Ryze; A Gameplay Update

Stacona·1/13/2016, 5:23:47 AM·1 votes·396 views

Ryze has been a balance problem since his creation, and historically has always been insanely oppressive or completely useless, at no point has Ryze been in a good balance spot where he can be strong yet fair. Now Ryze's base concept is really cool which is a mana based mage that machine guns down his target with spells, or at least one primary machine gun spell. So my ideas will be based on his original base concept which is still trying to be pursued today, while trying to have him fair to play against (this will include trying to add some skill aspects to his kit), and prevent scenarios where we do not end up with a burst-tank-insane DPS mage and just have that high DPS hyper mana-based mage.

With everything, these ideas are not at all finalized. What does this mean? Well, it means you can give your own thoughts, ideas, and (constructive) criticism to improve on my ideas.


Mana Power (Passive): Ryze's abilities scale off his maximum Mana.

50% of Ryze's bonus armor and magic resist is lost and converted into Mana. Every 1 point of armor or magic resist he lost from this grants Ryze 10 bonus Mana.

Overload (Q): Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 30 Mana; Range: 950 units Ryze throws charges of pure energy in the target direction dealing 50(+0.2/0.4/0.6/0.8/1%Mana)(+15%AP) magic damage to the first enemy struck and granting Ryze 1 stack of overload for the next 6 seconds if an enemy was struck.

At 3 stacks of overload Overload's cooldown is refreshed and its cooldown is reduced to 0.4/0.35/0.3/0.25/0.2 second for the next 4 seconds. Casting Overload during this time causes Ryze to open up his spell book to hurl pure energy from it in the target direction by holding down Overload's skill key, Ryze does not get stacks of overload while Overload is overcharged.

Rune Prison (W): Cooldown: 18/16/14/12/10 seconds; Cost: 80/90/100/110/120 Mana; Range: 600 units Passive: Overload slows its target down by 20/25/30/35/40% for 1.5 seconds.

Active: Ryze traps a target enemy into a cage for the next 1.6/1.7/1.8/1.9/2 seconds and causes Overload to deal 20/25/30/35/40% increased damage to the target.

Spell Flux (E): Cooldown: 10/9/8/7/6 seconds; Cost: 60/70/80/90/100 Mana; Range: 1200 units Ryze throws an orb of energy in the target direction to strike the first enemy it comes in contact with dealing 60/80/100/120/140(+2/3/4/5/6%Mana)(+50%AP) magic damage and lowering its magic resistance by 10/15/20/25/30% for 3 seconds.

Every time an orb of energy makes contact with an enemy it splits into 2 orbs of energy 60 degrees apart travelling at half the distance of the maximum distance of the previous orb of energy and dealing half its damage, still applies the magic resistance shred in full.

Desperate Power (R): Cooldown: 120 seconds; Cost: 100 Mana; Range: 200 units Passive: Ryze's damaging abilities lower the cooldown of Desperate Power by 1/1.5/2 seconds on enemy hit.

Active: Ryze gains 15/20/25% spell vamp and his spells deal 50% of their damage around their targets for the next 6/7/8 seconds. Overload restores 2% of Ryze's maximum Mana on-hit during this time.

During the duration of Desperate Power Ryze's abilities do not have cast timers.


If you are unsure about things then ask questions, nothing is going to be unreasonable here, so use your words to convey your thoughts. Also make sure you are thinking rationally and do not let your emotions take over because nothing good comes from emotions being the driving force of your decisions; and this includes reactionary responses that do not always involve being vocal.

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