Malphite Build Guide by Dendee
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| Health | 2983 |
| Health Regen | 32.35 |
| Mana | 1735 |
| Mana Regen | 31.3 |
| Armor | 238.19 |
| Magic Resist | 174.56 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 421.58 |
| Gold Bonus | 0 |
| Attack Damage | 117.05 |
| Attack Speed | 1.007 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 190 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 10% |
Recommended Runes + Notes
Leaving the fountain the first time + Notes
Your First Trip Back + Notes
Ability Sequence





Masteries + Notes
Introduction
Hi, this is my first build, and its for what i feel is one of the most under rated champions in the league,
Malphite. This build may not be the best but it allows you to do what
Malphite needs to do, farm, shut down your lane opponent, and eventually carry in the way a tank can carry. Malphite as a laner can completely dominate a lane, any ad will fail against you, as will most ap champions.
Malphite's skillset is completely built around a synergistic moveset which is what makes him extremely fun to play as.
Pros / Cons
Pros
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
Runes
The rune choices are fully built around the fact that armor increases his early game damage by an extreme amount, the quints can easily be replaced by movement speed quints for the ability to start cloth 5pot early, but he gains enough ms through using q on an enemy champion that the quints are not necessary. Magic resistance runes can be run more primarily if laning up against an ap champion, or you can choose to run mana regen if you plan on heavily harassing your lane opponent.
Masteries
For masteries 0/21/9 is recommended to make up for the choice to not run movement speed quints. Choosing armor and magic resist in the defense tree is to firm up your defenses to a point of not really caring and so that no one can bully you out of lane. Taking points in health regen even though the three health regen may not seem like alot, allows you to regen up to full hp while your shield takes the damage essentially allowing you to take no damage and win trades effectively. Taking extra health per level allows for more bonus shielding from your passive which is a key part of
Malphites playstyle. The rest of the defense tree masteries should make sense on their own. The part where there is an option is running utility or offense, in utility your core will be to take the movement speed and buff duration with your choice of added base mana or time reduced dead, the improved recall is also very nice that one second is huge believe it or not. Taking extra mana helps early because of Malphites high mana costs. If you choose to go 9/21/0 take points in attack damage into cooldown reduction and magic pen to help 3 of your 4 abilities
Items
Here is what makes
Malphite either amazing or terrible, his somewhat major item dependance. For the start of the game you should start
Boots of Speed and three
Health Potion unless you are running ms quints and the movement speed masteries. If you are running the masteries and quints you can start
Cloth Armor and 5
Health Potion but boots is still much stronger. Boots allow for mobility which is key early for trading and escaping from ganks. Progressing straight into
Philosopher's Stone allows for Health and Mana regen which both help him trade early, so that you can regen to full health while using your shield to take damage for you. Mana regeneration helps with trading as you can afford to cast your high cost spells more early.
Mercury's Treads are extremely powerful at all parts of the game and the tenacity can help you to escape ganks and take less damage from ap champions as those are your only weakness.
Heart of Gold adds to your early income, and builds into one of the most important items for Malphite, not to mention the extra 250 health which adds 25 bonus damage to your shield allowing for even more effective trades. Picking up a
Glacial Shroud allows for more mana to cast your spells with aswell as cooldown reduction to allow for a near permanent slow from your
Seismic Shard.
Glacial Shroud also builds into another one of
Malphites core items, but is a strong enough item that it doesn't need to be upgraded for a long time. Then progressing into frozen heart, for the attack speed slow which stacks with the attack speed slow on your
Ground Slam allowing for complete attack speed shutdown and giving you more armor for your
Ground Slams armor scaling. Building into
Shurelya's Reverie allows you to run from and initiate into fights much easier while adding more power to your sheild and more cooldown reduction for your skills.
Randuin's Omen is a great final item as it allows for another attack speed slow and making you take even less damage, and again adding damage to your
Ground Slam. Then you can build into
Guardian Angel for the revive and bonus armor and mr to add to your tankyness. Your final item will be a
Force of Nature for the health regen and magic resist or just a
Abyssal Scepter to help your ap carry and buff your whole team, this depends on the ap carry your team has, both are acceptable choices.
Summoner Spells
The Good
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 Reverie 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!
What Are Malphites Moves And What Do They Do?
PASSIVE:
Granite Shield
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:
This is your Q spell, this spell is a major boost to your utility all through the game, not only is
W:
E:
R:
Skill Sequence
Taking
Seismic Shard at level one, brings the most utility, and allows for escape from those pesky top lane camping junglers that gank at level two. Then you take points in
Ground Slam at levels 2 and 3 because of its lower mana cost and the slow from
Seismic Shard will allow you to always land this sucessfully. Take a point in q at level 4 because Brutal Strikes does not help at all until teamfights as it just auto pushes your lane, take ground slam at level 5 and then
Unstoppable Force at level 6 of course. Then max out ground slam and
Seismic Shard taking your ult whenever possible for the bonus damage and lowered cooldown. Then take your first points in
Brutal Strikes and max it out last. This allows for the highest damages without pushing your lane unintentionally.
Jungling
This is where i personally think
Malphite is the best, he has an insane clear speed and almost flawless ganks at all levels especially after level 6. For starters if you are Purple (Top) side of the map you will want to start at wolves, which you will start with your
Ground Slam DO NOT LET YOUR TEAM PULL THESE. After you do wolves you should go straight the the Golem (Blue) Buff. The route is the same until now on both sides, on the top side you should go to your wolves and remember to
Brutal Strikes before you
Ground Slam for more damage on your
Ground Slam, you should then go kill the Lizard (Red). Then you should progress to your double golems, going to gank top afterwards if you have enough hp. You should then proceed to camp top and mid, and maybe bottom lane if it is easy enough to gank. Once you have your ultimate you should camp mid or top only ganking bottom lane if they are overextended because snowballing top lane is extremely powerful. Continue to clear your buffs and jungle, you can give Blue Buff to your mid if you are ahead and if they are not dying. If your mid does not use mana take your Blue Buff. Remember there is no rule that says you have to give your lanes your buffs. They can get it if you are doing well, if you are not take it, if they are doing badly take it. always take your Red Buff until late game then give it to your ad carry, if you are worried about losing your buffs ward them. Always keep control of your buffs and jungle, it is your only form of income. On the bottom side of the map the jungle route is the same but gank top after you take Blue Buff.
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.

Laning
This is where you can really put your opponent "Between a rock and a hard place." This is not my favorite way to play
Malphite but he is extremely strong in lane. When you go to lane optimize your itemization off of your opponent, if you are up against
Riven or
Renekton you will most likely want to start
Cloth Armor and 5
Health Potions to ward off their amazing early games. If you are against
Rumble or
Kennen and you picked after them, you made a mistake but starting
Boots of Speed and 3
Health Potion, is stronger here so that you can get out of their powerful zoning spells. If you are against a heavy magic damage champion do not buy your
Philosopher's Stone right away but instead purchase your
Mercury's Treads, to stop alot of the damage. Against
Riven or
Renekton is where you can shine, instead of getting
Mercury's Treads get
Ninja Tabi and sell it later for
Mercury's Treads. Aside from these bits your build should go on as usual. In lane one of the most important things you can do is trade damage effectively, this is where
Malphite excels.
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 Reverie 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
Teamfights
This is where
Malphite truly becomes "The Rock". Your main goal in team fights is to get in ad carries such as
Vayne
Corki and
Tristanas faces and keep them from doing anything, with your
Ground Slam for its huge 50% attack speed slow and you can steal their movement speed with
Seismic Shard so they cant run away. Getting to the carry can be quite difficult at times so using
Shurelya's Reverie to speed up your team before using
Unstoppable Force can be amazing. This is because the more movement speed you have when you cast
Unstoppable Force the faster you move. Your goal with
Unstoppable Force is to find a cluster of people and hit them all with it, if you cant get everyone use it to catch someone out of position, and kill them. In fights before using
Ground Slam and fighting in general be sure to use
Brutal Strikes to cause
Ground Slam and make you hit harder, you will then somehow find your way to their ad carry and use your
Randuin's Omen to slow their attack speed to around 10% when combined with
Ground Slam and your
Frozen Heart. the carry will also be slowed by
Randuin's Omen allowing for the rest of your team to catch up. Remember you are the rock and your teamates as
Malphite would say. be sure to use
Seismic Shard on anyone that tries to run away as with 40% cooldown reduction it is a near permanent slow as is
Ground Slams attack speed slow. After a teamfight wait for your spells to come back up and rinse and repeat. And by the way using
Ignite on a fed ad carry with life steal is extremely useful. If your ad carry is being beat up by the other teams bruiser say with them and protect them so you can win, or you can choose to get someone else to do it but as we all know the only person we can hold to make the right choices to save our team is us. Your job as
Malphite is to initiate and make their carry hurt or protect yours you should be the one that tanks the towers, goes in first and does all the dirty work that might not get any credit, but this is how
Malphite carries his team and you know you are the one that won your team the game, after all what is Willump without Nunu?
Warding
You may have heard the saying "Buy a ward stop a gank save a life"
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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