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Choose Champion Build:
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Introduction
Huge early game damage mitigation with Granite Shield
Extremely good initiation at all points in the game with Unstoppable Force
Easy to hit fast moving ultimate
Extremely fast with his Seismic Shard and impossible to run away from
Is a rock
Extremely heavily scaling off tank stats ( Ground Slam)
Crushes all Attack Damage users
Cons
Has trouble against some ap casters early
Has trouble trading without Granite Shield up
Has lower damage late game then some would like
Well there has to be four, so very mana dependent early
You want to take Flash because its well flash and is just simply the best summoner spell in the game. ALWAYS ALWAYS ALWAYS TAKE THIS SPELL
Ignite brings alot of damage to add to Malphites insane kill potential at level six, and is a very strong spell in general.
The Acceptable
Teleport is an amazing spell if your team plans on raking objectives or you need to get around the map often, this is a change out for ignite.
Ghost is a very bad spell for laning but it is extremely strong late game and makes you alot harder to kite, in combination with Seismic Shard and Shurelya's Battlesong you will be cruising like a racecar.
Exhaust is another very good spell on Malphite and in combination with your other spells allows you to nearly completely nullify the enemy carry. Especially when they have no attackspeed and do 35% damage :D
The bad
Do not take any other spells unless you are jungling then take smite, malphite doesnt need any of the other spells!
This move is what i find to be one of the best if not the best passives in the game, this is the bread and butter of Malphite from his early to late game, using this correctly can cause you to dominate lanes. This passive is not like other shielding passives such as Iron Man, which are for a max amount Malphites Granite Shield which is for an amount equal to 10% of Malphites total health instead of bonus health. This passive is also unique as it scales off of Malphites armor and magic resistance, making it more then just a shield like Jannas Eye of the Storm which does not scale of armor and magic resistance and takes all damage as true damage, but Granite Shield is able to reduce the damage taken to the shield. As Granite Shield can be used to absorb alot of burst damage early, and even shut down combos, you should wait the 10 seconds for it to be refreshed between engages so that you can regenerate your missing health.
Q: Seismic Shard
This is your Q spell, this spell is a major boost to your utility all through the game, not only is Seismic Shard a slow but it has its own unique effect it grants you whatever movement speed is stolen. This means that if your lane opponent has Boots of Swiftness and the enemy jungler comes to gank you with only Boots on the lane opponent will grant you more movement speed because there is more movement speed to be stolen. When you use Seismic Shard to begin a trade you have time to get in and perform your trade while running away with the movement speed you 'borrowed' from your lane opponent so they cant hurt you either. Seismic Shard is extremely powerful when used in combination with items such as Shurelya's Battlesong you can gain large amounts of movement speed. This is your main chasing and gank setting up skill as with large amounts of cooldown reduction it is almost a permanent slow making it impossible to run from Malphite.
W: Brutal Strikes
Brutal Strikes is a very powerful pushing tool and very good steroid later in the game. What Brutal Strikes does is give you the effect of a built in Tiamat which gives splash damage to enemies around your main target. This is amazing when you are in the jungle, but in top lane pushing will mean ganks and ganks will mean that you will die, so i recommend not to take any points in Brutal Strikes until absolutely needed. In teamfights Brutal Strikes will grant you much more armor and attack damage making the splash damage part of Brutal Strikes do more damage, that is all i can say about this move, that is a good steroid late game but questionable early.
E: Ground Slam
Ground Slam is what makes Malphite into the powerful laner and anti carry that he is. What makes Ground Slam so good you may ask, well heres the answer: Malphite is a tank and tanks get armor so they can survive ad carries late game, and Ground Slam scales off of how much armor you have! In laning phase using Ground Slam in conjunction with your Seismic Shard and Granite Shield almost no one can trade effectively with you if done correctly, because when you use Ground Slam you are slowing your enemies attack speed so they cant hit you as much, aswell as having a low enough cooldown that with your philosopher's stone you can essentially trade all of the time, because of the heavy scaling that Ground Slam has making it hard to trade with. In the late game when the enemy team has a fed Vayne or Master Yi with that pesky super high attack speed, you will slow them down to the point of almost being useless. Ground Slam in conjunction with Randuin's Omen and Frozen Heart will make Ground Slam hit harder and you will have around a 85% attack speed slow on whoever you choose.
R: Unstoppable Force
Unstoppable Force is Malphites main tool for starting fights at all parts of the game. Unstoppable Force has a very fast projectile speed and relatively large hitbox, making it easy to hit and very strong if you can hit multiple people. So you are trying to get to the back lines to find the enemy Vayne but there is someone like Alistar waiting there to keep you off of her with a knockback from Headbutt. No problem Unstoppable Force makes you immune to all crowd control so you can get to Vayne and slow her attack speed, and make her useless. Now what if they decide to build tenacity so your ultimates stun that isn't affected by their tenacity. Unstoppable Force can not only be used to pick a fight but if your Flash is down, you can use Unstoppable Force to jump over walls and get away. Unstoppable Force can also be used in lane to set up ganks, and kills because of its insane base damage when used with Ignite and the 1.5 second stun doesn't hurt at all.
If you are ahead you can choose to give your lanes your wraiths or double golems.
Here are some jungle timers for you!
Small Camps
Wraiths: Spawn time - 1:40 || Respawn time - 0:50
Wolves: Spawn time - 1:40 || Respawn time - 1:00
Golems: Spawn time - 1:40 || Respawn time - 1:00
Buffs (CONTROLL THESE AT ALL COSTS)
Lizard: Spawn time - 1:55 || Respawn time - 5:00
Golem: Spawn time - 1:55 || Respawn time - 5:00
River Camps
Dragon: Spawn time - 2:30 || Respawn time - 6:00
Baron: Spawn time - 15:00 || Respawn time - 7:00
The river camps are extremely important and should be warded by at least a sight ward at all times, you should contest them whenever possible and use a Vision Ward to make sure the enemies have no vision of the buffs before taking them, they are extremely powerful and can pull a team back from behind, DO NOT UNDERESTIMATE THESE!
Here is your jungling route for bottom and top side, the exception being that you should gank top whenever you are near it.
Early Game Trading
Early game your Granite Shield should be enough to cover most encounters with enemies, if your Granite Shield is not fully charged DO NOT FIGHT. The shield is your bread and butter of trading, you should lead in with a Seismic Shard followed by a Ground Slam the bonus movement speed from Seismic Shard should still be up and you will use this to run away and let your shield recharge. Do not harass at the expense of your creep farming as this will make you extremely strong late game as it will come earlier because of the bonus gold from Philosopher's Stone and Heart of Gold. You will have to limit your harass early because of the high mana cost on Seismic Shard and Ground Slam before you have extra regeneration from your Philosopher's Stone. Even then you should buy a sight ward and place it at your enemy junglers Blue Buff if you are the top side of the map and coordinate with your jungler and mid lane to steal it for yourself. The extra mana regeneration from Blue Buffwill allow you to spam your Seismic Shard and Ground Slam combos. If you are ganked use your Seismic Shard to slow the person with more cc to and run to your tower and continue as usual (see the ward section below)
Mid Game
Malphites weakest part of his game is before he hits level 6 and gets Unstoppable Force which is a powerfull tool for setting up ganks and creating a situation to kill as it has extremely high base damage. For mid game trading you should still not fight without your Granite Shield because by this point in the game it can be used to tank a full tower shot. This shield is extremely effective as it scales off your armor so an early Glacial Shroud gives you more damage on your Ground Slam and lets your Granite Shield tank more damage aswell as giving you more mana to cast your spells with. You will want to start a fight with Seismic Shard and follow up with Ground Slam as usual, continuing to do so, will allow for you to wither your opponents health down to a much lower amount, always make sure you have enough mana for your full Seismic Shard Ground Slam and Unstoppable Force at one time, doing so will allow for around 600-700 damage when put with ignite and your previous harass should be enough to kill anyone, keep your Granite Shield up so your health can regenerate untouched back up to full. When you back purchasing Kindlegem will add around 27.5 health to your Granite Shield or you can purchase your Shurelya's Battlesong but this is not recommended until around 30 minutes so you can make a high profit from your philosopher's stone. This will transition into late game and out of the laning phase unless you are clearing your lanes minion waves, you may now move onto the team fighting section
I'm not going to tell you it isnt true, because it is. Do it.
Now for a more in depth guide on where and when to place wards.
Sight Ward is your standard issue ward and you should pick one up on your first trip back at around 8 minutes, if you are in jungle then this ward should be placed outside of the enemy wraith camp, parallel to the perpendicular bush in middle. This ward allows for extreme amounts of map control, and for your mid to see when they are going to get ganked, and a rough idea of when you need to go to contest their red. On the second trip back you should pick up a Sight ward and a Vision Ward. The sight ward can go anywhere now, be it top or bot, the vision ward is for Dragon control. You should continue to buy wards the whole game, and remember IT IS NOT ONLY THE SUPPORTS JOB TO BUY WARDS. Supports often barely have enough money to live on and only the jungler can ward any place at any time. If you are top lane, even if you arent being ganked you should purchase a sight ward every time you go back to save yourself, if you are being ganked try buying two wards!
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