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Spells:
Flash
Ignite
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Introduction
Tank
Probably Malphite's best role, although it is not what riot claims for him, Malphite is one of the few champions in the game to naturally scale armor and magic resistance. His passive also makes him extremely hard to harass early and even late game can take an entire ability from an AP caster.
AD Off Tank Bruiser
This is also a very viable role for Malphite, his natural tankiness makes it very easy to take it just a little farther and the active on his can easy give him extreme damage. Quite possible the most fun way to play Malphite.
Jungler
In my opinion Malphite is one of the best junglers in the game. Although he does not get through his jungle very fast he does it with very high hp, this plus his makes him very hard to gank. Also since he already has a long slow he is capable of ganking without red buff at level 3. Once he hits 6 however he has one of the strongest ganks in the game, able to use his ult from the bushes, even a full hp champion is almost guaranteed to die.
AP Off Tank
This is Malphite's least used and worst role. Not to say it isn't viable however, he gets a 1 ratio on his Ult and a .6 ratio on his Q. Although he does need some tankiness to him Malphite can easily be built to the point of nuking squishies from full hp to death in the matter of a second or so.
Pros
+Very strong early game
+Very versatile
+Has an unexpected nuke
+Can be built into perhaps the toughest tank in the game
+Hard to harass early game
+Has plenty of CC
Cons
-Mana hungry
-Can't 1v1 bruisers late game
-Fairly difficult to use Ult properly
-Doesn't look as badass in game as my picture above
Granite Shield
-Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum Health. If Malphite has not been hit for 10 seconds, this effect recharges.This passive is what makes Malphite truly unique, no other champion has a passive like this and him makes him nearly unharassable in the lane early game. Many people think this is why he should stack health however if you are reading this you probably already know that HP tanks are the weakest kinda and that Malphite would benefit much more from armor anyways.
Seismic Shard
-Using his primal elemental magic, Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing movement speed for 4 seconds.Deals 70/120/170/220/270 (+0.6) magic damage and steals 14/17/20/23/26% Movement Speed from the target for 4/4/4/4/4 seconds.
Cost
70/75/80/85/90 Mana
Range
625
This is Malphite's best ability, even better than his ult in my opinion. The movement speed steal is huge for early game harrasment and the damage is awesome. This ability makes it just about impossible to get away from Malphite without using some sort of distance covering ability such as .
Brutal Srikes
-Malphite hits with such excessive force he deals damage to units around his target. He can also call upon his strength to increase the damage he does for a short time.Passive: Malphite's basic attacks hit units near his target for 30/38/46/54/62% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 20/25/30/35/40% for 6/6/6/6/6 seconds.
Cost
55/60/65/70/75 Mana
Range
400
This is the ability that makes him a viable off tank DPS and jungler. The passive makes him really great for pushing minions and the active gives him extreme damage and armor. Also it adds a cool skin effect to him that makes him look molten, pretty sweet.
Ground Slam
-Malphite slams the ground sending out a shockwave that deals base damage plus half his armor as damage and reduces the attack speed of enemies for 4 seconds.Malphite slams the ground dealing 60/100/140/180/220 (+) magic damage to surrounding enemies, reducing their Attack Speed by 30/35/40/45/50% for 4/4/4/4/4 seconds.
This ability gains damage equal to 50/50/50/50/50% of Armor.
Cost
60/65/70/75/80 Mana
Range
350
This ability is the perfect for AD champs and early game lane fights. It has good damage and a huge AS debuff. In a team fight this paired with your ult can make an AD champ useless. In lane fighting where someone might think they can get in a basic attack fight with you after a few hits they realize that they aren't doing any damage.
Unstoppable Force
-Malphite ferociously charges to a location, damaging enemies and knocking them into the air.Malphite charges toward the target area, dealing 200/300/400 (+1) magic damage and knocking enemies into the air for 1.5/1.5/1.5 seconds.
Cost
100/100/100 Mana
Range
1000
Although this ult if fairly low damage it can hit their entire team and the knock up is a huge team fight winner. This may very well be the best initiation in the game, especially because fully comboed can do easily 1000 damage total to a carry, which basically means 1 second into the fight nearly dead carry.
Marks
greater mark of desolationgreater mark of desolationgreater mark of desolationgreater mark of desolationgreater mark of desolation1)The first is that the 4% damage reduction for going full 21 points in defense is not very much (40 HP per 1000:()
2) Second is putting points in is basically useless
3)I put points in because Malphite is mana hungry this helps alot more than you would think
4) I put 3 points in because lets face it, movespeed is always awesome.
Flash
-Flash is just by far the best summoner spell.It can be used to chase and escape, 80% of people use it, why not for Malphite.Ignite
-Sometimes you just need that little bit more damage, ignite is the answer.Ghost
-Basically same reason as flash but you can also use it to gank and defend towers, really just a matter of play style.Clarity
-Mana is an issue for Malphite, however with proper management you shouldn't need this, but hey it worksTeleport
-Map movement is made easy with teleport, never a bad choiceHeal
-Really jsut depends on your play style, sometimes heal is a good choice, especially for newer playersExhaust
-Great for early lane kills, usually the job of your melee dps, such as Xin Zhao, but still viable.Cleanse
-With and you should have no problem getting out of CC. Besides you are a tank, taking damage and baiting CC is your job. Don't give the enemy a reason to no dump CC on you. I just can't justify using this over any of the suggested spells above.Fortify
-You have no way to get people into turret fire, don't use this spell.Rally
-Rally is aweful, just never use it.Revive
-Not even going to explain, do you plan on dying?50=100/100+50=66.67% damage taken
100=100/100+100=50% damage taken
200=100/100+200=33.33% damage taken
As you can see, stacking armor and mr can really help, ALOT. However you can see that it gives diminishing returns. But coupling resistance and health is the most efficient. More calculations
Lets say you currently have 100 in both armor and mr with 2500 hp, and you have a choice buy more resistance or buy hp, say a or a , which will do more?
100/100+100=50% which means your effective hp is 5000 (1/.5 x 2500)
=100/100+100=50% effective hp is 7860 (1/.5 x 3930)
=100/100+200=33.3% effective hp is 7508 (1/.333 x 2500)
Now although the effective hp is higher with the we have to look at the added benefits from and the fact that it doesn't take 20 minutes to build. So like I said, in terms of allowable damage, the combo is better, but in terms of your job as a tank, taking items that offer your team or yourself more utility will most likely be better.
The first major reason I would say that resistance is better than hp is for tank shredding. Since the hp tank is the most obvious and simple form there are many abilities and items that aim to counter this, things like and . These items tear up hp tanks but the %life is not true damage and can be mitigated.
The final thing to consider when thinking armor or mr is the point value for effective damage of each health point, in our experiment above the first champion has an effective damage of .4 whereas the second has an effective damge of .28. This means that the second champion will benefit more from hp regen because each point regenerated will give him essentially more back, this means that during and after a team fight the second tank will have more sustainability from his awesome regen. Using another example, for a mana hungry champ, like Swain that rushes a you don't start with a you start with a . Although you will have more mana to start, you will burn through it and then be left with nothing, however if you are regenerating your mana you will always be lower but never run out, same goes for a tank. Many times I have gotten extremely low in a fight backed off, waited for my shield to come up and then went back in, just waiting 10 sec, I essentially reclaimed about 20% of my health and am basically ready to fight again. Not to mention when using a , you get up with the same health regardless of your max hp, so why not put it to the best use possible, food for thought.
Tank
philosopher's stone-Great first item, gives awesome sustainability and gold per 5 is can never hurt. This should always be purchased first time back, even over boots.
-Hard to compete with these boots, they are the most expensive for a reason, if their entire team is damage however ninja tabi boots are a good choice as well.
-This is your first item, unless you are facing heavy magic in your lane. Still buy the first armor part of this though for the HP regeneration and armor before getting your . In my opinion this is the best armor item in the game, it grants so many stats all which you can use.
-The best MR item in the game, a staple for any tank. Just like it grants so many stats that just cannot be passed up, after you are this far through the build you have officially reached tank status and have become an extreme threat, oh by the way, your health regeneration at this point is right around 100 per 5 seconds depending on your level, talk about sutainability.
-This item does wonders for Malphite, those extended fight mana problems gone, those pesky CD's shortened, the highest armor stat in the game, and an aura that reduces enemy attack speed. If the team has no real basic attackers however I suggest buying a instead.
-What needs to be said, high MR and a spell shield, I highly recommend this item on most champions so why not the ultimate tank.
-Once getting this you will be basically unkillable, in a more literal than figurative way, having over 330 armor and 250 MR plus nearly 3k HP, whats not to love.
Remember thought that every game is different and every item has a specific purpose, if the team has a ton of auto attackers then don't be afraid to substitute an armor item for thronmail if they have a ton of AP champs then grab a second or an . Being a tank is all about being flexible and supporting your team. In the end you are just a support with a different role.
Off Tank DPS
philosopher's stone-Same as above
-Since you will not have these will be even more crucial.
-A staple item for any tanky DPS, armor, damage, and critical stike in one package, with this build this item alone will add about 80 AD to Malphite.
-Helping boost your Atma's this will add moderate damage a ton of HP and a slow that just makes it impossible to escape.
-The golden item, solves your mana problems, makes your Q hit as hard as any AP carry and adds an additional 12 AD in HP.
-The first item that puts the "tanky" in tanky dps same as above but now with added damage
-saving you from those pesky casters this is your main MR for this build
-If the opposition is not putting out too much damage or not focusing you at all, grab one of these instead of .
This is a tricky way to play any champ, how much DPS vs. how much survivability, this is really dependent on the game, your team, and their team, the items above a just a template and will work for most teams especially if your team has another off tank or even a full tank.
philosopher's stone-Still same as above
-Standard for any AP caster, gotta get that magic penetration
-HP, AP, and mana, great for anyone going AP
-HP, AP and another slow, enemies will be slowed for good with this item and 500 HP will help achieve off tank status
-Your main form of MR and even more penetration, true damage to squisies will no be achieved.
-Added tankiness and your highest AP item, great acitve as well
-Needed for added tankiness, if not having an issue dying, grab a deathcap instead anytime during the build process.
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