Malphite Build Guide by Remos Van Damme
Not Updated For Current Season
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.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Welcome to the Crowd Assassin Malphite grounds
Greetings fellow summoners, I am Remos Van Damme and I bring you AD jungler Malphite.
Malphite in this build offers a good refreshment from the usual tanky builds. It is extremely fun to play and combines two objects of game that are underused, underrated and overpowered.
This build is not about being a tank. It is about a new approach to the role of Malphite in the team. This quide is the Pandora's Box to the untapped power of Malphite and also extremely fun and satifing to play.
Don't be arrogant by voting this build down only because this build doesn't look like other usual builds. I am trying to bring something new to table and please don't punish me for it.
Note! I got some great tutorials pointed out in the comments. I am going to redo my quide chapter to chapter.
Pros / Cons
+ Initiator with Unstoppable Force
+ Escaper with Unstoppable Force
+ Good jungle clear times
+ Excellent farmer
+ Brutal Strikes is good steroid
+ Ground Slam shuts down any AD carry
+ Fun to play
- Rather squishy
- Needs items to be useful
- Needs good early game
- Greater Quintessence of Health: Makes you more beefy and competetive during early game.
- Greater Mark of Attack Speed: Attack damage build always benefits from attck speed.
- Greater Glyph of Magic Resist: Makes you more resistant to AP mid during early game when ganking.
- Greater Seal of Armor: Helps you clear the jungle first time through without getting a scratch and help against those ad champs and top bruisers during early game ganks.
Smite: Needless to say that every jungler needs it.
Flash: This spell is essential for Malphite's late game combo.
Ghost & Cleanse: These two spells are not as reliable as flash to get out of the centre of battle, but they can be used for this.
- Granite Shield: This ability forms a shield around you if you have not been in combat for 10 seconds. This shield is very useful during the early jungling as small creeps can't get through your shield. That means that your health is safe.
- Seismic Shard (Q): This is a spell designed to catch up to a running enemy. This ability takes a portion of targets movement speed and adds it to your movement speed. This is target based so it is impossible to miss.
- Brutal Strikes (W): This ability is the skill on what this guide is built up on. It's passive gives your attcks AoE damage and active boosts your armor and attack damage by a sertain percent. It is your steroid.
- Ground Slam (E): This spell damages nearby enemies around Malphite and reduces their attack speed by a percent. It literally can shut down enemy carryes and even nearly stop their attacks when used with Randuin's Omen active.
- Unstoppable Force (R): This ability makes Malphite make a huge leap to targeted area dealing damage and knocking up enemies as he lands. This skill is your initiator skill, escape tool and stun.
Ability Sequence Order
As this Malphite is going to jungle, he needs Ground Slam to reduce the damage that jungle creeps do to him. Take Seismic Shard at level 4 so that you can start ganking. At level 4 you should have already cleaned the jungle or most of it. Secondly when you start to gank more, you need to level your Brutal Strikes to power the Tiamat you have at that point. Seismic Shard is kind of useless in this build. It doesn't really help you catch up with carryies. So max it last.
This is the CORE. You will be building these items every game.
: This item helps you survive jungle without a scratch. Get this item the first time you return to shop. You can switch these boots for some other type of boots when jungling stage is over.
- : This item is essential to this build. Everything is based on this item. Rush this item as soon as possible. If you got the the gold then return immediately to base to buy it. This is the item that turns Rock Solid Malphite into Anti-Crowd AD Assassin Malphite.
This is the range of your options for third item. They are fairly cheap - from 825 to 1525. Pay attention to you situation when buying and choose appropriate. You should aquire Zeal and Randuin's Omen or Frozen Heart. Those two last items boost your combo. If not these then at least Zeal.
: Get this item if you have no trouble surviving. This boosts your damage output and helps to catch those slippery carryies. You can later build this item into Phantom Dancer if still no troble owning or into Trinity Force to add little off-tankyness.
: Get this item if you feel like AP champion abuse you too much in team fights. It gives nice damage boost and can save you from AP nuke such as Brand. Later you can build it into Maw of Malmortius.
: Get this item if physical damage dealers are very problematic. Get this item because later you can build this into Frozen Heart. Frozen Heart is like made for your usual teamfight combo.
- : Take this item if you see that enemy physical damage dealers are harassing you a little or they have the potential to be deadly in future (for example - they are starting to get fed). This will beef you up a little. In addition this item will generate gold for you. And later it will be the major component in teamfight. If situation allowes always get Heart of Gold over the Frozen Heart.
These are the items that you should buy when you encounter a very specific situation or you are just too fed and don't know what to buy next.
: This is very situational item to have. Buy this only if you need to destroy a health regenerating champion, such as Dr. Mundo and Vladimir. Overall this item should be avoided as it doesn't offer anything else than a second Ignite.
: This item will make the enemy hate you. You jump in the middle of them wreak the whole team and die. Your allies follow you with little delay. And when they arrive. Suprise. Suprise. Anti-Crowds Malphite is back from the dead.
: I am not sure if this item synergizes with AD Malphite. But it could make enemies regret staying in prolonged fights with you. If there were an item that gave attack speed buffs on hit then Malphite would definately use it. The extra ability power is useless - at least for this build. Only buy this if you are constantly fighting tanks that just don't want to die. This turns tanks only strength - prolonging teamfights - into their weakness.
: Take this if you want some more damage. This item gives lot's of damage and coupled with Zeal will make 6 attacks out of 10 deal critical hits. I am not sure if you can critically hit with splash damage, but if it is possible then this item could be much accpeted. If it is not possible the you might spend that money on another item instead.
: This item could work pretty good with Malphite. It gives a little health, attack speed and helps fighting a crowd. Almost like Tiamat. Although, I am not sure when to use it.
: Take this item if enemies have huge amount of armor. This item is meant to be used against very high armor as this item gives 40% penetration and percentage penetration profits from large amount of armor.
: Take this item if enemies escape a little too fast and if they like to spread out around you. This item slows and thus helps you catch them. Also it gives you a little more beef over your rocky shoulders. Do not build this if you already have Trinity Force.
: This item gives attack damage and attack speed. In addition it reduces armor on each auto-attck up to three times. Use this item if enemy team has moderate armor. I prefer this item over Last Whisper as this item's UNIQUE lowers armor for some seconds, it means that your teamates hit harder too.
: This item gives nice amount of attack damage and also gives a way to get some health back. Take this item if there goes on some serious poking.
- : This item grants you huge amount of armor and returns 30% of damage from auto-attacks back to the attacker. Take this item if you have trouble suviving your combo in AD based enemy team. This makes your posision in focusing kind of funny. If they don't focus you - they die. If they focus you - they die.
I hope this item list helps. There might be items that I didn't put here, but could benefit Malphite a lot. If you think that there are any such items, then let me know in the comments. If you think that some of listed items doesn't fit AD Malphite at all, then let me know why in the comments.
1. Ancient Golem
8. Gank, farm, or back
I don't think that you should really much stray from that order for the first round in jungle. But after you have cleared golems try to stay in jungle until red and blue buffs fade. After doing the golems go for gank at the golems lane and try to force them to burn their flash or heal or whatever they have, but don't get yourself killed. Until you get level 6 this is pretty much all you can do with ganks, but you might be able to fetch some assists. These early ganks will make the enemy be scared about you. They may start to be hesitant in future engagements being afraid that you will jump out of somewhere and slap them in their faces with your rocky hand.
You also should attempt to counter jungle a little bit by taking enemy junglers camps when you see him at the other side of the map. But if you are taking his creep camp always leave one minor creep there. That way he will have to kill that creep before new ones spawn timer starts to run. This will but him back a little in gold and exp income. Also Malphite is pretty strong 1 vs 1 early on, so if you see that laners are not going to help him, try to take him down or at least make him start running. This will overall add up to your scare factor and jungler himself will get a little bit scared to go into his not-so-safe jungle.
But don't forget your other lanes though. You will want to gank them too couple of times and try at least to make them recall to base. This strategy will set your laners ahead in gold and exp. As you already do a little counter jungle and thus getting ahead of enemy jungler, you are already winning the game in long run. You are like a steroid to your team.
For me this strategy results often an early surrender by enemy team. By which time I have Tiamat and still am collecting money for third item.
But how do you gank? Come around enemy side jungle walls if they keep a ward up (Or buy Oracle's). Hit AD carry with your Q. This will make them slower and will give you and your laner a better chance to get some hits in. Also pop E to make AD carry's retaliation attempts a waste. Run up to him and use your W to boost your damage and armor even more. Remeber that you can use your E like Hecarim's Q if chasing. It might be this damage to finish them off. As you have high amount of armor at early game you E also has huge amount of bonus damage as it scales off your armor.
Another way to gank is to enter lane bushes from your side of lane when you can do so without getting into minion or enemy champion's vision range. And again slow with Q, reduce their attack speed with E and W when getting in range for your auto-attacks.
Team Work and Tactics
This build benefits greatly from abilities that forces enemies to group together. Orianna mid and Galio support would result the victory in most teamfights lategame. They pack them together, you go in and beat the enemy unit (minions, creep, Olaf) next to the carry, because splash damage is 10% bigger than you autoattack.
What you would want to do most cases is to -R- in, tap -E-, pop -W-, beat something next to enemy carry (don't beat towers for that purpose) and run or flash out so that you teammates can finish them off.
Why is this combo over-powered? If you jump in reflexes tell them to start attacking you. What they don't know is that you want them to start attacking you (this makes them cluster around you = win-win). You pop -E- that reduces their attack speed by 50%, if you have Randuin's Omen, pop that too and they have 50 + 35 = 85% attack speed reduction. This makes enemy carries useless for few seconds. Few seconds is what you need, to fulfill your role. Let's say that you have 250 AD and you pop -W- which in this case raises your ad to 400. Meaning you deal splash damage of 440 dam around you. If you manage to get Thornmail too then you are group fight nightmare.
But don't mistake this for tank build. You have to get out of there as soon as debuffs fade or you will die.
The first time you successfully play this build is when the Pandora's Box is opened and the power is tapped free. After you start to own others with this build, you will keep using this build as the fun this build provides makes you want to play it more and more, as if it was a drug.
I have fun playing this build and it's about time the beast is released into the wilds.
I hope you like it and good luck destroying unsuspecting victims thinking that Malphite is only good for being tank.
Btw if you are commenting on this build, please make a comment that has actual content in it. Example: "Noob build, Malph is no AD" (If you only do comments like this, please refrain yourself from commenting anywhere, avoid human contact too if possible and observe from afar how noraml people interact) "#item# doesn't work in this case, #item2# is much better for this." (Thank you! I will look into it.)