Malphite Build Guide by PsiGuard
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.
Recommended Runes + Notes
Vs Heavy AD Laner + Notes
Also Viable + Notes
Ability Sequence + Notes
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 + Notes
Thanks to jhoijhoi for the awesome banner!
Hi, I'm PsiGuard and welcome to my Malphite guide. I've been playing League of Legends since November 2010 in Season 1, initially with my level 30 brothers in premade normal games, but now typically with my friends from Mobafire when I'm not soloqueueing. I began my ranked journey in Season 2 maining Lux and Kennen, but later switched to main jungle since a lot of my friends played mid. I reached gold near the end of Season 2 and shortly into Season 3 rose to a new top elo of 1823. This season I've reached a top ranking of Platinum I maining jungle.
Despite maining jungle, Malphite is still one of my favorite champions in the game. I find him immensely fun to play, rewarding when used well and one of the most dangerous team fighters in the game, regardless of lane matchup. He is definitely my favorite and most consistent top laner and I have been able to stand up to platinum and diamond top laners and win (or sometimes just stalemate) the lane. While there are better Malphite players than me and definitely some better top laners out there, this guide should be able to get you pretty far in your top lane Malphite play.
Malphite is one of the quintessential tanks of League of Legends. His kit rewards and synergizes with defensive items and his abilities serve to initiate team fights and disrupt the enemy team while remaining in the fray. In laning phase, Malphite has a ranged harass ability, Seismic Shard, which allows him to poke, chase, escape and even last-hit from range as long as he has the mana to do so. Ground Slam is a very effective tool for trading with enemy AD champions, especially those reliant on attack speed, and can push minion waves rather quickly. Malphite's passive, Granite Shield, allows him to take a lot of punishment in lane without being forced to recall or killed. After he reaches level 6, Malphite gains some 1v1 kill potential, but becomes an amazing asset with an allied jungler gank. Unstoppable Force is one of the most powerful CC abilities in the game and can set up some very easy kills with the help of a jungler.
Later in the game, Malphite serves the classic tank and initiator role. By this time he will have several defensive items that allow him to deal respectable damage and absorb a lot more. He can initiate a fight with Unstoppable Force and cripple the enemy AD carry's damage output with Ground Slam along with Frozen Heart and Randuin's Omen. His base damages and armor scaling on Ground Slam give him a lot of up-front burst damage at the start of a fight, making him a great pick for AoE and team fighting compositions.
This setup is designed to give you a ton of defensive stats to strengthen your trading ability in lane and prepare you for your late game tanking role. It's worth noting that all of the defensive masteries increase the potency of Granite Shield as well, giving you a very useful tool for withstanding harass early game and allowing you to tank effectively later on.
Summoner's Wrath is taken for the bonus 5 AD and AP when Ignite is on cooldown, which actually makes a pretty big difference since it'll improve the damage on your Seismic Shard, Unstoppable Force and autoattacks when going for a kill.
Hardiness , Durability and Veteran's Scars all improve your early game durability, making you more resistant to damage in lane. They also have a pretty big impact on the effectiveness of your Granite Shield.
The later masteries are meant to synergize with your defensive build and increase your survivability in team fights. You can pick up Good Hands or Relentless if you prefer, as they are also decent masteries.
Greater Mark of Hybrid Penetration: These marks give you some early damage output, allowing you to trade effectively in lane. Hybrid pen marks are preferable over Magic pen because you'll use autoattacks to trade in melee range while Ground Slam reduces your opponent's attack speed. Magic pen marks are okay if you don't own Hybrid pen marks.
Greater Seal of Armor: Cheap, good on any champion, flat armor seals have special synergy with Granite Shield and Ground Slam. Since you will always encounter physical damage in the form of minion aggro, tower shots, autoattacks and often physical damage abilities, you should be using these all the time.
Greater Glyph of Scaling Magic Resist: These glyphs work well in a lot of matchups and scale quite nicely into late game. If you're not against a champion with a lot of early game magic damage, you should be able to get away with scaling runes. Generally you'll want the scaling ones since they allow you to build health and armor items without needing to sink much gold into MR. Some magic damage top laners don't have much damage before level 6 (like Akali), so you can usually afford to use scaling runes in such matchups since they'll almost have caught up to the flat ones by the time you face serious magic damage.
Greater Glyph of Magic Resist: These are the safest glyphs you can use and are very strong against champions with a lot of early magic damage. Usually this means AP tops, though you may want to use them against other champions who deal magic damage with their abilities such as Poppy or Warwick. If you're not sure who the enemy top laner will be, but one of the candidates deals a lot of magic damage, stick with these glyphs to be safe.
Greater Quintessence of Movement Speed: Movement speed allows Malphite to effectively stick to a target when trading. Often your enemy will try to kite or retreat while Ground Slam's debuff is in effect, so the extra speed can help you keep up while you hammer him with autoattacks. You can use the MS bonus in tandem with Seismic Shard to chase or escape more effectively. Also nice for dodging skillshots and general mobility.
Greater Quintessence of Armor: You can opt to sacrifice the utility of MS quints in favor of more durability, especially early game. These quints combined with a Cloth Armor start give you a huge amount of early game armor, which is really effective for shutting down strong AD laners like Riven and Xin Zhao.
Greater Quintessence of Ability Power: AP quints are pretty good if you're going to make use of Seismic Shard's harass in laning phase. These quints can work well with early Doran's Rings and magic pen items to give your harass a boost. They're pretty nice with a Chalice of Harmony too, since you can spam Q without running out of mana.
|_____||Flash: In laning phase, Flash can get you out of tight spots, especially jungler ganks. Often having Flash up can make the difference between an escape and a death. You can also use it offensively to secure kills, especially if your target uses Flash in an escape attempt. Late game, Flash will be useful for long range initiations, using it just before Unstoppable Force. It's also nice to have it available in case you need to blink over a wall to safety if you're caught.||_____|
|_____||Ignite: This spell is the key to a strong laning phase. It is the spell that will give you the most kill potential, especially when combined with a jungler gank. Adding ~150 true damage on top of your burst and autoattacks gives Malphite some much needed lane presence. If you plan on winning your lane, this is the spell you're going to want to go with.||_____|
|_____||Teleport: This is a great tool for early game ganks and dragon control as well as late game split-pushing. Since you'll be missing Ignite, your laning will be a lot less threatening than normal, so you better be sure to make good use of the spell. If Teleport ends up causing some kills and dragons to happen, it can be worth it. If you're going to spend more time in lane farming and fighting your lane opponent, take Ignite instead. I generally recommend this spell more for experienced players or premade teams since it requires some coordination to use effectively.||_____|
Granite Shield (passive): Malphite's passive is actually one of the best in the game in my opinion. If you use it correctly, you become immune to all but the most aggressive harass. It's like a health pot on a 10 second cooldown early game, and late game it gives you a free shield to absorb pokes or tank towers.
- Granite Shield scales with health, armor, and magic resist. Defensive items will improve its effectiveness.
- Early game, Granite Shield will protect you from harass and minion aggro; late game, it can tank tower hits or enemy poke spells after you've built some items.
- If you're hit by harass, try to avoid damage for the next few seconds until your passive recharges.
- Don't be aggressive in lane without your passive up as it gives you a significant advantage in damage trades.
Seismic Shard (Q): A poke, a slow, and a haste, Seismic Shard is Malphite's all-purpose tool. It deals a lot more damage than a tank should be able to deal, and is the perfect ability for chases and escapes. Since it's targeted, it's impossible to dodge and difficult to recover from. This ability combined with Granite Shield makes Malphite a mean harasser in lane. Late game it can be used often for CC and initiation if you don't have your ult.
- Seismic Shard is a very effective counter-harass. Fire one at your opponent when they step forward to harass you and Granite Shield will earn you a small victory.
- Seismic Shard is a strong chasing tool. Use it to slow your opponent and walk up for a Ground Slam. It's also a helpful tool to use when your jungler ganks.
- You can use Seismic Shard to escape enemies. Hit a foe when you're fleeing, and your speed will be boosted while they are slowed.
- Seismic Shard steals a percentage of the target's movement speed, so hitting a fast enemy like Rammus with Powerball will give you a huge speed boost.
Brutal Strikes (W): This is a respectable steroid. It's simplest use is pushing towers (or even backdooring), but it can also be used at the start of fights for more damage and durability. Don't underestimate this ability, and feel free to use it whenever you enter a fight or push a tower. Its mana cost and cooldown are pretty low.
- Activate Brutal Strikes before using Ground Slam to boost your armor, and therefore the damage of Ground Slam.
- Brutal Strikes only costs 50 mana at level one. Don't be afraid to use it if you're expecting some physical damage to come your way.
- Brutal Strikes works great for pushing or diving towers. Activate it when you take tower aggro to raise your armor and AD.
- Activate Brutal Strikes just after using Unstoppable Force to initiate a fight. This will let you tank better, improve your Ground Slam, and let you do heavy damage with your auto attacks.
Ground Slam (E): This AoE spell is great for farming, but also acts like a Frozen Heart on a short cooldown. It's a hard counter to AD champions, and a pain in the neck for melee DPS. Constantly using this ability in fights will send the enemy carries running, hurt and crippled, while your team mates clean them up. You can also use this spell early game to counter any melee harassment.
- Ground Slam scales with armor, so it will start hurting after you get Sunfire Cape.
- Ground Slam isn't just a damage ability, it slows nearby enemy attack speeds. Use Ground Slam in conjunction with items like Randuin's Omen and Frozen Heart to severely cripple enemy attack speed champions.
- Using Ground Slam with the passive from Brutal Strikes will allow you to farm creeps and push lanes quite quickly.
- Ground Slam leaves an imprint of the Riot Games Fist on the ground.
Unstoppable Force (R): Undoubtedly Malphite's strongest ability, and one of the best initiators in the game, Unstoppable Force dashes quite far to knock up and damage enemies at a target location. Use this ability to initiate team fights, ganks and tower dives. Once you hit level 6, your zone will get a lot larger in lane because of this ability. If you keep your enemy low, you can completely starve them of farm and/or suddenly charge them and pick up the kill, even under the tower if you like. Having Flash off cooldown will effectively double your zone.
- The knockup component of Unstoppable Force isn't reduced by tenacity.
- Since Unstoppable Force is both a dash and a heavy CC, it's great for initiating ganks or team fights. Wait for enemies to group together for maximum effect.
- Unstoppable Force can be used to turn the tables on Jarvan IV when he uses Cataclysm. It's also great for interrupting channelled abilities like Death Lotus, Crowstorm, Absolute Zero and Requiem.
- Don't use your ultimate too hastily in lane. If you can, save the cooldown for when your target uses an escape spell like Flash, then use Unstoppable Force to follow them.
- Unstoppable Force can be used to dash through walls. Use it to surprise an enemy in the jungle, or interrupt a team trying to take dragon or baron. In an emergency, you can also use it to dash away from enemies, though try not to rely on this too often.
The order in which you should level up Malphite's abilities really depends on the matchup. In general, there are two main skill orders you should follow. Unstoppable Force is always first priority because it's the strongest skill in Malphite's arsenal and provides a lot of burst damage. Brutal Strikes has the lowest early game benefit and works best when you have armor items already, so it's prioritized last.
This sequence offers a strong poke and high mobility harass. It works great against champions with low health sustain, especially ranged champions. Seismic Shard will allow you to harass your opponent as long as you have mana, allowing you to zone them from farming without unintentionally pushing the lane. If you have an early game advantage in your matchup, you can even use the high % slow to followup with a Ground Slam and some autoattacks. This sequence is also the most mana intensive since you'll usually need to use both Q and E often in lane. If your lane opponent has a lot of sustain, you might find yourself running out of mana.
This sequence prioritizes Ground Slam over Seismic Shard. You'll want to use this against champions that are going to be in your face a lot. High levels of Ground Slam will allow you to win trades with most melee champions that rely on autoattacks to deal damage. Your ranged poke will be rather weak, but against a champion like Tryndamere, you can zone him from farming without needing the ranged harass. Seismic Shard still serves as a mild slow/haste, but won't be very potent until mid game. This is also a great skill sequence against strong pushers, since you can use Ground Slam to quickly clear minions before they hit your tower. This skill sequence is also a little less costly in terms of mana since you'll mostly use E in laning phase rather than casting both E and Q a lot.
Crystalline Flask gives you a nice mix of health and mana sustain that refreshes upon returning to base, making it a very cost-efficient sustain tool in many matchups. You can choose to limit your sustain by buying a sight ward in order to avoid early ganks, or you can go for three potions for higher sustain, perhaps against a jungler with weaker early game ganks like Warwick.
If your opponent deals almost entirely physical damage and can be shut down with a lot of early armor, Cloth Armor might be a good option for a starting item. 15 extra armor combined with 5 Health Potions gives you a ton of effective health for early laning. This start is really strong against powerful early game AD laners like Xin Zhao, Riven and Wukong. You can build the Cloth Armor straight into Ninja Tabi pretty quickly, so it won't go to waste.
Doran's Shield + Health Potion is also a viable start, but I find it more risky because it leaves you without a ward for ganks and most of your sustain is passive regen, which means you can be zoned from the minion wave if an early exchange goes poorly. Doran's Shield can be a good starting item against ranged autoattackers like Nidalee and 1v2 lanes against an AD carry and support.
Doran's Shield is a great counter to autoattackers since it blocks 8 damage from autoattacks as well as giving health and sustain -- all good stats for laning against strong AD champions. Since the passive is UNIQUE, stacking it isn't a good idea, but getting one early can really help your early game if you're taking a lot of autoattack damage.
Ninja Tabi are fairly standard boots on Malphite unless you're against an AP top. The early armor and autoattack damage reduction is very strong against physical damage dealers, especially autoattackers. Since these boots are quite cheap compared to most others, you can finish them rather quickly.
Mercury's Treads are great on a lot of melee champions due to their tendency to be CC'd and kited. These are good boots if you're laning against a top laner with mixed damage, strong magic damage and/or some kind of CC that can make your life difficult. Generally you'll use these to combat magic damage from AP top laners or magic damage tanks like Singed.
Chalice of Harmony is a nice item for laning against magical damage dealers. It's pretty cheap to build and gives you MR and a lot of mana sustain for its price. It also allows you to build two Null-Magic Mantles early if you're having trouble in lane, building one into Mercury's Treads and the other into Chalice of Harmony. I generally recommend selling it later on in the game, so if you don't need it for laning phase then don't bother getting it.
Spectre's Cowl is a fairly expensive item for laning but it can be necessary if you're taking heavy harass from a strong, magic top laner like Elise or Rumble. You can build this into Spirit Visage after you finish Sunfire Cape, but if you need the extra sustain and MR, you can buy this item to stay in lane. If you don't need to build it in lane, just get Sunfire Cape first.
This opening is designed to give you more lane pressure and kill potential, particularly against squishy ranged opponents that you can poke with Seismic Shard. You can get one or two of these to keep your mana up and improve your harass in laning phase. With this opening you will deal a lot of damage if you land an Unstoppable Force on a squishy champion without health or MR items. The magic pen also buffs the aura from Sunfire Cape. Keep in mind that you will have spent a lot of gold on AP and magic pen so your early durability will suffer. I recommend only using this opening if you take Ignite since it relies on the threat of burst damage.
Sunfire Cape is an incredibly useful item on Malphite. The mix of health and armor gives you a nice blend of survivability while the aura gives you stronger pushing power and more damage in duels and team fights. In lane, it gives you a consistent source of damage in duels and trades when your cooldowns are used. Since Ground Slam reduces enemy DPS (assuming they're AD-based), you can win a trade hard with just an E and some autoattacks. In team fights you can get a lot of milage out of the Sunfire Cape aura since few teams have the damage or inclination to focus you down quickly. I recommend completing this item as soon as you have the gold in every game.
You'll want to get these three items in most games, though the order may vary depending on the situation. They provide a strong mix defensive stats along with two auras that improve your ability to cripple the DPS of the enemy AD carry.
Randuin's Omen gives you an extra CC to use after initiation, opening up a wide window for your team to follow up before your opponents recover. It also creates a major issue for enemy autoattackers since focusing you will further lower their DPS and even slow them. Sometimes the passive slow can actually cause the enemy AD carry to lose their positioning since their movespeed drops as they try to DPS you. It's currently the most effective defensive item against physical damage, especially Blade of the Ruined King users, so you'll usually want to build it when team fights are starting. Another thing to note is that it's another Giant's Belt item, meaning it's a decent defense against magic and true damage as well.
Frozen Heart is a very common item on Malphite against standard 1 AP team comps or full physical teams. The AS reduction aura is devastating to the enemy AD carry and physical bruisers and it gives you a ton of armor and CDR for stronger team fight presence. Malphite's participation in team fights hinges largely on Unstoppable Force being available, so 20% CDR is very important to your mid game.
Spirit Visage is arguably the strongest MR item in the game. Malphite doesn't have any special synergy with the increased healing from its passive, but this item provides a ton of defense against magic damage as well as another huge chunk of CDR. You can get this before (or in place of) Frozen Heart against dual AP compositions or if the enemy AP carry is just really really fed. If you have this item along with Frozen Heart in your build, you will be capped at 40% CDR from just two items.
These items are not as crucial as the primary items, but they are all viable options and fill different niches, making them strong picks in the right situation.
Thornmail is actually pretty mediocre in terms of survivability, but it makes you a bigger damage threat against the enemy AD carry. Since AD carries deal monstrous amounts of damage late game, Thornmail will reflect a lot of damage back on them, making it a surprisingly effective late game item. The passive also applies before mitigation, so if an AD carry deals 500 damage to you which is mitigated by your armor, it'll still reflect the full 150 damage back. It'll also increase Ground Slam's damage by 30 points, or 42 if you use Brutal Strikes first.
Warmog's Armor offers a lot of balanced survivability that will defend you against all damage types. Health is also the only defense against true damage nukes such as Reckless Swing and Feast. It also gives you some good health regen to sustain you between fights, especially against poke comps that will try to wear down your health rather than engage directly. I generally consider this item against AP and poke comps since the health pool and regen will keep you from getting poked or bursted down.
Iceborn Gauntlet gives a pretty nice mix of stats for an aggressive Malphite. Mana allows you to cast more spells, CDR lets you cast them more often, armor makes you durable and fuels Ground Slam, AP fuels Seismic Shard and Unstoppable Force and the passive gives you stronger AoE damage and some followup CC after you use your ultimate. It's a fantastic aggressive item on Malphite, but it doesn't offer the same level of utility and survivability as the three primary items. You might consider building this instead of Frozen Heart or Spirit Visage against an AP or AD comp respectively IF survivability isn't much of a problem. You'll be short 6% CDR (or 10% if you didn't take Sorcery ), but you can get that from an Elixir of Brilliance.
Abyssal Scepter gives you AP for Seismic Shard and Unstoppable Force while also providing you with some useful MR and an MR reduction aura, which is both supportive for your magic-using allies and helps you deal a bit more damage with your spells, especially against squishy enemies (like carries) who don't have much MR in their builds. It's The MR reduction aura will also work nicely with Sunfire's damage aura. It's a pretty good MR option, though it doesn't provide the same utility and defensive stats as Spirit Visage. This item works great with Sorcerer's Shoes and Haunting Guise for high burst damage in team fights.
Guardian Angel is usually only built by carries and bruisers with good damage output. It's a hard-core survivability item for team fights and can turn the tide of late game fights when respawn timers go up to 70 seconds. Having an extra champion survive a team fight is a big deal, since you can spend that time alive to push towers or take on baron with your team. I generally don't prioritize this item on Malphite because most of your usefulness ( Unstoppable Force) is used at the beginning of the fight (plus you're really tanky), but you can consider it if you're being bursted down at the start of fights.
Locket of the Iron Solari is a team-oriented aura item that's generally built by the jungler or sometimes the support. While it does provide decent defensive stats, it pales in comparison to most other alternatives. It might be necessary to build this item (against AoE and poke especially) if no one else on your team is getting it. I would avoid building this if you can.
Enchantment: Distortion is my preferred enchantment whenever I take Teleport and Flash. It significantly reduces the cooldown of both of these spells, dropping their down-time by 25% (75 seconds). That means your Teleport will be up more often to gank or join team fights and your Flash will be up more often for initiation or escapes. Some people like to run Enchantment: Homeguard so you can Teleport from base with increased movement speed, but I find that 25% CDR on both summoner spells outweighs that situational use. Not to mention that a lot of the time you'll be using Teleport to join team fights while you're laning or split-pushing, not when you're sitting at base.
Enchantment: Homeguard is a good enchantment on every champion and generally offers more benefit than the alternatives. If your team has lost a lot of towers and you're fighting close to your base, it can help you heal and get back to the action more quickly before you lose a tower or a team fight. I find it's generally more of an impulse buy than part of an itemization sequence. If there isn't much action around your base, I wouldn't bother with this enchantment until your inventory is full.
As a solo top, your job is to get as much gold and experience as possible, zone/kill your opponent and make sure you don't waste too much of your jungler's time. If you manage not to fall behind your lane opponent (in gold and experience), you hold your tower for a reasonable amount of time and you don't force your jungler to babysit you the entire laning phase, you've probably done a decent job. Winning a lane requires more than just careful play though, you have to harass appropriately, fight for a CS advantage and control your opponents decisions as much as possible. Malphite works great as a counterpick to a lot of AD laners, so abusing that advantage is often key to putting your team in a good spot for mid game.
Use Seismic Shard to harass your opponent from a distance. A lot of laners can't actually trade back since they'll be slowed and many lack ranged abilities with which to counter-harass. When your opponent closes to melee range, hit them back with your Q and Ground Slam if they're close enough. Usually you can get away with throwing a few autoattacks in afterwards since their attack speed will be slowed, but make sure you don't take too much minion aggro doing so. After a (hopefully successful) trade, play a little passively and farm for a few seconds until your Q, E and passive refresh. Make sure you choose appropriate times to trade and don't miss CS because of your aggression (or if you do miss some last-hits, make sure your opponent misses a lot more).
Zoning is an important skill to learn for any laner, especially if you want to actually create an advantage top lane. You can zone your opponent from the minion wave by first harassing them to a point where they don't want to engage you directly, then positioning yourself between them and your dying minions. If you've been harassing well, simply using your presence, keeping up your farm and occasionally throwing out a Seismic Shard can really compound any small advantage you've created.
Wave control is also a key element of laning and often separates decent laners with annoyingly strong ones. Getting a feel for the flow of the minion wave and how to manipulate it can create zoning opportunities, keep you safe from ganks and allow you to apply pressure to the lane at appropriate times. Generally you want to "freeze" the minion wave just out of range of your tower, which gives you the easiest access to farm with the quickest escape route while your opponent will be extending to CS, leaving them more vulnerable to ganks from your jungler. When you kill your opponent, you force them out of lane or you don't fear a gank from their jungler and you want to apply some pressure, push the lane to their tower quickly. The tower killing your minions will make it more difficult for your opponent to CS and will usually reduce their inclination to attempt any trades or harass. Be careful when you do so, since it gives the enemy a chance to freeze the lane at their tower. Usually recalling after a successful push isn't a bad idea since by the time you get back to lane, your opponent will have pushed the wave back to a more workable position.
Ways to push your lane:
- Aoe clears (In Malphite's case, this means Ground Slam.)
- Autoattacking enemy champion (This draws aggro to you instead of your allied minions. Using spells to harass, however, will not draw aggro.)
- Intercepting minion wave (Also draws minion aggro. You may want to do this to prevent the wave from hitting your tower.)
- Wave hits your tower (The tower pushes back the wave by clearing it quickly than if you were last-hitting.)
- Autoattacking repeatedly between last-hits (This is the least mana intensive way to push your lane.)
- Last-hitting without interference (This is more of a subtle one that some people miss. Last-hitting a wave of minions pushes it very slowly. If you are farming and your opponent is not, you will start to push towards them.)
Keep these factors in mind when attempting to freeze your lane or push it rapidly. Usually whenever you trade with your lane opponent, the wave will start to push in one direction or the other. You can use your positioning to force your opponent to push if they are forced to use AoE abilities around minions to trade, but keep in mind that they may do the same to you.
Warding is the best way to foresee and escape ganks from the enemy jungler or mid laner. In laning phase, there are only a few warding spots you'll need to worry about. Typically there are three routes that the enemy jungler or mid laner can take to get to you unless they have a long range teleport/jump/dash ability like Paranoia, Destiny or Grand Skyfall.
1. Direct river gank: This route can be covered by warding close to blue team's ramp up to blue buff. If the enemy jungler has a dash ability that can scale the wall, you may want to move the ward a little close to your lane to make sure he can't slip past it.
2. Tribush gank: While often this kind of gank also comes from the river, sometimes the enemy jungler or mid laner will come through red/purple team's jungle behind baron pit. This gank is more common if you are on blue team since the tribush is directly accessible from red/purple team's jungle. It's still dangerous if you're on red/purple team though, since the jungler may take the time to go all the way around through your own jungle to get behind you. Warding inside the tri-bush is the best way to avoid these ganks, though if you're on red/purple team you might be okay with a just a ward by the entrance to blue team's blue buff jungle as long as your mid or jungler has your team's wraith camp warded so the enemy jungler
or mid laner can't sneak into your jungle through there.
3. Lane gank: This is often the most difficult gank to pull off, but it can be very effective since the side brush in top lane is not often warded. To execute this kind of gank, your lane opponent will usually push the wave to your tower while his jungler sneaks from his lane into the side brush at the edge of the map. When the wave resets, your lane opponent will often try to bait you into blowing cooldowns in a trade near the brush, then the jungler will jump out for an easy 2v1 kill. Avoiding this gank can be difficult since the only sure-fire ways to prevent it are to keep the far lane brush warded (which costs you gold) or to keep your lane pushed beyond that point (which costs you lane presence). Sometimes you can "smell" a lane gank if your lane opponent starts behaving more boldly or tries to bait you into moving towards the lane brush, especially if he pushed to your tower recently.
Note: Beware of stealth champions like Evelynn. She can bypass your sight wards without being seen, so you'll have to invest in Vision Wards to ensure you don't get ganked unexpectedly.
When your jungler is trying to gank your lane, the worst thing you can do is telegraph your intentions. Telegraphing a gank is when the laner unintentionally signals to his opponent that the jungler is nearby through a sudden change in playstyle. Usually this manifests in the form of reckless aggression whenever the allied jungler is set to gank. When accepting a gank, first inform your jungler of the enemy ward placement if you've been paying attention to where your opponent has placed wards (or if they placed any at all). If your jungler seems to be in position unseen, either bait an engage from your lane opponent (careful of telegraphing), initiate with Unstoppable Force or signal your jungler to engage first if they have some CC to start with (usually an Exhaust, red buff or stun spell will do). Don't be afraid of tower diving with Malphite if you can safely land a kill and get out alive. Remember to use Ignite to finish off a low opponent if they would escape otherwise.
Team fights are fairly simple as Malphite. When the enemy overextends or groups up, initiate with Unstoppable Force, catching as many targets as possible and making sure you hit at least one priority target, hopefully the most dangerous carry. Activate Brutal Strikes and use Ground Slam (use Randuin's Omen after this if you have it). Target your team's desired target to focus, often the ranged DPS, and use Seismic Shard to slow them. By this point, the enemy team will have taken a fair amount of damage from your burst and will have hopefully blown a few important spells on you. While you're tanking their initial focus and dealing an annoying amount of damage, your team will rush in, your AP will burst down one of their carries while your AD will be hammering at anything close to him. In a long team fight, try to protect your carries by blocking CC and skillshots, while debuffing the enemies with your abilities and items. Make sure you're autoattacking since it actually contributes a lot of damage.
If your team is victorious, use Seismic Shard to slow down any fleeing champions for your team to finish off. Flash in for a last hit if appropriate. Your team can then choose to push, dragon, baron, take buffs, or recall to base and shop. Team fights near the enemy tower usually call for a push, while a victory in the jungle may leave dragon or baron unguarded. Keep an eye on the enemy death timers when deciding which objective to pursue, since they increase throughout the game. If it's still relatively early in the game, the enemy team can be back to fight you again in as little as 30 seconds.
In the event your team is losing the fight, ping the retreat and slow down dangerous champions with Seismic Shard. You can use Flash to escape if necessary, but make sure you don't leave behind your carries if you can still help them. If you haven't used your ultimate, USE IT if it will help your carries escape, even if it means dashing back into the fray. The death of a tank is worth the survival of a carry, just make sure you don't suicide if you don't need to.
Thank you for reading my Malphite guide, I hope that some parts of it prove useful to you. If you appreciated my guide or approve of my build, feel free to hit the Like button up top. Please so leave any comments, questions or suggestions below and I will try to get back to you. I appreciate criticism, as long as it's constructive.
I look forward to reading your comments, and good luck in your future Malphite games!
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Since I got this section started quite late, please don't hesitate to remind me if you've made a significant contribution in the past. I'll make sure to add you here.
I'd like to thank the following people who have made significant contributions to my guide and have helped me to both improve the guide and my own understanding of build mechanics.
throatslasher: For criticism, prompting and straightforward advice that resulted in a major overhaul, including improved builds and the refined itemization section. Also for allowing me to spectate and ask questions about his quite formidable Malphite play. :)
jhoijhoi: For long initial reviews and continued support and criticism over the development of my guide. I'd also like to thank her for her insights into coding and guide aesthetics that have helped to improve the look and organization of all my guides over time.
wRAthoFVuLk: For being my duo queue partner and letting me bounce ideas off of him when refining my builds.
And to all those who made minor contributions to my guide and pointed out mistakes I missed. I really appreciate your help and I'm sorry I can't take the time to thank you all personally.
And finally a thank you to all the voters and Scouts that encouraged me via their support to continue to improve this guide, even when it had a lot more mistakes than it does now. :P