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Spells:
Ignite
Flash
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Announcement
I hope you all enjoy the guides that I provide and I hope they are helpful.

***Updated as of 11/19/11***
Summary
Malzahar is currently my favorite champion. He is a 6300 IP caster. While I find him very fun, he is very difficult to play, but extremely rewarding. In this guide, I will give many tips on how to maximize the effectiveness of Malzahar's capabilities.

Pros:
Powerful Nuke
Suppression
Abilities have good range
AoE damage
Best dance in the game
He floats

Cons:
Lacks CC that does not stun himself
Passive is not reliable (in the sense that you cannot directly control the voidling like other pets)
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
Abilities

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


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:

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


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

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


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


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

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


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


Late game MV starts to lose some of its effectiveness,



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.
You CAN: Use sommoner spells like Heal, Ignite (only if the enemy is in range of ignite, if the enemy is too far away you will cancel the ult), Clarity, and Cleanse.
You CANNOT: Move, Autoattack, use any other abilities, Flash. If you do any of these, your stun and suppresion will end immediately, your damage stops as well. DFG can no longer be used while ulting. You want to avoid doing any of this unless it is ABSOLUTELY necessary, for instance, if you are about to get ganked.
Now, how to use NG. Unlike casters like viegar or annie, instead of laying your stun and then putting out the damage, you put the damage out, and then stun them. For a full out nuke, the order I use my abilities is:












Let's go over this again, shall we?





Many people have complained to me about my ult, saying it's like a free kill every time it's off CD. While this is obviously just QQ, it is good to try to go for kills as Malzahar, since you have a Soul Stealer, you need to take as many opportunities for a kill as you can, so long as there is a possibility to get the kill. I almost never use NG unless I intend for the target to die. Other instances would be if you need a very fast stun, lets say you need to save a team mate from some one, you can stun the person to make sure your friend gets away. Of course, being a stun, it's a great idea to use it on turret divers. All they see is a squishy little caster that they could run up and kill in an instant. But you can turn the tables fast, when you see some one charging toward you in the range of your turret, hit them up with the nuke and remember to stun them in the range of the turret. As I've stated before, not many people know what Malzahar can do because he is not seen often. This is a great way to catch your enemy by surprise.
Summoner Spells
Note: Summoner spells do not count toward summoning your Voidling.
These summoner spells are in order of most recommended to least recommended













Masteries

I go into Offense 9 points to get the Magic Penetration, as well as some to get some CDR.
The rest of the points go to Utility for things like extra Exp, Mana regen, CDR, a little movement speed, improve Flash (you can get the Ghost mastery if you use Ghost instead). I chose to get the improve Neutral monster buffs for the Blue Buff. I always go for the blue buff whenever I get the chance, it makes Malz twice as good during team fights. With the 25% CDR and increased mana regen, you can spam out your abilities like crazy.
NOTE: These have been changed, I will need to get a new picture for this some time.
Rune Choice
For Marks, I get magic pen. All of Malzahar's abilities are damaging spells, so the more magic pen you have, the better. AP Marks are also optional.
For Glyphs, I get a balance between straight CDR and CDR per level. I lean more toward the CDR per level, because at lvl 18 it out weighs the straight CDR, Malzahar is better late game than he is early game. Malzahar's abilities have relatively long cool downs, so the more CDR, the more abilities you can throw out. It is important to be able to use your abilities very frequently. AP glyphs are also optional.
For Seals, I get mana regen per level. This helps him keep up his mana, Malzahar's abilities take a good bit of mana. AP Seals are also optional.
For Quintessences, I choose to get more CDR per level. While most people get straight HP quints, I find that, as a caster, it is more important to have better damage output than having more survivability early game. I also feel that this extra health loses its importance after early game. If Malzahar is ganked or focused in a team fight, 100 hp is not going to make a difference. CDR shows up alot more mid and late game, it can allow you to be able to put more damage out in team fights.
If you truly have to have extra hp, then you can get HP quints, but know that you are sacrificing 7% CDR by lvl 18. AP Quints are also optional. Magic Pen Quints are also optional.
Item Choice
NOTE: This part is about getting Soulstealer: If you don't like stacking items, then by all means don't get mejai's!. I just put that in the build because that's what I get and it's worth it for me 95% of the time. I don't want to see any downvotes saying "omg mejais you scrub" or any **** like that. It's for experienced players. If you're new to malz, you probably shouldn't get it. If you don't want it, then





I start off with






Early game your items should look like this:

Next, I prefer to get



Third, you pick up

4th item is the


At this point in the game, your build should look like this:




5th Item is







Next is




Your item build should look like this by now:




Now I get a defensive item.






Another item you can get for survivability that I get If I'm being CC'ed too much is a

If you don't need a defensive item, you can skip this step and go straight to Death Cap.
Next item is a



You'll be hitting pretty hard with an item build like this:






My next choice is

Now for the final item. This depends on how your game is going. If you find that you are being focused down way too easily get whichever of these you didn't get: BV or QSS. However, there may be just too many stuns to avoid being focused. By maximizing your AP, you can put out loads of damage, and if you are strategic enough, you will stay out of harms way. If I'm trying to maximize my AP, I get a second



So, assuming you need Survivability items, your build should be similar to this:







If you've been doing fine without many survival items, then you should be putting out a ton of damage with this build:







After you have bought all of your items, you can sell some if you need to change something up, for instance if your soulstealer stacks are hanging below 10, it may be better to sell it and buy another item. If you're set with what you've got, just spam elixirs, preferably

Note: If you choose to get Deathfire Grasp instead of Mejai's, you MUST utilize its active ability. It will aid in your nuke, make sure you use it early in your nuke, because it deals a % of the enemy's hp.
So in the average rape game, assuming you're fed and keep yourself alive 95% of the time, your build should be as follows: AP Maxing Build






In a more challenging game, you'll have something along the lines of: More of a typical game build







In a game where you are constantly threatened and you are having alot of trouble surviving, a safer route would be: Survivability build







Other Items
There are a few other items that other Malzahar players consider getting. I will give my opinion on these items.

Abyssal Scepter
The Abyssal Scepter gives MR, AP, and an Aura that decreases MR of near by enemy champions. My only concern with this item is that Malzahar hits people from a distance that could be out of the range of the Aura, so it's effect could be less useful. All in all a good item, if your enemies are stacking MR get this or a


Rylai's Crystal Scepter
Gives HP, some AP, makes your abilities cause Slow. I have a few issues with this item. In most instances 500 hp will not make enough of a difference, usually if malz is focused, he dies, regardless of whether he has 500 more HP. This is due to his complete lack of survivability through abilities. The AP gained from this item is not proportionally efficient compared to how much it costs (you can get a Needlessly Large Rod for almost half the cost of this, they both give 80 AP). The passive that gives slows to Malz's abilities is not extremely useful considering that you pay so much for it. Malzahar's Nuke is an instant burst of damage, the slowing effect does not very much use. While you can slow an individual with MV, and slow multiple people with NZ and CotV, all slow durations are 15% slow, because they are AoE/DoT spells. This still an option, but I prefer not to get it.

Rod of Ages
Good HP, Mana, and AP. Imo, It's more of a bulky caster and AP tank item, for characters like Kassadin and Cho'gath. I prefer to upgrade my catalyst the protectorCatalyst into a


Will of The Ancients
This item gives AP + Spell Vamp in addition to an aura that can help allies. I've seen more people consider this item, I suppose it could work out pretty well. The AP ofc is helpful, and the spell vamp can increase your sustain, as well as potentially help you in a fight. Good item, I just prefer other items instead.

Deathfire Grasp
Provides some AP, mp5,CDR. Also gives you an active that you can use to aid in your nuke. This seems like a fine item for Malzahar, but it just doesnt fit my play style. I prefer to maximize my AP over getting an active ability from an item that I use to nuke. Definitely a good choice.

Lich Bane
Gives you some AP, MR, Movement Speed, Active that enhances your autoattack. You don't get much AP for the cost of this item. If you want a MR item, get


Moonflair Spellblade
This is a great item to get if the enemy team has a lot of CC. If you don't want to substitute



Morello's Evil Tome
Great item if you're looking to build lots of CDR. Combined with


Haunting Guise
This item is good for HP AP and spell pen. It's a pretty small inexpensive item, so if you just need that little extra boost, you can get this item. However, late game if you have all 6 items, you should sell this item and get something better like a

By level 18:

Basically, AA gives you a **** load of ->AP<-
It is NOT 'just a mana regen item'. It is one of the highest AP items in the game. So....as a high damage AP character, you should probably get it
Here you can see that, even without stacking your Tear for extra mana, it gives you +101 AP in addition to the mana benefits.
Quoted from a comment I made on a fellow Malzahar build:
"I get AA because it gives ~80 AP when you buy it (45AP + .03xMana, which usually ends up around 80). By late game it gives me around ~120 AP, so although it seems to be primarily a Mp5 item, it actually gives a ton of AP as well, and it's not as expensive as the other High AP items (deathcap/zhonya's). Although you can easily regenerate mana by pushing MV through creep waves, during a team fight, you wont have the time to push it through minions. AA will keep your mana up even if you don't have a Blue Buff, although I strongly suggest getting a blue buff whenever you can.
As far as getting it early/ before deathcap, I like to have a bit of AP already before I get Deathcap, so it's not like an IE rush, I build my AP up then it shoots through the roof when I get deathcap.
Another thing I would like to point out is that, although









Ability Level Sequence / Game Play
Early Game (lvl 1-6)
I start off with Call of the Void as my first ability. Although Malefic Visions is the theme of this build and my favorite of his abilities, at level 1 it lacks any extra damage from AP and is very hard to push through minions. Call of the Void can be spammed at the healing pad to work on summoning the Voidling before going to your lane. Call of the Void can also be used to check bushes instead of having to face check.
Early game I try not to do anything too risky. If you see an opportunity for an Ingite + MV to get a kill, go for it but you have to be fast about it. Doing this can result in good early game kills/assists. Also remember that your autoattack does a fair amount of damage when every one is low level, so throw that in when you try for a kill.
Next I get 2 MVs, by the 2nd one, you should be constantly pushing MV through minions and trying to get it to bounce onto people's faces. Remember to place your CotV behind enemies to keep them harassed, but pay attention to your own safety. Next level I get Null Zone, it's good to have at least 1 level in NZ in case there is an emergency and you need it. It is a good scaring ability and is needed to accompany Nether Grasp, which you get at level 6 of course.
Mid Game (lvl 7-13)
At level 7 I pick up another CotV so that it continues to put out good damage. I then alternate between MV and CotV until MV is lvl 5. If the enemy team is very tanky, you may need to upgrade your Null Zone sooner.
Some mid game tactics include: If you find your self being chased and you know that there is no way out, if the enemy is squishy enough, you may be able to turn it around on them. If the enemy is a melee, put NZ under you and use CotV right infront of you where they are attacking you. Put MV on them as well, possibly Ignite too. When some one sees you using alot of abilities, it might scare them off. The best way to turn something around on some one is to let the enemy chase you to a bush. When you reach the bush, be ready with CotV. Silence them, NZ them, MV and NG if you can. This is an amazing way to nuke some one out of their own carelessness. It is normally harder to nuke some one if they see you coming, but this bush tactic works almost all the time.
In team fights, try your hardest to have a golem buff. I usually go for it around lvl 9 or 10. When you have the blue buff on you, you can put out loads of spells druing team fights. Look for easy targets, squishies, or groups of enemies to use CotV on. It is also good to use on their casters so they are silenced. Whenever you see a group engage in melee, place a NZ down under them. Remember to use your NG on a priority target, or if you need it to save yourself. MV is best used on enemies that are about to die, so that it bounces off them and can continue through other enemies. MV is also good to use when enemy creep waves arrive so that you can get some mana back if you are low. As for positioning yourself, remember that Malzahar is very squishy and lacks a good escape ability. Try to stay behind your team mates, be ready to Flash out of danger if you feel threatened.
Late Game (lvl 14-18)
Malzahar shines the most during late game, but only if you use him properly.
You should be getting your final few items now. Your AP should be very high so your abilities will be hitting very hard. Because Null Zone is most effective late game, you will be leveling it up through your last levels until 18.
By late game, it is important that your soulstealer is stacked decently high (13-20). If the stacking is not going well, you should consider selling it and buying somthing else that gives AP. You should have a good bit of cool down reduction by now, especially if you continue to get the blue buff. Use your nuke combo to dominate squishies that get too close, or use it when a carry attacks you (remember however that olaf's ultimate will cause him to be unaffected by your stun, however the ult will still deal damage). Stay safe near the rest of your team mates, Malzahar is easily focused and killed. If you have your Quicksilver Sash, save it for when they enemy team tries to focus you. Lets say ashe shoots her ult at you, use QSS the instant that it hits you and run back. However if ash continues to attack you and you are too slowed to get away, your only option is to turn around and fight her. Squishies fall incredibly easily to malz late game. One CotV will deal over 50% of their hp if you have enough AP. And remember even if you do die, if you remembered to put MV on them, you could still get the kill, and since the kill would be after your death, you would gain 2 stacks, even if you lost some for dying.
When the enemy tank gets set up in a spot and starts tanking, the best way to grind him down is a Null Zone. While your allies may be slowling picking at his HP, Null Zone will deal % damage, and although it is lessened by Magic Resistance, it will take the tank's HP down very quickly compared to other forms of damage. If you see some one such as Nunu or Galio using their ultimate, if you are not caught in the taunt, one well placed CotV will end their ult immediately. Also remember that CotV can reveal areas, so if you suspect a gank, cast it over a wall and you will get a good view of where you use it.
If the opposing team is attacking the Baron, this is an opportunity to deal massive damage since they are all crowded around the Baron. However do not be the first person to attack, you can get focused and killed instantly. Wait for a tank or some one that can absorb damage to go into their group, then throw out your AOE attacks, you can also try to steal the Baron. If your team is not willing to attack the Baron, lets say that they are seen attacking it but you are in the jungle above them, position yourself along the ridge behind the baron and wait for a good opportunity. When the time is right, use CotV to reveal the Baron's hp and the enemy team, use NZ to deal damage to the Baron and cast MV on the Baron. If you are successful, you can snatch the Baron for your team and leave your enemies enraged. Another good time to use CotV over a wall is to catch a turret hugger that is very deep, you can use it through the wall to hurt them, and then try to MV them. If there is a 5v5 and the enemy team is hugging a turret, snipe them with CotV and bounce MV off minions to keep them harassed, and possibly create an opportunity for a tower dive. If some one strays too far from the turret towards your team, do not hesitate to nuke them down, as it may be your only opportunity for a kill for a while. Your ult should have about a 48 second CD at lvl 18, so use it frequently.
TL;DR
Harassment: Q and E through minions
Farming: E with some help from Q if needed.
Nuking: Q -> E -> W -> R -> Ignite (if necessary)
Items: Go for AP + Magic Pen, get HP or other defensive items only if you are dying too much.
Runes: CDR for more use of abilities.
Summoner Spells: Flash/Ghost for setting up nuke or running away. Ignite to ensure a kill.
Masteries: Offense for Magic Pen, Utility for mana regen, speed, CDR.
This is my very first build ever, so if there's something I'm missing just post a comment and I will consider adding it. Any other freedback is greatly appreciated :)
http://www.mobafire.com/league-of-legends/build/furbers-malzahar-dominion-side-guide-131597
First off, I want to thank every one who has contributed to this guide: the viewers, voters and commenters. You have all helped me make this guide what it is today. It has changed a lot over the past year, and it will continue to improve as time goes on. When I first made this build, I had no idea it would become the #1 Malzahar build on mobafire, I owe a thank you to all the voters who helped me achieve the number 1 rating on this website. I appreciate the continuous support, and I will keep working hard to bring you all high quality guides.
2/16 -
Added Update Log chapter.
Added two other potential starting item pairs.
Added Ionian Boots to potential boots of choice.
Added Evil Tome to potential replacement for Mejai's.
Removed Health Potion from main item build, due to Doran's price increase.
2/26 -
Changed colors in Item Choice section
Bolded things in Item Choice section
Added more Rune suggestions
2/28 -
Added patch section
3/14 -
Added AP quints as an option for runes.
3/26 -
Changed up the item build a bit, get BV earlier
Updated the Item Choice section to match the item build, added more alternatives
Added Deathfire Grasp as a good alternative to Soulstealer
4/5 -
Moved Catalyst to earlier in the build, I find it's very useful to lane with
Moved a few Mastery points from Perseverance to Good Hands. Good Hands is more useful
Moved Mastery points from Expanded Mind to Awareness. I find he doesn
t need the extra mana much
5/1 -
Edited a few things in response to comments
5/10 -
Updated Archangel's Section
7/5 -
Updated Abilities Section
9/29 -
Updated Null Zone a bit
Added Dominion Side Guide
Moved Rune Choice Section
10/13 -
I've taken PsiGuard's advice and swapped the Soulstealer for another Doran's Ring in the main build, I hope people are ok with this change, Soulstealer is still an option ofc, just make sure you're doing well enough for it to be worth getting.
10/14-
Edited the Other Items section
10/17-
Happy birthday to my guide!
11/1-
Changed a few things in the Item Choice section
Added

Further elaborated on

Added Beware The QSS section
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