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Malzahar Build Guide by Sayerk

Maverick'zahar

Maverick'zahar

Updated on March 20, 2012
7.8
7
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League of Legends Build Guide Author Sayerk Build Guide By Sayerk 7 1 30,196 Views 19 Comments
7 1 30,196 Views 19 Comments League of Legends Build Guide Author Sayerk Malzahar Build Guide By Sayerk Updated on March 20, 2012
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1
Alex148 | March 18, 2013 1:49pm
the only thing i would add is, getting deathfire grasp before void staff. the active on DG is killer when comboed with your ult, and the magic pen is more useful leater game
1
Alex148 | March 18, 2013 11:18am
Voted +1
Very good guide, has helped me a lot.
1
Sirkmaster (5) | March 26, 2012 5:20am
Voted +1
Nice guide (:
1
Sayerk (10) | March 9, 2012 4:06pm
Thanks for the comment!

I shall address your concerns respectively:

Wards: I really do mean for you to buy them at the first back, along with brown boots and the mana crystal. I also encourage them to be purchased at every time back, assuming the old ones have de-spawned. I say this because carries often think that it's not their job to place wards, yet they are the most gankable player. Unless you have a very dedicated support player, buy wards for your lane. This goes for everyone.

Void staff: it all depends on the enemy build, I usually save it for last or at least second to last. I build it earlier than last to get a jump on some MR rushers, which tend to pop up a lot.

Masteries: I don;t see any reason to dip THAT far into the utility tree just for an extra blue buff, especially if i don't get it all the time. Malz just doesn't need it as much as a good support. I would consider it if I didn't have to give up so much offense.

Runes: I disagree. CDR is great! I mean sure, I could use some MR or armor, but those are more situational IMO. The CDR makes Malz able to cast more times in teamfights, and the ult is an insta-gib on command. I just can't give them up, but their usefulness is somewhat up to personal preference.

Thanks Again!
1
Mikuroo (168) | March 8, 2012 7:18pm
hey, this is the person you requested a review from!

Here are my comments on this guide
  • to new players, putting wards in your build makes it seem like you have to buy wards at that time in the build, just because. But really, you buy wards whenever you feel you need them, or the other teams ganks are getting off too strong.
  • I suggest you buy Void Staff last, it is only good when the opponent has a bulky magic resist built up.
  • Masteries: you will want to get the extended blue buff mastery, tier 3 of utility, because your jungler should be giving it to you whenever he can!
  • celerity runes are just bad, you do not need the cooldown reduction. I also notice that you do not build any resistances, magic resist in particular. You will be most likely laning against ap, and you should take some form of magic resist glyphs. I don't care if its just flat or per level, its better then cdr.

That's really all I have to say about your cheat sheet and build! The rest of your guide is decent, and colorful, just a small pointer. A lot of people have complained to me that my colors hurt their eyes. @_@ so you may want to lessen the colors, but its your choice!

Hope i helped!
1
Sayerk (10) | March 5, 2012 2:33pm
@Azrael325: Thanks for the rate and comment!

@DrunkenJudgement: Thanks for the constructive criticism! Any input is really great.
My counter-Proposal:
I simply do not have mana problems late or mid game. The proc from Rod of Ages and catalyst the protector earlier keep some mana coming, as do the masteries. The really important thing is to be stingy with the spells, and play Void Basketball really well. After baron, assuming I start at full mana, I usually spend two spell rotations, ult not included of course. This leaves just over 1000 mana left, enough for 2.5 back-to-back spell rotations.
(One rotation= 370 mana, full mana= 1785)

With Archangel's Staff and Banshee's Veil, the mana goes to 2835, effectively increasing the number of spell rotations by 2.5. You are also losing around 30 AP and 750 HP. Sure, there is more elbow room with the second option, but I prefer the increased AP, HP, and utility. Both work fine, it's mostly about preference.

Once again, thanks!
1
Azrael325 (1) | March 5, 2012 10:09am
Voted +1
like the build very in depth. gunna have to try this out once he is free week
1
DrunkenJudgement (1) | March 3, 2012 6:34am
The level of detail and rationale behind many aspects of this guide makes it very respectable. However, as a fellow malzahanian, I can clearly see that this build will run into mana problems mid to late game once laning phase is over. I am aware that space aids will regenerate mana by jumping from minion to minion, but this will not be possible to perform later in the game when u have to be spamming your abilities in team fights. Also, I'm absolutely positive that this build will turn u into a sitting duck after slaying baron since all ur mana will be spent slaying it, placing you in a highly precaurious situation. I highly suggest that archangel is included early on. An archangel + BV is much more practical and effective than RoA + Rylais. And also, as malz, u can solo golem as early as lvl 4 and dragon as early as lvl 6 using your voidling. I can provide further details on this matter if requested. Furthermore, in regards to the tunes and masteries, what is the point on loading up on ap runes if u r focusing on RoA and Rylai. That little extra ap that u get from runes will simply be useless mid to late game. It is best if you focus your runes on cdr instead, which will be always usefull throughout the entire game. I yet still have tons of constructive criticism but will save it for later only if anyone states that these are welcome. I do not want to sound like the ***hole in the thread.
1
Sayerk (10) | March 2, 2012 1:57pm
Thanks for the input!

I might try the AP/lvl seals, i hadn't really thought about those.

I prefer to not use the Boots and three health pots. This is just the way I play, and it assumes that I can dodge attacks. I find that if they enemy is good enough to deal damage to the point that I need potions, then the potions won't help. I used to take the potions and boots, but soon I ended up not using all of them.

I have been reconsidering Executioner , but the extra damage across the 40% threshold is sometimes what determines an attack. As far as the mana regeneration goes, Malefic Visions sometimes isn't enough. This is especially true if I'm playing aggressive. Not really sure where else those points would go, I would hate to see them in defense, but worth a try I suppose.

Definitely going to try other stuff out, thanks for the comment and rate!
1
CasterMaster (316) | February 28, 2012 7:59pm
Voted +1
Let me leave my feedback here. First, Greater Seal of Ability Power isn't worth it. It's better to either get greater seal of vitality or, if you want damage in that case, Greater Seal of Scaling Ability Power. Just a much better choice. It's also better to start Boots and Health Potionx3 as it gives more lane sustain. I feel you do not need Expanded Mind and Meditation as Malzahar already has quite a decent amount of mana regeneratoin with Malefic Visions. Don't need an extra point in offense, it's usually not good to go more then 21 points into any mastery tree (unless support). Otherwise, not bad =)
1
Sirkmaster (5) | February 28, 2012 10:38am
nice guide at all (:
1
Sayerk (10) | February 25, 2012 7:13pm
Glad you liked it! I originally intended this guide to be for more experienced Malzahar players, but I'm glad it is helpful to new people as well.

I find that a kill occurs at lvl 6 with no need for AP items (assuming they are not a "problem" champion or significantly more skilled). Get them in Null Zone, and they will melt under Nether Grasp.
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