Malphite Build Guide by voidflame

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League of Legends Build Guide Author voidflame

Malphite: The Initiating Rock Tank of Doom

voidflame Last updated on October 14, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.


Brute Force
Improved Rally

Offense: 9

Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

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Hey everyone, this is my 1st guide, so sorry if it's not great. Malphite is one of my personal favorite characters because he is a great tank and a great initiator. He can deal pretty good damage even if he's built full tank with his E. He's pretty easy to learn so he's a great 1st tank for noobs. He's free pretty often so there are plenty of chances for you to try this build on him.

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Pros / Cons


    Good survivability
    Great initiator with his ult
    Excellent against attack speed heavy teams
    Can deal good damage
    Can tank and dive turrets very well mid and late game using his passive. furthermore turret damage is reduced by armor so your w skill helps. w also increases ad so you can deal more damage.
    Does not cost a lot of ip.
    Easy and fun to play

    Mana hungry early game
    If you don't use your ult right, you could kill yourself. Your teammates also need to know what to do after your ult (so premade is better).
    More of an armor tank, so lacks magic resist and can be weak against casters.
    Item dependent
    Focus on armor and mr in this guide so your passive isn't that great.

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Summoner Spells

Good Summoner Spells
Flash Flash is great because it lets you chase, escape, and position yourself for your ult.
Clarity Clarity gets rid of Malphite's mana issues early game. As a result you can harass with your q more. It can also help your teammates.
Teleport This is another great summoner spell. It lets you help your teammates or prevent backdooring.

Decent Summoner Spells
Ghost Still a good chasing and escaping spell. Use this if you haven't unlocked Flash yet.
Ignite This lets you grab more kills but it's better to let your carry grab kills. Usually your slow allows your carry to grab kills. No need to ks them.
Exhaust It's a good slow but you can slow with your q already. unless if people are constantly barely escaping you, you probably won't need this.
Heal You guys are probably going to rage about how heal is for noobs, but it can save you and your teammates. Not to mention healing after you crash into the enemies with your ult.
Fortify Good spell, but malphite has better spells to use.

Bad summoner spells
Revive Please no. just no. you honestly shouldn't be dying as a tank.
Rally No one uses this and you as a tank definitely shouldn't. Not to mention one minute turret kills don't really work anymore.
Cleanse You're a tank. it's not likely they're going to focus you.
Clairvoyance Yay for vision. But your support will usually grab this, so you probably won't use this.
Smite jungle malphite is viable. not great, but viable. unfortunately, this is not the guide for jungle malphite so for our purposes, it's useless.

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Greater Mark of Magic Penetrations let you have more magic pen to harass better. you can also use Greater Mark of Health for more tanky but i prefer better harass and damage here.

Greater Seal of Armor gives you armor for Ground Slam and lets you start the game pretty tanky. Greater Seal of Scaling Mana Regeneration work too for your mp issues. if you take mp regen runes, you won't need Clarity

Greater Glyph of Magic Resist gives you magic resist for tanking.

Greater Quintessence of Health let you tank much easier. These are very expensive quints tho. a cheaper alternative is Greater Quintessence of Armor as it gives more armor. You can also mix it so you have 2 Greater Quintessence of Health and 1 Greater Quintessence of Armor or vice versa.

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I take 9 in offense for the magic pen and ap from Archmage's Savvy and Archaic Knowledge . Deadliness is just a filler point. If you grab Exhaust take the offensive mastery for it in place of Deadliness .

I take 21 in defense. I take dodge masteries Evasion and Nimbleness to go with Ninja Tabi. If you're not a fan of ninja tabi you can move these points to Defensive Mastery and Harden Skin . I don't take Ardor because I don't build ap or attack speed with this build.

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It's finally time to learn about Malphite's awesome skills.

This is an excellent passive, but it's not that great with this guide. It still lets you tank or dive turrets a lot better though.

Seismic Shard= first skill to max. It lets you harass and slows a target so you or your allies can chase them. This scales off ap. It's Malphite's only ranged move. It's good for harassing early game. It's damage is okay, but not that great.

I max Brutal Strikes last because you don't really need attack damage and you already have enough armor. I just take one point for splash damage and to combo with Ground Slam. Since Brutal Strikes increases armor, it increases damage of Ground Slam. This skill increases your ad too letting you deal more damage to turrets or champs.

I max Ground Slam second because in order for it to deal major damage you need lots or armor. This skill is unique because its damage scales off of armor, not ad or ap. By the time you start maxing this you'll at least have the Sunfire Cape which gives you enough armor to deal out good damage with this. While Seismic Shard only slows movement speed, Ground Slam only slows attack speed. Keep in mind that this is an instant AoE attack so you can hit multiple targets around you.

Unstoppable Force is amazing. During teamfights you can knock up the entire opposing team. Unfortunately, your team might not be expecting you to use this and they may abandon you to your doom. This is why I try to give them a heads up. This skill is beautiful during premade especially if you're on Skype or something with your teammates. This skill can be used to dive turrets as well. You can also use this skill to dash far away to escape. (I am not condoning this action but merely stating that it CAN be used for this.) Unfortunately this ultimate is overshadowed by other great cc ults like Amumu's Curse of the Sad Mummy. Nevertheless, it's still very good. put points into this whenever possible. P.S. check out my amumu guide if you're interested in massive Aoe ults.

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Nice early game armor and magic resist.

Mercury's Treads for the extra MR and Tenacity.

Sunfire Cape is your next item because it has an amazing passive which allows you to farm a lot better. It also gives more armor for your Ground Slam.

Most people use Frozen Heart as a situational item to counter attack speed heavy champions. I like to use this in my core build because it gives lots of armor, but it also gives enough mana to cure most of your mana issues. If you really don't like this item, you don't have to use it. I just feel like it makes my life a lot easier.

By now you have enough armor so it's time for magic resist. Banshee's Veil also gives you an awesome shield that can even work on spells like Requiem.

Now you have even more magic resist. You're even harder to kill and its hp regen passive lets you run into a teamfight, go into the jungle, and come back a minute later ready to jump in again.

Randuin's Omen is very useful with its active AoE (area of effect) slow. This plus your Seismic Shard and Ground Slam means that your enemies will be constantly slowed. However, if you don't remember to use its active, don't buy this item.

Of course, you can buy Health potions or mana potions if you have the need to at points in the game. And always, always, buy wards. Wards help increase your map awareness and prevent ganks. Ward dragon and baron as these are crucial locations.

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Situational Items

Use the Thornmail if their team is attack speed heavy and your Frozen Heart isn't good enough. It also gives a big armor boost. If you don't have mp issues, take this over Frozen Heart as it supplies armor for less money.

If you're dying a lot, you can use this. It also provides some nice defenses.

You can gain lots of hp for your passive, Granite Shield. Farming is easy with Sunfire Cape and Ground Slam.

Good support aura, but not as beneficial late game as other items. You can buy it early/mid game and sell it later if you want. Rush this asap if you like this item.

Gives MR and a nice AP boost. Keep in mind that the debuff may warn opponents of ganks however.

shurelya's reverie
This can increase movement speed for you to initiate better and it gives some mp and CDR.

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Here are some of my scores as malphite.

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I hope you have enjoyed my 1st guide. Malphite is a fun champ and is relatively easy to learn the basics of. There's always more to learn though and you can always make more discoveries. If you've discovered something that works great with Malphite leave a comment below and if I like it, I'll put your name on a credits section. please leave a comment giving feedback! Thanks!