Malphite Build Guide by Dotter
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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Champion Build: Malphite
| Health | 3233 |
| Health Regen | 79.35 |
| Mana | 1935 |
| Mana Regen | 25.3 |
| Armor | 358.19 |
| Magic Resist | 297.22 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 416.72 |
| Gold Bonus | 10 |
| Attack Damage | 117.05 |
| Attack Speed | 1.007 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 30% |
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Mastery Tree Is Outdated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 - Guide updated
Hi everybody. Sooooooo... yeah...
This is a guide on playing
Malphite -> The build is the one I've used the most, but other varieties will be listed later on in the guide.
I hope you'll do well with the build, because I've had great succes with it.
This is mainly because I am The Coon. <- (Spoiler!!!)
This guide is updated for patch:
Ahri patch.
What You Need To Make This Build Shine
In order to really make this build and the champion
Malphite become nasty and badass, you need to know some basic stuff about him and how he works as a tank.
What you will need to know and be able to do will be explained throughout the guide, but here is a short list:
1) Know your role:
- You need to know that you are the primary tank for your team and therefore it is your job to initiate fights and to protect your team -> Don't leave your teammates to get a kill, unless you've already won the teamfight and your carries aren't no longer in danger.
2) Be able to farm:
Malphite is really item dependant, if you want to maximize his potential. He is not as naturally tanky as some other champions, so you need items fast to be able to tank like a baws. -> Therefore you need to be able to farm with last-hitting and
Ground Slam.
3) Do not waste mana:
Despite the fact that you get an early
Philosopher's Stone, you still won't have enough mana regeneration to be able to spam your spells like there's no tomorrow. Only use
Seismic Shard for harrasing if it is actually getting you somewhere - If your enemy has a lot of health regeneration, you're better off using
Ground Slam to try to outfarm your opponent, instead of zoning him/her.
4) Remember that your ultimate can be stopped:
If you waste your initiation, your team is pretty much ****ed. At least in an even match. Try not let that
Cryptic Gaze,
Summon: Tibbers or whatsoever stop you from smashing into the enemies. Try to catch them by surprise.
5) Do not steal kills from your carries:
They simply need to be more fed than you do, since they have the carry potential, while you always have your
Unstoppable Force, which is a pretty reliable initiation in my opinion.
Other suggestions to list here, write them in a comment. :)
Pros & Cons
Pros(Sweet Beans):
- Awesome initiater.
- Awesome farmer.
- Good chase/escape mechanism with
Seismic Shard.
- Can tank a lot of damage with his passive.
- He doesn't necessarily need a lot of HP, but it is good for your passive.
- Great ganker.
- Scales pretty decently into lategame.
- Has a constant ******* -> Chicks dig it (Ask Lux, Miss Fortune etc.)
Cons(Failwhales):
-
Unstoppable Force requires teammates, who know how to act afterwards -> If not you will die 8 times out of 10.
- If you want a lot of armor and magic resistance, your HP pool will be low. This will make your passive less effective.
-
Malphite is very item dependant, so you need to get a lot of creep kills. Try to last it as many creeps as possible with
Ground Slam. This is why I gp/10 items are so good on him.
-
Malphite is extremely mana dependant, but this problem is significantly reduced and perhaps completely removed by
Philosopher's Stone and
Frozen Heart.
Summoner Spells
Flash +
Teleport
or
Flash +
Exhaust
is the best summoner spell combos for
Malphite.
I do not recommend using
Clarity anymore. Through a lot of testing, going with Philo Stone and utility masteries, that just seems better in my eyes, especially because of the change in the metagame.
I recommend using either
Exhaust or
Teleport in higher ELO and in more competitive play.
(CORE)
I use this in every game now. This is awesome for escaping and chasing. It can be good to use
Unstoppable Force +
Ground Slam then flash out for survival. Afterwards you spam shards as fast as possible. This is such an awesome tower diver spell with Malphite. When you are lvl 6 and have ulti, try to use
Unstoppable Force on someone, who is recalling with low hp. Then
Ground Slam and a
Seismic Shard if necessary. This will make you a bit fed late-game. Also keep an eye on other lanes, if an enemy is on low health near a tower. Tower dive them and push the lane - really effective in mid lane, as no-one will be protecting the tower afterwards. Now, that the range of the shard is reduced it will be harder to chase, if you don't get instant kill at towerdives.
It is okay to use it against single heroes in the beginning, but when late game begins only use
Unstoppable Force in teamfights.
(Recommended for duolane with DPS champion)
- Awesome spell for Malphite, since it can be used to block out an enemy carry in a teamfight. It is also usable in laning phase to either pick a target to kill or to protect your laning mate from getting killed. It can be used in 1v1 to get a kill or to get away.
(Recommended for solo top)
- This will make you sick at setting up ganks at level 6. Malphite is a great roamer, but teleport will make him get to "hot-spots" faster and therefore, you might surpise enemies more. Also good for solo-laning, since it will get you back to your lane quickly.
(Recommended if your team lacks ignites)
- For eating up the rest of an enemy's HP to kill him/her. Also helps to stop champions as Mundo and Swain. Better on a carry that needs kills more than you do, but still a somewhat viable choice.
Masteries
With this build I recommend going 0-9-21, since you will need the utility to sustain and some survivability from the defensive tree.
Going down the utility tree means that you can improve both summoner spells and get CDR on abilities and summoner spells, mana regeneration and more gold.
I don't really think going with 9 in offense boost you that well and I don't recommend doing so.
Skills

- You gotta love this passive! During early game it makes Malphite very hard to harras and kill. If your shield is down just go back for 12 seconds and the shield is up and running again. As it scales with HP, you can also run with 3x
Greater Quintessence of Health. Try to always remember to have the shield up and running before a fight. It will greatly improve your survivability, since it can give suck up 60-80 damage in early game, which is almost a spell ^^

- I pick this ability first, because I want to harras my enemies right from the start of a game. It is really good for harrassing and chasing. Especially with
Boots of Swiftness It does quite some damage, especially because I have 9x
In teamfights you pop
Unstoppable Force +
Ground Slam first. Afterwards you pick a squishee target and shard them to death!

- Nice ability, which I get in level 4, because it benefits your GS. The passive can make you kill 3 ranged minions every time you use
Ground Slam. Use this before, you use ultimate, so your GS is boosted from the extra damage. This spell, will make you really hard to harras in early-mid game.

- This is such an important ability. It is excellent for farming, especially when you have
Sunfire Cape. However it can also win teamfights. The
Unstoppable Force +
Ground Slam will deal about 600-900 damage late-game. It also slows the enemies attack speed with 50% when max leveled. Therefore it is awesome against champions as Mr. Yi and Warwick. If you also have Randuin's Omen the team is slowed so bad, that you often win the teamfight, if the combo is performed well. The scaling of +dmg from armor was reduced in the latest patch. This mean, that you won't do as much damage, which sucks. You might not be able to towerdive alone as well as before. Sucks, but honestly Malphite was a bit overpowered in early-mid game.

- This awesome ability is what makes Malphite my favourite champion. It is a very nice initiating spells. Combined with
Ground Slam it also does a lot of damage late-game. You can take about 50% of the squishees HP with this combo. Combined with
Randuin's Omen +
Seismic Shard you have a great appearance in teamfights. A good initiation often decides which team wins the teamfight. If you initiate properly, your teammates should be able to kill the enemies, unless they are too fed compared to your team. Try to let the carries get the kills as they need it more than you do. Before you use
Ground Slam use
Brutal Strikes for a better damage output
Rune Build
| Runes | |||||||||||||||
Greater Mark of Magic Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Magic Resist 9 |
Greater Quintessence of Movement Speed 3 |
||||||||||||
Mark - Magic Penetration x9
- I want to be able to harras with shards early game, in order to get fed. The mgc pen will help you harras squishees. Many are surprised how much the shard can damage early-game if you have these marks.
9x
Seals & Glyphs: I go for armor and magic resistance with seals and glyphs. Obviously because I am a tank and I want to be able to stand against AP and AD heroes in early-game. Since you will get tons of armor and magic resistance in mid-late game, I focus on having some survivability in early game, where you need to be able to sustain in you lane.
2x
- Since you won't use
- Magic resistance per level will help you against casters in lategame. Your build will naturally provide more armor, so this rune will help you have a more equal scaling between magic resistance and armor. Also helps against solo top AP bruisers.
You can also go with HP quintessences or MS quintessences, but I prefer MP,MR and armor, since that scales well with your early game and Malphite's passive is nerfed, so HP is not as good in early game as before.
Item build
There are alot of different ways to build
Malphite:
Start of with:
This is the build I use the most on
- An insanely cost efficient item, which provides great sustain and furthermore it gives gold every 10th second. Awesome and cheap item.
Mercury's Tread
- It gives early magic resistance, which can be highly needed if you face a strong caster in your lane. Furthermore it provides the most tenacity in the game, which greatly hels you soak up some damage and still maintain some mobility in teamfights. Just the best boots pick on a tank.
- Gives tons of great stats on
-> Mana - he is mana hungry like hell.
-> 99 armor - The second most in the game - boosts your survivability and damage output.
-> Cooldown reduction - Lets you initiate more often, which will set up more kills for your carries and give you the opportunity to force more teamfights (if you want to do that).
- Great item on initiaters. It will block one spell, sometimes it can seem useless if the shield is removed by some insignificant spell, but other times it will be really beneficial against heavy CC's, like for example Ashe's ultimate. It also provides mana and HP, which are both great stats on
- In my opinion the best item on initiaters in the entire game. The active simply works wonders with
- Simply for more defensive stats against casters, who are quite strong at the moment. Fortunately for tanks,
It also gives tons of HP regeneration, which is great in the aftermath of fights, where you either need to push or defend, depending on the outcome of the fight.
- I've started to love this item on
If you feel that it doesn't provide the survivability, then grab a more tanky item like:
Build 2 - Solotop Malphite
Differences from build 1:
1) Start with
2) Grab
Finish with the item you feel suits you best against the enemy team.
Build 3 - Against Heavy Physical DPS
1) You get Ninnja Tabi for the dodge chance. It will greatly help you in late game against champions as
2)
3) Thormail - Really strong item against heavy physical DPS teams and it's rahter cheap.
Finish off with an item you find best in the given match.
Build 4 - Against heavy caster teams
Differences from build 1:
1) You rush
2) You grab
3) You grab
Optional Items
- I prefer this over Banshee's in some situations, since this item is way cheaper and it allows you to decide when to "cleanse" - It can get you out of any CC, even Warwick's and Malzahar's annoying ultimates. It also removes ignite and Mordekaiser's ulti. Simply one of the best and most underused items in the game.
- If you face a lot of AD champions get this item. It's passive will make them shut their stupid mouths and make you really tanky, due to the 100 armor (the most from any item in the game!!)
- You initiate, you you are in the middle of the heat. This will help your caster, make you deal more damage and also give you a decent amount of MR, against casters and generally just spells, scaling on AP.
- This will boost your passive like ****. It will also make you really tanky against casters and champions without Madred's. Just remember to get MR, if you have this item and the enemy team has some Madred's Bloodrazors. It is also really expensive, so consider this choice wisely.
- This item provides nice tanking stats and it's passive can be nice. (CAN be). However, you will often be the last man standing, since you have no hard CC like taunts, to keep enemies away from your teammates. So if you reach a point where you die, you will probably get killed again. If you don't feel this way, then this item is awesome, really awesome. It can be a lifesaver, but also a waste of money. It's risky, but can be worth it.
This can help your team, if you're struggling with winning the teamfights. Furthermore it gives decent stats. I rarely use it, but it can be useful if you don't have a supporter, who has it.
- If you face two squishy enemies in your lane, these boots are great for harrasing without being harrased.
Run close, shard, run back. -> A great way to bring the enemies low, so you or your laning partner can kill them when you experiece a chance to do so.
How to play Malphite - Duo lane
Early game:
Try to last hit as many creeps as possible and wait with harrasing until you are level 3 and
Seismic Shard is level 2. In lvl 1 it almost doesn't do any damage and it will be somewhat of a waste of mana. -> Unless you see a chance for first blood.
If you lane with a carry, let them farm more than you and perhaps rush
Heart of Gold right after
Philosopher's Stone - Furthermore you should soak up as much damage for the carry as possible. Also try to let the carry get the kills if possible.
Keep harrasing the squishiest enemy with
Seismic Shard - If they go aggresive on you, just fall back for a while and get your shield up again.
Malphite can be played both aggresively and rather passive with succes, personally I tend to switch between being offensive or defensive in my playstyle, depending on the champions I face and how good my opponents are.
Mid game:
This part of the game begins for you when you have
Unstoppable Force - Or when the first turret is destroyed. Either stay in your lane and try pushing/farming - If you have destroyed the enemy turret in your lane, start roaming around the map, supporting your teammates with ganks and/or pushing.
Don't use
Unstoppable Force for killstealing - Use it for initiating ganks and perhaps to towerdive enemies. Try to farm as much as possible in this period of the game, so you can gear up and be able to tank effectively in lategame.
Late game:
Since this is a pure tank build, you won't be able to do that much damage and to push that well on your own. Therefore your late game starts when the carries' late game begins.
When they have farmed well enough and are ready for teamfights, make sure to move in a group, so you avoid ganks and being outnumbered. Also put up wards for map control. Make sure to buy more wards than the carries, so they can get fully geared asap. Always ward have dragon and baron warded.
In late game you simply initiate the teamfights with the badass combo:
Unstoppable Force +
Brutal Strikes +
Ground Slam +
Randuin's Omen. Use
Brutal Strikes right before you use
Ground Slam to boost your damage output. This will win you a lot of teamfights - Afterwards you spam
Seismic Shard +
Ground Slam to harras enemies. You will get some kills and a LOT of assists this way. This combo = win - if performed properly xD
Sololaning
Solo laning
First of all,
If possible, I always solo-lane as
Furthermore he counters the top AD bruisers quite well, since his damage output scales well with armor. That means that when you built more armor to soak their damage, you will do even more damage with your
If you solo top, it is all about farming, farming and even more farming. Last-hit the best you can and try to avoid getting outfarmed. Try not to use your spells that much for farming in early game, so you can use your mana to harras your opponent with
Mid laning
Yes,
The thing is, however, that you can only lane mid against squishy carries, not champions like
Just note, that you shouldn't seek to go mid, only do it if no one else wants it and if you need to counter an anti-carry or for the trololol of it.
Good Teammates
Laning Mates
Malphite should be soloing top or jungling. Check Psiguard's guide, if you want to jungle, his
Malphite guide is amazing.
But some good teammates are:
Shaco
- With your
Seismic Shard and his ganking capabilities, your laning enemy is gonna have one hell of a time, when being ganked.
Sona
- Her AoE ulti combined with
Unstoppable Force can leave most of the enemy team stunned/knocked up for quite a while, which gives your carries time to **** them up like a baws.
Ashe
- Not that strong atm, but man her arrow and your ulti is good fun. :p
That's kinda why I put her on this list.
Kennen
- Not as a laning partner, but
Kennen synergizes really well with
Malphite.
Unstoppable Force +
Slicing Maelstrom are a great initiationg combo and will do insane damage. It brings so much CC to a teamfight and can leave enemy carries almost useless in a teamfight.
Bonus Builds
Here are some alternate builds, if you want to try something different:
AD/Offtank Build
- Takes advantage of the nice mobility
- Makes his steroid,
- Makes him a great bruiser with nice chase/escape capability.
- Last item can be eíther
Recommended summoner spells:
Recommended runes:
9x Greater mark of desolation
9x Greater seal vitality
9x
3x
AP/Anticarry Build
- Gives insane burst
- Gives decent survivability
- Can succesfully shut down an enemy carry
- Decent utility
Recommended Summoner Spells:
Recommended Runes:
9x
9x Greater seal of replenisment
9x
3x
Final Words
If you have any questions, feel free to ask. If you rate it negative please tell me why, so I can improve the guide.
Sooooo.... yeah... the end.
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