Build Guide by Unholyman0
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.
Malzahar, the floaty god of the Void.
"But Unholy, isnt Ryze and Annie like alots better?"
The answer is simple.
Lets make a list of Pros and Cons.
With skill, chasing can be insanely easy with...well all of his abilities (even nullzone)
Immense damage when full 4 skill rotation is popped. Seriously, they're health melts
Best farmer ever. Most lanes with Malz in them have little-no enemy creep advantage
Just plain fun to play (if you follow this guide)
Squishy early game (boooo, get rylais to fix this)
Fairiy mana-hungry early game (boooo, get ToG ASAP to fix this)
No natural escape mecanism (unless you listened and got ghost)
"But Unholy, You're not using Ignite. What about doubleDOT awesomeness?"
NO! Double dot doesnt do jack. Ignite has fairly low damage output, with a ok debuff.
With Clarity, you can cast your whole rotation again. How much better is 3 spells then 1 ignite???
Clarity- This is almost a must have. Early game, when an enemy sees that you have spent most of your mana harassing, they're going to get a little agressive. Even if they are at 50% health (i cant tell you how many times I've seen this), they will charge you. Pop your clarity and rotate on his ***. Clarity ensures that you will always have mana in desperate times.
Ghost- Malz has 1 big flaw, and thats escape. Ghost will help being chased by those pestky Yi's and Twitch's. Trust me, use this over Flash
DO NOT TAKE
Exhaust- I think this is for melees. Ghost is a better escape then this
Ignite- In this build, you will NEVER need this extra damage. plus, clarity will let you cast 3-4 spells after using. Ignite is just useless.
Flash- To long of a cd, short range will ensure Malz a headstart in a fail runaway.
Clairvoyance- Unless you're a Malz master and Clairvoy Master, dont use this.
Heal/Rally/Fortify/Revive- Lol if you use these on Malz, stop playing Malz.
Get your Mekis and HPPx2 at the start. Turn mekis into Tear of the Godess ASAP!!! (600g minimum)
Buy Boots then turn into Swiftness (Fixes malz escape problem slightly, along with masters)
TotG --> Archangles Stat. This is where Malz begins to dominate.
Depending on the enemy team, get items needed.
Tanky, healthy guys? Deathfire Grasp
Need some health and/or slow to catch those 10hp getaways? Rylais
Roflpawning faces? Zonyas Ring
Getting roflpawned? Wont happen
Take Cull first and cast twice/three times at spawn. Use this spell to harass enemy champs (in solo lane or duo lane) and last hit minions to get Malefic Visions. Use this spell to keep mana up and drop minions, getting you alot of those last hits. Malefic Vision, Null Zone, Cull of th eVoid, then Nether grasp. It is vital to get all spells for the rotation to drop champs dead. Now you can start shredding (even more then you have been)
The Classic spell rotation I use is....
Cull of the void-->MAlefic Visions-->Null Zone-->Nether Grasp-->Cull of the void*
*I cast this fifth spell, CotV as a saftey. Aim this slightly away from where they are standing, in case they have a tiny bit of health left after nether grasp. most likey, when you cast at the end of Grasp, they will run right into it and die. Its just a safety tho ;D
After early game, it depends on how you and your team are doing. Max out Malefic visions, then Cull of the void (unless its a heavy tank team. Then equally disperse Null zone and Cull of the void.) Take points in nether grasp when you can, and max Null zone last.
Let me know how this blueprint worked for you guys.