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Malphite Build Guide by guardianofdespair

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


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.


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League of Legends Build Guide Author guardianofdespair

Rock Solid!

guardianofdespair Last updated on December 2, 2012
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Ability Sequence

1
3
5
8
10
Ability Key Q
13
14
15
17
18
Ability Key W
2
4
7
9
11
Ability Key E
6
12
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 1

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 7


Guide Top

Introduction

Hi, My name is GuardianOfDespair, and today ill be making a guide which will guide you to how to jungle as Malphite. Take note! This is my first guide so please don't judge me if im wrong or anything :) hope you like it and lets get started!


Guide Top

Pros/Cons

Pros
-Has the potential to change the team fight around with Unstoppable Force
- Ground Slam scales with his massive armor
-Destroys most AD carries because of Ground Slam
-Has the chasing potential with Seismic Shard
-Becomes heaps stronger because of his armor
-Has Granite Shield which can help you with being harassed

Cons
-Can be troublesome when fighting with AP caster
-Has no escaping mechanism that can save you
-Can be pretty much useless with Unstoppable Force


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Runes

When you are laning you will be able to do tons of damage with your Seismic Shard and Ground Slam. With this you will also have the capability to farm easily with your skills. Overall i would suggest getting this.

This will help you with your armor. Knowing that your Ground Slam scales with armor this will benefit you alot! this will also help you take out AD carries without being hurt so much.

AP carries will hurt since you're usually aiming for the AD carries so grab this rune so this will make your job easier when your being hurt by a AP carry. This will benefit you in most team fights.

This will replace your boots early game and help you chase quickly. Your [Seismic Shard]] with this rune will give you the capability to chase them as if they're puny ^.^


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Abilites

Malphite sends a shard of the earth through the ground at his target, dealing 70 / 120 / 170 / 220 / 270 (+60% of ability power) magic damage upon impact and steals 14 / 17 / 20 / 23 / 26 % movement speed for 4 seconds. Use this to harass the opposing team when laning. This will make the opposing enemy start to scream and yell at you at times.

Passive: Malphite's attacks hit units near his target for 30 / 38 / 46 / 54 / 62% of his attack damage.
Active: Increase Malphite's armor and attack damage 20 / 25 / 30 / 35 / 40 % for 6 seconds.
This spell is used to increase your AD and Armor when used. It's useless early game so i would recommend if you max this skill last.

Malphite slams the ground dealing 60 / 100 / 140 / 180 / 220 (+30% of his Total Armor) (+20% of ability power) magic damage to surrounding enemies, reducing their attack speed by 30 / 35 / 40 / 45 / 50 % for 3 seconds.
This will help you farm early game and is strong against ADCs since if decreases their attack speed by 50% when maxed. This spell is also scaled with your armor.

Malphite charges towards the target area, dealing 200 / 300 / 400 (+100% of ability power) magic damage, knocking enemies into the air and stunning for 1.5 seconds in 325 area around impact. Malphite cannot be interrupted during this charge.
This spell is one of the best spells in LoL. This can ultimately change the tide around in a team fight.


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Lane Match Ups

AVOID THESE CHAMPIONS

Yorick can be a huge pain in the ***. He can stay in lane for a massive time with ghoul of famine and can help his jungler slow you with his Omen of Pestilence. He can also farm easily with Omen of War and if you attempt to kill him he can always use Omen of Death to revive himself to finish you off. If you see them pick Yorick avoid picking Malphite and pick someone who counters him.

Vladimir can be pretty annoying at times if you lane with him. He can harass you mostly with his Transfusion and Tides of Blood and can be avoid being ganked by using his sagiune pool. When laning with Vladimir call ganks from your jungler constantly because without ganks you won't be able to kill him.

Cho'Gath isn't as annoying as the others on top but late game he can chomp the heck out of you. Early he can farm like you but then you might be able to shut him down depending on what type of jungler you have. He has a annoying combo which is Rupture then Feral Scream which can be annoying at times. Also when you harass him he can sustain himself with his passive Carnivore.

Mordekaiser can basically screw the heck out of you. He has the most annoying passive which can save him at the most critical times (it's Iron Man). He can harass you with his maces of spades and Siphon of Destruction he can basically finish you off with children of graves and Ignite. Just avoid him =='.

Good Against

Tryndamere is very easy to counter. All you really want to do is to keep on harassing him with your Seismic Shard and Ground Slam and he would just keep on using his heal which has a really big cool down. If you get ganked by his jungler just try and run away quickly. Just build thormail and his crits will just kill himself.

Xin Zhao can be a little annoying early game since he jumps to you then knocks you up with Three Talon Strike but it's simple. When he audicious charges you use your Seismic Shard and Ground Slam straight away. It will slow his chances of knocking you up and catching up to you.

Garen can be shut down really quickly during early game. Continue to harass until his perserverance cannot keep up to heal Garen. Once he is around 1/4 health finish him off if you can. If not ask your jungler to help since he can be annoying as the game continues.

Riven can be harmless without her using her passive from time to time. All of her abilites are based on AD which means that when you get armor she will be pretty weak against you. Just take her out first so that she can't kill anyone before she kills anyone important in your team.

In the middle of good against and bad against

This really depends on what type damage she goes into. If she goes AD then she really won't be a problem, all you do is just continually harass and call your jungler so they can help you with kills. But if shes going AP then it will be a problem. Her Righteous Fury can damage the **** out of you since you don't have alot of magic resist compared to if she goes AD.




Still working on the others :/


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Summoner Spells

This spell can determine how well you do early game. It can give you max killing potetional combining both your abilities your junglers. It can give you a high chance of giving you a kill from every gank you get from your jungler.

Flash can save your life when you are being ganked by the opposing team. Because Malphite doesn't have sort of escaping mechanism you will need this spell to help you run away! This can also help you turn the tide around in the game. Flashing in just before you use Unstoppable Force can turn the whole tide around which leaves them dead.

Teleport can give you some potential in early game. You can protect your tower, gank a lane, or steal baron/dragon if done well enough. If you think by any chance that you won't be roaming around around take Ignite instead as it can be more beneficial then Teleport


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How you would want to play!

Early Game[/color]
When you're solo top you would want to farm as much as possible. Zoning out your opponent would let you take all the farm you can get. Never push far. Pushing far can give the enemy jungle the chance to gank you which then lets the opposing team farm.

Mid Game[/color]
Once you become level 6 you would want to push your lane now. Warding around baron can tell you the movements of their jungler which then ables you to control his jungle. Once you have pushed your lane help other lanes with ganking but remember to keep an eye on your lane in case they start pushing.

Late Game/Team Fights[/color]
In this phase you would want to start initiating in team fights. In team fight your combo would be----> Unstoppable Force----> Brutal Strikes----> Ground Slam


> Seismic Shard. Unstoppable Force and Ground Slam is used to basically knock up and to damage the whole entire team and Seismic Shard ill be used to track and kill the ADC/APC.


Guide Top

Hope you liked it!

Thanks for reading it XDDD. Like and Favourite if you want. If you want to recommend me to add anything into the guide then leave it on the comments i guess. :) thanks!

I will be including some more sections soon!