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Malphite Build Guide by Crater1

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.


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League of Legends Build Guide Author Crater1

Full Tank Malphite

Crater1 Last updated on July 16, 2012
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Ability Sequence

2
5
9
10
14
Ability Key Q
4
8
15
17
18
Ability Key W
1
3
7
12
13
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 1

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Guide Top

Introduction

This is just a build that I thought of. It's full tank Malphite. Pure tank meant to let them tear themselves to shreds while you help them by spamming your Q and E abilities.


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Runes

I use flat Armor Marks and Seals for some extra tankyness early game which also helps in laning phase because of your E. I use flat MR Glyphs for a little Magic Resist in early team fights. I use Armor per level Quintessences for more tankyness late game. Feel free to use whatever runes you feel appropriate for the Marks.


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Masteries

I go with a 1/21/8 mastery page for Full Tank Malphite. The 1 in Offense is for the improved Exhaust. The 21 in Defense is basic tank stuff like extra health, Armor, and reduced damage taken. The 8 in Utility is for reduced cooldown on Flash, reduced recall time, and extra Mana/Mana Regeneration.


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Items

My choice of items for this build is purely tank.


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Skill Sequence

This skill sequence is meant for more early laning phase damage output then running in and tanking all the damage in team fights.


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Summoner Spells

I take Exhaust for the times when your Jungler ganks, when trying to secure a kill, or when having to flee from a sticky situation. I take Flash for mostly the same reasons, especially when in a sticky situation. You could easily take Teleport instead of Exhaust if you feel the need to be able to help save/destroy a tower or even help try to get/assist in a kill.


Guide Top

Summary

So to summarize everything, it's a Full Tank Malphite built pure tank to protect your team. Please leave a comment and/or vote on my guide. Thank you to all who read this.