Malphite Build Guide by Untimelydoom
Not Updated For Current Season
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
I am making this guide because well I have yet to find a good Malph jungle that also allows him to initiate and tank.
This guide is a very situational guide. You have to gauge your team and your opponents to get the most out of this guide.
This guide is based on doing damage with armor. This way you can deal damage while being the damage sponge for your team. You will not get 20+ kills with this build. More than likely you will have 20+ assists with 1-2 deaths. This is meant to be a tank in the Jungle approach.
This is also my first guide so any feedback would be appreciated.
I run these runes to maximize my ability to tank. You gain a buff to your ground slam when you use armor so early game at level 4 your ganks are still really scary. This will also make it so you can gank even 2v1 so if your top for some reason is 2v1. You can jump in early to help.
Like I said this is a situational champion. The above items will give you the most bang for your buck in most situations. Several of the items can be changed out for other items. If you aren't having much trouble with their magic users then you can change out Force of Nature with a Warmoggs.
If you are not being focused at all then you can change out the GA for a Warmoggs or even a wit's end if they have large AOE spell casters like Kat or Kennen.
The first 15 minutes I would judge the enemy team the best you can. If one champ is racking up the kills then you should try and be the best counter you can to them. Also keep in mind items like Last Whisper and Black Cleaver will rip through your armor so if they look like they are building these items you probably will want to change out Sunfire Cape for a Warmoggs.
I would never change out your Frozen Heart the passive is to useful in almost all cases.
Creeping / Jungling
I start blue because early game Malph's damage is a little low but if you can get a good leash i would start wolves to blue. Then it is the normal jungle path. The ganks at 4 are just run in slow chase them off.
Once you hit 6 go all out Ult in slow and ground slam makes it near impossible for the enemy team to really fight. Most lower elo games they will focus you and when they do they will find out you're brick wall.
How/when to initiate
This has been asked of me a couple of times by friends who are learning to play Malph. It may seem easy but there is a little more thought to it than most people think. There are 2 times when I initiate.
1. When you have their whole team grouped up. In lower Elo games this is normal to find all 5 people huddled in 1 bush trying to jump out and gank a person or 2 to get a team fight advantage. When you have your whole team there this is a perfect time to Ult them. This is the obvious one.
2. When the AP carry and AD carry are standing side by side in the back. I get a huge WHY!?!?! It is a lot easier to explain than most people think. These 2 people are most likely going to try and back up to fight(get closer to base/turret) This will put them out of range of your AD/AP carry so they can start laying waste to their party. By the time they figure this out about 2-3 seconds in you will probably have 1 person dead if not dead close to it. Now you have a 1 person advantage plus their AD carry now is slowed from you on a huge level.
How to initiate is the easiest. Ult+E pop items then q them game over.