This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
Spells:
Flash
Ignite
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Introduction

Hello everyone, and welcome to another of my guides!
I have played with

With this guide, I aim not only to share my way of playing Malzahar, but also to help everyone who wants to give the Prophet of the Void a shot. I am always open to any suggestions / tips you may have.
One thing to keep in mid: Do NOT blindly follow what this, or any other guide, tells you to do. You are free to customise your playstyle the way you feel more comfortable, not according to what some guy on the internet says is the best.




spaaaace |
Pros:
+ High AP ratios + Good range + Suppression Ultimate + Excellent farmer + Good AoE damage |
space | space |
Cons:
- Squishy - No escape mechanisms/gap closers - Channeled ultimate, leaves him completely open - Hard pushing leaves you open - Voidlings can become a liability |


![]() |
Ignite is a very useful summoner spell for ![]() ![]() |

![]() |
Flash is a must on ![]() ![]() |

![]() |
Ghost is another great spell for catching up/escaping, although I don't feel it has the utility ![]() |

![]() |
Teleport is a decent choice, used for ganks, fast return to lane, and late-game split pushing; not my favorite, but certainly has its uses. |


![]() |
You can take this if the enemy team is CC heavy, but I don't advise it. If you get focused, ![]() |

![]() |
A popular choice in Season II, you can take it if you are a new player. There are much better alternatives, but if you like it, I'm not going to stop you. |
I believe that any other summoner spell has absolutely no place on


Offensive Masteries
This setup is pretty simple, aiming for really heavy damage.
Offensive Tree we pick:
-
Summoner's Wrath for the improved Ignite/Ghost/Exhaust if you choose one of them.
-
Brute Force (3 points) will provide us with some AD, this will help in lasthitting and harassing the enemy with autoattacks.
Sorcery (4 points) for the CDR.
-
Arcane Knowledge is a fantastic mastery. 10% magic penetration from this one.
-
Havoc (3 points) for some extra damage. It is not as much as you'd think, but it's better than other alternatives.
-
Blast (4 points) for some more AP.
-
Archmage (4 points) for an awsome 5% increase in AP!
-
Executioner for a very nice damage increase to low-health targets.
In the Utility Tree we pick:
-
Summoner's Insight for the improved Flash/Teleport/Clarity, if you happen to pick one of them.
-
Expanded Mind (3 points) for the increased mana, something that i personally like a lot.
-
Swiftness (4 points) will give us a little boost in our movement speen in order to avoid skillshots, or catch up to opponents.
-
Runic Affinity for increased buff duration, since we will probably often have blue buff.

Utility Masteries
This is more focused on the utility tree.
Offensive Tree we pick:
-
Summoner's Wrath for the improved Ignite/Ghost/Exhaust if you choose one of them.
-
Brute Force (3 points) will provide us with some AD for lasthitting and harassing the enemy with autoattacks.
Sorcery (4 points) for the CDR.
-
Arcane Knowledge for 10% magic penetration.
In the Utility Tree we pick:
-
Summoner's Insight for the improved Flash/Teleport/Clarity, if you happen to pick one of them.
-
Expanded Mind (3 points) for the increased mana.
-
Swiftness (4 points) for the MS boost.
-
Meditation (3 points) will give you some extra mana regen, for more lane time.
-
Transmutation (3 points) Spell Vamp? Hell yeah! This will help you regenerate Hp faster in lane.
-
Runic Affinity for increased buff duration.
-
Awareness (2 points) gives you a small exp boost that can get you ahead of you opponent.
-
Intelligence (3 points) gives some nice CDR allowing you to get your ultimate (and your other skills) off CD faster, for more sustained damage.
-
Mastermind dramatically reduces you sommoner spells' cooldowns, allowing more
Flashes to safety, less deaths, more kills, happier
Malzahar.

Alternative Masteries
- You can get
Butcher and
Demolitionist instead of
Havoc , for easier last hitting and tower pushing.
- 9 points in the Defensive Tree instead of the Utility Tree are also viable, taking 3 points in
Resistance , 1 in
Hardiness , and the rest in
Durability and
Veteran's Scars . You can also skip
Veteran's Scars and keep
Summoner's Insight .
- Taking
Mental Force instead of
Havoc does not work from a math standpoint.

The runes I most commonly use are mix of offense and utility.
Runes




~

~


~

~


Alternative Runes
Runes



~


~


Runes



~

~

Runes



~

~

~




After casting 4 spells, Malzahar summons an uncontrollable Voidling to engage enemy units for 21 seconds. Voidlings have 200 + 50 x lvl Health and 20 + 5 x lvl Damage (+100% per extra attack damage).
Voidlings Grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).
Voidlings attack the target affected by Malzahar's most recently cast Malefic Visions.
Voidling's Armor: 30 / 45 after 7 seconds
Voidling's MRes: 50
Voidling's Attack Speed: 0.831 / 1.496 after 14 seconds
Voidling's Movement Speed: 451
This is a quite unique passive. The Voidlings are uncontrollable, but you still have some means of steering them. They will prioritize targets with


In short, the priority list goes like this:
1) Champions under

2) Enemies with

3) Enemies you have autoattacked
4) Random
Sometimes, they will get stuck in a position where they are far enough to return to you, but there is also an enemy close enough to trigger an attack. In such a case, they will stay in that spot, toggling between their options. To stop that, just either move a little bit closer if you want them to attack, or further away if you want them to come back to you.
As of the newest patch, they have greatly improved AI, following you into the brush when out of combat, and having better pathfinding capabilities.
Early game, they help a lot with farming and harassing, in conjunction with








As mentioned before, Voidlings also scale 1:1 with your AD and ArPen, making

Note that summoner spells do NOT count for


Malzahar opens two portals to the void. After a short delay, they fire projectiles which deal 80 / 135 / 190 / 245 / 300 (+80% of ability power) magic damage and silence champions for 1.4 / 1.8 / 2.2 / 2.6 / 3 seconds.
Range: 900
This is an amazing skill, dealing nice damage early game and massive damage late game.
It is composed of a single projectile, dealing damage along its entire path and around the end points, also revealing the entire area.
It also silences enemies hit for a respectable amount of time, making it very strong against all kinds of casters.


Malzahar creates a zone of negative energy for 5 seconds. The zone deals 4 / 5 / 6 / 7 / 8 % (+1% per 100 ability power) of the target's max health as magic damage each second (damage to monsters is capped).
Range: 800
This is pretty self-explanatory. An AoE skill that deals % damage, great against tanks/health stackers like



It now has zero cast time, allowing you to cast it while moving, making your combo flow smoother and easier to use. However, it deals the first tick of damage after 0,25 seconds and not instantly.
You can also use this to zone enemies, preventing them from defending their turret/attack you while doing Baron/Dragon etc.
Do not use this skill to farm. Use it ONLY when you have lots of mana, you are safe, and you want to help


Malzahar infects his target's mind, dealing 80 / 140 / 200 / 260 / 320 (+80% of ability power) magic damage over 4 seconds. If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 10 / 14 / 18 / 22 / 26 mana. Malzahar's Voidlings are attracted to affected units.
Range: 650
A DoT spell, and my absolute favorite. When an enemy is killed by this spell, you get back some mana, and it jumps on to another nearby enemy, refreshing its duration. This is your main farming tool, also used for harassing early game. It will also attract Voidling aggro.
Be very careful with this spell early game. This can make you push the lane too far, leaving you open for ganks. Don't rely on it for getting lasthits untill you get some good AP, or until you get enough experience with Malz so that you can time your Autoattacks properly.
A trick to harass enemies with this spell without getting in range, is to wait until a minion near them has very little hp remaining, then cast MV on it, killing it and passing on to the champion. Many people do not know how this skill works, as


Malzahar grips his target in an engulfing void of energy to suppress the target (stuns and disables summoner spells), dealing 250 / 400 / 550 (+130% of ability power) magic damage over 2.5 seconds. The damage is applied in ticks, every half second.
Range: 700
Your signature move and one of the best ultimates in the game, allowing you to effectively win most 1v1 encounters. With an amazing 130% AP ratio, this can deal over 1000 damage to squishies late game. This is a channeled suppression spell, meaning that both you and your target will be (almost) unable to perform any actions. Also,

Voidlings prioritize champions under the effect of

Nether Grasp's suppression and damage effects are separate. If the suppress is removed,

Part, or all, of

Alistar uses
Unbreakable Will. The suppression will be cancelled but the damage will continue to be applied (of course mitigated by 50%/60%/70%)
Gangplank uses
Remove Scurvy. The suppression will be cancelled, the damage will continue to be applied.
Olaf uses
Ragnarok. All of it will be negated (not intended, a bug, see the LoL wiki page here).
Morgana uses
Black Shield. The target will be protected from both the suppression and the damage.
- You use one of your abilities/move. This will instantly cancel the channel, unlike other suppressions like Warwick's
Infinite Duress. You can still use your summoner spells and items like
Deathfire Grasp/
Hextech Gunblade.
Zhonya's Hourglass and
Flash will stop the channel. Be careful when using actives (
Ignite etc), since if the target is out of range,
Malzahar will instantly cancel the channel and try to move in range. As of the mid-July patch,
Malzahar will ignore any orders that would cancel it for the first 0,5 seconds of the channel.
Tryndamere can still activate his
Undying Rage. However he will remain suppressed and take damage until he reaches 1 HP.
Quicksilver Sash will completely cancel your ultimate, both the suppression and the damage. Be very, very careful about this item.
- You are CC'd by a silence, stun, airborne (knockup, knockback, pull, fling), forced action (taunt, charm, fear, flee), polymorph, or suppression.

Your skill order should look like this:



We get


Here are a few combos you can use for various purposes.
Harass Combo:


Use CotV, instantly after cast Malefic Visions, and then retreat.
Farming:


Use MV on a minion and cast CotV on as many of them as possible.
Late game, CotV can kill all the minions it passes through, so Malefic Visions are useful only if they are spread out.
Kill Combo:




Your standard killing combo, used mostly on 1v1 situations.
Focus Fire:

If your team is nearby and you find someone out of position, use your ultimate on him. This will mark him as an easy target for your team to pick off. Do this only when you have good communication with your team and you are sure the target cannot escape.
Zoning:


These two skill can be used to keep enemies at a distance. Use them when pushing a tower or doing Baron/Dragon, without necessarily aiming at a particular enemy.
Maximum Damage:







This is a drawn-out combo, used if your enemy is really tough. You can use




~Starting Items~
![]() |
Boots are an excellent starting item choice. Pick the up if you are against someone with many skillshots like ![]() ![]() ![]() ![]() ![]() |
![]() |
Doran's Rings give excellent stats for their price, and allow a very powerful early game. The downside though is that you can't upgrade them to something better. |
![]() |
A decent staring choice if you want an early Catalyst the Protector. Pick 2 ![]() |

~Offensive Items~
![]() |
This is an absolute must for any caster. Gives you a very nice amount of AP, and its passive is the key to maximum damage. |
![]() |
This item synergises very well with ![]() ![]() ![]() |
![]() |
This will give you an endless mana pool, and 2% of it will be converted into AP. Not a bad item at all, although it will make you a bit squishy, especially if you stack them. If you intend to buy it, make sure to get a ![]() |
![]() |
Pick this if your enemies are stacking a lot of magic resist. With your runes, shoes, and
![]() |
![]() |
A very powerful item, this can literally blow people to pieces. And the best part? You can use it while channeling your ultimate. |
![]() |
I don't see it fitting ![]() |
![]() |
Its aura is much shorter than your skills, so it is not as viable. However, it does give a decent amount of MRes and AP, and the MRes reduction can be useful in a team with a lot of melees. |

~Defensive Items~
![]() |
An amazing item for ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
An awsome defensive item for any champion, take this if you are getting focused first, without even having time for ![]() ![]() ![]() ![]() |
![]() ![]() |
Take one of these if the enemy team has a whole lot of AD and you can't handle it. Not something you will usually get, but both offer a significant armor bonus. It is better to take ![]() |

~Boots & Elixirs~
![]() |
20 flat MPen is really hard to pass up, as is gives a tremendous boost to your early game damage. |
![]() |
A very good alternative for ![]() |
![]() |
A good option, CDR can increase your DPS and threat level from ![]() |
![]() |
A pretty straightforward choice, get this if the enemy team has a lot of physical damage. Keep in mind that the 10% damage reduction applies to autoattacks only, so they won't be as effective against AD casters like ![]() ![]() ![]() |
![]() |
Elixir of Fortitude gives a nce HP boost, making you a bit more durable. It also gives some AD, not as useful, but it doesn't hurt. |
![]() |
This is obviously a special case. If there is an enemy ![]() ![]() |

As the game starts, pick your starting items, and put a point in


When you reach level 2, put a point in


Be careful for ganks! You are a hard pusher!
You are now level 6. Is your enemy low enough?
-Yes: Go in and execute your Kill Combo, using ignite is necessary. Receive kill.
-No: Harass with CotV/MV, ask for a gank. With the help of your jungler and your suppression your enemy will likely die quite fast. Receive kill.
After you have farmed enough, go back and buy a


If you are quite ahead,


If you are even,

Alternatively, or if you are behind, catalyst the protector gives you more HP, as well as better sustain, in order to heal from pokes, plus it can be upgraded in a


-But! My enemy is beating me!
-Fear not.
You can safely farm under the turret and harass, due to the long range of

A farming tip: When minions come down the lane, wait for all of them to engage in fight before casting

Don't forget to call MIA/ss if the enemy is missing! Keep an eye out on the map for other lanes having missing enemies!
Dont forget to ward! Wards are essential to your safety!

Now things are getting serious.
Your jungler has probably given you Blue Buff. If not, that's ok.
Time to push and gank. Start taking out the enemy minion waves with


Start assembling with your team for the first skirmishes. In those small fights, try to eliminate the easier target from a safe distance; just sit back and bombard the enemies with the power of the Void, and wait for the opportune moment to disable their carry with your ultimate, crippling their damage output.
Dragon starts to become a target around this time, so keep an eye on it. A pink eye, preferably.
You should also have some of your core items ready by this point. When you are not ganking, pushing, or fighting, farm. Farming is very easy for you, take advantage of that fact as much as you can. If you don't see anylane farm, just take your wraiths, as well as the enemy ones. Just a q+e should be enough.
Don't forget/neglect to buy wards! Wards are even more importand now, protecting Dragon, Baron, and your back while ganking! You might even want to invest on some pink wards in order to deny vision from the enemy.

Now you have a nice amount of AP, but you start to become squishy. This means you have to be very careful from now on, since one mistake could cost you the game.
One thing you should keep in mind is that, while

Let's compare that to a few other AP carries, for example




During the teamfights, use your spells from the back, as you are likely to be focused. Your main target is the AD carry. First, cast






If you cannot reach the AD carry for any reason, remember that



While your ultimate is channeled, your team must keep you safe from any CC or damage. After the end of the channel, cast CotV and MV again, as they should be off CD, and back off. If your team is winning, chase any survivors. If your team is losing, start retreating, lay a

Otherwise, keep farming and pushing, keep the times on Dragon and Baron. Never go alone, as you can and will die very fast. Buy Sight Wards.
You can steal Dragon/Baron! With your CotV you can get vision of the area, if you don't have a ward, and

By now some of the enemy team will probably buy




We demand their sacrifice.

![]() |
|


![]() |


![]() |
|

![]() |
|

![]() |
|

![]() |
|

![]() |
|

![]() |
|

![]() |
|

![]() |
|


![]() |
|

![]() |
|

![]() |
|

![]() |
|

![]() |
|

![]() |
|

![]() |
|

![]() |
|

48 Magic Resistance.
UNIQUE Active: Removes all debuffs from your champion. 90 second cooldown.
When it says "all debuffs", it means all debuffs.
This includes




The question is... WAT DO?!
It's simple.
1) You don't focus them.
2) You make them use it prematurely.
In order to make them use it on something else, you must have a teammate in your team with some hard and dangerous CC, for example Fiddlesticks'


1) Blow it to remove the lengthy CC and stay vulnerable to your ultimate, or
2) keep it for

It's a win-win scenario.
If you don't have something like that on your team, try stacking excessive debuffs on the enemy, lke armor and magic resistance reduction, AS reduction,



Other popular targets of the QSS are:
1)


2)


3)

4)


From my presonal experience,

Also, the effectiveness of his skillset falls off as well; the farming potential of

My preferred build for Dominion is the following:
I don't think you can deviate much from it, with the exception of

Shoes are, well, an obvious choice; Same goes for










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