Ryze Rework

Ollam·3/21/2019, 9:51:58 PM·1 votes·1,502 views

Came up with this after thinking about it. It's radical, introduce a new concept to the game and is still fair if the numbers are tweaked properly. It also works great with the nerf to tears items to avoid being OP. I'll put some explanations in parentheses and what numbers should look like in brackets. None of the skills has base damage (you'll see why) and unless otherwise specified, there is a mana cost increase and CD reduction per point spent on each skill.

Let me know what you think.

Passive - Mana Devourer Ryze can extract mana from the air around him giving him 5% mana regeneration per second. Mana regeneration effects from items and runes give extra mana instead.

(At 5% that's the same regeneration rate as energy like, Kennen, Zed etc... so Ryze should be back to full mana after about 20sec just like these champs are full energy after 20 seconds. Sounds OP for now but wait for it...)

Q - Overload (Rework) Mana Cost: X% [High to very high] of available mana (X stays the same per points spent on skill) CD [At the very least 6 second before any CD reduction at 5 pts]

Ryzes Unleashes a Runic Blast in the target direction dealing X% AP [Low number here] + X% [Medium to high] of the mana used.

If target hit is marked, Overload will hit the target twice.

(So basically you're never OOM, but every time you get lower on mana you do less damage)

W - Magic Blast Mana Cost: X% [Medium to high amount] of total mana CD: [High] Ryze Blasts magic(?) in a cone in front him, dealing X% [Low number] AP + X% [Low Number] of mana used pushing target hits back and Slowing them for X Seconds.

If target is marked, Root (or stun?) the target instead.

(kinda like Syndra or Kassadin but with its own spin)

E - Spell Flux (slight Rework) Mana Cost: X% [Medium to high] of total mana CD: [Low]

Ryze deal X% [Very Low] AP + X% [Very Low to Low} of mana used to his target and mark them.

If the target is already marked or die from Spell Flux, the mark will spread to any enemy in range and deal 50% of its damage.

R - Mana Bomb Mana Cost: X% [low to medium] of total mana CD [Probably about the same as a Vi ult CD]

Passive - Dangerous leftovers: Each spell cast leaves some mana residue equal to X% [very low to low] of the mana used for that spell. Stacks X times. Each stacks lasts X seconds. Each stack has it's on cooldown and does not refresh the previous stack CD. if a stack expires, it fires off toward the nearest target prioritizing champions, dealing damage equal to the amount of mana it stored.

Active: Unleash a ball of energy in an area dealing X% [Low to medium] of AP + X% [low to medium] mana used + Dangerous Leftovers stacks. The more stacks the bigger the radius.

(it's a mana kameha yo!)

2 Comments

Indifferent3/22/2019, 9:38:34 AM1 votes

No rune prison tells me this isn't even Ryze.