Malphite Build Guide by SupaPrizmo
Not Updated For Current Season
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.
Hello everybody, welcome to my first guide here on MobaFire. This guide is for my favorite champion, Malphite. You can pretty much play Malphite wherever you'd like, but no Malphite can take the place of a Ashe or a Caitlyn down as the AD Carry. In this guide, I will show you how to play Malphite as a Mid, Solo Top, Jungle, and Support. lol i realized I said Malphite like 5 times in the past couple of sentences.
Thanks to jhoijhoi for teaching me how to make some of the features in this guide!
Just to let you know, these builds have all been tested, and they work. Sometimes I see builds that I honestly don't know if they were tested. If you think some items aren't necessary or aren't correct, as always, feel free to input your thoughts in the comments, and maybe i'll incorporate them into the build!
Just some good dubstep, to go along with a build. (I like listening to music when i'm...on the internet...) If you don't like it, then go listen to...classical, or whatever...
Pro's V Con's
Nice Abilites, with low CD's
Greating Ganking with Unstoppable Force
A pain for enemies in team fights
Can be tank/offtank
Relies on Items
Not the strongest in Solo Top
Squishy Early Game
Active: Increase Malphite's armor and attack damage 20 / 25 / 30 / 35 / 40 % for 6 seconds.
Note these are subject to LANES not builds, I take the points above in the basic guide as an example. You can take the mid skill set for mid lane, but use it with the Pure AD build. I don't take skills in order of my build, but for my lane. Obviously you're going to take Seismic Shard first in mid, because of the harass.
Build 1: Mid
Resistance for the MR early game. It helps, and also the early game MR from the runes you take should be enough for you to soak up most small early game bursts.
Malphite got nerfed some how (Before I started playing).
Build 3: Solo Top
Malphite more defense and more CDR for harassing with Seismic Shard
Build 4: Support
Swiftness , and put a point into Scout , for dem wards.
I would suggest not playing ranked with Malphite unless you have the correct runes, or really any champion for that matter. I know I take the same Runes for each build, because Malphite is a tank, these runes apply to every build.
I take Greater Glyph of Scaling Magic Resist for late game MR. Early game MR is almost useless, as mages and anyone who does main magic damage won't get their main damage output until about mid/late game, unless they're fed, or rushed a Rabadon's Deathcap.
Greater Seal of Armor also gives good early game Armor. This helps for lane sustain, since solo top you will be up against a bruiser, for mid when you're plowing through creeps, for support when soaking up damage for your carry.
greater mark of vitality good health scaling if you're build is behind, and you haven't built any health items yet.
Greater Quintessence of Movement Speed increased MS for a heavy champ, or any tank, is good. It lets you get to the action faster.
Other Viable Runes
Greater Mark of Magic Penetration
greater mark of defense
Greater Mark of Health
Greater Mark of Brilliance
Greater Mark of Precision
greater mark resillience
Greater Mark of Scaling Magic Resist
Greater Mark of Magic Resist
Greater Seal of Magic Resist
greater seal of vitality
Greater Seal of Precision
Greater Seal of Magic Penetration
Greater Seal of Health
greater seal of endurance
greater seal of desolation
greater seal of defense
Greater Glyph of Brilliance
greater glyph of defense
greater glyph of desolation
Greater Glyph of Health
Greater Glyph of Magic Penetration
Greater Glyph of Precision
Greater Glyph of Armor
Greater Glyph of Scaling Magic Resist
greater glyph of vitality
Greater Quintessence of Brilliance
greater quintessence of defense
greater quintessence of endurance
Greater Quintessence of Health
Greater Quintessence of Magic Penetration
Greater Quintessence of Precision
Greater Quintessence of Armor
Greater Quintessence of Scaling Magic Resist
greater quintessence of vitality
Greater Quintessence of Magic Resist
I really like the summoner spells in League of Legends, but what ones should you choose!?
Well, you know the deal with this one. It's your get out of jail free card, as I've heard many references to. It works about 75% of the time, as I have found out, myself, and honestly, I don't use it at all in most of the games where I have it. This is a yes pick if you don't feel secure.
Ghost is probably my favorite. Even though IMO it could use a buff, it still is very useful. It run's the same as Flash, it's a great escape mechanism, but so is Flash. This is a yes pick, especially with jungling.
Another good favorite of mine, Teleport. This Summoner Spell is very useful, especially when solo laning. Yes pick, you should always take this if you're at the top lane, or no one on your team has taken a Teleport, as there should be at least 1 Teleport per team.
You have a slow, that lasts longer at lvl 5, I believe. No pick, next.
Nah, not great. There has been a buff, I don't know when though, but even still, running Heal isn't great, as it does next to nothing early game, and Sorakas ult heals the team about the same amount of health, even if the whole team is healed in one use of Heal. Situational Pick, so take it when you feel you need to :P
Somewhat useful, especially for Malphite. Take this, possibly, if you're playing support, or if you have trouble suspending the spam of Seismic Shard. Nope, sorry, bad pick.
Support. Nuff' said.
Junglers. Nuff' said.
Dominion. Nuff' said.
Honestly, just why?
I don't see this being used very often, and I must say...buy quicksilver stash. It's the same thing, but won't block ultimate's like Warwick or Malzahar.
The Items I mention in the builds above are just the builds I usually take. I really don't need to tell you this, but you can take whatever you really would like...
This is my personal set up I like to start out with. It allows me to trade, and then just regenerate the health lost, or to sustain.
[icon=faerie charm size=50 sight ward This is a set up if you're going support. You can take it if you're going up top, but it is not recommended, as you should be building health sustain, not mana, but it does build into philosipher's stone so it is viable.
Take this if you are jungling, or are not confident of yourself against your pesky opponent. Malphite is anti-AD / Attack Speed, so I don't know why you would be...
This is standard, for any lane. If you're opponent has any skillshots that are dangerous, or AoE nuke, you should take boots.
shurelya's reverie Well this item doesn't really define a tank, more of a support, but Malphite kind of needs it, after all, he does have some crazy mana issues early/mid game.
This item synergizes so well with Malphite when his Ground Slam is on, he really cripples the enemy. The Sunfire Cape passive + the armor stack with Ground Slam is kind of like having Thornmail against Teemo, watch them kill themselves...
Once again, this item synergizes extremely well with Ground Slam because of the attack speed debuff, and then the Frozen Heart passive, and then the damage from the sunfire cape, any carry WILL NOT be able to fight you! 1v1 at least, unless they're crazy fed.
This item is for mages who counter, mainly, and Amumu. You shouldn't take this item, unless you have an offtank, or another person on tank who went tank.
Trinity Force is a great item overall, because of all of the stats. If you're taking this item, you either are tanky enough and it's your final item, or you know that this will benefit you.
Wriggle's isn't actually a bad item on Malphite as you might think. It's great for lane sustain, because of the passive on Brutal Strikes. The passive actually stacks (From my knowledge and use) with lifesteal, therefore making lifesteal give even more life back when AA'ing a group of minions.
Well, this is the sort of item you should get if the other team is ridiculously fed, and they can kill you instantly. Otherwise, the stats are about average, and the passive is very good. But it doesn't really fit in with the build.
Rylai's is the same circumstances for Abyssal Scepter, you shouldn't get it, but if you have another person who is a tank, then fine.
An overall bad item, i've actually seen someone build this before, and it was an offtank Gangplank. Let me tell you sir, he had 2 snowball items, and he WRECKED. We didn't win, of course, but that man carried the hell out of the game. But, for what it is worth, it's a no-buy.
A great tank item, provides a great set of stats, ranging from, health, to CDR. The active on this is simply beautiful, as it can cripple dat attack speed with the set of Ground Slam and Frozen Heart. A simply awesome item to consider when playing Malphite
An item that is the health fountain of youth! The passive on this is a hidden overpowered little thing, no one seems to mind. Passive: Permanently gain 3.5 health and 0.10 health regen per 5 sec per minion kill. Champion kills and assists grant 35 health and 1 health Regen per 5 sec. Bonuses cap at +350 health, and +10 health Regen per 5. That is crazy! Get this item, but be aware of the danger's... *cough*cough* madred's bloodrazors *cough*cough*
An item that is underrated, as I've seen. I believe there was a nerf, or maybe it was Atma's, but the 1.75% health regeneration is awesome! Stacked with Warmog's Armor this baby can benefit you, for the better. Also used for those pesky AP champions.
In-Game (Early-Mid Game)
Just to let you know, I mean all of these builds for Malphite to be a tank, or in the solo top case, an offtank. Malphite isn't a DPS, so don't even try. No amount of Rabadon's Deathcaps or Void Staffs are going to increase your real damage.
So, now I will explain early game, for each of the lanes I mentioned. I will start off with mid, because that is the lane I enjoy the most, cause most people are like "WTF Malphite MID, IM SCREWEDDDD!" And if they keep this attitude, then yes, they will be "screwed". But what they don't know is, even with the null magic mantle, Malphites MR is still kind of low, and this show's if you're against some kind of Bursty McBursty Burst (i.e. Annie, LeBlanc) For this lane, just try and sustain, nothing more, nothing less. Don't try anything really dangerous, I mean, you can, but don't in case YOU ARE 100% SURE YOU CAN PULL IT OFF. Other than that, you're good mid.
So, now, Solo Top. I must say, Malphite, without some good runes, really is hard at solo-ing someone like Lee Sin, or Irelia. Even with Brutal Strikes they still do a ton of damage. I suggest if you don't have the correct runes, then you just try and harrass when possible, and farm when possible. There is always the option of taking the double golems once and a while, if your jungler isn't near or is ganking. They'll respawn in time for him. Unless you know you can beat your opponent, just try and stay passive, or dominant in your lane.
And finally, support. This is pretty easy. Hid in bush. Press Q, target, let it roll, go back in bush. Ward. Done, there you go. All you want to do as a support is to zone, and unless they have Blitzcrank then you should be zoning.
In-Game (Mid Game)
By this time in the game, I am going to expect that you're fairly tanky, picking up the first couple of core items, shurelya's reverie, Mercury's Treads, and Sunfire Cape. Even this is pretty good. The Sunfire Cape gives you almost constant DPS, especially up-close. They get near, activate Ground Slam and possibly Randuin's Omen if you're fed, and knock their attack speed away. Then if you have the Frozen Heart then they'll be hitting you like they just ate a whole buffet. And that is good for you, and bad for them. Mid game you should really be defining your tank like structure...
In-Game (Late Game)
What I mean by "late game" is about 35 minutes in, where both teams are fairly strong, or one team just hasn't decided to surrender. You should have 4-5 items already, and be the meat wall all your carries are looking for. Also, taking situational items are also really, really helpful. If they're team is just so fed they burst you down in an instant (not literally) then consider taking Guardian Angel. Just remember, there is no shame in dying, if you're saving one's life in doing so.
As Malphite you're jungling is kind of slow. If you time everything right, and if you got a good leash, you should be able to gank by level 4. The jungle route I take is Blue Buff, Wolves, Wraiths, Red, Golems. Rinse and repeat.
Sorry for the lack of pictures so far in the guide, I am focusing right now on getting a Match History for Malphite. As of the moment, I started a Hecarim guide, without thinking about this guide, so as soon as I get the Match History score for Hecarim, I will get the Malphite Scores.
I am probably boring, but I hope this build helped you learn Malphite more. I hopefully soon, will post a video playing Malphite. There I go again, just spamming Malphite.
So, anyway, the guide above explained Malphites abilities, masteries, rune setups, summoner spells, gameplay, and items.
If you have enjoyed, a rating is appreciated. If you decide to down vote, please tell me why in the comments, or "discussion." Thanks guys ~SupaPrizmo