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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Introduction

Hey everyone!!! This is my first guide and most likely the only contribution I'll have on this site. In this guide I'd simply like to share my play style with Malphite with you guys, although I got no match histories with him, I am rather confident with my thoughts and play style surrounding Malphite.
As meantioned this is a guide, I'm simply trying stating things I believe are true with Malphite and what you could possibly add to your own Malphite but don't take everything as God's words just simply try add them to your own play style as well.
On a final note, I'd really love to hear your feedback or simply a question on anything you may disagree with, thanks!
Like all champions except for
Morgana, Malphite comes with good qualities and bad qualities. So walking into a fight it's good to know what to do in a fight in order to avoid the weaknesses or build items to cover those weaknesses.

- Very durable all game thanks to his ![]() - Easy to pick up, not hard to learn - Has an easy gap closer - Great at shutting down ad champions - His ultimate is a strong shut down - Strong iniates - Is a rock |
QWERT |
- Has a hard time early game - Has a hard time against ranged (eg. ![]() - Needs to be in the middle of everything to be most effective - Is a rock _ _ QWERTY |

With these masteries, I've gone 9/21/0. As I've mentioned, I play Malphite as a full tank, with the 9 in offensive, gives you a small boost in your damage output and the rest in 21 defensive mastery is to fulfill Malphite's duty as a tank. There is also the possibility of 0/21/9 if you're are either jungle or prefer the movement speed over magic penetration. If you do jungle it'd be a good idea to grab





Marks
Runes





Seals
Runes








Glyphs
Runes





Quintessence
Runes







Granite Shield
Malphite is shielded by a layer of rock which absorbs damage upto 10% of his maximum health. If he has not been hit for 10 seconds, this effect recharges
This passive is really awesome throughout the game, works well for tanking harass. Use this to your advantage, you can safely walk up to a minion and last hit while enduring a few hits from your enemy champion and wait for it to recharge. If you decide to jungle Malphite a good thing to do is wait for the shield to recharge before starting on the next neutral camp.Seismic Shard

Using his primal elemental magic, Malphite send a shard of the earth through the ground, dealing damage upon impact and stealing movement speed for 4 seconds
Cooldown: 8 seconds
Mana cost: 70/75/80/85/90
Magic damage: 70/120/170/220/270 (+60% of AP)
Movement steal: 14/17/20/23/26%
Probably one of the most effective slows, despite it being a single target, it's not just a slow, it's a steal, meaning you gain speed the amount of speed that you had reduced from your enemy. With this said, it closes gaps between you and your enemy fast. As you've seen above I choose to max this skill 2nd, imo using this as a poke burns your mana real fast.Mana cost: 70/75/80/85/90
Magic damage: 70/120/170/220/270 (+60% of AP)
Movement steal: 14/17/20/23/26%
Brutal Strikes

Malphite starts to hit with such force that his attacks deal damage to all units in front of him. Activating
Brutal Strikes greatly increases his armor and attack damage for a short amount of time

Cooldown: 14 seconds
Mana cost: 50/55/60/65/70
Passive splash: 30/38/46/54/62%
Armor and AD increase: 20/25/30/35/40%
Duration: 6 seconds
Mana cost: 50/55/60/65/70
Passive splash: 30/38/46/54/62%
Armor and AD increase: 20/25/30/35/40%
Duration: 6 seconds


Ground Slam

Malphite smashes the ground sounding out a shockwave that deals base damage and half his armor as damage and reduces the attack speed of enemies for 4 seconds
Cooldown: 7 seconds
Mana cost: 50/55/60/65/60
Magic damage: 60/100/140/180/220 (+30% of armor, +20% of AP)
Atk speed reduction: 30/35/40/45/50%
I love this skill, many people underestimate this skill, I would land a clean Mana cost: 50/55/60/65/60
Magic damage: 60/100/140/180/220 (+30% of armor, +20% of AP)
Atk speed reduction: 30/35/40/45/50%




Unstoppable Force


Cooldown: 130/115/100
Mana cost:100
Magic damage: 200/300/400 (+100% of AP)
Knock-up and stun duration: 1.5 seconds
What can I say? Love using Mana cost:100
Magic damage: 200/300/400 (+100% of AP)
Knock-up and stun duration: 1.5 seconds










This is the skill order that I thought were most effective for Malphite. Making

- Can be used to farm
- More mana efficient than
Seismic Shard
- Good harass with
Seismic Shard being a good gap closer











Flash![]() ![]() ![]() ![]() a Ignite![]() ![]() ![]() |
QWERT
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Teleport![]() ![]() ![]() ![]() Exhaust![]() ![]() a |
The items that are provided below are what I personally believe to be possible items for Malphite. I've also provided possible builds for Malphite but remember that you should also adapt to the enemy team and change things around to suit your game style
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Ninja Tabi![]() |
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Sunfire Cape![]() |
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Frozen heart![]() |
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Thornmail__________________________________________________________________ |
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Randuin's Omen |
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Guardian Angel![]() |
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Warmog's Armor |
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Runic Bulwark![]() ![]() |
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Shurelya's Reverie![]() |
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Spirit of the Ancient Golem![]() ![]() |
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The following are alternate possible builds for Malphite that are based on the enemy team. If anyone disagrees then gtfo. JJUST KIDDINGGGGG, don't stop reading ): But honestly guys if you disagree with any of the builds below, comment and tell me why and I'll reconsider and I'll also add a note on why it's there from whom if i do, thanks!
HEAVY AD TEAM
Item Sequence






Sunfire Aegis
2700

Abyssal Mask
2650

Thornmail
2450

Runic Bulwark
2950

Randuin's Omen
2700
HEAVY AP TEAM
Item Sequence






Sunfire Aegis
2700

Abyssal Mask
2650

Runic Bulwark
2950

Warmog's Armor
3100

Spirit Visage
2700
NICE AND BALANCED
Item Sequence






Sunfire Aegis
2700

Abyssal Mask
2650

Frozen Heart
2500

Runic Bulwark
2950

Randuin's Omen
2700
I didn't know where to put it so I made a completely new section for this!
I simply wanted to point out something about Malphite quickly:
As you can see his attributes point to his "spells" more than the others. So treat him as a mage, try not to auto attack too often unless you're confident you won't lose your target. So for example,
Seismic Shard your opponent and chase
Ground Slam and continue following, don't auto attack him as he's still running unless your
Seismic Shard is still in effect and basically kite. The only time you should attack late game is when you have
Brutal Strikes active and in the middle of everything.
I simply wanted to point out something about Malphite quickly:

As you can see his attributes point to his "spells" more than the others. So treat him as a mage, try not to auto attack too often unless you're confident you won't lose your target. So for example,




Ward's are a good little stick that gives you vision on an area around where you've placed the ward. Why is it so important? It helps you see ganks ahead of time allowing you to avoid it unless you are too dopey to see the enemy jungler approach (like me). It is no one else's job to ward your lane, your jungler has his own jungle to ward and other lanes their own. If you're not confident in your map awareness then ward the very tip of the bush, but if you have some confidence then place it outside of the bush abit further down allowing you to see enemy jungler from a further distance for the more dangerous gankers (
Rammus). Also get into the habit of buying 1 ward every time you recall it's not just the supports job, it's only 75 gold don't be stingy, wards are very important to winning games.
When to buy:
Oracle's are very important not just for hunting rats but for hunting wards! It's highly recommended you pick it up early if you're jungling as Malphite to clear out enemy wards allowing easier ganks and wasting the enemy's team gold and if you're not jungling, pick it up late game if you're building hardout rock Malphite to clear out the baron and dragon wards.

When to buy:
- Sight ward - Buy these when you are doing well or overextending your lane to see the enemy jungler ahead of time.
Vision Ward - Buy these when you're in need of a gank.
Oracle's Elixir
As Malphite, imo, he shines the most in top solo lane but can also be a jungler if prefer him in there. Firstly, I'll cover laning and jungling later.
To be able to top lane, the requirements are at least one of 3 things (imo). In this case, Malphite would be able to fit mainly into the "sustain" group and just a hint of snowballing.
The most common start to every lane except support and sometimes jungle. If you take these to top, this means you are confident you can last really well avoiding harass from your laning opponent. Recommend taking these if you are against champions that require a skill shot (
Olaf).
This is for the champions that deal primarily ad damage such as
Riven, a good thing to always know who you're against.
Soo when you are at top lane, it's a good thing to start off simply by giving your jungler at least a guard from invaders and if you're kewl, you may help him out by
Ground Slam when red/blue buff attacks him to reduce the attack speed saving him a few hits and sprint back to your lane. During laning phase you are to farm. Duh. Farm means to last hit, not to attack as much as possible within the shortest amount of time. You may also use
Ground Slam to farm if you wish and play it
Morgana and push people against towers so you can
Teleport to back up another lane while your lane is abit safe or to cause your lane opponent to lose farm but you'd be overextended and be vulnerable to their jungler and low on mana most of the time. If you wanna go aggressive then poke him, your harass combo would be
Seismic Shard then
Ground Slam. You may want to practice because sometimes using your
Ground Slam too early may cause you to miss them because of it's cast time, and you'll feel like a noob and cry. ): I've mentioned before that try not to put gas on your mana bar and light it up, you don't wanna get ganked and have no mana for your
Seismic Shard.
To be able to top lane, the requirements are at least one of 3 things (imo). In this case, Malphite would be able to fit mainly into the "sustain" group and just a hint of snowballing.
Starting Items


The most common start to every lane except support and sometimes jungle. If you take these to top, this means you are confident you can last really well avoiding harass from your laning opponent. Recommend taking these if you are against champions that require a skill shot (



This is for the champions that deal primarily ad damage such as

Laning
Soo when you are at top lane, it's a good thing to start off simply by giving your jungler at least a guard from invaders and if you're kewl, you may help him out by








To jungle more efficiently you would need your skills in this order instead, similar to top lane, just a little different skill order for the first few levels.
Jungling Malphite has only one choice of starting item: With the start of season 3, I've tested Malphite in the new jungle and it is the only starting item as jungle Malphite can only take with the removal of
Regrowth Pendant. You can also start with
Cloth Armor but with a
Hunter's Machete you'll have a slightly higher % of health if you need to gank in between but have a slower clear speed. With this new item, I recommend you turning it into a
Spirit of the Ancient Golem replacing
Randuin's Omen with it and grabbing a
Ninja Tabi instead of
Mercury's Treads.
Jungling Malphite, as I've mentioned before Malphite can jungle but shines best at top. Similar to top lane, there are pre-requisites that need to be filled in order to be a successful jungler: Out of those three, Malphite fits into speed and sustain because as mentioned Malphite's ganks aren't the most reliable. So choosing Malphite as a jungler would mean that you are confident that your team has a strong laning phase (
Riven) and won't require many ganks. Another thing I'd also take into consideration is whether your mid lane needs blue buff or not, for example: if your mid lane champion is
Xerath then I wouldn't recommend picking Malphite as a jungling but if your mid lane champion is
Katarina then it's cool to pick Malphite. Why? Malphite may be able to jungle without blue buff because he can just auto attack with his
Brutal Strikes passive, but that wouldn't allow Malphite to jungle at his maximum speed and make up for his inability to gank well.
When jungling there is only one route that you may take, and it's the most common:
Boots most likely the lane you're ganking will be able to outrun you on sight.
Although I'm not the most expert in the jungle, ALWAYS check each lane, in between killing each camp. For example:
Jungling Malphite has only one choice of starting item: With the start of season 3, I've tested Malphite in the new jungle and it is the only starting item as jungle Malphite can only take with the removal of







Jungling Malphite, as I've mentioned before Malphite can jungle but shines best at top. Similar to top lane, there are pre-requisites that need to be filled in order to be a successful jungler: Out of those three, Malphite fits into speed and sustain because as mentioned Malphite's ganks aren't the most reliable. So choosing Malphite as a jungler would mean that you are confident that your team has a strong laning phase (




When jungling there is only one route that you may take, and it's the most common:
- Wolves
- Blue buff
- Wraiths
- Golems
- Red buff

Important!
Although I'm not the most expert in the jungle, ALWAYS check each lane, in between killing each camp. For example:
- Kill wolves
- Quick look at mini map and champion health bars
- Kill Wraiths
- Quick look at mini map and champion health bars
- Etc.
- That lane member to feel safe when farming
- The enemy laner to be more cautious backing off the easily edible ally
Your role is a tank. How I've built him. And as a tank there are 2 roles. A tank or a wall, I'll explain these eventually.
When you're against your laning opponent and your jungling buddy comes to gank, most likely they'd expect you to initiate. To initiate, where I'm from, is to purposely "punch on" with your opponent. Most likely, cripple him in some way to make it easier for your jungler to gank because of Malphite's
Seismic Shard and
Unstoppable Force. Another good thing to know is who is your jungler, this is to decide who gets the kill, if it's someone that could possibly carry a game
Darius then give him the kill, but if it's
Maokai you're probably better off with the kill.
When you're jungling as Malphite, you will need to slow the enemy champion at the very moment you run in to gank, as it will give time for your
Seismic Shard to come off cooldown again if you need to use it again. If you're level 6, initiating with your
Unstoppable Force would be better, and slow the enemy when they land. And as mentioned above, think about who gets the kill before jumping in.
When 2 teams are standing off and your
Nidalee is making it rain spears and the enemy
Dr. Mundo is making it rain cleavers, and you think the enemy team is low enough for your team to kill, there are 2 ways to initiate:
Laning
When you're against your laning opponent and your jungling buddy comes to gank, most likely they'd expect you to initiate. To initiate, where I'm from, is to purposely "punch on" with your opponent. Most likely, cripple him in some way to make it easier for your jungler to gank because of Malphite's




Jungling
When you're jungling as Malphite, you will need to slow the enemy champion at the very moment you run in to gank, as it will give time for your


Teamfights
When 2 teams are standing off and your


- The enemy team is out of position and clump up and aren't too far from your team, as I've just stated don't throw them up just because they're all clumped up and
Flash and
Unstoppable Force, most of the time the range on your
Unstoppable Force should be long enough gap closer for your team to start throwing out the big guns, but if it's a
Flash and
Unstoppable Force you could place yourself out of position and your team unable to make up the distance. If the enemy team are all of these then go
Unstoppable Force, your goal is to hit as many as possible, not just the carry. The more you knockup, the less team contribution the enemy can do.
- The enemy team is too spread out for you to do the first option, but the enemy team is low to the point where you think they're going to all back off and heal up, then you sprint at them and if they decide to fight, use your
Brutal Strikes. During the fight keep an eye out for people that clump up together, aim for a minimum of 3 people. After you've used your
Unstoppable Force, there is once again 2 more choices. You play either aggressive sprinting at the carry and force him to attack you or you play wall and making it hard for the other team to get to your carry, it's probably smarter to look at both team's carry and see which is more worth it.
Well this guide has been sitting here for a long time now and I recently stumbled across it again and decided to finish it since I've got so much time to spare these days. Hope this helps any Malphite players out there, but even after publishing it I feel as if I've forgotten to add something but I'm sure it'll come to me someday. If there's any errors you guys may spot, please report them to me and if there's any question about my guide, build, grammar, anything! Then just say it, I don't bite. And thanks for giving up time to read my guide if you did!
Would like to thank jhoijhoi for her "how to make a guide" guide.
I would also like to thank "totallynotn00b" Lb's guide which I took a similar format to his skill chapter which I think he changed and I don't know who's
Rumble guide which I took the items format from and used it for my summoner spells!
Would like to thank jhoijhoi for her "how to make a guide" guide.
I would also like to thank "totallynotn00b" Lb's guide which I took a similar format to his skill chapter which I think he changed and I don't know who's

26/11/12 - Looked over and changed a few of the texts. Also changed the "items" format because I didn't like how it first looked. Completely removed:
Banshee's Veil,
Quicksilver Sash, completely removed AD and AP Malphite choices. Added a note in "Jungling".
7/12/2012 - Not too long after season 3, it's still too early to say so another change will come soon. Chapters changed are jungle and masteries, soon to come are items. Too tired right now.
8/12/2012 - Quick update to the rune name changes.
14/12/2012 - Finally all up to date with season 3! Changed the recommended items, changed the sample builds, small update to the wards section.
01/03/2013 - Did a quick check on everything, fixed the little errors and changed some wording along with some outdated info, minor item updates and all the images should be up and running.


7/12/2012 - Not too long after season 3, it's still too early to say so another change will come soon. Chapters changed are jungle and masteries, soon to come are items. Too tired right now.
8/12/2012 - Quick update to the rune name changes.
14/12/2012 - Finally all up to date with season 3! Changed the recommended items, changed the sample builds, small update to the wards section.
01/03/2013 - Did a quick check on everything, fixed the little errors and changed some wording along with some outdated info, minor item updates and all the images should be up and running.
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