Positioning for Ryze by class, range and real stat line — what to do when the fight starts, and what not to.
Ryze is a mage. In a five-on-five that means one thing: land a cooldown for a burst of damage, then be safe and largely useless until it returns.
Items, runes and damage numbers are all downstream of standing in the right place when it starts.

| Stat | Level 1 | Level 18 |
|---|---|---|
| Health | 620 | 2728 |
| Attack damage | 55 | 55 |
| Armour | 22 | 93.4 |
| Magic resist | 32 | 54.1 |
Movement speed 340 and attack range 550 do not grow with levels — they are the two numbers that stay true all game.
At 550 range you should never be the first person the enemy can reach. If you can attack their front line, somebody can attack you.
The armour and magic resist above are what you have before items, and they are the honest answer to whether you survive being focused.
Ryze's spells deal extra damage based on his Bonus Mana, and he gains a percentage increase to his maximum Mana based on his Ability Power.
Passively, Ryze's other basic abilities reset the cooldown of Overload and charge a rune. When Ryze casts Overload with 2 runes charged, he gains a brief burst of Move Speed. On cast, Ryze throws a charge of pure energy in a line, dealing damage to the first enemy struck. If the target has Flux on it, Overload deals extra damage and bounces to nearby enemies with Flux.
Ryze traps a target in a cage of runes, damaging them and slowing their movement. If the target has Flux on it, they are instead rooted.
Ryze releases an orb of pure magical power that damages an enemy and debuffs all nearby enemies. Ryze's spells have additional effects against the debuffed enemy.
Passively, Overload deals even more damage against targets with Flux. On cast, Ryze creates a portal to a nearby location. After a few seconds, allies standing near the portal are teleported to the target location.
These are the designers' words, not ours — the tips shipped in the client for Ryze.