Spellvamp quints or Mpen quints for Ryze?
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You're actually best off with just buying Movement Quints. Spell Vamp quints are largely unnecessary (since Ryze already tends to build Spirit Visage, Rod of Ages and Frozen Heart, so he already gets relatively tanky) and AP Quints are ineffective since Ryze primarily scales off Maximum Mana and Magic Penetration items. Now, you tend to have two solid Quint options for Ryze - Magic Penetration runes and Movement Speed Quints. Magic penetration quints allows Ryze's damage to scale more effectively in the mid-late game before Ryze purchases a Void Staff, and Movement Speed Quints give Ryze more mobility and let him stay in range (which is essential, given that Ryze has to stay in close range to use his targeted abilites.) Given that Ryze is capable of firing an absurd number of spells ASSUMING HE CAN STAY IN RANGE which in turn guarantees high damage output, I'd always prioritize additional movement speed over the possibiility of doing slightly more damage over a fewer number of spells.