in regards to ryze - they wanted to make a mage carry, i guess? Anivia comboes much harder and provides more utility, but even she is a support nuker at best. If the game goes on much longer than 30-40 minutes, the other team will catch up in resists and dmg.
Smite is for junglers. These are champs who don't go in the lane, but instead use the jungle creeps to gain levels and gold. They are generally responsible for warding the map, keeping control of the dragon buff (+150 gold to everyone on your team whenever he dies... insanely valuable) and for surprise ganks on lanes that your opponents have pushed to hard. Warwick was built for jungling, as was Udyr (both of them are terrible in lane). A couple others can jungle effectively - tryndamere, master yi and akali come to mind right away. tryn needs to stack attack speed over crit chance on his reds to proc bloodlust, yi needs attackspeed to proc double strike and heal with meditation and akali need attack damage reds to proc her lifesteal/magic damage passive.
Rammus is king of the jungle. With armor pen marks, armor seals, magic resist or mp/5 glyphs and health quints, he can drop the entire jungle faster than anyone else in the game, is perfectly set up for ganks with his ridiuclous taunt and slow and will have the health to do so afterwards. Use defensive ball curl at golem with a cloth armor and 5 health pots. you probably don't even need a full rune page to pull it off, tbh.
regarding runes: runes are where you look at the deficiencies of your particular champ's build, or strengths, and add to them.
for marks: Generally speaking, if you have a mage, your red runes will be Magic Penetration (for a total of +10 @ lvl30), otherwise you'll get Armor Penetration (same thing). They ran some calculations and found out that armor pen provided more damage than crit damage marks, but I digress. Aside from specializing for a specific champion (like stacking flat AP on Zilean for a lethal early game, stacking crit chance on tryn etc.) that's really your best bet.
most common seals: dodge, scaling hp, flat armor, scaling mp/5.
most common glyphs: scaling MR, scaling CDR, flat CDR, scaling mp/5
most common quintessences: flat hp (for a total of +96hp @lvl1 with tier 3 runes), faster movement, armor penetration, magic penetration, flat or scaling AP.
there are tons more to choose from, but, for the most part, these are the ones you'll probably end up using. I usually have mana problems because I have a tendency to spam too much, so my setup for a mage is: Magic pen marks, scaling mp/5 seals, scaling FCR glyphs, 2 flat HP Quints and 1 faster move Quint. for physical guys, substitute armor pen for magic pen
also, always get scaling mp/5 runes. they break even at level 4 and there's no way you'll have the mana recovery usage vs. needed that will require only the mp/5 that flat runes can give over the scaling versions.
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