Bruiser Ryze

Elite4Runner··2 votes·504 views

So this is definitely not the best build ever, I'm sure it could be better, even for the role of a bruiser. However, I think these items have an interesting interaction with each other and Ryze.

Build item 3042 item 3800 item 3025 item 3158 item 3065 item 3089


Items

item 3042 No, this isn't meant to be an AD Ryze, the mana is of course great on him, and the Shock effect works well because he has a lot of single target abilities.

item 3800 The health adds to his ability to survive, the mana of course helps with his ability to deal sustained damage. What I love most about this item is that the Eternity passive is amazing with Muramana. Despite having just tested this in a bot game with the intention of testing this specifically, I didn't actually pay enough attention to see it. I'm pretty sure the Shock empowered auto attacks and single target abilities will consume 3% of your current mana, and Eternity will then heal you for 20% of that total. (I also want to point out that the passive does say it will heal for 'up to 25 per spell cast' but again, I am not sure how this applies). Also, because of Eternity the damage you take will be converted into more mana, which will give you a greater amount of current mana, to buff Shock. For a more offensive option item 3027 would of course give the same amount of health, more mana, and 100 AP, which means more damage and more mana, but being more expensive and taking longer to stack can be a problem.

item 3025 Simplest reason for this item is that it provides the most mana of any item that doesn't require stacking. It also helps with his resistances with the armor. The Spellblade effect on this wont be as useful since auto attacks will mostly be an accident, but it definitely wont hurt you when it happens.

item 3158 Probably any boots would be good on him actually. Of the items I have in this build, he would be at 30% CDR so this would bring him up to 40%. More movement speed will always be good, so Swiftys or Mobys would still be good. He does deal magic damage so Sorcs could help. As a bruiser, resistances are good, so Ninja Tabi or Mercs would be good too. You could even make a point that having a decent amount of AD and the Shock effect would make Beserkers a viable pick.

item 3065 I really felt this build needed MR. The 10% CDR. base health, health regen, and the increased healing is great for his sustain. I would have really liked to grab another mana item, but I think this fits pretty well.

item 3089 Lastly, top him off with the hat. Honestly, there may be a more efficient item here because he wont really have much AP otherwise at this point. Basically, getting lots of AP here at the end will not only increase his AP scaling on his abilities, but it will further increase the amount of mana he has accumulated up to this point.


Runes These are the runes I plan on using.

Marks: Hybrid Penetration Seals: Mana per Level Glyphs: Ability Power per Level Quintesences: Currently I have Ability Power per Level, but once I get Mana per Level, I am thinking that will work better.


As for Masteries, I am having trouble deciding which is better for his keystone, Deathfire Touch or Thunderlord's Decree.

2 Comments

Elite4Runner1 votes

If anyone has any suggestions for anything that could improve this idea but still keeps to the same overall concept, I'd be happy to hear them.

Also, which keystone mastery would be best Deathfire or Thunderloard's?

Elite4Runner1 votes

I actually did a little bit of math on this, .. It isn't perfect, but at full build, at level 18 with the right runes and masteries, I'm thinking he should be looking at around 4000 mana.

item 3042 The AD ratio from this item will give Ryze an extra (4000 x 0.02 = ) 80 AD from his mana, which isn't really the focus of this build, but it can still be useful. In truth, this is about the Shock passive. 4000 x 0.03 = 120 mana consumed by basic attacks and single-target abilities with full mana. (remember that 15% of that will be refunded, 120 x 0.15 = 18, 120 - 18 = 102 net mana consumed) Double the mana consumed (before refund) is dealt in damage 120 x 2 = 240 physical damage.

item 3800 From the Eternity passive, 20% of mana consumed will be converted to health. 120 x 0.20 = 24 Eternity grants a maximum of 25 health per 'spell' however, I'm not sure if this interaction counts as a spell, so I am not sure how it works.

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