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RyzeTop16.17
Ryze's passive reduces the cooldown of other spells by 1 second every time you cast a spell. Starting from the 10% CDR built into Q and pushing it to 40% not only shortens your spell cooldowns but also dramatically increases the number of spell rotations.
According to the video's calculations, going from 10% CDR to 40% CDR results in roughly a 67% increase in sustained damage output. That's why it's often stronger to reach 40% CDR first through a Kindlegem or defensive items rather than rushing Archangel's Staff. [Video 05:54–07:49]
Flash +
Teleport. Classic has no catch-up experience, so missing a single wave is a big loss. When you're low on mana, it's better to recall and Teleport back than to force staying in lane.
Teleport is primarily for returning to lane, but you can also use it for flanks with the help of utility masteries related to summoner spells. Just make sure to clear your own wave before roaming. [01:35–02:15]
Mark of Magic Penetration x9 /
Seal of Scaling Health x9 /
Glyph of Scaling Magic Resist x9 /
Quintessence of Movement Speed x3.
Marks: Magic Penetration, Seals: Scaling Health, Glyphs: Scaling Magic Resist, Quintessences: Movement Speed. Movement speed is great for keeping distance from melee champions and also helps you step in and out of range against long-range opponents.
Against early physical damage threats like Pantheon, you can swap some or all of the scaling health seals for armor. CDR glyphs are not recommended in the standard setup since you'll easily exceed 40% CDR at full build anyway. [03:51–04:52]
by 안녕지지Updated Sep 14, 2026, 6:10 PMTranslated
Classic Top Ryze: How to Freeze and Starve Them Out with 40% CDR
Every time a melee champion comes up to last hit, poke them with Q, and if they try to engage, snare them with W. Keep the wave on your side and deny both CS and experience. The core of this guide isn't stacking ability power mindlessly; it's building survivability with Rod of Ages and defensive items, then hitting 40% cooldown reduction.
The Key is 40% CDR, Not a Single Damage Item
Summoner Spells
Runes
Masteries: Offense 0 / Defense 9 / Utility 21
Defense: Durability 4, Hardiness 3, Resistance 1, Veteran's Scars 1. The default puts 3 points into armor, but if both your lane opponent and the enemy jungler are AP, reallocate points between Hardiness and Resistance.
In Utility, focus on movement speed, maximum mana, bonus gold, and experience. Biscuit Delivery and Wealth make early purchases easier, and Explorer's Ward can block the first gank. Having a mastery ward doesn't mean you should skip buying regular wards. [00:43–03:48]
Starting Items and Core
Start with Sapphire Crystal and Potions
Start with
Sapphire Crystal +
Health Potion x2 +
Mana Potion x2. Biscuits and Explorer's Ward come from masteries. Since you'll be spamming spells early on, bring two health potions and two mana potions.
First Recall Goal: Catalyst
The first item to aim for on your first recall is
Catalyst the Protector. It boosts both health and mana, and the level-up recovery helps you stay in lane longer. In the video, the player tries to wait one more wave to afford the Catalyst gold and gets ganked. If you have no vision or the wave is dangerous, don't force staying for 200 gold. [14:39–15:17]
An item you want to buy early to start stacking is
Tear of the Goddess. Don't rush to complete
Archangel's Staff. The fixed core is
Rod of Ages and the fully stacked Archangel's line. However, Archangel's Staff is usually completed as the 4th or 5th item. [04:50–05:25]
Choose Defensive Items Based on Lane and Enemy Jungler
If Physical Damage is Scary: Frozen Heart
If both the enemy laner and jungler are AD, build
Glacial Shroud after Catalyst. The finished item is
Frozen Heart. It gives armor, mana, and CDR all at once.
If Magic Damage is Scary: Spirit Visage
If AP threats are heavy, build
Negatron Cloak first. Then finish
Spirit Visage. If the damage type of the components you bought for laning phase doesn't match the actual threat that's fed, don't stick to your original plan; complete the more urgent defensive item first.
If both damage types are threatening, you can build both Frozen Heart and Spirit Visage. Even if you go slightly over the CDR cap, there are games where the defensive value of both items outweighs the wasted CDR. [05:11–05:53]
Boots and Final Slot
Your standard boot choices are
Mercury's Treads or
Boots of Swiftness. If you see two or more long, point-and-click CC effects like Rammus taunt or Fiddlesticks fear, take Mercury's Treads. If CC isn't heavy, Boots of Swiftness enhance your distance control.
If two auto-attack-reliant champions like Tryndamere, Shaco, or an ADC are fed, the alternative is
Ninja Tabi. Sorcerer's Shoes are a lower priority than mobility boots because Ryze's E already reduces magic resistance and you have penetration runes. [08:23–08:57]
If you only built one defensive item, the item to complete around your 4th slot is
Spirit of the Spectral Wraith. This single item hits 40% CDR and provides spell vamp. When the enemy actually builds magic resistance, go for
Void Staff. In games where magic resistance is low and only one damage type is strong, you can opt for
Will of the Ancients if you want more spell vamp.
An experimental choice is
Manamune. The damage is high, but stacking a second Tear takes too long and mana consumption is heavy. Don't use it as a standard build unless your team composition has zero physical damage. [07:25–10:08]
Skill Order
Max Q → E → W, and take R at levels 6, 11, and 16. E is maxed before W because it gives damage, magic resistance reduction, and wave clear all at once.
Maxing E first against champions that stick to you like Tryndamere is mentioned as a possibility, but it wasn't personally verified at the time the video was made. The standard is still Q first. [10:08–10:47]
Combos
If You're Already in Range: Q-W-R-Q
Throw Q first, then weave in W and R before your next Q comes back. R has no cast time and triggers the passive, so it lets you get another Q off quickly.
When Chasing: R-W-Q-E-Q
If you're at an awkward distance, use R's movement speed to close in, then W to snare. Follow up with Q-E-Q. If you start with E on a fleeing target, they might escape range before you can snare them. [10:46–12:00]
Laning Phase
Punish Melee Champions When They Last Hit
This video rates top Ryze higher than mid Ryze. Against champions that have to walk up like Garen or Nasus, hit them with Q when they go for a last hit, and snare them with W if they try to get closer. Even without forcing a kill, you can make them lose health every time they CS.
Don't Push the Wave If It's Frozen on Your Side
If the enemy has no Teleport and the wave is coming toward you, keep it frozen. Classic has no catch-up experience, so denying both CS and experience quickly widens the gap. In the video's Garen matchup, the game swings heavily from the freeze after the first kill rather than the kill itself. [11:57–17:31]
Ranged Mages Can't Be Bullied the Same Way
Champions with longer range than Ryze can hit you while you're trying to Q them. Your early wave clear isn't fast either, so you'll likely lose lane priority. Against these opponents, don't try to harass every last hit like you would against melees; instead, prioritize your health and wave state.
Mid Game and Beyond
After 1–2 core items, you can take empty jungle camps while rotating to accelerate your growth. Only take camps if your jungler is on the other side or not about to clear them. Don't skip lane experience to farm camps first. [18:29–19:36]
In fights, use your defensive items to survive the initial burst, then snare the nearest key target with W and weave E and R between Qs. Ryze isn't a burst AP mage; he gets stronger the longer he stays alive and keeps cycling spells.
TL;DR
Keep the wave on your side and hit melee champions with Q when they go for last hits. Build Rod of Ages and appropriate defensive items to survive, then hit 40% CDR.
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