Malzahar Build Guide by CieloPrimo
Not Updated For Current Season
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.
Prep. For Mid Game
Mid - Late Game
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.
This is the best build I have for Malzahar and works the best for me, and hopefully for you as well. It will make people surrender within the first 25 minutes if you do well enough. When I first put this guide out I was much more of a, well...noob. I've refined my gameplay and mechanics and now have a better overall understanding of the game, so I thought the time was right to update this build appropriately for season 3. I hope this guide helps you Malz players out there a bit more :)
So if you play Malzahar and you don't get Malefic visions as your first ability, then I feel you aren't playing him to his full extent. This move does damage over time, bounces from enemy to enemy, AND gives you mana back when enemies targeted with it die. It doesn't get much better than this for an AP mage. It is excellent for aggressively pushing a lane or getting mana back to sustain your lane. Just this ability alone will shred your enemies health at mid and will finish them off almost every time. My combo usually goes, malefic visions (E) > null zone (W) > nether grasp (R). At this point if they are somehow not dead with that combo, you could always use ignite and if they are too far away just use Q and if you place it right, should be a lovely kill.
Use ignite at the very start of the game on your rival at mid, this way you get their health down a little and also boost your AP for a while. You wouldn't be using it basically until you're at least level 5 so you might as well use it to get that boost. Flash is a given...use it for escapes and such, but for Malz flash is really handy for his combo. It's basically part of his burst. When you hit level 6, you want to make sure at that exact moment you have enough mana for a full combo and that your flash is up. At that point you want to Q to silence them, proceed to Flash into range for all your moves, and drop everything. Ignite> E > W > R. Dead.
I selected these runes for a good balance of everything an AP mage needs. The seals give a nice mana regen boost, although depending on your lane opponent, if they are more of a tanky mage you may want to go health per level Seals instead. Champs such as Kassadin, Mordekaiser, Vladimir, Cho gath, and more all fall under this category. Both early and late game, and the marks give great penetration (insert joke here). I selected per level AP Glyphs so he scales much better. This way you have a nice bonus to start the game with and still have that major bonus late game too. The mix of power at different times gives you a great boost. As for the Quintessences, I just used them to get a huge AP boost for early and late game. If you prefer you could also switch them out for cooldown reduction but I recommend keeping it AP.
The items basically speak for themselves. You will have a massive amount of ability power, a great cooldown reduction, and decent mana regen. Also with the spell vamp from WOTA, if you are at low health you can simply cast nullzone and visions and instantly get back to full health with no need to hit B. I will be editing the build every now and then as I see fit or new things I learn. Still working out the kinks of S3 items.
Ok. I have seen a lot of Malzahar guides and some of them are pretty good. I haven't tried anything that works better for myself then this mix of items, runes, summoner spells, and mastery set up. This Malzahar build is for taking solo mid. You will be able to harass and dominate mid easily early game. I start to gank here if I have complete control over mid. Getting the extra kills/assists from ganking will only help you and your team by giving you better pushes. Of course use your ward to watch for ganks from the other team at mid. Just put the ward in the river on whichever side is constantly coming over there or the side you feel most threatened by. Continue dominating and helping your team and then get your teammates to come with you middle and push to break the first 2 turrets at mid. Keep buying the item build and just play according to the situation. This has worked for me nearly every match no matter who it is against and is great for early game and late game. Also, constantly get the blue buff. If the game drags on too long I will usually either sell Rylai's Sceptor or WOTA and replace the slot with another Rabadon's Deathcap. With good team cooperation and playing with this build right, turrets should go down easily and the enemy team will just have to stand there and watch it happen. If you have any questions, message me on LoL, my username is CieloPrimo. I hope this guide works for you as it does for me. Look out for more builds in the near future.