Ryze Rework Concept 2017

Stacona··2 votes·3,526 views

Ryze's main feature is him being a machine gun mage. What he currently has is this, but also burst and a lot of steroids he shouldn't have, also a random long range teleport that can also bring along friends.

What needs to happen with Ryze is trim the fat of what it not needed and just focus on what kind of identity you want out of him, also Rune Prison can be changed to be still an anti-mobility effect with some kind of counter play to it (think how Veigar's cage works, but not give Ryze stun walls and in exchange absolute trapping in an area to help land skill shots. We can make Ryze truly immobile [no speed buffs or teleports] with a spell that stops mobile champions from using their innate dashes and blinks to get super far away, helps balance Ryze's power for the long term to be equal to immobile and mobile champions).

An example kit below:


Arcane Mastery (Passive): Every 5th ability hit against the same target within 1 second deals (+5%Mana)(+20%AP) bonus magic damage.

Gain bonus spell vamp equal to 1% of your maximum mana. Current bonus spell vamp: X

Overload (Q): Cooldown: 0.1 second; Cost: 2/3/4/5/6 mana; Range: 750 units Hold down skill key: Ryze immobilizes himself and opens up his spell book launching an orb of magic in the target direction dealing 4/7/10/13/16(+3%AP) magic damage to the first enemy struck.

Overload is always on quick cast.

Rune Prison (W): Cooldown: 16/15/14/13/12 seconds; Cost: 70/80/90/100/110 mana; Range: 1000 / 350 units Ryze encircles the target area with a powerful rune for the next 1.5/2/2.5/3/3.5 seconds preventing all enemies from leaving the area by any means, enemies can freely enter inside the area.

Spell Flux (E): Cooldown: 7/6.5/6/5.5/5 seconds; Cost: 50 Mana; Range: 625 / 400 units Ryze sends an orb of magic to the target enemy dealing 60/90/120/150/180(+50%AP) magic damage and marking it with a reflective rune for 3 seconds. Overload against the marked enemy damage nearby enemies surrounding the target at 50% of Overload's damage, 100% damage against non-champions.

Forbidden Rune (R): Cooldown: 100/70/40 seconds; Cost: 150 Mana or Health If Ryze is above 50% health then he consume some of his health to restore 50/60/70% of his missing mana.

If Ryze is below 50% health then he consumes some of his mana to restore 25/30/35(+7 per 100AP)% of his missing health.


UPDATE: Arcane Mastery: Duration to get 5th ability hit damage proc lowered to 1 second from 1.5 seconds Second aspect grants spell vamp equal to 1% mana from ability power equal to 3% mana

Overload: Range decrease to 750 from 900 units [single target line skill shot remember] Cooldown is no longer static [now damage scales with all of AP, Mana (from passive), and cooldown reduction]

Spell Flux: Range decrease to 625 from 650

Forbidden Rune: Heal form active AP ratio increase to +7% per 100AP from +5% per 100AP


2 Comments

Dethflash1 votes

You have some really gold ideas here. Some tips for improvement here, 0.1 second cooldown on a 900 range is to much even if it only does 4 dmg. Most adcs have an auto attack range of 550-575 so that ks almost double the range of adcs. I really lile the idea for the W but seems like a mini camile ult, maybe something like a yorick wall you have to kill with abilities not autoattacks. E seems fine, just a really long range again. R is really cool, but seems like it should be on an AP bruiser.

So wheb making thse kits you have to decide do you want range or machine gun fire spells, because having both is overpowered. Think xerath he has really really long range, but all his spells take a second or 2 to channel giving the enemy time to react. With low cooldown spells and long range it would be easy to abuse. So if you want machine gun fire ryze his spell range should stay about the same, a mid range champion. Overall pretty good rework idea ryze

Stacona2 votes

Q is still a single target skill shot remember where the bolts travel - it will have a ~0.25 second cast time of turning on and off, so a minimum time of ~0.5 second self-root, where as basic attacks are point and clicks. [rough approximations of cast time durations]

The new Rune Prison idea was under the same idea as Veigar's Stun Cage, but it does not stun and instead prevents even blinks going past the wall and not just dashes/dash-likes; except with one majour difference you can go inside of it but not outside of it unlike how Veigar's cage works.

600-650 range is where his point and clicks are now.

A short range mage that deals sustain damage falls under AP bruiser; mana hungry mage getting back mana is great or having a heal that is more notice-able for the player than spell vamp is great too without overloading Ryze's kit.


Maybe I showcase a shorter range Q, but then he may need some more health sustain on his kit to compensate (like mana gives spell vamp instead of ability power, gives him a way to get persistent health sustain in the late game and not be constantly super healthy early on).

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