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Build Guide by loopmasterhan

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 loopmasterhan

LoopMasterHan - Malphite

loopmasterhan Last updated on September 21, 2010
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Ability Sequence

1
3
7
9
12
Ability Key Q
5
14
15
17
18
Ability Key W
2
4
8
10
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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 10

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 10

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 10


Malphite, Shard of the Monolith

Character Introduction

[*] Stats

    Damage 56.3 (+3.375 / per level)
    Health 423 (+82 / per level)
    Mana 215 (+40 / per level)
    Move Speed 310
    Armor 13 (+3.75 / per level)
    Spell Block 30 (+0 / per level)
    Health Regen 1.49 (+0.11 / per level)
    Mana Regen 0.78 (+0.07 / per level)

[*] Abilities
Granite Shield - Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If Malphite has not been hit for 10 seconds, this effect recharges.
Seismic Shard - Using his primal elemental magic, Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing movement speed for 6 seconds.
Deals 80/135/190/245/300 (+0.6) magic damage and steals 10/15/20/25/30% movement speed from the target for 5 seconds.
Cost
80/90/100/110/120 Mana
Range
700
Brutal Strikes - Malphite hits with such excessive force he deals damage to units around his target. He can also call upon his strength to increase the damage he does for a short time.
Passive: Malphite's attacks hit units near his target for 30/35/40/45/50% of his attack damage.

Active: Malphite hits for 30/40/50/60/70% more damage for 6 seconds.
Cost
55/60/65/70/75 Mana
Range
400
Ground Slam - Malphite slams the ground sending out a shockwave that deals base damage plus half his armor as damage and reduces the attack speed of enemies for 4 seconds.
Malphite slams the ground dealing 60/100/140/180/220 (+70% of his Armor) magic damage to surrounding enemies, reducing their attack speed by 30/35/40/45/50% for 4 seconds.
Cost
60/70/80/90/100 Mana
Range
300
Unstoppable Force - Malphite ferociously charges to a location, damaging enemies and knocking them into the air.
Malphite charges towards the target area, dealing 200/300/400 (+1) magic damage and knocking enemies into the air for 1.5/1.75/2 seconds.
Cost
100/100/100 Mana
Range
1000


Summoner Spells
Clarity - Restores 160 + 30 X level Mana to your Champion and 50% of that to nearby allies.

Since Malphite's ability cooldowns and mana cost is both a bit high there is no point in getting mana items if you can't use your abilities that often. If you can spend your mana wisely while harassing without getting hurt that much, within 2 minutes if you have enough health to stay you get more mana to get some more lane time to out-farm experience, gold, and harass your opponent. And because i applied the Clarity Mastery i can act as a mana support character, helping my allied champions with a lot of mana (if they are mana dependent as i am).

Ignite - Ignite is a damage over time spell that targets a single champion dealing 50 damage plus 20 damage per level over 5 seconds. Ignite ignores enemy Magic Resist, and reduces healing and regeneration by 50%.

Just because Malphite has a few AOE abilities doesn't mean he can't 1v1 some champions, in fact ignite has more applications than just setting your opponent on fire for a few seconds, you can use it to help jungle, if you have the Ignite Mastery you get +10 ability power after its used, and the usual reduced healing and finishing off running away opponents. Also you can use after Unstoppable Force and Ground Slam for a more nuking combo with your other abilities.(R,E,F,W,Q)



Masteries
Offense: 10

Starting with a small .6 per champion level ability buff i move down towards magic penetration and into ignite giving me a total of a 3% cooldown, 15% magic penetration, and an additional 10 ability boost when ignite is on cooldown. helps with the harassing power of the seismic shard and after getting sorcerer shoes (20 magic penetration increase) seismic shard can be played as a main attack. with a 700 range you can get in close and still hit far.

Defense: 10

Getting armor increase by 6, combined with the heart of gold help with making ground slam very effective early game, then moving on to 2% dodge, resulting in a 10% movement speed increase when on dodge and a whole 1 block physical damage(nifty, right?). when used with ninja tabi or phantom dancer creates a great run away and/or chasing strategy when seismic shard is in use of 30%max movement speed steal. makes you run faster basically.

Utility: 10

With a 10% decrease in time dead makes a 30 second death into a 27 second death, i don't know about you guys but i think its worth it. continuing to a 5% increase in experience gained combine with more lane time is very effective in out-leveling your opponent early game. selecting the clarty mastery makes malphite into a mana support character, helps out in team fights when team gets more mana to do wreck on somebody. having heart of gold giving you 5 gold per 10 seconds working with the 1 gold per 10 sec mastery and 2 of the same quintessences equals to a 8 gold per 10 sec early game.

Overall review - The whole idea is to create a good foundation on which to build on, you have more mana which equals more harassing and lane time, you get more gold per 10 sec to buy items faster or have extra for emergency elixirs, oracles, and sight wards (vision wards works well against Twitch and Evelyn but i go for oracles when fighting invisibles). starting off with more ability power and armor makes your ability attacks hurt more and become less squishy to normal attacks. and after level 6 you can start giving enemy champions everything you got and then some dim sum, with a can of coke and a bag of chips, and a sandwich!!! hey, make me a sandwich, on buttermilk bread, with mayo on one side and sweet onion sauce on the other, lay down some provolone and american cheese, layered with chicken teriyaki, and topped off with LOTs (Lettuce, Onions, and Tomatoes). I will love you forever if this done correctly.



Runes

Statistics Total

Health
+69

Gold per 10
+2.0

Health at level 18
+234

Malphite's health is very medium, he is not initially classified as a tank. but his passive provides me with a layer of health consisting of 10% of my total health and when broken, comes back when out of combat for 10 seconds. by increasing your initial health and your health towards level 18 you add to your 10% layer, which makes trading attacks with enemy champions less hurtful. the +2 gold per 10 seconds runes is combined with my +1 gold per 10 sec mastery and the heart of gold starts me off with more health, armor, and an additional +5 gold per 10 sec, the additional gold buffs help me afford sight wards without taking time out of my initial item build, this way i can still buy my items normally without being set back by sight wards, oracles, and elixirs. it is very important to know where your enemy champions are in the fog, preventing surprise ganks and helps attacking in brushes.



Game play Strategies


Early Game:

With 475 gold you can afford 1 cloth armor, 2 health potions, and 2 mana potions. Once you move into your lane and minions are pushing you can start harassing your enemy champions with your seismic shard (with more ability power and magic pen it really hurts early game). and if you can attack while your passive health layer is up you can take almost no damage when harassing, the idea is to hit and run as soon as you hit them with a shard just run back behind minions and recharge your health layer and do it again. as soon as you run out of mana (which is pretty quick after a couple of shards) you have clarity to fill that bar up, at this point you can use mana potions until your clarity is back up again so its like having 3 bars of mana to start with. whenever you decide to go back to base try getting heart of gold and sorcerer's shoes to make the initial idea stronger.


Mid Game:

I consider reaching level 6 as mid game because as soon as you can get your ultimate ability you can start getting a little ballsy with turret diving and finishing off low hp champions. at this stage i would start getting sight wards and put them in preventive brushes in mid and jungle buffs. by this time sooner or later, Guardian Angel will increase your ballsyness by ten-folds, makes you hella hard to hit and you can fight to the death and come back for some more *** kicking. if you're a little fed you can start on madrid's bloodrazor increasing attack damage with attack speed works great with your brutal stike status effect, start taking down turrents like nothing.

End Game:

honestly the way games are going nowadays you don't need to go all the way to the nexus to win, if you can simply overpower them in mid game more then likely they will surrender. but if you do get some ballsy **********ers that thinks he/she can still win just shut them down and put them in their place. but at this point of the game you can really do anything you want with the item build, just use your wise judgement on what you need do and try to keep your sight wards out throughout the game. for me, i go for a sunfire cape, finish randuin's omen, and try to get youmuu's ghostblade, i guarantee that you can take half the nexus with all you got by yourself.