Ryze Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Ryze Mid Lane

Ryze Mid Lane Guide

Updated for Patch 7.3E
A Tier

Ryze Mid Lane Wild Rift overview and best build snapshot

How to play

  • Spread your mark before firing Your 3rd ability marks enemies. Use it on the wave, then follow with your 1st ability to spread damage through marked minions.

  • Save your root when enemies can reach you Hit your 3rd ability to mark the attacker, then your 2nd ability to root them instead of only slowing them. Move away while they are held in place.

  • Push before moving with your team Clear your wave first, then use your ultimate to teleport with nearby allies to a safe landing area.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Very high sustained damage once he has items, and it works on tanks and squishies at the same rate.
  • A targeted prison that slows on its own and roots through a Spell Flux (3rd) mark, setting up his trades, his peel, and his jungler's ganks.
  • Realm Warp (Ult) moves the whole team into flanks, onto objectives, or out of bad fights, a tool no other mid has.

Weaknesses

  • Weak and short on mana early, so aggressive mids can bully him before he can answer back.
  • Short range and a squishy frame mean assassins and gap-closers reach him before his combo gets going.
  • Depends on execution: a fumbled rotation turns his sustained damage into expensive, mediocre poke.
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Ryze Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Ryze Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Tear of the Goddess

His passive turns bonus mana into damage, so stacking mana early is a damage investment.

BOOTS

Spellslinger's Shoes

Magic penetration keeps his rotation lethal, since his damage is many small hits that resistances blunt heavily.

CORE BUILD

Archangel's Staff

Turns his mana pool into ability power. His passive already converts mana into damage, so the two compound.

Seraph's EmbraceTransforms into Seraph's Embrace once Tear is fully stacked
Rod of Ages

Health, mana and sustain, all of which he turns into survivability or damage through his passive.

Rabadon's Deathcap

Multiplies his ability power, and his passive increases max mana per point of it, so both halves of his scaling grow.

Void Staff

Cuts the magic resist that blunts a rotation made of many small magic hits. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Zhonya's Hourglass

Build this for when his rotation is spent and he is standing where his portal was going to be. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Cosmic Drive

Haste and move speed for a champion who wants to cast constantly and has no dash to reposition with.

Riftmaker

Ramping bonus damage and Omnivamp during long fights, which his looping rotation already creates.

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help in the fights his portal sets up. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Morellonomicon

Build this when enemies heal through Ryze's repeated spell rotations. Spell Flux (3rd) spreads Grievous Wounds with his area damage and his low cooldowns keep it refreshed; buy Oblivion Orb before committing to the full item.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing a rotation built on many small hits.

Oblivion Orb

The early anti-heal buy. The Grievous Wounds works from the component, long before the full Morellonomicon is affordable.

Frozen Heart

Build this when the enemy team has a lot of attack speed dependent champions. The mana also becomes damage through his passive.

Banshee's Veil

Build this when the enemy has a hook or point-and-click stun, since his only escape is a two second channel.

RUNES

KEYSTONE

Phase Rush

His rotation is many quick hits, so it triggers almost immediately, and the move speed is his only real escape.

PRIMARY

Manaflow Band

His passive turns mana into damage, so more mana is more damage.

Transcendence

Ability haste means his rotation loops faster, which is how his damage works.

Nimbus Cloak

Move speed after a summoner spell helps a mage with no dash reposition around a fight.

SECONDARY

Battle Zeal

All his damage is basic abilities, so the amplification builds through his extended rotations.

SITUATIONAL RUNES

Bone Plating

Take this over Battle Zeal against assassins who can reach Ryze before he completes a spell rotation.

Legend: Haste

Take this over Battle Zeal in matchups that allow repeated spell rotations. Shorter Spell Flux (3rd) and Rune Prison (2nd) cooldowns help Ryze prepare more empowered Overloads (1st) and keep an approaching target controlled.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. He has no dash and his whole kit is casting, so Flash is his only way out of a gank.

Ghost

Ghost

He needs to hold casting range through a fight and he has nothing in his kit that helps him do it. This keeps him in range while his spell rotation ramps up.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Ryze Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Ryze Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Ryze Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Ryze Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Farm with your spells and punish anyone who steps into the wave. Flux (3rd) into prison into a loaded Overload (1st) is the trade you want: catch a walk-up, land the combo, and step back before they answer. Watch your mana constantly, because a Ryze with an empty bar has no threat at all. Give ground calmly to lane bullies and farm toward your spikes. Against other mages, only trade full rotations when yours is up and theirs is on cooldown. Take wave priority when it is cheap, since the scuttle fight and the first river skirmish are where your prison is useful long before your damage is.

Mid / Late Game

Levels 9+
One or two items in, your damage and wave control begin to matter. Shove before moving into river, then use Rune Prison (2nd) on a target your jungler can reach rather than chasing through an unwarded entrance. At six minutes, Herald is usually the stronger even conversion, while a composition built for repeated teamfights can choose dragon and work toward soul. Realm Warp (Ult) can move teammates across a wall, create a flank around vision, or extract them from a collapse, but confirm who is taking the portal before committing the destination. Keep farming between plays so map pressure does not delay the item scaling that makes later rotations stronger. By now you are sustained magic damage with a team-wide teleport attached. Root the diver coming for you, spread Spell Flux (3rd) through their team, and cast Overloads (1st) from behind your frontline, because every uninterrupted second adds damage they cannot afford. The portal decides endgames: a five-man warp onto Baron, a flank that lands your team on their backline, or an exit that turns a lost fight into a regroup. You are still a squishy, short-ranged mage, so never lead with your body and let the rotation do the work.

Teamfights

5v5 Combat
Spread Spell Flux (3rd) through grouped enemies, root the threat that can reach you, and fire Overload (1st) from behind your frontline. Save Realm Warp (Ult) for a planned entry, a rotation around terrain, or an exit that the team has time to take together. Ryze has no instant escape, so step forward only while the enemy engage is controlled. If a control spell interrupts the rotation, back away and rebuild the spell sequence instead of remaining in range.
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