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Spells:
Ignite
Flash
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Malzahar, The Prophet of the Void

Many men have gone mad beneath the glare of the Shurima sun, but it was during the night's chilling embrace that Malzahar relinquished his sanity. Malzahar was born a seer, blessed with the gift of prophecy. His talent, though unrefined, promised to be one of Runeterra's greatest boons, but destiny plotted him another course; his sensitivity to the roiling tides of fate allowed other, unwelcome things to tug at his subconscious mind. In his dreams, where the veil of separation is thinnest, a sinister thing beckoned. For some time, Malzahar was able to resist its prodding solicitation, but with each passing night the voice grew louder, or perhaps deeper, until he could withstand the call no more.
He ventured into the desert without supplies, drawn by the lure of a specious charm. His destination: a lost civilization to the east, known to ancient texts as Icathia. Few believed such a place ever existed, and those who did were certain that the sands had long since devoured whatever remained. When Malzahar's cracked feet finally failed him, he found himself kneeling at the base of a bizarre crumbling obelisk. Beyond it lay the alien geometry of a ruined city and the giant decaying idols of dark and horrific gods. His eyes, seeing what others cannot, and what none should, were filled with the essence of the Void. His once shifting visions of the future were replaced with the immutable promise of Valoran beset by creatures of the Void. Standing alone, but not alone, amidst the echoing dunes, he noticed the familiar voice escape his own lips in a parched rasp, bearing three words whose weight trembled his knees. League of Legends. Now infused with the power of the void itself, Malzahar set off to the north to seek his fate.


Some say he is overpowered with both a suppress and a silence, and the ability to dish out large amounts of damage on top of it. While that is true, I believe that


Don't be upset if you can't do well with him right away. He is a champion that takes tons of of practice to do well with. Personally, I still need to work on developing my skills with him, every day.

Pro's:
- Great early game harassment
- Incredible AoE
- Excellent Farmer
- High AP Ratios
- Deals TONS of damage
- Silence + Suppresion
- Kind of a badass..
- Squishy
- Difficult to learn
- Mana Intensive
- No escape Mechanism
- Susceptible to CC
- Easily countered by
Quicksilver Sash and
Banshee's Veil
When it comes to runes, I never buy runes that don't provide the best for each categories.
For example: I would rather use the
Greater Glyph of Ability Power which provides .99 AP, than get use the
Greater Seal of Ability Power while provides .59 AP.
Mark's usually provide the best: attack and penetration runes.
Seal's typically provide the best: mana, health and defense runes.
Glyph's often provide the best: ability power, and magic resist runes.
That being said I get the best runes for a caster in each category (in my opinion at least):
Greater Mark of Magic Penetration x 9 - The magic penetration amplifies all of
Malzahar's attacks, making him far more dangerous.
Each rune gives .95 magic penetration, which gives us a total of 8.55 magic penetration.
Greater Seal of Replenishment x 9 - The mana regeneration makes early game easier
Each rune gives .41 mana regeneration per 5 seconds, which gives us a total of 3.69 magic regeneration per 5 seconds.
Greater Glyph of Ability Power x 9 - I always choose solid AP over AP per level. In my opinion,
Malzahar just need's that early game power to dominate his lane.
Each rune gives .99 ability power, which gives us a total of 8.91 ability power.
Now onto Quintessences...
I use:
Greater Quintessence of Ability Power x 2 - This extra ability power really makes
Malzahar a strong presence in whatever lane he chooses.
Each quintessence gives 4.95 ability power, which gives us a total of 9.9 ability power.
Greater Quintessence of Magic Penetration x 1 - The extra magic penetration amplifies all of
Malzahar's attacks even more.
Each quintessence gives 1.89 magic penetration, which gives us a total of 1.89 magic penetration.
Alternative:
Greater Quintessence of Replenishment x 1 - The extra mana regeneration makes early game ability spamming just that much easier.
Each quintessence gives 1.25 magic regeneration per 5 seconds, which gives us a total of 1.25 magic regeneration per 5 seconds.
You can if you wish replace the
Greater Quintessence of Magic Penetration with Greater Quintessence of Replenishment if you feel that you use more mana early game, and often find yourself depleted OR don't really feel the effects of magic penetration.
Totals:
Ability Power:
Greater Glyph of Ability Power x 9 +
Greater Quintessence of Ability Power x 2 = 18.81 AP ~ 19 AP
Magic Penetration:
Greater Glyph of Magic Penetration x 9 +
Greater Quintessence of Magic Penetration x 1 = 10.44 Magic Pen. ~ 10 Magic Pen.
Mana Regeneration:
Greater Glyph of Replenishment x 9 = 3.69 Mana Regen. ~ 3.7 Mana Regen.
If you're using Greater Quintessence of Regeneration instead of
Greater Quintessence of Magic Penetration then here are the totals.
Totals:
Ability Power:
Greater Glyph of Ability Power x 9 +
Greater Quintessence of Ability Power x 2 = 18.81 AP ~ 19 AP
Magic Penetration:
Greater Glyph of Magic Penetration x 9 = 8.55 Magic Pen. ~ 8.5 Magic Pen.
Mana Regeneration:
Greater Glyph of Regeneration x 9 + Greater Quintessence of Regeneration x 1 = 4.94 Mana Regen. ~ 4.9 Mana Regen.
For example: I would rather use the


Mark's usually provide the best: attack and penetration runes.
Seal's typically provide the best: mana, health and defense runes.
Glyph's often provide the best: ability power, and magic resist runes.
That being said I get the best runes for a caster in each category (in my opinion at least):


Each rune gives .95 magic penetration, which gives us a total of 8.55 magic penetration.
Greater Seal of Replenishment x 9 - The mana regeneration makes early game easier
Each rune gives .41 mana regeneration per 5 seconds, which gives us a total of 3.69 magic regeneration per 5 seconds.


Each rune gives .99 ability power, which gives us a total of 8.91 ability power.
Now onto Quintessences...
I use:


Each quintessence gives 4.95 ability power, which gives us a total of 9.9 ability power.


Each quintessence gives 1.89 magic penetration, which gives us a total of 1.89 magic penetration.
Alternative:
Greater Quintessence of Replenishment x 1 - The extra mana regeneration makes early game ability spamming just that much easier.
Each quintessence gives 1.25 magic regeneration per 5 seconds, which gives us a total of 1.25 magic regeneration per 5 seconds.
You can if you wish replace the

Totals:
Ability Power:


Magic Penetration:


Mana Regeneration:
Greater Glyph of Replenishment x 9 = 3.69 Mana Regen. ~ 3.7 Mana Regen.
If you're using Greater Quintessence of Regeneration instead of

Totals:
Ability Power:


Magic Penetration:

Mana Regeneration:
Greater Glyph of Regeneration x 9 + Greater Quintessence of Regeneration x 1 = 4.94 Mana Regen. ~ 4.9 Mana Regen.
The masteries I choose for
Malzahar make him a very aggressive champion, and give him the ability to do lots of damage early game.
I go 21 0 9, it allows
Malzahar to be a lot more of a threat.
Offense
Although the masteries are very agressive, when combined with tanky AP items, the result is ridiculously strong
Malzahar.

I go 21 0 9, it allows

Offense
-
Summoner's Wrath x 1: Improve's
Exhaust,
Ignite,
Surge, and
Ghost.
Ignite gets a nice 5 AP + 5 AD bonus when used. If you decide to use
Ghost, it also increases the speed bonus to 35% from 27%.
-
Mental Force x 4: Give's
Malzahar a nice extra 4 AP, which ends up totaling to about 23 AP at the start of the game.
Sorcery x 4: Give's
Malzahar 4% Cooldown Reduction, which shortens his long cooldown's just a tad.
-
Arcane Knowledge x 1: Give's
Malzahar 10% Magic Pen., all this Magic Penetration ends up being deadly.
-
Havoc x 2: Give's
Malzahar an extra 1% damage, making his moves just a tad bit stronger.
-
Blast x 4: Give's
Malzahar 1 AP per level, more and more AP, making
Malzahar quite deadly, even at an early stage.
-
Archmage x 4: Give's
Malzahar 5% extra AP, the more the merrier.
-
Executioner x 1: Give's
Malzahar an extra 6% damage when the enemy has below 40% health. Think about it this way;
Ignite +
Malefic Visions combo on a player with low health becomes just THAT much more deadly.
-
Summoner's Insight x 1: Improve's
Teleport,
Promote,
Flash,
Clarity, and
Clairvoyance.
Flash's cooldown is shortened by 15 seconds from 265 to 255. If you decided to use
Teleport, it has its teleport time reduced by one second.
Clarity also has the mana restored increased by 20% to 70%.
-
Expanded Mind x 3: Give's
Malzahar 12 mana per level, a slightly bigger mana pool makes it a bit easier to cast more spells.
-
Meditation x 3: Give's
Malzahar 3 mana regeneration per 5 seconds, this combined with the runes gives a nice 6.7/7.9 mana regeneration per 5 seconds.
-
Swiftness x 1: Give's
Malzahar .5 speed buff, while it isn't much,
Malzahar does need all the speed he can get.
-
Runic Affinity x 1: Give's
Malzahar a 20% buff extension, which is quite nice when combined with the blue buff.
Although the masteries are very agressive, when combined with tanky AP items, the result is ridiculously strong

Recommended:
Flash: Flash allows
Malzahar the ability to get in and get out of situations with ease. He has no method of escape, and flash allows him to make-up for that. If you're doing well enough with
Malzahar, you can also use it to land a
Malefic Visions or a
Nether Grasp, or both on a champion with low healh.
Ignite: Ignite synthesizes very well with
Malzahar's combo. It gives him some extra damage, and is able to be put on an enemy while is using
Nether Grasp. When used on a champion with low health in synthesis with
Malefic Visions, it is devastating for the enemy.
Ghost: Ghost gives
Malzahar a nice speed boost to escape or catch up to enemies. It helps him to escape and catch up to enemies when need be.
Teleport: Teleport is typically useful during mid. If you're the kind of person who uses Teleport often enough, then be my guest.
Clarity: When you're just learning him it can be helpful to make sure you don't run out of mana. But with the 9x Greater Seal of Replenshiment and masteries, it just isn't needed.
Cleanse: If you're a strong supporter of this, be my guest, but otherwise, I never use it. I do recognize that it can be quite helpful especially because
Malzahar does get focused quite a lot.
Garrison: We're not on Dominion...
Smite: Why would you even need this?
Exhaust:
Malzahar already has a silence, a suppression, and with
Rylai's Crystal Scepter a slow. This move simply isn't necessary.
Clairvoyance:
Malzahar doesn't really have much use of the extra vision, nor is he a support champ, so I find this to be a waste.
Surge: The extra ability power is nice, but he has no use of the attack speed so why bother?
Promote:
Summon Voidling already gives you minion(s), why would you need another one?
Heal:
Malzahar just wont ever need this. He isn't a support mage.
Revive: Serves no real purpose to
Malzahar.

Summon Voidling: After casting 4 spells, Malzahar summons an uncontrollable Voidling to engage enemy units for 21 seconds.
Statistics:
Voidlings have 200 + 50 x lvl Health and 20 + 5 x lvl Damage. They grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).
Summary:




In fact, you can spam spells to the point where you can have 2 or more voidlings around you. Double the voidlings, double the damage. Most of the time you end up ignoring

The passive is incredibly useful, and has often saved me from having to finish the enemy champion off by myself. When used in unison with


It's also great for destroying tanks. Early game, some tanks might only have armor or magic resist, the


The only thing to be wary of is that it gives away your position in bushes as it can often just stick out, making it tons easier to find you.

Call of the Void: Malzahar opens up two portals to the void. After a short delay, they fire projectiles that deal magic damage and silence enemy champions.
Statistics:


Summary:










Because of




Null Zone: Malzahar creates a zone of negative energy which damages enemies that stand in it.
Statistics:

Summary:

Enemy champions will avoid it when you cast it underneath or nearby them, that being said there is no use in using the ability unless you know you can keep them still. Using a












I, as should you, max out


Malefic Visions - Malzahar infects his target's mind with cruel visions of their demise, dealing damage each second. If the target dies while afflicted by the visions, they pass on to a nearby enemy unit and Malzahar gains mana. Malzahar's Voidlings are attracted to affected units.
Statistics:


Summary:
Oh


Casting



Always auto-attack the minion that


Remember that



Don't use



A great counter to









Nether Grasp - Malzahar channels the essence of the Void to suppress his target and deal damage each second.
Statistics:


Summary:
The ultimate move that everybody seems to hate but you. I adore this move. It's always a pleasure to cast this and melt peoples faces off.
You CANNOT move, or cast an abilities while using


However you can cast Summoner Spells like




Now what do you do when it comes to towers? There are two times when you can use





Sometimes, if you are being charged at by enemy champions while using





Quicksilver's Sash. Oh god no. You must have killed that player enough to go out and buy this scary item. Quicksilver's Sash completely shuts down


Take points in

Core Items:
Rod of Ages:
Malzahar requires health and mana early game. Taking Catalyst the Protector as soon as possible can ensure an easy time of defending mid. Being a tanky caster,
Malzahar needs health and ability power, and
Rod of Ages does just that. Its passive is also very useful in that you can slowly gain more health and mana. In addition, whenever you level up, you regain health and mana, making staying in lane a lot easier.
Rylai's Crystal Scepter: This item works on
Malzahar quite well. Not only does it give him a large amount of ability power, but it also gives him a good deal of health as well. In being a tanky caster, this item is essential to your build. In addition, it helps
Malzahar a ton by giving him a way to escape. If you throw down
Null Zone when you have
Rylai's Crystal Scepter and are being followed, those who step into the
Null Zone are automatically slowed, making it far easier for
Malzahar to defend himself from faster enemies. The
Null Zone +
Rylai's Crystal Scepter combo can also be used in the reverse, and slow down enemies he's chasing to make securing a kill just that much easier.
Rabadon's Deathcap: Tanky casters in particular suffer a lack of Ability Power. Adding
Rabadon's Deathcap gives any caster, especially tanky ones, a lot of the power they need to deal significant amounts of damage.
Will of the Ancients: A lot people find
Will of the Ancients to be an accessory item, and that it should only be used on occasion.
Malzahar uses his spells often enough that spell vamp on him work to be quite well.I find that it gives
Malzahar a lot of sustainability in lane.
Null Zone is your chief source of health regeneration. It gives you loads of health when placed underneath a mob wave or a group of enemy champions.
Zhonya's Hourglass: This item is incredibly useful. Not only does it give a squishy champion like
Malzahar extra defense, and ability power, it also has the ability to turn the tide of the battle. The active on
Zhonya's Hourglass is incredibly useful, when activated, you stay put, but also don't take any damage. If you time it correctly, you might be able to save yourself from enemies charging onto you in a teamfight.
Archangel's Staff: When I began playing
Malzahar I always used to get this item first. The seemingly infinite amounts of mana I generated were nice, but I wasn't as tanky, nor did I do enough damage. I recommend beginner players to get
Archangel's Staff first, then
Rod of Ages as you begin to become comfortable with
Malzahar's small mana pool.
Banshee's Veil: I never take this item unless in dire circumstances. If I am facing a team with heavy amounts of abilty power, and I'm being destroyed mid, by the time I have Catalyst the Protector, I get
Banshee's Veil. While it vastly reduced your damage output, you have the ability to not only block large amounts of magic damage, but to stop incoming spells while the shield is activated. It can and should help you get an advantage over your AP intensive enemies.
Mejai's Soulstealer: This item is VERY risky. I would suggest building this item ONLY if you've gotten 2 or more kills within the first 5 minutes. Typically you can get a good snowball. The thing is with
Malzahar the kills can naturally come to you, getting
Mejai's Soulstealer encourages you to take risks, which isn't always too good for your kill-to-death ratio. I would recommend this item ONLY for player's who know how to use it.
Fight for mid. Always. You are best in mid, and should always be mid.
Malzahar lanes mid very well against:
Graves,
Veigar,
Vayne, Vladamir,
Caitlyn,
Talon,
Ezreal, and
Ashe.
Malzahar lanes mid decently against:
Swain,
Annie,
Karthus,
Morgana,
Ryze,
Katarina,
Ahri,
Brand and
Lux.
Malzahar lanes poorly against:
Kassadin and
LeBlanc.
This list will be updated as I play against other characters mid.
Early Game:
Buy your
Doran's Ring (Or a
Sapphire Crystal if you decide to build
Archangel's Staff), out a point in
Call of the Void and head mid. If you want harass a few times if your opponent is underneath the turret, go right ahead, but be careful. Do not go under 200 mana while harassing.
When you level up to level 2, put a point in
Malefic Visions, then target enemy minions to farm. Keep farming. At level 3 take another point in
Malefic Visions. Only go back to the spawn unless you have very low health. Play defensively, only really focusing on your farm until you get to level 6. At level 4 take a point in
Null Zone. Keep farming and pushing them to the turret, but keep you distance. At level 5 put your point in
Malefic Visions making it rather powerful. Then when it comes to level 6, put a point into
Nether Grasp. Depending on how much health your enemy has, harass and look for an opportunity to use
Nether Grasp.
When you do recall, take a
Sapphire Crystal,
Boots, or
Blasting Wand depending on how well you're doing. If you're doing really well, and have over 1.6k gold, take a
Needlessly Large Rod, and build
Rabadon's Deathcap first. With your remaining gold buy
Health Potion or wards and head back mid. Only buy Sight Wards if you are continually being ganked from the sides. If you're being ganked by invisible champions such as Evelyn,
Twitch and
Shaco, buy
Vision Ward's
Mid Game:
You're now level 7, you should have
Sorcerer's Shoes. Depending on how well you're doing, you should have Catalyst the Protector, or
Needlessly Large Rod. At level 7, take a point in
Call of the Void.
At this point your team and the enemies should begin ganking or traveling mid. You need to play it smart, and be aware of your surroundings. Pay attention to mias, and check on other lanes when you can. If you do happen to kill your enemy mid, go help out and gank other lanes.
When ganking lanes, you typically want to choose the lane thats overextending and squishier of the two. If you have the time to be ganking, then you must be getting kills while your mid. Ganking enemies becomes easy because of your level advantage from going mid, your runes and masteries, your kills + gold, them being squishy and simply just reading this guide. ;D To initiate use
Call of the Void and be sure to trap their escape, making for some easy kills.
Finish
Malefic Visions by level 10, and put a point in
Call of the Void at level 9. By now you should have
Rod of Ages and be working toward
Rylai's Crystal Scepter. If you are doing bad against a team with many AP players, you should build a
Banshee's Veil instead of
Rod of Ages.
Be sure to take the blue buff when you know you can get away with it. If you see it there, try to snatch it, as
Malzahar with unlimited mana is quite deadly.
At level 11 you should put a point in
Nether Grasp.
Late Game:
By now you should have bought
Rylai's Crystal Scepter and
Will of the Ancients. Finish off
Call of the Void by level 13 and begin leveling up
Null Zone.
Keep on ganking and helping your team where they need it. Take the blue buff wherever you can and just farm away with
Malefic Visions. If you're ever low on health, just lay down a
Null Zone on a large minion wave and soak up the extra health. As every game is situational do what you think is best to do with
Malzahar, after all you've made it this far.
Take the last point in
Null Zone at level 18. At level 16 finish
Nether Grasp. By now you should have a
Rabadon's Deathcap and are finishing your build with
Zhonya's Hourglass.
Hopefully at this point, the game is ending and you have a positive kill-to-death ratio!





















This list will be updated as I play against other characters mid.
Early Game:
Buy your




When you level up to level 2, put a point in






When you do recall, take a









Mid Game:
You're now level 7, you should have



At this point your team and the enemies should begin ganking or traveling mid. You need to play it smart, and be aware of your surroundings. Pay attention to mias, and check on other lanes when you can. If you do happen to kill your enemy mid, go help out and gank other lanes.
When ganking lanes, you typically want to choose the lane thats overextending and squishier of the two. If you have the time to be ganking, then you must be getting kills while your mid. Ganking enemies becomes easy because of your level advantage from going mid, your runes and masteries, your kills + gold, them being squishy and simply just reading this guide. ;D To initiate use

Finish






Be sure to take the blue buff when you know you can get away with it. If you see it there, try to snatch it, as

At level 11 you should put a point in

Late Game:
By now you should have bought




Keep on ganking and helping your team where they need it. Take the blue buff wherever you can and just farm away with



Take the last point in




Hopefully at this point, the game is ending and you have a positive kill-to-death ratio!
These are just some simple beginner skills that all players should know when using
Malzahar. Most of them just display how abilities work.
MV + Voidling:
Due to
Summon Voidling, when you cast 4 spells a voidling is sent out. To help you from your lane, cast 3 spells while at your home base, or in lane, and then use
Malefic Visions on an enemy minion. This combo makes farming minions a lot easier.
CoTV Vision:
Call of the Void can reveal parts of the map when used in dark areas or bushes.
This section will be updated when I am able to acquire all the proper footage.

MV + Voidling:
Due to


CoTV Vision:

This section will be updated when I am able to acquire all the proper footage.
These skills are a bit harder to learn, but are not nearly as difficult nor as complex as some other skills you can do with
Malzahar
Basic Combo:
Your basic combo for
Malzahar is landing a
Null Zone and then when the enemy champion is above it, cast
Nether Grasp to deal large amounts of damage.
Minion Tower Push:
When pushing a tower, you can spam spells to get you're voidlings out. Voidlings deal significant damage, and can really make tower pushing a lot simpler.
Tower Defense:
Sometimes silly champions come into the range of the tower. As soon as you sense them coming to tower dive, or come into the range of the tower, use
Nether Grasp. This should do significant damage and sometimes may result in a kill.
Malefic Visions Jump:
When a champion is nearby a minion with low health, throw
Malefic Visions on the minion, and hopefully you can get it to land on the enemy champion.
CoTV Slice:
If you move to the side of a minion wave, you can cast
Call of the Void vertically hitting many minions in the process.
This section will be updated when I am able to acquire all the proper footage.

Basic Combo:
Your basic combo for



Minion Tower Push:
When pushing a tower, you can spam spells to get you're voidlings out. Voidlings deal significant damage, and can really make tower pushing a lot simpler.
Tower Defense:
Sometimes silly champions come into the range of the tower. As soon as you sense them coming to tower dive, or come into the range of the tower, use

Malefic Visions Jump:
When a champion is nearby a minion with low health, throw

CoTV Slice:
If you move to the side of a minion wave, you can cast

This section will be updated when I am able to acquire all the proper footage.
Here I'll describe some advanced skills for playing with
Malzahar. If you are completely new to
Malzahar, I advise you to just skip over this section.
Deadly DoT:
The deadly DoT is a combination of a level 5
Malefic Visions and
Ignite. When used in unison on a champion with about 10% health, the combination is almost always able to secure a kill.
Destruction:
Destruction as I like to call is when I cast and land every single one of my spells. I land
Call of the Void then place
Malefic Visions, then land
Null Zone right below them, and then cast
Nether Grasp. If you're in range, you also land
Ignite. This combination gives you the maximum amount of damage and almost always guarantees a kill.
Flash-Ulting:
This skill is really for when you're fed enough that your
Nether Grasp does such large amounts of damage. If you're trying to catch up to a champion with low health running away from you, you can use
Flash and then cast
Nether Grasp. If possible land
Malefic Visions before, and
Ignite after.
Advanced Tower Defense:
Like regular Tower Defense, BUT, you cast more moves. You land
Null Zone and
Malefic Visions and then use
Nether Grasp. Usually using this combination on a champion being hit by the tower results in a kill.
Skilled Tower Diving:
You MUST be fed to use this skill against an enemy at full health. You can if you wish use this skill on a champion at very low health, but sometimes it can be a waste as you can easily use
Malefic Visions instead. To skillfully tower dive, you cast
Malefic Visions and
Nether Grasp on a squishy champion at around full health under the turret. You must be sure that there is nobody coming to gank you, as you are VERY vulnerable. Since
Malzahar is a tanky caster, he is able to take much damage from the tower without dying while also dishing out nice amounts of damage. This is by far one of the hardest skills to learn on
Malzahar.
This section will be updated when I am able to acquire all the proper footage.


Deadly DoT:
The deadly DoT is a combination of a level 5


Destruction:
Destruction as I like to call is when I cast and land every single one of my spells. I land





Flash-Ulting:
This skill is really for when you're fed enough that your





Advanced Tower Defense:
Like regular Tower Defense, BUT, you cast more moves. You land



Skilled Tower Diving:
You MUST be fed to use this skill against an enemy at full health. You can if you wish use this skill on a champion at very low health, but sometimes it can be a waste as you can easily use





This section will be updated when I am able to acquire all the proper footage.
Here are some recent battles with my Malzahar using my build:

Note: The battles I lose I still do well in, typically they're a loss due to my teams being bad. While I play well with him, I still have a lot of skills to fine tune, so by no means am I the best Malzahar in the world. Yet I have played him long enough to know some skills and tips.
Thank you for reading my guide. I hope it helped your development toward becoming a professional Malzahar! Please feel free give me any positive feedback, correct any errors, or whatever you think could possibly improve this guide. I'm open to all your opinions.

Note: The battles I lose I still do well in, typically they're a loss due to my teams being bad. While I play well with him, I still have a lot of skills to fine tune, so by no means am I the best Malzahar in the world. Yet I have played him long enough to know some skills and tips.
Thank you for reading my guide. I hope it helped your development toward becoming a professional Malzahar! Please feel free give me any positive feedback, correct any errors, or whatever you think could possibly improve this guide. I'm open to all your opinions.
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