Malphite Build Guide by nerodetonado
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.
ROCK POWER KEPPO
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.
Threats to Malphite with this build
|Rengar||Rengar has a high damage, but you can surpass his damage at level 3, with some poke and your W you can fight against him. If you aren't sure wait the farm under the tower and get your Frozen Heart soon as possible.|
Welcome to the REKTING KAPPA MALPHITE's guide.
Malphite's ROCK POWER strength usually comes from his high base damage at skills, high tankyness and a strong potential to start team fights.
But with this build, the damage will come from the skills AND from the autoattack.
Pros / Cons
+ Tons of Damage
+ High Tankyness
+ No Problem With Mana
+ Fast Split Push
- Weak Early Game
- Poke 8======D You
- Difficult to carry if your team feed a lot
The masteries are a combination of sustain, damage, farm and a bit of protection against your lane enemy. You are a meele carrier so you need to farm and stay alive to do that role, ranged champions and casters will be your nightmare.
I take 21/9/0 instead of 9/21/0 because you need damage and prioritize defense will not hand you the REKT POWER. Malphite wait for the shield and trade damage with the enemy, after that he wait again and farm a little to regenerate the health that he lost to trade again and this will come to a kill or a death. It depends on your POWER of ROCK.
You need damage and a bit of defense, to get this you need:
It gives damage to you and makes easy to farm
Armor is always welcome to you, you don't take so much damage from the minions and from the enemy
Prevents a lot of magic damage on early game
Magic Resist is always good, but taking the 9 runes without scaling makes you a little bottle ready to be breaked for a Mage.
This will be more damage to your ROCK so it's good to take more.
You don't act as a tank, you are more like an assassin, a carry assassin that ends the life of everyone. Your damage can kill everyone, you just need to get rid of the Enemy AdCarry and the Mid-Laner, you also can start team fights but if your team don't believe on you don't start. Taking of the Mid-Laner and the AdCarry make then believe that they can win the team fight, or you win the team fight alone.
Take control of the lane, harass the enemy with Basic Attacks enchanted with Brutal Strikes and Seismic Shard when you can and try to trade damage with him, if you realize that you can't win ask for a gank.
You can play passively too, farming near the tower (but not to close, try to not let the minions get hitted by the tower) and then get your tankyness as soon as you can.
Now you will be strong enough to easy kill the Enemy AdCarry, doing that you practically win the game for your team, they will win the Team Fights easily giving you openings for a turret or a dragon.
If you choosed to play passively just farm and try to get some assists or kills, your ult stills an effective CC at the game
Everytime you see someone out of position kill him, picking him off will be an immense advantage for your team. It can decide the game but it's dangerous to go alone without vision so go for it if you have vision or if you are sure that he/she is alone and it's not a bait waiting for you.
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