This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Versus Physical Top
-
Versus Magic Top
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Introduction

Thanks to jhoijhoi for the awesome banner!
Hi, I'm PsiGuard and welcome to my



Malphite is my favorite top laner and one of my favorite champions in the game. I find him immensely fun to play, rewarding when used well and one of the most powerful team fighters in the game, regardless of lane matchup.





Later in the game, Malphite serves the classic tank and initiator role. By this time he will have several defensive items that allow him to deal respectable damage and absorb a lot more. He can initiate a fight with





Legend
(for any abbreviations you don't understand)There's some leeway as to which defensive masteries to take, but I strongly recommend picking up



Since I recommend starting ![]() ![]() ![]() ![]() |
Since I recommend ![]() ![]() ![]() |
This setup is designed to give a lot of protection against physical damage and all-ins in the early game. Greater Mark of Hybrid Penetration gives the best value for marks and helps Malphite's spells and autoattacks hit harder.




This setup has a few tweaks that make it better suited to dealing with magic damage harass in lane, especially against ranged poke. As stated above, Greater Mark of Hybrid Penetration gives us the most value for marks so we'll get those again. Since AP top laners usually need a few levels to get going, we can afford to take



![]() |
In laning phase,
![]() ![]() ![]() ![]() ![]() |
![]() |
This is a very safe spell to take and it's always useful, though its usefulness does depend a bit on your decision making. Use
![]() |
![]() |
This spell gives you the strongest laning presence and the most 1v1 kill potential, especially once you have your ultimate. You sacrifice some safety by not taking
![]() ![]() ![]() ![]() |

Granite Shield scales with health, armor, and magic resist. Defensive items will improve its effectiveness.
- Early game,
Granite Shield will protect you from harass and minion aggro; late game, it can tank tower hits or enemy poke spells after you've built some items.
- If you're hit by harass, try to avoid damage for the next few seconds until your passive recharges.
- Don't be aggressive in lane without your passive up as it gives you a significant advantage in damage trades.
- You might have to give up a few last-hits in order to refresh your passive early game. This is okay, because you only lose a small amount of gold but gain a lot of lane presence by resisting harass.
- Wait until your shield is up before walking up for a last-hit in range of the enemy top laner whenever possible.

- Be ready to cast
Seismic Shard on a ranged lane opponent when you walk up for a CS. Your opponent will likely take the opportunity to poke you.
- When maxing
Ground Slam against melee champions, only cast
Seismic Shard to prolong or escape extended trades or you'll end up wasting mana. It's not worth the mana cost just for the small amount of damage at rank 1.
Seismic Shard is a strong chasing tool. Use it to slow your opponent and walk up for a
Ground Slam. It's also a helpful tool to use when your jungler ganks.
- You can use
Seismic Shard to escape enemies. Hit a foe when you're fleeing, and your speed will be boosted while they are slowed. Target enemies with high movement speed for greater effect.
- In team fights, target the enemy Marksman with
Seismic Shard when possible to prevent them from kiting you effectively.

- Activate
Brutal Strikes before using
Ground Slam to boost your armor, and therefore the damage of
Ground Slam.
Brutal Strikes costs only 25 mana at all ranks. Don't be afraid to use it if you're expecting some physical damage to come your way, or if you're about to trade autoattacks with your lane opponent.
Brutal Strikes' AD steroid can be used to secure last-hits under your tower that otherwise might be too difficult to pick up with weaker autoattacks.
Brutal Strikes works great for pushing or diving towers. Activate it when you take tower aggro to raise your armor and AD.
- Activate
Brutal Strikes just after using
Unstoppable Force to initiate a fight. This will let you tank better, improve your
Ground Slam, and let you do heavy damage with your auto attacks.



Ground Slam scales with armor, so it will start hurting more once you complete some armor items.
- When using
Ground Slam to secure last-hits, weaken the enemy minions first and use your AoE to finish them all off at once.
- Using
Ground Slam with the passive from
Brutal Strikes will allow you to farm creeps and push lanes quite quickly.
Ground Slam's attack speed debuff works on all jungle camps except dragon and baron nashor.
Ground Slam leaves an imprint of the Riot Games Fist on the ground. :D



Unstoppable Force's missile speed increases with Malphite's movement speed, so casting
Seismic Shard before you ult will make the ability a bit harder to dodge.
- The knockup component of
Unstoppable Force isn't reduced by tenacity and can't be removed by
Cleanse,
Quicksilver Sash or
Mikael's Blessing. You only have to worry about it being dodged or blocked by a spell shield like
Banshee's Veil.
- Since
Unstoppable Force is both a dash and a heavy CC, it's great for initiating ganks or team fights. Wait for enemies to group together and target priority enemy champions for maximum effect.
Unstoppable Force can be used to counter initiations from enemy tanks and supports since enemy teams often group together at the start of fights.
- It's also good for interrupting channeled abilities like
Death Lotus,
Crowstorm,
Absolute Zero and
Requiem.
- Don't use your ultimate too hastily in lane. If you can, save the cooldown for when your target uses an escape spell like
Flash, then use
Unstoppable Force to follow them.
Unstoppable Force can be used to dash through walls. Use it to surprise an enemy in the jungle, or interrupt a team trying to take dragon or baron.
- In an emergency, you can also use it to dash away from enemies, though try not to rely on this too often as it's a pretty hefty cooldown.

Maxing





Maxing






![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
![]() |
![]() ![]() ![]() |
You'll want to aim for 30-40% CDR since 40% is the cap. You can fill the missing 10% with

![]() |
![]() ![]() |
![]() |
![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
As a top laner, your job is to get as much gold and experience as possible, zone/kill your opponent and make sure you don't waste too much of your jungler's time. If you manage not to fall behind your lane opponent (in gold and experience), you hold your tower for a reasonable amount of time and you don't force your jungler to babysit you the entire laning phase, you've probably done a decent job. Winning a lane requires more than just careful play though, you have to harass appropriately, fight for a CS advantage and dictate your opponent's options as much as possible. Malphite works well as a counterpick to a lot of AD laners, so abusing that advantage is often key to putting your team in a good spot for mid game.
Against AP champions, use

Against melee AD champions, you'll be maxing

Zoning is an important skill to learn for any laner, especially if you want to actually build an advantage top lane. You can zone your opponent from the minion wave by first harassing them to a point where they don't want to engage you directly, then positioning yourself between them and your dying minions. If you've been harassing well, simply using your presence, keeping up your farm and occasionally throwing out a


Wave control is also a key element of laning and often separates decent laners with annoyingly strong ones. Getting a feel for the flow of the minion wave and how to manipulate it can create zoning opportunities, keep you safe from ganks and allow you to apply pressure to the lane at appropriate times. There are five basic lane positions with different properties for you to learn:
1) Neutral: When both minion waves are equal in the center of the lane, the minion wave becomes very susceptible to pushing. It's fairly safe to farm like this but your opponent has enough room to fight you for the wave. If you fight back you might push the wave towards them. Small minion advantages can determine the outcome of early game trades, so this is where you can create an advantage or lose control of the lane. This is also a good position for you to refresh

2) Frozen by your tower: Freezing the minion wave just out of range of your tower gives you the easiest access to farm with the quickest escape route while your opponent will be extending to CS, leaving them more vulnerable to ganks from your jungler. The downside is that your opponent can harass you for free since you have few minions to fight them and their minions will turn on you if you retaliate with autoattacks. It's also pretty easy for your opponent to push you in.
3) Frozen at your opponent's tower: This sucks because it puts you in a dangerous situation where you can get ganked by the enemy jungler. You can contest some CS like this but usually you'll just want to push in the wave so it resets to neutral.
4) Under your tower: This makes it hard to last-hit and leaves your tower open to receiving damage. On the plus side, your opponent usually can't do much when you're under tower. Get as much farm as possible and wait for the wave to reset to neutral.
5) Under your opponent's tower: This is okay since you usually just want to farm as Malphite and don't care if your opponent gets free CS or not. Malphite's really good at diving so if you have


Ways to push your lane:
- Aoe clears (In Malphite's case, this means
Ground Slam.)
- Autoattacking an enemy champion (This draws aggro to you instead of your allied minions. Using spells to harass, however, will not draw aggro.)
- Intercepting the minion wave (Also draws minion aggro. You may want to do this to prevent the wave from hitting your tower.)
- Wave hits your tower (The tower pushes back the wave by clearing it more quickly than if you were last-hitting.)
- Autoattacking repeatedly between last-hits (This is the least mana intensive way to push your lane.)
- Last-hitting without interference (This is more of a subtle one that some people miss. Last-hitting a wave of minions pushes it very slowly. If you are farming and your opponent is not, you will start to push towards them.)
Keep these factors in mind when attempting to freeze your lane or push it rapidly. Usually whenever you trade with your lane opponent, the wave will start to push in one direction or the other. You can use your positioning to force your opponent to push if they are forced to use AoE abilities around minions to trade, but keep in mind that they may do the same to you.
Warding is the best way to foresee and escape ganks from the enemy jungler or mid laner. In laning phase, there are only a few warding spots you'll need to worry about. Typically there are three routes that the enemy jungler or mid laner can take to get to you unless they have a long range teleport/jump/dash ability like



1) Direct river gank: This route can be covered by warding close to blue team's ramp up to blue buff. If the enemy jungler has a dash ability that can scale the wall, you may want to move the ward a little closer to your lane in the bush to make sure he can't slip past it.
2) Tribush gank: While often this kind of gank also comes from the river, sometimes the enemy jungler or mid laner will come through red/purple team's jungle behind baron pit. This gank is more common if you are on blue team since the tribush is directly accessible from red/purple team's jungle. It's still dangerous if you're on red/purple team though, since the jungler may take the time to go all the way around through your own jungle to get behind you. Warding inside the tri-bush is the best way to avoid these ganks, though if you're on red/purple team you might be okay with a just a ward by the entrance to blue team's blue buff jungle as long as your mid or jungler has your team's wraith camp warded so the enemy jungler or mid laner can't sneak into your jungle through there.
3) Lane gank: This is often the most difficult gank to pull off, but it can be very effective since the side brush in top lane is not often warded. To execute this kind of gank, your lane opponent will usually push the wave to your tower while his jungler sneaks from his lane into the side brush at the edge of the map. When the wave resets, your lane opponent will often try to bait you into blowing cooldowns in a trade near the brush, then the jungler will jump out for an easy 2v1 kill. Avoiding this gank can be difficult since the only sure-fire ways to prevent it are to keep the far lane brush warded (which costs you gold) or to keep your lane pushed beyond that point (which costs you lane presence). Sometimes you can sense a lane gank if your lane opponent starts behaving more boldly or tries to bait you into moving towards the lane brush, especially if he pushed to your tower recently.
Note: Beware of stealth champions like



When your jungler is trying to gank your lane, the worst thing you can do is telegraph his intentions. Telegraphing a gank is when the laner unintentionally signals to his opponent that the jungler is nearby through a sudden change in playstyle. Usually this manifests in the form of reckless aggression whenever the allied jungler is set to gank. When accepting a gank, first inform your jungler of the enemy ward placement if you've been paying attention to where your opponent has placed wards (or if they placed any at all). If your jungler seems to be in position unseen, either bait an engage from your lane opponent (careful of telegraphing), initiate with






If your team is victorious, use


In the event your team is losing the fight, ping the retreat and slow down dangerous champions with



A special thank you to those who have supported my guide with votes, Scout points and advice that have been instrumental in bringing my guide to the level of quality it is today. I'd also like to specifically thank jhoijhoi and astrolia for their insights into some coding techniques that I use in all my guides.
|
![]() ![]() Follow me on Facebook and Twitter for stream updates and other League of Legends content. |

You must be logged in to comment. Please login or register.