Malzahar Build Guide by Shobons

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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.

League of Legends Build Guide Author Shobons

Malzahar - Feel the death!

Shobons Last updated on January 4, 2012
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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.



Offense: 9

Honor Guard

Defense: 0


Utility: 21

Table of Contents
Guide Top



High AP ratio damaging spells

Powerful Nuke


Abilities have good range

AoE damage

Best dance in the game

Hes passive is beast!



Lack that does not stun himself

Hard to hit some of his abilities

No escape mechanism <-- This is a big one. Positioning is essential for Malzahar.

Channeled nuke leaves him vulnerable to interruption

Guide Top


Passive: Summon Voiding.

After casting 4 spells, Malzahar summons an uncontrollable Voidling to engage enemy units for 21 seconds. Voidlings have 200 + 50 x lvl Health and 20 + 5 x lvl Damage.

Voidlings Grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).

Voidlings attack the target affected by Malzahar's most recently cast Malefic Visions.

The Voidling will attack random enemies unless there is an enemy that has Malefic Visions on it, then it will target whatever has the Malefic Visions

. Many people think that this passive is completely useless, and while sometimes this may be true, it can have its uses. Early game, around level six when I get my ult. I will try to get my Voidling to aid in my nuke. When the Voidling is in its third stage, frenzy, it can deal a great amount of damage. The Voidling can also serve as a barrier for skill shots. Many times It will absorb such things as Morgana's snare or Ashe's ultimate. This would be based on luck though, as there is no way to tell your Voidling to move in the way of a skill shot. The Voidling will also assist you in pushing

through creep waves. It is possible to spam enough spells to have more than one Voidling out, although this is usually short lived.

A good way to put the Voidling to good use is to keep it out of too much danger until it's into it's 2nd stage. Find an enemy champion that is near a hurt minion, cast Malefic Visions on the minion and have it bounce onto the enemy champion. Essentially, this puts 2 DoTs on the enemy:

, and the Voidling. Early game, a frenzied Voidling can devastate even a tanky champion if the Voidling is allowed to bash away at an enemy champion while in frenzy mode. This can serve as an excellent early game harassing tool.

Usually, I do not spam abilities solely for the purpose of spawning a Voidling, he just comes out by chance after I have cast 4 spells. If you are about to nuke some one, it is good to already have the Voidling out, approaching frenzy mode. If you want to get your Voidling out sooner early game, spam

CotV a few times while you're in the healing pad thing at the beginning of a match.

Q: [Call of the Void]

Malzahar opens up two portals to the Void. After a short delay, power erupts from the portals, dealing damage and silencing all enemies caught between the portals.

Cooldown: 9 seconds

Range: 900

Cost: 80 / 90 / 100 / 110 / 120 Mana

Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.8 per ability power)

Silence: 1.4 / 1.8 / 2.2 / 2.6 / 3

Call of the void is one of Malzahar's best abilities. It is an AoE silence with a high AP coefficient (0.8xAP) as well as good range. Late game it hits very hard and silences for 3 seconds (at lvl 5). This ability, however, can some times be difficult to aim. The delay between the spell being cast and the damage is often enough for it to be easily dodged. One trick that I do is put the CotV behind the enemy. When the enemy sees that you have used an ability, usually their automatic reaction is to run backwards, leading them right into the center of the spell.

Early game, CotV hits relatively well but costs a good bit of mana. I do not recomend spamming it too much to harass unless you carry Clarity or you can keep your mana up with mana regen items or

Malefic Visions. Remember that it silences so if you see a caster coming to nuke you or a team mate, a well placed CotV will disable the enemy long enough for either you and your team mate to get away, or for you to attack the enemy.

Another great trick for CotV is using it to reveal areas. When you cast CotV in bushes or into a foggy area, a large area around the CotV is revealed. This can be great for checking bushes or around a corner if you feel unsafe.

Because of it's long range, CotV is a good ability for harassing turret huggers. With the delay of the spell, you can cast CotV close to the turret to hit an enemy and run back usually in time to not agro the turret.

CotV is also a good opening spell for your ult, silencing the enemy can prevent him from using

Flash or another ability to get away.

W: [Null Zone]

Malzahar creates a zone of negative energy for 5 seconds. The zone deals magic damage per second equal to a percent of the enemies' HP inside it.

Cooldown: 14 seconds

Range: 800

Cost: 90 / 100 / 110 / 120 / 130 Mana

Percentage Damage: 4 / 5 / 6 / 7 / 8% (+1% per 100 ability power)

Null Zone is best used late game. Because it is percentage based damage, it can deal good damage to tanks that have very high maximum hp. If you are fed enough and have most of your items, you can have around 500AP, which deals 15% max health per second. Null Zone has a decently high cool down and costs about as much mana as

CotV. I do not recomend using NZ to farm minions. Unlike

CotV, NZ does not reveal the area where it is cast.

When you are attempting to nuke an enemy, the Null Zone is a key element. The main drawback of NZ is that it is very easily avoided. When you use you ult, it is good to have a NZ down where the enemy is stunned so that the NZ's damage is maximized.

NZ is a good ability for scaring away melee champions. When a melee champion is attacking your turret, put a NZ down to keep him away from it. Also if during a team fight you see a 2 melee champs fighting each other, put the null zone down to either make the enemy retreat or take damage.

Early game, you should only use null zone when you use your ultimate or if an enemy has extremely low hp, in which case a NZ would get the kill.

During team fights mid to late game, take advantage of your team mates' stuns. For example, if Amumu uses his ult in a group of enemies, lay a NZ down quickly to deal heavy damage while the enemies are stunned.

Although this ability was recently changed, I perceive it as some what of a buff. Although the damage was lowered a bit, the lower CD will make this ability much more frequent in fights.

A good defensive technique is to place a Null Zone under you if you get attacked by a Melee enemy. This way they will be forced to take damage if they try to attack you.

E: [Malefic Visions]

Malzahar infects his target's mind with cruel visions of their own demise, dealing damage each second. If the target dies while afflicted by the visions, they pass the curse on to a nearby enemy unit and restore mana to Malzahar.

Cooldown: 15 / 13 / 11 / 9 / 7 seconds

Range: 650

Cost: 60 / 75 / 90 / 105 / 120 Mana

Magic Damage: 80 / 140 / 200 / 260 / 320 (+0.8 per Ability Power)

Mana Restore: 10 / 14 / 18 / 22 / 26

Malefic Visions is my favorite of Malzahar's abilities. It is a single-target DoT spell that transfers if it is present on a unit as it dies. This ability inspired the name for this build, Malefic Visions gets all over ppl's faces and they dont know what to do about it.

A good way to get an early game kill is to use Ignite

+ MV. When some one is hurt and they are not retreating, put both Ignite and MV on them, try to hit them with a few auto attacks before they run into the range of the turret. This can get you an early kill, possibly first blood.

While MV is my favorite of Malzahar's abilities, I do not get it as my first ability. When Malzahar is lvl 1, it takes too long to kill minions, the MV will deal very little damage and you usually can't even push MV through more than 2 or 3 minions. CotV

is better as a first ability because you can check bushes with it when you first go to your lane and it can help with early harassment. Remember that the

Voidling is attracted to targets that have MV, if your Voidling is out and frenzying, go ahead and put MV on some one's face and get the Voidling to attack the champion.

Although you can put MV directly onto enemy champs, it is more strategic to bounce it off a minion. Because Malzahar is very under played, not many people are aware of how his abilities work. They wont realize that MV is about to bounce onto their face. Although MV doesnt deal amazing damage, it is Malzahar's best harassing ability. Each time a new creep wave arrives, when the melee minions reach yours, put MV on one and push it through as many minions as you can. Autoattack the minion that has MV on it to help ensure MV will continue through a creep wave. Beware of the cannon minions however, as they are hard to push MV through. Each time it transfers, you gain mana, and MV will often get the minion kill, giving you money.

Malefic Visions makes for an amazing mana regeneration ability. If you find your self low on mana, you do not have to return to the base. Simply wait for the next creep wave and push your MV through, you'll find that it is extremely self sufficient. Even though you may not gain a large amount of mana from when you started, the mana used for MV will be replenished and you can use it again.

Some enemies will realize that your MV transfers and they will stay away when they see MV on a minion near them. It is a good idea to put MV on the minion just before it dies, if it is close enough to an enemy champ, it will catch them by surprise. When an enemy sees the purple gooey stuff all over their face, they will typically retreat backwards, this is a good time to use

CotV as they retreat backwards, as well as throw in one or two autoattacks. If by doing this you intend to get the kill, you can use NZ too and throw in ignite, however you may need to Flash forward to put the

NZ in a strategic spot, it has a relatively short range.

Late game MV starts to lose some of its effectiveness,

CotV passes it as a better harassment/killing ability. Late game, MV does not put out as much total damage as his aoe abilites, but it can still do a fair amount of damage, as well as slaughter creep waves when combined with a well placed CotV

. Typically in a team fight, my MV has about a 4.2 second CD, so it's decently spammable. Since you can have more than 1 MV cast out at a time, I put it on as many things as I can. One great thing it can be used for is catching people that are running away. Lets say that 2 squishies are very hurt and are retreating. Put MV on one of them, if they dont split up, you can end up getting a double kill since it will transfer to the other hurt squishy. These double kills are extremely satisfying, especially when two squishies gang up on you and you hit them down to low hp and put MV on one of their faces.

R: [Nether Grasp]

aka The Face Lazer

Malzahar grips his target in an engulfing void of energy, dealing damage every half second while stunning and suppressing them for 2.5 seconds.

Cost: 150 Mana

Range: 700

Cooldown: 120 / 100 / 80 seconds

Magic Damage: 250 / 400 / 550 (+1.3 per Ability Power)

Nether Grasp is a very situational ultimate. It can either nuke some one down from full health, or it can be a complete failure. Before I give tips on how and when to use NG, I'd like to point out what you can and can't do while using it.