Malphite Build Guide by OnceAlive
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
This is my first guide.
About me: I have been playing LoL for only three months now so I'm no pro and I don't think I'll become one anytime soon. I usually play support player, I can play jungler when my team needs one but I don't think I have the map awareness it takes to be a good jungler.
About this character: At first, I learned to play Malphite in the jungle, but I played him top lane for a while now and I find it to be more useful top lane than anywhere else. Malphite offer, in my opinion, a very good crowd control. He's not the best dps out there but he can definitely be the main cause of adversary players death.
ABOUT THIS GUIDE: The build is intended to get a tanky Malphite to hold top lane (solo if you have too) then to help during the rest of the game. I say help because the goal of playing a tank is not to get the kills. I play tank because I want to disable the other team as much as I can, allowing my teammates to get the kills and finally downing those turrets. I red that Malphite does not offer a lot of CC but I must strongly object. Malphite offers AOE stun with Unstoppable Force but most important ... he can use Seismic Shard to slow that carry that try to quickly poke your teammates and run back. There is more detail on that skill in the 'Skill Sequence' section.
Extra note: My maiden language is French so please forgive me for the errors.
Regrowth Pendant is a must in order to stay in lane longer. The health regain it offers is a lot at the beginning of the game. You're already full armor and magic resist, thanks to the Glyphs and Seals, add over this your passive that adds up a lot of sustain, this pendant will refill your health bar pretty fast early game. (Always be careful tho ... you're not invisible).
After getting Gold/10 items (which will be used in eventual recipe) and boots I focus on getting utility items.
Aegis of the Legion is the item I mostly always complete first. When you get this early, you help your partner and yourself to survive fights and the armor it offers stack for your Ground Slam dps.
I get Kindlegem soon because it's cheap, it gives a bigger health pool and reduce my 'R' and 'Q'.
Randuin's Omen goes in the same vision as anything else in this build ... DON'T LET THEM GET AWAY.
You can get Shurelya's Reverie at the end but it will help your teammates and yourself to escape ganks and lost fights. You can also use it to chase.
Phage to slow opponents (surprise surprise!)
Guardian Angel ... 2 kills for 1 reward is not a good bargain for the enemy team. If they have to kill you twice before you're really dead, they'll might evaluate another game plan than targeting you.
I find it expensive but I buy Frozen Mallet at the end. It gives a nice 700 health and reduce movement speed on ranged attacks which is pretty awesome.
R > Q > E > W
Priority 1: Seismic Shard: because it allow you to slow your opponents often.
Offensively it gives your lane partner or jungler the opportunity to get kills early game, add Exhaust over this spell and your target will find his character moves pretty damn slow! Late game, you'll use this skill to insure that the carries get killed as soon as they get too close.
Defensively I use it to defend my partners from chasing opponents, over that you can also use Exhaust in this situation.
IMPORTANT NOTE: This skill STEAL movement speed. If you want to run faster, use this skill to gain movement speed bonus.
Brutal Strikes: Some players don't put any points in this until the end of the game. I take 1 point for the AOE damage is does but mostly for the armor bonus it gives. Due to its armor bonus, casting Brutal Strikes before Ground Slam will increase its damage output.
Ground Slam: DPS skill, it helps clearing the lane, and of course reduces opponent’s health shortly after getting in the middle of the fight. (Remember: Due to its armor bonus, casting Brutal Strikes before Ground Slam will increase its damage output.)
DAT Ult! Unstoppable Force: What a nice skill! It has so many uses.
Of course it's an awesome Initiation skill. When you see a carry that gets in front of line without guard, charge him and let your teammates beat the **** out of him. Or simply wait for opponents to be all stacks together, mark a target (with ‘G’) then charge in. I usually use Brutal Strike then Ground Slam to help DPSing then I run back towards my base. If they targeted me, which is not a good idea, they’ll simply be open to my teammates damage. Usually you can easily charge in, dps, run back without being killed, but if you do get killed, their team is generally all dead by the time they realised they’re targeting the wrong guy. Their tank would generally be the only one alive, running back to its base (slamming his keyboard on his desk).
It is also a nice Defensive skill. Use it to neutralize an opponent(s) that is chasing your teammate. Use Seismic Shard right after to discourage the chase.
Escape Mechanism you can also use this spell to 'flash' out of dangerous situation. Personally I hate to use this sill to escape. I usually target the middle of the opponent team, charge in and then run again towards the closest turret. Or I just accept my death and keep the spell up for further use. If I can save my partners life by using it, it will be worth it.
Malp deals magic damage ... so here goes Magic Pen Marks ( Greater Mark of Magic Penetration)
He greatly benefits from Armor ... use Armor runes ( Greater Seal of Armor)
Every tanks need Magic Resist ... use MR/level in glyphs slots ( Greater Glyph of Scaling Magic Resist)
To get in the fight faster ... I use Movement Speed Quint ( Greater Quintessence of Movement Speed)
Standard tank mastery: once again, this build intend to give you a tank. If you want a DPS Malphite, I suggest you find another guide.
I use 9 points in utility because I learned to get red buff from my jungling experience. If you don't plan on getting jungle buffs then you can put more points in Defense tree or get more damage from Offense tree.
Hope this will help you have as much fun I have playing Malphite.
And remember: DON'T LET THEM GET AWAY!