Malphite Build Guide by Alpha Potato
Champion Build: Malphite
| Health | 4413 |
| Health Regen | 17.35 |
| Mana | 935 |
| Mana Regen | 16.3 |
| Armor | 248.19 |
| Magic Resist | 101.8 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 0 |
| Attack Damage | 307.05 |
| Attack Speed | 69.007 |
| Crit Chance | 80%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 15% |
| Spell Vamp | 0 |
| Armor Penetration | 19.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Pros/Cons
| spaace |
Pros
+ // High damage, while remaining tanky + // Slow with relatively short cooldown + // Extremely fast jungle clear time + // He's a rock |
space |
spaace |
Cons
- // Ganking is weak until 6 - // Somewhat low damage until - // Mana dependent early game - // Very Lame Dance |
Runes
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Armor Penetration 3 |
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Greater Mark of Desolation Armor penetration is a great stat to have as any AD Character. Also, the jungle creep do have armor, making clear time faster.
I think this is absolutely necessary for jungling. Your sustain in jungle will greatly improve with all the level 1 armor. I pick this over Greater Seal of Defense because that armor is most important early game, and you'll only be getting a fraction of what is needed in jungle with the armor per level Seal.
Magic resist is NOT needed in jungle, therefore its worth it to have the extra magic resist at level 18 as opposed to Greater Quintessence of Desolation Again, armor penetration is very needed for AD. This will make your jungle clear time faster and improve damage throughout the game. I've tried quite a few other runes: |
Masteries
A pretty standard Defense build (Picking up the jungle masteries) Then going into offense to pick up the extra armor penetration.
Summoner Spells
Good Choices
Smite
Necessary for jungling. Shouldn't have to think about this choice. Get it.
Flash
My favorite spell, great for closing gaps, running away, all around a great utility.
Ghost
Good alternative to
Exhaust
Not the best pick, but it can work. I use my
Teleport
I've seen this work pretty well with practice. There are a few different ways it can be used. You can teleport to a lane if someone is going to lose it (specifically early game). Also, you can use your
Bad Choices
Cleanse You should be tanky enough to afford to take debuffs and disables. In addition, you get 10% reduction in your defense mastery, and you will probably build Mercury Treads for tenacity.
Surge Attack speed - not necessary, Ability Power - not necessary.
Clarity Blue buff will give you enough mana early game, late game mana issues won't be much of a problem.
Ignite This could be useful to finish off kills, but it just doesn't compare to the mobility of |
SE |
Clairvoyance Again, rarely used, and should be used if your support. Can be used to reveal enemy jungle and buffs for counter jungling.
Promote No one should ever use this except maybe a support.
Heal It could be helpful, but I wouldn't really consider using it. Definitely prefer
Revive Never. This is literally for someone who plans on dying a lot... Do you plan on dying a lot? |
Items
The above items are going to lean towards the Offtank/Damage build, which will be more commonly used when you play jungle. (Most jungles are an AD carry and your main tank will primarily be bot support or top). When playing as an offtank, I wouldn't stray from this build too much. You basically build into your jungle utility
Wriggle's Lantern,
Warmog's Armor for your health and sustain, keep in mind the fact that the earlier you pick up Warmog's, the earlier in the game you can get that bonus 350 health. Then I go
Atma's Impaler to build damage off the Warmog's. Finally I build a
Frozen Mallet for the slow, the health, and the damage (My 3 favorite stats)
This is the point that I choose whether to build tanky or to build more damage.
Damage:
| Item Sequence | |||||||||||||||
Mercury's Treads 1200 |
Warmog's Armor 2830 |
Atma's Impaler 2300 |
Frozen Mallet 3300 |
Phantom Dancer 2800 |
Infinity Edge 3800 |
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Tank:
| Item Sequence | |||||||||||||||
Mercury's Treads 1200 |
Warmog's Armor 2830 |
Atma's Impaler 2300 |
Frozen Mallet 3300 |
Frozen Heart 3000 |
Randuin's Omen 3100 |
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Optional Items
Ninja Tabi
I choose these when the enemy team is AD heavy AND is fairly weak on crowd control. Otherwise, stick with
Thornmail
Again, great against an AD heavy team. If you pick this I would recommend replacing with
Force of Nature
A counter to an AP heavy team, or if you are going into your tanky build and feel like you need that extra movement speed. (I build Malphite for max hp, I don't focus near as much on health per 5). Replace with
Shurelya's Reverie
A good alternative to
Guardian Angel
I only pick this up if the game goes a VERY long time (more than 50 minutes) and the respawn time kills you. Even then, I prefer to keep my Randuin's Omen for the better stats. But some may prefer Guardians, and it works. Once again, replace with
Maw of Malmortius
This item is viable for either the tanky route or the damage route. Good when you want to maintain some damage and take some magic resist. Very situational item, the shield can be nice, as well as having extra damage when low health. Replace with
Bloodthirster
(Currently being tested) This would replace your
Choosing to build Tank or Damage
After you build your
Frozen Mallet, you build your final 2 items as either tank or damage (Shown in items category above).
When to choose damage
A) You have a tank laning
B) That tank can initiate, is keeping up with levels, and getting fed in one way or another.
C) Make sure its necessary
When to choose tank
A) You DON'T have a tank laning
B) If you DO have a laning tank and he is not keeping up in levels/feed
C) Make sure its necessary
Skills and Abilities
Malphite's passive is nothing short of awesome. You will gain a shield that gives you 10% extra health every time you let it recharge. I make sure that this shield is recharged before I start to fight blue or red buff, it makes your jungle sustain much better.
Sends a rock at the enemy and slows them. This scales well with AP. I play Malphite AD, so this spell is used mainly for early game and slows. I max it out first for the slow (and speed boost for you), and because the base damage is very good early game. Late game the damage won't be great, but the slow is still very helpful.
Awesome ability for jungling. I pick this up at level 2 and clear jungle extremely fast. This is a percent based damage, so I pick this up 1 rank, and as I gain attack damage the ability gets better. Also gives a huge increase to damage and armor for 6 seconds. Activate this in jungle only when you have blue buff. When blue wears off, you will kill stuff plenty fast with just
This will be your best ability for the most part. The damage is based off your armor, which is your primary stat. The more armor you have, the more damage you do. This is one of the main reasons Malphite can put out so much damage even though he is a tank, and this build emphasizes that. Use it basically as often as you can, unless your out of mana. I will typically use
You charge at enemies and knock them into the air, as well as do a good bit of damage. (Building AP makes this ability amazing for the damage, but I mostly use it as an overpowered flash and make up for the damage with my auto attacks). Keep in mind that this ability does move through walls. I normally try to save it as an offensive ability, but if its needed to escape don't hesitate to dive through a wall with it.
Jungle Route/Guide (Early-Mid Game)
1: Blue Buff:
As Malphite you are going to want to start at blue buff. Have someone leash you if possible, and ask people to protect your blue. The mid character should be at the bush in the river to be able to see any invaders before they even get into position. Have the laner(s) from bot or top lane stand by the river as well (Check yellow diamonds on map below for where to protect). Do NOT smite until the golem is under 500 health. The reason for waiting on the smite is because if they are counter jungling, it is much easier to steal your blue if they wait until under 500 health and smite it, without you even seeing them. Wait until less than 500 health, than smite.
2, 3, 4, 5: Wolves, Wraiths, Twin Golems, and Red
As long as your protection left after you started hitting blue, you should be level 2 after killing them. Train your
Brutal Strikes and move to wolves (2). Activate
Brutal Strikes (Only because you have blue buff) and clear them quick. Move to wraiths (3) and clear those. Run past red and move to twin golems (4). (If you are moving as quickly as you should,
Smite will still have about 20 seconds cooldown by the time you get to red). Finally pick up red (5) with smite and move to wraiths again.

*The Yellow Diamonds represent where your protection should go (Mid and Laners)
*The Black Circles represent options to place wards from
Wriggle's Lantern
Ganking
I typically have better luck using the second gank option. The enemy will have a better sense of security if you don't use your
Buff Cooldowns
Blue/Red buff:
Dragon:
Baron
Team Fights (Late Game)
Late game nearly always comes down to team fight and focusing, and Malphite doesn't change anything about that.
Initiating
Focusing
Summary
I hope you enjoyed trying out my guide! Please rate and leave a comment for me. Again, i'm very open to any suggestions you might change or fix in my guide (Keep in mind its my first one!). Please don't down vote until you have tried it at least once after reading through the entire guide. Its only fair to rate the whole guide, not just the item build at the top! Thanks!



*Special thanks to 99WillPower, MrSkeletonBones, WarDeathFamineP, LeSteiny, and McCradd for their input and proofreading of this guide.
-Alpha Potato
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Build Guide
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