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Malphite Build Guide by InvidiousWolve

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 InvidiousWolve

Rock Solid

InvidiousWolve Last updated on August 7, 2014
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Havoc
 
 

Offense: 17

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 2

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 11


Guide Top

Introduction

Malphite is most commonly known as a tank that can power through defenses, past enemy tanks straight to the damage dealing carries opening up a path for your team into a great team-fight. He is pretty difficult to get away from since he can steal a enemy targets speed and add it onto his own speed. The reason why he is mostly used as a tank is because his ultimate throws him into the middle of a fight where he could easily take the most damage, also to mention his kit scales off of armor so that he does more damage with more armor. Don't let the fact that he is a tank shroud the fact that he can still do a substantial amount of damage.


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Runes

Runes

Greater Mark of Mana
9

Greater Seal of Mana Regeneration
9

Greater Glyph of Mana Regeneration
9

Greater Quintessence of Ability Power
3
The runes that i have chosen for jungle Malphite is the same for most of my AP champions that i use. so pretty much basic AP runes would work for this. People ask why I would rather have these runes than tanky runes on a tank. Well since im building him 95% tanky anyway i would rather have a little more damage added onto him. He Does not have that fast of a wave-clear or a camp-clear so i would like to have the damage in order to go a little faster in the jungle so i can get to helping my teamates. I also do not think that tank runes do not make that much of a difference early game an that is pretty much where runes come into play, is the early game they do not make much of a difference late game same as masteries. I do not feel that i need to go into depth about what runes i picked and why cause they pretty much are around the fact that they are based around AP runes an have anything to do with magic damage.


Guide Top

Masteries

Masteries
4/5
4/1
1/1
3/5
3/5
1/
1/
2/1
1/5
3/5
1/1
2/1
1/5
1/1
1/1
1/5
The masteries I chose for junglers normally are utility for the movement speed an the buff timer increase. after that it depends on if they are ap or ad. i never go tank/utility i feel that i do not do damage at all and on tanks i would still like to do a little damage. if this was to be a malphite top or mid i would just use offense/defense mastery set.


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
The reason I start Ground Slam on malphite is because it is a aoe move that effects the creeps attack speed so they wont be able to get that many hits on you before you finish the camp. you start off with a leash normally so damage right off the bat will not be a problem for you, you just want to reduce the damage that you will be taking from the creeps. next i max Seismic Shard first because this is the basic an probably easiest move on malphite to use an it is good for ganks cause it provides his only but good cc other than his ultimate. this move will do a bit more damage than his other abilities because the AP ratio is higher than the others. also the more you level it the more movement speed you can steal from enemy targets. your combo late game (without Unstoppable Force) to Seismic Shard then make sure to Brutal Strikes before you use Ground Slam because Brutal Strikes increases your armor and attack damage by x amount of percentage. an since Ground Slam does more damage based off a percentage of your total armor that is increased by x amount of percentage from Brutal Strikes you will be doing a significant amount of damage than you would of. now the combo with Unstoppable Force is the same thing as the one without it just that you initiate with Unstoppable Force an then Brutal Strikes Ground Slam but all while they are in mid air an then throw a Seismic Shard at them so they can not get away. also for both of these combos if you have the item Iceborn Gauntlet when you use this combo make sure to auto attack after using the combo just to add another slow and bonus aoe damage.


Guide Top

Team Work

Now with malphite he can be used for two main things. he can initiate a great team fight, or he can peel for the carries that are getting focused an maybe even start another team fight trying to peel for the carries. malphite can rush past most obstacles and champions with Unstoppable Force hence the name. so this makes him a great teamfight initiate. the targets you would like to hit with Unstoppable Force is the ADC-APC or any other person that is a threat. another objective to getting a good initiate is wait for multiple of them to end up close together then try to hit multiple targets with Unstoppable Force creating a great start of a fight.