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Build Guide by piskotek113

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 piskotek113

Malph ^tank^

piskotek113 Last updated on April 16, 2011
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Ability Sequence

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

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

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

Utility: 9


Guide Top

Introduction

Hy,
this is my first build on Mobafire.com.


So i will introduce you my Malphite ^tank^ guide.


Guide Top

Summoner Spells

For summoner spells i take:

Well this is self explaneing, plus you do bonus DMG to minions.

For the second spell i take Exhaust, beacuse it comes in handy in early game, mid game and late game.


Guide Top

Pros and Cons

Pros:
- Great initiator
- Superb physical damage tanker
- Good chase/escape mechanism
- Great AoE creep farmer
- SUPERB early game skill soaker
- Good harraser
- AWESOME burst capability


Cons:
- Item dependant
- Diferent skills scale with diferent stats
- Needs a "thinking" team that will not waste your ulti+slam combo to work good.
- VERY VERY Mana dependant and unefficient


Guide Top

Skills

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.

This is one of the most annoyin passives ingame during early game. At lvl 1 you have 800HP (+82 per lvl) so your shield blocks up to 70 damage!
This might sound low but every 10 sec you have another 70HP. So you can take on your face a Gankplank parrrley, veigar balefull, Ryze flux and many many more, without even taking any damage! When your shield is destroyed, just back up a bit for 10 sec and recharge it than go again and harras/lasthit or soak spells for your lane partner.
Later on this becomes marginal but it is still valid to "eat up" plenty damage while getting golem buff or killing dragon.
The damage soak is calculated AFTER armor/magic-resist.

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.

Cooldown - 12/12/12/12/12 seconds
Cost - 80/90/100/110/120 Mana
Range - 700

This is one of the most versitale spells ingame. Great for harras since damage is quite high. But main use of this is to slow down enemy while speeding you up. I use it in my combo on teamfights, this requires Vent/TS/Skype communication or pinging. You pick up your target from the group (main target should always be the main carry of their team), you charge in, slam, pop-up the Brutal Strikes and you call witch target you slow. The moment that carry notices he is beeing targeted he/she should run away, but he/she is already low on HP due to your ulti-slam+melee hit with BS active, so shard will make him just "try running away".
If you feel unsafe or you see one of the misses going for you quicky use shard and sprint away (you might use your flash to be even further). In chasing scenario, you can slow down the enemy while speeding yourself, its also vital to flash-shard enemies that try to run away. Remember to use it while killing the golem. The mana cost will be replenished pretty fast anyway.

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.

Cooldown - 20/20/20/20/20 seconds
Cost - 55/60/65/70/75 Mana
Range - 400

This is your DPS tool. Getting this on lvl 4 will make your farming easier and you will already have full combo on lvl 6. (450 damage total + your brutal strike melee damage)
In early game swap targets while meleeing and finish off with Slam killing whole pack in no time, just watch your mana pool :).On Tank build this is more for farming and a little bit of damage boost, this is why we max it out last.

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.

Cooldown - 8/8/8/8/8 seconds
Cost - 60/70/80/90/100 Mana
Range - 300

This is what makes you lethal to enemy carries. A good lategame ulti-slam combo will take more or less 700-1000 damage. Also it is undodgeable for all that got cought by your ulti, they are simply damaged in mid-air. Reducing AS by 50% is crazy boost to your survivability. A little bit math, lets take Yi as example. Usualy you have Yi with 2.0 AS, and about 300 AD. His damage output is equal to 600dps. A slam makes it cut to half. The diference is HUGE. Its like you "disable" 2AS/AD items in 1 button. And this math ignores Armor. This is also the reason why you stack up on armor even if your oposing team has 3 casters.

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.

Cooldown - 140/125/110 seconds
Cost - 100/100/100 Mana
Range - 1,000

This is what makes Malphite a Malphite :).
Malphite is a char that needs a person that likes to go rambo. YOU are the tank, YOU are there to initate the fight, YOU are there to take punishment for this rush.
Be sure to ALWAYS do it on combo Ulti+Slam its the most efficient combo you can do.
Usual usage is Ultimate+Slam+BS+Shard.
You can also do a BS+Ulti+Slam+Shard, but taking into consideration that BS lasts only 6 sec on all lvls makes you waste a bit of time, but still is vital.
Remember to aim with your ulti with uber precision. Always try to catch at least 2/3 champs in it. Remember that it takes time before malphie will accualy get his stony *** in the place you targeted.
This skill is great disabler and channel breaker. Also you can use it to catch an enemy champion that is running away, but dont KS with it. The cooldown is just to big for it. If you see that someone will kill the fleeing champ leave it or just slow it with shard. You are there to tank not get kills.


Guide Top

Masteries

I take masteries 0/21/9 focousing more on armor and magic resist, as well as HP/mana regen and and more EXP.


Guide Top

Items

This is the tricky part of any tank. There is no good build for everything. I'll present you my build that i use most on mixed teams and leave you with choice of finetuning for particular situation. So lets start:

or



or





or

Now it is your choice what will you pick.


Hope you enjoyed this guide. Comment and rate.