will cancel th' portal.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.
Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.
Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.
Use range, controlled space and cooldown order to make th' next aboard action easier fer th' crew rather than spending every spell at once.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Ryze be normally played Mid and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Ryze be normally played Mid and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Ryze has an established central-course course wit' access to waves, both sides o' th' river and meaningful pressure betwixt prizes.
Old chart, matey. Recommendations await inspection. Ryze be normally played Mid and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Ryze be normally played Mid and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.
Arrr, Situational AP purchase
Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.
Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.
Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.
Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.
Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.
Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.
Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.
Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishRyze's spells deal extra damage based on his Bonus Mana, and he gains a percentage increase to his maximum Mana based on his Ability Power.

Arrr, what it doesEnglishPassively, Ryze's other basic abilities reset the cooldown of Overload and charge a rune. When Ryze casts Overload with 2 runes charged, he gains a brief burst of Move Speed. On cast, Ryze throws a charge of pure energy in a line, dealing damage to the first enemy struck. If the target has Flux on it, Overload deals extra damage and bounces to nearby enemies with Flux.

Arrr, what it doesEnglishRyze traps a target in a cage of runes, damaging them and slowing their movement. If the target has Flux on it, they are instead rooted.

Arrr, what it doesEnglishRyze releases an orb of pure magical power that damages an enemy and debuffs all nearby enemies. Ryze's spells have additional effects against the debuffed enemy.

Arrr, what it doesEnglishPassively, Overload deals even more damage against targets with Flux. On cast, Ryze creates a portal to a nearby location. After a few seconds, allies standing near the portal are teleported to the target location.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Wait fer reload (s) Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 620 | 300 Mana, arr | Pick th' first aboard basic trick |
| 2 | 709 | 350 Mana, arr | Stow another basic trick or rank |
| 3 | 803 | 403 Mana, arr | Stow another basic trick or rank |
| 4 | 901 | 459 Mana, arr | Spend one trick point |
| 5 | 1,003 | 516 Mana, arr | Spend one trick point |
| 6 | 1,110 | 577 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,221 | 639 Mana, arr | Spend one trick point |
| 8 | 1,336 | 704 Mana, arr | Spend one trick point |
| 9 | 1,456 | 772 Mana, arr | Spend one trick point |
| 10 | 1,580 | 842 Mana, arr | Spend one trick point |
| 11 | 1,708 | 914 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,841 | 989 Mana, arr | Spend one trick point |
| 13 | 1,978 | 1,067 Mana, arr | Spend one trick point |
| 14 | 2,119 | 1,146 Mana, arr | Spend one trick point |
| 15 | 2,265 | 1,229 Mana, arr | Spend one trick point |
| 16 | 2,415 | 1,313 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,569 | 1,400 Mana, arr | Spend one trick point |
| 18 | 2,728 | 1,490 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.