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prime

Build Guide by wwwwwwwww

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 wwwwwwwww

Malphite-Please_Rate

wwwwwwwww Last updated on May 22, 2010
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Ability Sequence

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

 
 
 
 
 
3/
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

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

Utility: 9


The idea is to create a tank that allows the char to absorb damage in a heavy fight against a mix of physical and magic damage and still be able to deal high magic damage in a group fight. I've found this build to be effective enough against other players who like to use exhaust to restrict their opponents ability to fight back. With both Randuin's Omen and Frozen Heart, Slam becomes a 4.8 cd ability with somewhere around 300-500 damage (And it's always nice having only a 66 second cd on Ult). Using Randuin's Omen's active has proven very helpful for both chasing down weak enemies and reducing your opponents effectiveness in combat. Thornmail is always useful because it adds 70 damage to slam and deals 30% of your oppenent's physical damage back to them. The reason why i suggest Banshee's Veil is because of the spell block and other stats, and the Abyssal Scepter although I admit i havent tested it much will increase shard's damage by 42 and Unstoppable force by 70. Fortify is very useful for malphite because it increases his passive damage by 10 while it's available and 17 with rank 5 brutal strikes active. Ghost is useful on any toon for escaping, especially paired up with malphite's shard--best used right after an opponent increases their speed ;) and Improved Fortify destroys minions quickly when necessary has many times turned back, finished off, and/or severely weakened enemy players and their minions at opportune moments.

When initiating a fight, i would advise in this order: ult+slam+Randuin'sOmen+shard+brutalStrikes and using every ability that comes up when its cd is back. Most physical damage units will have their attack rate greatly reduced--Not that they want to attack someone with thornmail!--most casters will be unable to respond at first and with banshee's veil their first action won't matter much. Even tanks usually fail to get much magic resist and with a 4.8 cd on slam, units with banshee's veil suddenly seem less threatening. All slows stack so whoever gets sharded will be extra slow and you will quickly blow through enemy health. Your allies should be able to quickly finish off anyone you can't.

DO NOT WASTE YOUR GOLD TRYING TO REDUCE YOUR CDs BY MORE THAN RANDUIN'S OMEN AND FROZEN SHARD, THE CD REDUCTION LIMIT IS 40% I HAVE TESTED IT!
(Item order is decided purely the make up of the opposing army, if your opponents have mostly ap get Banshee's Veil before going for Randuin's Omen. Also, if you find for some reason that your opponents do almost exclusively ap, feel free to replace thornmail with another magic resist item.