Welcome to my Malphite jungle build. I'm going to start off by saying this is my first guide. I really enjoy Malphite jungle he moves around quick and is very tanky early, mid and late game. If you read my build you will understand that there are situational items that may be of use to you mid to late game. (I suggest at least reading items)
Pros / Cons
-Q allows you to move faster in the jungle and its great for initiating early kills
-W's passive allows him to jungle faster and push lanes when needed
-R is an AMAZING initiate and a very good CC
-Gets bonus damage of 50% armor on his E making him scale well with Tank items
-Doesn't get Focused often
-Usually has trouble making money for dmg items
-Blue is imperative Early Game
-Harder to gank without ulti
-Doesn't hit as hard as other champs late game
-Needs a few kills Early to get the ball rolling
Attack speed? You say why O.o? when jungling Malph his W is an awesome help as it splashes damage to any minions in a cone in front of him having the ability to attack faster lets you jungle a little quicker, and where malph has trouble building dmg items throughout the game the extra attack speed late game is awesome help.
Armor.... Scales off your E and makes you tanky enough said
scales with you.
Armor Pen Quints. Self Explanitory
Magic Resist. This build doesn't call for too many MR items so it is nice to have some MR that
Other Viable Options:
-Armor Pen Marks
I usually start at blue but you can also start at wolves if that's more to your comfort level. Anyways I start at blue with none or a soft leash. when finished with blue go to wolves after getting your w (this makes wolves faster). head to Wraiths then Golems (on golems attack the larger golem first as your passive on W will kill the smaller golem. proceed to red, after red hit wraiths one more time and then gank bot or mid if eaither are pushed...
Okay we're level 4. we dont have boots we dont have our ulti so play safe if a lane is pushed help the lane. throught the time your buffs are up help the lanes and pick up wraiths, wolves and golems when you can.
when your buffs run out go Buy when your done buying you should be able to take wraiths and wolves before blue comes back up.... you need this blue.... jungle to blue and then run the rotation to golems and wraiths by then red should be up... get red. you should be lvl 6.
When you hit 6 Gank and gank hard your ulti is the best initiate there is and an awesome kill securer. It is also very easy to land from a bush or to stop people from killing your teammates. i would suggest helping top otr mid with a gank when you hit 6 as the two lanes have higher level chamos in them as for jungling its free rain through your jungle after 6. although I suggest getting blue and red when there up and golems, wraiths and wolves when you can.. when you hit 6 help the team push thier lanes (along with semi jungling)
From there on out its really all about your situation
The more tanky you get the better. not only is he better in the jungle with the defense tree he takes less damage and has great movement speed to gank and jungle. You can also manage the build with an attack tree but it is not as helpful in the jungle. The offensive tree doesnt make Malph hit any harder late game, whereas the health and armor from the defensive tree is much more viable.
Armor and 5 Pots is the most standard start to a jungler however it is very efficient with Malphite's E scaling off of 50% of your armor. This is very Useful Early Game Jungling.. Extra AOE Damage? YES PLZ!!
Build the Armor into Ninja Tabi. This choice is awesome for extra damage as well as reduced damage from enemies and minions.
Start with a vamp scepter and build into wriggles. It is imperative Early game that you get wriggles for dragon and extra damage in the jungle and against lanes. DON'T FORGET!!! USE the wards to help teammates/ find out where their jungler is (place it in the opposite jungle to help increase vision for your team)
Sunfire Cape Is very helpful for farming. Along with the Damage boost on your E from the armor the passive Aura Damage and your Aoe from E you are now a creep killing machine. Also the health bonus Makes you harder to Kill :D
Here's where things get interesting.. Frozen heart should be your next item if everything is going ok at this point (meaning: Bot lane isn't feeding the ADC or mid isnt getting wrecked by an OP AP champ) if not heres the situational Items. If the enemy ADC is getting more kills build a Thornmail the armor bonus is still awesome for malph and the damage reflection is great for ADC's. If your team is having trouble against an AP champ Build a Force of nature. The movement speed it helpful along with the MR and Health regen (no Armor Unfortunately) If your build one of these follow it up with a frozen heart.. if you build both... still get a frozen heart the armor bonus, mana and CD reduction are too good to pass up.. Aslo on a side note the passive for frozen heart stacks with your E decreasing your Enemies Attack speed More.
Randuin's Omen is an awesome item. Health, Armor, Health Regen and CD reduction along with a passive that makes it even worse for ADCs its a must have late game... DON'T forget Randuin's Active ability Helps a ton in team fights. (I tend to use it after my Ulti to initiate, that way enemies can't scatter as fast.
Last but not least Guardian Angel. Giving Armor, Magic Resist and the ability for the tankiest person on the team to get back up... Trust me when i say enemy champs will groan at the sight of the revive buff above your head :P
I start with E because of the AOE damage for jungling, on blue it is very helpful.
I explained why you get your W second in the Jungling part of my guild but for those of you who forget let me tell you again.. your W gives a passive splash damage when auto-attacking creeps and enemies.
Get E one more time to do some extra damage to red (getting to those wraiths faster)
then get your Q 4th so that ganking will be easier at 4 the Movement speed is very helpful with ganks Early.
Max out your Q.. The movement speed and the Slow is perfect for Ganks and catching up to people.
Max out your E for higher damage output. (now i forgot to mention Malph's E reduces attack speed of champions as well so it is very helpful against Carries)
Max out your W when you activate your W you gain armor and Damage which is also very helpful late game against Enemy Champs and turrets
Obviously Get Your Ulti when it is available at 6, 11, and 16. Your Ulti is one of the most OP parts about Malphite. it is a phenomenal Initiate as well as a killing move... Also it can be used to save Teammates as it is a very useful CC.
Smite Is a Necessity for most junglers and malph is in the category. For those who don't know Use smite on Blue and Red to conserve Health Early and Use it late game on blue and red as well as Baron and dragon to secure some extra damage.
Flash. As i said in the Cons section, Malph has no escape Using flash can get you over a wall or just outside the enemies range. Flash can also be used to catch up.
Another Viable summoner spell in place of Flash is Ghost again Malphite has no escape so ghost helps.. Although one wouldn't get Ghost for retreat in this case.... Ghost is for ganks. early game at lvl 4 you dont have a lot of run speed for gank. having ghost closes the gap and allows for a faster first gank.
Last option if you dare... Ignite... Ignite is useful when fighting lifesteal champs like Warwick, Vlad and any other person with life steal it is also helpful to finish off enemies when they are running away. only get ignite if you are confident that you can avoid deaths without an escape skill.
I really Hope anyone who tries this build likes it and if you don't tweak it your own way Running this build has never really given me a bad negative score and I'm Not saying it will breed the same results for you but i think it will ;) GL HF!!!