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Malphite Build Guide by SupaPrizmo

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 SupaPrizmo

Malphite ~ Mid, Jungle, Solo Top, and Support

SupaPrizmo Last updated on July 5, 2012
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Mid,Jungle, Pure AD

[VS]

ST,Support,Pure AP

Ability Sequence

1
3
5
7
9
Ability Key Q
4
13
15
17
18
Ability Key W
2
8
10
12
14
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction


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...


Guide Top

Pro's V Con's



PRO'S
Strong Late Game
Nice Abilites, with low CD's
Greating Ganking with Unstoppable Force
A pain for enemies in team fights
Can be tank/offtank
Plain Badass-ery





CON'S
Early Game not good
Relies on Items
Not the strongest in Solo Top
Squishy Early Game
Also, if you have any tips that could help me improve the guide, please say so in the comments!


Guide Top

Malphite's Abilities!

Granite Shield
Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If he has not been hit for 10 seconds, this effect recharges.





Seismic Shard
Malphite sends a shard of the earth through the ground at his target, dealing 70 / 120 / 170 / 220 / 270 (+60% of ability power) magic damage upon impact and steals 14 / 17 / 20 / 23 / 26 % movement speed for 4 seconds.





Brutal Strikes
Passive: Malphite's attacks hit units near his target for 30 / 38 / 46 / 54 / 62% of his attack damage.

Active: Increase Malphite's armor and attack damage 20 / 25 / 30 / 35 / 40 % for 6 seconds.





Ground Slam
Malphite slams the ground dealing 60 / 100 / 140 / 180 / 220 (+50% of his Total Armor) magic damage to surrounding enemies, reducing their attack speed by 30 / 35 / 40 / 45 / 50 % for 4 seconds






Unstoppable Force
Malphite charges towards the target area, dealing 200 / 300 / 400 (+100% of ability power) magic damage, knocking enemies into the air and stunning for 1.5 seconds in 325 area around impact. Malphite cannot be interrupted during this charge.




ABILITY SEQUENCE

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

- - - - - - - - - - - - - - - - -


ABILITY SEQUENCE
Build 2: Jungle

- - - - - - - - - - - - - - - - -


ABILITY SEQUENCE
Build 3: Solo Top

- - - - - - - - - - - - - - - -


ABILITY SEQUENCE
Build 4: Support

- - - - - - - - - - - - - - - -


Guide Top

Masteries!




Build 1: Mid

Masteries
3/5
1/1
4/1
3/5
1/1
1/5
2/5
1/1
3/1
1/1
1/
1/5
3/1
2/1
3/5
These Masteries are designed for being defensive against an AP champion. I take 3 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.




Build 2:Jungle

Masteries
1/5
3/1
2/1
4/1
1/5
1/1
1/1
2/5
2/1
3/1
1/
1/5
3/1
2/1
3/5
These Masteries are sort of designed so you can get some extra income, and survive a bit longer in the jungle, because apparently, Malphite got nerfed some how (Before I started playing).




Build 3: Solo Top

Masteries
3/5
4/1
2/5
3/5
3/1
4/1
3/5
1/1
3/5
3/1
1/
These are designed to give Malphite more defense and more CDR for harassing with Seismic Shard




Build 4: Support

Masteries
3/5
3/1
4/1
3/5
1/1
3/5
3/1
1/
1/5
3/1
1/1
3/5
1/5
Not much change her. Just left out a point in Swiftness , and put a point into Scout , for dem wards.


Guide Top

Runes!

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




Marks




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


Seals



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

Glyphs



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

Quintessences



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


Guide Top

Summoner Spells!

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.

Why?

Why?

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.


Guide Top

Items!


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...



Starting Items

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.



BOOTS



Mercury's Treads
These are great for CC heavy teams, champions such as Ashe, Leona, and..well... Malphite (For Seismic Shard slow and damage). Also good for teams heavy on AP, such as a few tanks (Majority of tanks' abilities scale with AP) a Mordekaiser at the top lane, with another AP champ mid...


Ninja Tabi
Having trouble in the jungle? That other team stacked with AD champions? Well look no further, these boots will certainly fill the role, because the armor plus passive is MARVELOUS. Excuse my enhanced language, but I really like the passive on these boots. These boots aren't seen very much, as I've seen it, but you should consider taking them with Malphite


Sorcerer's Shoes
I wouldn't recommend these boots, because they don't fill the role of a tank, just because cho' gath is a tank, and he get's it, doesn't mean you do. Magic Penetration? Save that for your Brand in middle lane...

CORE ITEMS


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.



OPTIONAL ITEMS


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.


Guide Top

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.


Guide Top

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...


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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.


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Jungling

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.


Guide Top

Summary

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