Malphite Build Guide by mcloud313
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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.
This is my preferred Malphite build, it is a tank build that is balanced between Magic Resist and Armor. I usually do pretty well with this build in ranked games. This build can also solo really well and you even end up with a few kills usually.
For reds I like to go with Greater Mark of Magic Penetration to get those kills and just to add a little extra damage. It's also good for harassing in early game with your Seismic Shard.
I go with Greater Seal of Scaling Mana Regeneration for my yellows for the extra mana, because I usually end up using a lot of mana with Seismic Shard.
With blues I go with Greater Glyph of Health because Malphite's main job is to tank and he needs to be able to take the punishment. The same goes for Greater Quintessence of Health.
The mastery build I use is 3/21/6, I get those three points in offense just for Seismic Shard, because it is such a powerful ability. Then I focus on the defensive tree because we are going to be doing a lot of tanking.
Then I grab some utility merely for mana replenishment and movement speed.
I like to start with Doran's Shield because I'm usually a solo and it's just a good way to start the tank build. Then I go into Mercury's Treads for the magic resistance and the movement speed, and the tenacity of course.
Afterwards its Force of Nature for even more Magic Resistance, then a Sunfire Cape for some armor and health.
Now at this point I like to look at where most of my damage is coming from and I'll either grab Banshee's Veil or Randuin's Omen depending upon if it is magical damage or physical damage.
We focus on Seismic Shard because it is an amazing harassment ability, and it also nets you lots of kills for those champions trying to get away.
The next focused skill is Ground Slam because it is great for farming and lowering the armor of your team's target.
After that it is Brutal Strikes which is good for taking down towers and for some extra whoopage on the enemy.
I know a lot of people would disagree with Clarity, but I just can't turn it down. That extra mana just keeps you in that lane for so much longer, and it keeps you harassing the enemy laner and keeping them off your tower.
The reason we go with Flash is to give your Unstoppable Force a little extra range. Now you can flash forward and then barrel into a group of enemies setting it up your team to win that fight.
Basically if there isn't a good solo, then you are going to be the one soloing. If not pick a laning partner who may need a good meat shield to absorb some damage from them or need someone to let them get in there and get those creep kills.
If you have a laning partner let them rack up the creep kills while you harass the enemy with Seismic Shard. If you are soloing be sure to let the jungler know when you have significantly weakened your target and set up a good gank to give some bonuses to that jungler.
If you have a laning partner when you hit 6 consider starting to roam a bit so you can maximize that Unstoppable Force, it's one of the best initiators in the game and it would be a crime to your team to not put it to use.
As Malphite you are going to be the initiator of a fight, I like to wait for the enemy team to clump up then Unstoppable Force into them. After that I Seismic Shard the target that we are focusing to keep them from getting away, then I Ground Slam to reduce their (and whoever is next to them) armor for my team. After that I Brutal Strikes and begin to help my team kill the targets.
Keep in mind you can use Flash to get that extra jump on the enemy team, they normally don't expect it. If you like this build let me know in the comments below, if not, let me know whats wrong with it, thanks!