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Malphite Build Guide by DEWO

Malphite, Stay down! Rock Sold Guide

Malphite, Stay down! Rock Sold Guide

Updated on November 2, 2011
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League of Legends Build Guide Author DEWO Build Guide By DEWO 145 30 617,336 Views 124 Comments
145 30 617,336 Views 124 Comments League of Legends Build Guide Author DEWO Malphite Build Guide By DEWO Updated on November 2, 2011
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Chapter 1



Welcome to my double Malphite by Belenzor guide.

You can find my other guides here:
DEWO's Profile


OK, this time i would like to introduce you my fav tank in LoL. Malphie the little Rocky-Balboa :)
Tank builds are kinda tricky part. You have to be flexible, depending on how your enemy team looks like. In best scenarios you can 100% focus on getting Armor and forget about Magic Resistance. But you dont get that quite often.
So remember this guide will only show you COULD do it, but as tank its realy hard to write "All-around" guide that will work 100%.


Summoner spells

Clarity

You are VERY mana dependant. You need it to kill, you need it to tank, you need it to survive, you need it to harras.
But you dont have space for mana items. This skill gave me so many kills or saved my or whole my team *** that i just cant go pass this spell.

Flash

Well, this spell is gread in so many ways, you can chase som1 with it, you can escape. If you like it you can swap it for Cleanse or Ghost. Its more player preference in this one. Clarity is a must.


Pros and Cons


Pros:
- Great initiator
- Superb physical damage tanker
- Good chase/escape mechanism
- Great AoE creep farmer
- SUPERB early game skill soaker
- Good harraser
- AWESOME burst capability


Cons:
- Item dependant
- Diferent skills scale with diferent stats
- Needs a "thinking" team that will not waste your ulti+slam combo to work good.
- VERY VERY Mana dependant and unefficient



Skills

UPDATING THIS TO THE NEWEST STATS!
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 is one of the most annoyin passives ingame during early game. At lvl 1 you have 800HP (+82 per lvl) so your shield blocks up to 70 damage!
This might sound low but every 10 sec you have another 70HP. So you can take on your face a Gankplank parrrley, veigar balefull, Ryze flux and many many more, without even taking any damage! When your shield is destroyed, just back up a bit for 10 sec and recharge it than go again and harras/lasthit or soak spells for your lane partner.
Later on this becomes marginal but it is still valid to "eat up" plenty damage while getting golem buff or killing dragon.
The damage soak is calculated AFTER armor/magic-resist.

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 6 seconds.
Deals 80/135/190/245/300 (+0.6) magic damage and steals 10/15/20/25/30% movement speed from the target for 5 seconds.

Cooldown - 12/12/12/12/12 seconds
Cost - 80/90/100/110/120 Mana
Range - 700

This is one of the most versitale spells ingame. Great for harras since damage is quite high. But main use of this is to slow down enemy while speeding you up. I use it in my combo on teamfights, this requires Vent/TS/Skype communication or pinging. You pick up your target from the group (main target should always be the main carry of their team), you charge in, slam, pop-up the Brutal Strikes and you call witch target you slow. The moment that carry notices he is beeing targeted he/she should run away, but he/she is already low on HP due to your ulti-slam+melee hit with BS active, so shard will make him just "try running away".
If you feel unsafe or you see one of the misses going for you quicky use shard and sprint away (you might use your flash to be even further).
In chasing scenario, you can slow down the enemy while speeding yourself, its also vital to flash-shard enemies that try to run away.
Remember to use it while killing the golem. The mana cost will be replenished pretty fast anyway.

Brutal Strikes - 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 attacks hit units near his target for 30/35/40/45/50% of his attack damage.

Active: Malphite hits for 30/40/50/60/70% more damage for 6 seconds.

Cooldown - 20/20/20/20/20 seconds
Cost - 55/60/65/70/75 Mana
Range - 400

This is your DPS tool. Getting this on lvl 4 will make your farming easier and you will already have full combo on lvl 6. (450 damage total + your brutal strike melee damage)
In early game swap targets while meleeing and finish off with Slam killing whole pack in no time, just watch your mana pool :).
On Tank build this is more for farming and a little bit of damage boost, this is why we max it out last.

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 (+70% of his Armor) magic damage to surrounding enemies, reducing their attack speed by 30/35/40/45/50% for 4 seconds.

Cooldown - 8/8/8/8/8 seconds
Cost - 60/70/80/90/100 Mana
Range - 300

This is what makes you lethal to enemy carries. A good lategame ulti-slam combo will take more or less 700-1000 damage. Also it is undodgeable for all that got cought by your ulti, they are simply damaged in mid-air. Reducing AS by 50% is crazy boost to your survivability. A little bit math, lets take Yi as example. Usualy you have Yi with 2.0 AS, and about 300 AD. His damage output is equal to 600dps. A slam makes it cut to half. The diference is HUGE. Its like you "disable" 2AS/AD items in 1 button. And this math ignores Armor.
This is also the reason why you stack up on armor even if your oposing team has 3 casters.

Unstoppable Force - Malphite ferociously charges to a location, damaging enemies and knocking them into the air.
Malphite charges towards the target area, dealing 200/300/400 (+1) magic damage and knocking enemies into the air for 1.5/1.75/2 seconds.

Cooldown - 140/125/110 seconds
Cost - 100/100/100 Mana
Range - 1,000

This is what makes Malphie a Malphie :).
Malphite is a char that needs a person that likes to go rambo. YOU are the tank, YOU are there to initate the fight, YOU are there to take punishment for this rush.
Be sure to ALWAYS do it on combo Ulti+Slam its the most efficient combo you can do.
Usual usage is Ultimate+Slam+BS+Shard.
You can also do a BS+Ulti+Slam+Shard, but taking into consideration that BS lasts only 6 sec on all lvls makes you waste a bit of time, but still is vital.
Remember to aim with your ulti with uber precision. Always try to catch at least 2/3 champs in it. Remember that it takes time before malphie will accualy get his stony *** in the place you targeted.
This skill is great disabler and channel breaker. Also you can use it to catch an enemy champion that is running away, but dont KS with it. The cooldown is just to big for it. If you see that som1 will kill the fleeing champ leave it or just slow it with shard. You are there to tank not get 105823795239 kills.


Masteries

I go with 9/21/0 build. Focusing more on physical reduction. Why? Pretty much all carry are physical damage dealers, and tbh thiese are the most threating targets and your team should be focusing fire on them.
Ardor scales nicely with your Seismic Shard. Bonus HP is crucial on early game while you soak the abilities with your Granite Shield.
9 in offense can be swapped for 9 in utility until mastered Clarity.
I like going 9 in offense for additional magic penetration since most of the damage you will deal is magical, and you want to deal damage so the enemy team cant ignore you totaly.


Items

Now this is the tricky part of tank Malphie. There is no good build for everything. I'll present you my build that i use most on mixed teams and leave you with choice of finetuning for particular situation.

CORE

or or



Clarification:

COMING SOON


Situational items:

COMING SOON


Playstyle




Early game

OUTDATED (I AM WORKING ON THIS DESC RIGHT NOW)

Grab your Ruby Crystal and head for double lane (top/bot).
You are not a ganker so going for 1st blood is something you should skip. ofc if you have a superb ganker with you you can try it but your damage output will be quite low due to your skill start (seismic shard).
There are 2 ways of early gaming. Harrasing and Farming. If you want to harras since your laning oponents are squishy you can just do in 2 ways. Seismic shard harrasment or BS harrasment. On lvl 1-3 just try to lower your enemies as much as possible to open a window for execute move. You should be able to quite spam your Shard due to clarity refreshing your mana. Always look at your Granite shield. If it is not up, dont even try to fight. Just back up, regain it and storm again. On lvl 4 you can also add BS hit or 2 and finish/begin a harras with Shard. 2 hits with BS are quite painfull in early game. so if you see a window for getting fiew melee hits try spending mana on your BS instead of very mana costy Shard. Again look at your granite shield. It should keep you healthy even when you go a bit rambo to land those fiew hits. Just dont tower-dive... you are not ment for it, you are not Pantheon and tower will break your granite shield and take also quite a number of your HP pool.
If you want to play farm style just take a chill pill on harrasing enemy with shard. Spend your mana on ground slaming low hp creeps. You should swap targets while atacking to maximize your number of creep kills with your Ground slam.
In this tactic still watch out for your granite shield. If it gets broken, just back a bit up, regain it and go into mob wave again. If your enemy will get a bit too cocky with harrasing you, give him a shard for breakfast and it should work miracles.
When you have bought Aegis already you could start thinking about killing something on every moment you have quite a bunch of creeps around. Remember Aegis boosts your creep damage so performing a seismic shard kiting around your melee mobs can get you a wtf-lol-easy-kill.




Mid game

Your mid game begins quite fast. At about lvl 6-8 when you have your ulti ready you should already start thinking about roamig the map and assist on killing with your ultimate. Always return to your lane if enemy mobs start to push. Clean it up and roam again when your ulti is up again. You can leave your lane when enemy 1st tower is dead, but be aware not to give free tower to the enemy.




Late game

Your late game begins when your carry'ies starts their late game. You are a tank, and you offensive capabilities are limited. Always go with at least 1 champion. During your ultimate cd, try killing neutrals Golem/Lizard/Dragon. Golem is godly for you. Dont get harrased by your mage teammates that you dont need it. Remember you are soooo mana dependant since you dont have space for mana items. Also the CDR it provides will give you more opportunities of using your ultimate. Lizard buff is great and it connects with your brutal strikes. That means FIRE DoT EVERYWHERE!.
From this point your game looks pretty much same. You initiate the teamfights/ganks and after they are all dead, you help on pushing towers/inhibitors.
Dont be afraid to die. You are the last person that flees from battleground! You dont stack leviathan, you dont stack soulstealer or occult... if its needed just die like a man. If you already have Guardian than you can die and die and die :) but tbh its realy hard to die as Malphie :)


Hope you enjoyed this guide. I would like to invite you to my other guides here (links above). Comment and rate.
Again i would love to see all -1 rates to be commented why. I try to improve myself as well as this guide for others.
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