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Recommended Items
Runes:
Resolve
Sorcery
Spells:
Smite
Flash
Items
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Introduction
At some point in time I was looking for a new champion for my champion pool. I felt like I was lacking a tank champion with a great engage.When thinking of the best engages in the game I immediately thought of Malphite's R (also other champs ofc like Sejuani but let's not talk about that). So with Malphite being a tank and with him having one of the best engages in the entire game, I added him to my line up.
Passive: Granate Shield:
INNATE: Malphite shields himself for 10% maximum health, refreshing if he has not taken damage in the last 10 / 8 / 6 seconds.
Generally you want to wait for this to come back up before starting the next camp, it'll leave you with much more HP.
Q: Seismic Shard:
ACTIVE: Malphite sends a rock rolling to the target enemy, dealing magic damage to them upon impact, Slow icon slowing them for 4 seconds and gaining bonus movement speed equal to the amount the target is Slow icon slowed by.
Do not use this while farming the jungle! With a 70 mana cost at lvl 1 it's extremely inefficient. You should use this ability for the slow, so when ganking use this to get a slow off.
W: Brutal Strikes:
PASSIVE: Malphite gains bonus armor.
ACTIVE: For 6 seconds, Malphite's basic attacks deal bonus physical damage which splashes to enemies around his target.
On the other hand your W is really mana efficient and you should always use this to increase your clear speed. With the tiamat like effect it gives it's also great for camps like Krugs or Raptors.
E: Ground Slam:
ACTIVE: Malphite slams the ground, dealing magic damage to all nearby enemies and Slow icon crippling them for 3 seconds.
Malphite's E is an auto attack reset, so always use the combo AA-E-AA. Overall this ability is also very mana efficient and you should use it whenever up in the jungle.
R: Unstoppable Force
ACTIVE: Malphite dashes to the target location, becoming immune to crowd control effects for the duration and, upon impact, dealing magic damage to all nearby enemies as well as Airborne icon knocking them up for 1.5 seconds.
This is why you should play Malphite. The AoE knock up can knock up an entire team from a long range, does a good amount of damage and additionally allows you to be where a tank would like to be: in their faces. It's a perfect set up for your E and W as well.
INNATE: Malphite shields himself for 10% maximum health, refreshing if he has not taken damage in the last 10 / 8 / 6 seconds.
Generally you want to wait for this to come back up before starting the next camp, it'll leave you with much more HP.
Q: Seismic Shard:
ACTIVE: Malphite sends a rock rolling to the target enemy, dealing magic damage to them upon impact, Slow icon slowing them for 4 seconds and gaining bonus movement speed equal to the amount the target is Slow icon slowed by.
Do not use this while farming the jungle! With a 70 mana cost at lvl 1 it's extremely inefficient. You should use this ability for the slow, so when ganking use this to get a slow off.
W: Brutal Strikes:
PASSIVE: Malphite gains bonus armor.
ACTIVE: For 6 seconds, Malphite's basic attacks deal bonus physical damage which splashes to enemies around his target.
On the other hand your W is really mana efficient and you should always use this to increase your clear speed. With the tiamat like effect it gives it's also great for camps like Krugs or Raptors.
E: Ground Slam:
ACTIVE: Malphite slams the ground, dealing magic damage to all nearby enemies and Slow icon crippling them for 3 seconds.
Malphite's E is an auto attack reset, so always use the combo AA-E-AA. Overall this ability is also very mana efficient and you should use it whenever up in the jungle.
R: Unstoppable Force
ACTIVE: Malphite dashes to the target location, becoming immune to crowd control effects for the duration and, upon impact, dealing magic damage to all nearby enemies as well as Airborne icon knocking them up for 1.5 seconds.
This is why you should play Malphite. The AoE knock up can knock up an entire team from a long range, does a good amount of damage and additionally allows you to be where a tank would like to be: in their faces. It's a perfect set up for your E and W as well.
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