Malzahar Build Guide by Randomsjit
Not Updated For Current Season
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.
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 Call of the Void 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
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: 16 seconds
Cost: 90 / 100 / 110 / 120 / 130 Mana
Minimum Damage: 25 / 35 / 45 / 55 / 65
Percentage Damage: 5 / 6 / 7 / 8 / 9 % (+1% per 80 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.
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
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
Cooldown: 120 / 100 / 80 seconds
Magic Damage: 250 / 400 / 550 (+1.5 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, Clarity, and Clense. You can also use the active of Deathfire Grasp.
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. 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: CotV (silences them so they cant use abilites to get away, and deals heavy damage), MV (puts more damage on them and if you're successful the MV will transfer to someone else), NZ (NZ is very easily avoided, so it should be the last thing you put out before your stun. It is VERY important to stun them on the , as it causes very heavy damage but only if they stay on it), then use NG, remembering to catch them on the . If you feel the need to, throw in Ignite while you're using the ult (remember this does not cancel the ult). If by some chance they are not dead by the time your ult is over (2.5 seconds), then you may be able to use CotV again, this is a long range spell so you should be able to catch them with it while they are running away. Late game, to get kill a squishy you usually only need + , perhaps throw MV on face to ensure kill. However to kill a tougher champion, you will need to use all of your abilities.
Let's go over this again, shall we?
->->->(if necessary) ->
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.
For spells i always useIgnite andFlash. Ignite is good to have to finish off people with low hp, and Flash is good to have to get out of uncontrollable situations.