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Malphite Build Guide by Di Raizel

Top Rolling in the Deep [In-Depth]

Top Rolling in the Deep [In-Depth]

Updated on January 14, 2018
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League of Legends Build Guide Author Di Raizel Build Guide By Di Raizel 7 0 1,888,088 Views 12 Comments
7 0 1,888,088 Views 12 Comments League of Legends Build Guide Author Di Raizel Malphite Build Guide By Di Raizel Updated on January 14, 2018
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Runes:

Resolve
Grasp of the Undying
Font of Life
Conditioning
Second Wind

Sorcery
Manaflow Band
Scorch

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

CheetSheet


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



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Introduction

Welcome to the League of Legends champion guide featuring Malphite - The Shard of The Monolith. Malphite is a tanky top laner who is strong in 1 vs. 1 situations and team fights with his ultimate's knock up. His abilities scales off armor which makes him tanky and deal damage at the same time.

If you are new to League Of Legends, pay a visit to Beginner's Guide for better understanding of the game.

The goal of this guide is for it's readers to use Malphite to his full potential. I believe in Embracing's ideology - that there is an absolute best way to build (runes, masteries, items, spells, etc.) a champion, and that it should be followed for maximum winrate.


And for all those players who think that the only way to carry is to deal a lot of damage:

“Life's not about how hard of a hit you can give... it's about how many you can take, and still keep moving forward.”
― Sylvester Stallone, Rocky Balboa
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Pros & Cons

Pros

+ Huge amount of CC
+ Game deciding ultimate
+ Wrecks AD teams
+ Comebacks are more often
+ Unables enemy comebacks
Malphite, often underestimated because of damage dealing champions, will improve your decision making and map awarness, as you focus on when and where to Teleport, as well as warding. In teamfights you will learn the importance of how and when to engage, how to peel for your adc, and not to throw; you will be the one to call Baron and Dragon , all of which will improve your game and help you climb ranks.



Cons

- No sustain
- Weak early game
- Countered by AP
- Bad ultimate throws the game
- Ulti can be countered
The laning phase might be sometimes quite painful, because there are lots of champions that counter you. Malphite can be easily harassed early game, so much so that you won't be able to farm. Also, keep in mind that there are numerous ways to counter Unstoppable Force; some of them being, for example, Sivir's Spell Shield, Morgana's Black Shield and Banshee's Veil, all of which ignore your ultimate.
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Summoners Spells

- The only spell that can be used for escaping, other than your Unstoppable Force. It also makes it easier to catch the opponents off guard, considering the Flash + Unstoppable Force combo.


- Apart from helping you get back to your lane, it can, with good team communication, provide unexpected ganks on bot in combination with Unstoppable Force. If done correctly, taking dragon and winning bot lane is possible.


- Increases your killing potential during laning phase. When it comes to Malphite, however, Teleport is far more useful spell.
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Runes

Mastery Choice

U
N
K
I
L
L
A
B
L
E
sp D
E
M
O
N
// We want to use this page if we are gonna be tank. If you are going for AP Malphite, than offensive tree is preferable.
The page recommended is standard tank page.

Q: Yo man are you sure keeping offense tree empty is fine?
// Taking 6-6-18 in masteries is another interesting idea. With Sorceryand Double Edged Sword you will have those 5% increased damage you would get from Merciless . It's quite bit better because Merciless is limited to 40% of enemy HP. The only downside of picking 6-6-18 is that you will lose Dangerous Game which can make a difference between life and death.
Conclusion:
6-6-18 if you are trying to dump on your lane.
0-12-18 if your goal is to farm and wait for jungler to gank.


Mastery Explanations

space


space

CUNNING TREE


Tier 1 // Savagery - This makes easier to last hit. Notice that it doesnt increase AoE ability damage against minions and monsters.

Tier 2 // Secret Stash - Improved health potions can save your day, as early game is not where we will shine. It also helps survivng ignite pitch.

Tier 3 // Merciless - Gives Malphite little bit more damage to targets after initiation, as he has no killing potential.
Tier 4 // Dangerous Game - Restored health will save you so many times in close 1 v 1 situations when ignite almost kills you. It's also great in teamfights.


space
RESOLVE TREE


Tier 1 // Unyielding - Makes you really tanky as game goes on.

Tier 2 // Though Skin - Damage reduction stacks up in the long run against AA champions like Vayne or Jax.

Tier 3 // Runic Armor - Improves Granite Shield and scales with Perseverance.

Tier 4 // Perseverance - Sustain gained from and enables you to stay longer in the lane.

Tier 5 // Swiftness - It's important to not let enemies kite you.

Tier 6 // Bond of Stone - Really important as you can survive longer in lane, and in teamfights you redirect part of damage dealt to your teammates to yourself.
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Skill Sequence

Skilling Order

> > >

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

Choosing what to max can make huge difference in lane. Here is when you want to max each ability:
Seismic Shard - Q is maxed mainly for lanes you can safely poke, but the poke falls off later in the game.
-You get more MS the higher target has MS.
-Use it on minions or monsters to get boost of speed if you are being chased or you are chasing out of reach champions.

Brutal Strikes-It scales with bonus Armor making total armor really big number
-Activate it do deal extra damage. Be careful as it costs a lot of mana making it not worth it in the early game. It doesn't reset your auto attack animation, so use it on every attack possible.

Ground Slam - Usually maxed as it's low mana cost ability used for waveclear.
-E is the biggest AS slow in the game, it often makes people completely miss multiple seconds of autos because they cancel them. Most of melee champions get destroyed by it.

Unstoppable Force - Put a point in this ability whenever you can. It is one of the best CCs in the game as it can knock entire teams airborne. You can also fake it, burning enemy flashes.
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Skill Explanation




Granite Shield: // After not taking damage for a few seconds Malphite regains the shield that lasts until it gets destroyed.


Seismic Shard: // He sends out the rolling piece of earth that crashes with it's target dealing damage and stealing percentage of movement speed.

Tips and Tricks
  • // Using it on a minion or monster will grant you MS needed to cathch up/flee from enemy.
  • // Don't spam it early game as it has high mana cost.
  • // You can Q over wall if you have vision on your enemy (put down the ward) - it passes through the walls.



Brutal Strikes: // Passively it gives him armor, and when activated makes his AA do AoE damage.



Tips and Tricks
  • // It scales off armor - more armor you have, more damage it deals.
  • // Activating it procs Iceborn Gauntlet, slowing enemy down.
  • // It displays a visual effect that indicates the effective area, so you can hit multiple targets after engaging with Unstoppable Force.



Ground Slam: // He slams down the area around him damaging and slowing the Attack Speed of all enemies around him.


Tips and Tricks
  • // It has bigger AoE area than Unstoppable Force so when you hit your ulti, you are sure to hit it too.
  • // It scales off armor - more armor you have, more damage it deals.
  • // When used, Riot's logo will appear on the ground.



Unstoppable Force: // He dashes to the targeted location and knocks up all enemies in the area.


Tips and Tricks


When doing combo as Malphite you want to initiate with Unstoppable Force, use Ground Slam to slow down their attack speed and Seismic Shard to slow down their carry. Finally, while waiting for cooldowns use Brutal Strikes to increase damage of your auto-attacks.
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Items

Armor


Health


Magic Resist



Really good item on Malphite because it fits in his playstyle. But dont rush it always because with it you will passively pushing lane which is not the best thing sometimes. What i like to do is to come to the wave and kill it really fast with maxed E and Sunfires and than go do camp or Rift Scutler while enemy turret destroys my wave.


Randuins and Frozen Heart has the same role. Its to make enemy adc worthless. It gives you HP and armor which are nice stats. But it also gives passive to reduce critical hits, and it slows enemies attacking speed when hitting you. Also its active slows everyone around you. This is must-have item.


It cures all mana issues that Malphite could have, also 20% CDR makes your q permanent slow and Unstoppable Force comes off the CD quicker. Also passive reduces attack speed with enemies which can ruin day to enemy ADC or to that fed Master Yi.


Very solid option because of armor it gives as well as the slowing field which scales off aremor synergizing with Malphites kit. Rushing this item is good as it also gives more dmg.


It gives you huge amount of armor and its really cheap and easy to build. Its passive is just too good to be true for any tank. Never rush this item as you need to have enough HP to make it works. So buy at least 2 HP items before it like Sunfires and Randuins.


After you take few defensive items you might need this to deal more damage with Unstoppable Force as it's base damage is not that well late game.


Its not only a tanky item with HP and armor, but it gives you extra movement speed to get clean ultimate off, it makes you hit harder , and slow combined with your q is really scary.


This is probably the only MR Item you will ever need. It gives nice stats together with awesome passive. It gives you magic shield which blocks one spell. Also , its active makes Twisted Fate, Rengar, and Nocturnes ultimates not detect you.


Really weak stats with active that makes engaging with Unstoppable Force easier. If you think your team really needs it, ask jungler or support to buy it, as it just takes away place where really useful item would come.


If you are dumpstering lane you can start with it. It gives you no resistances, but it makes up with its Health and AP. If you think you can afford trading tankiness for damage this is the real item for you.


Gives resistances and passive that can give you self confidence, and you will no longer fear of death. It will also make sure you survive through whole teamfight, and it will discourage enemy team even more when they know they can't kill you.
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Champion Matchups

EASY MATCHUPS



MEDIUM
FIORA

EASY
JARVAN

MEDIUM
GNAR


EASY
RIVEN

EASY
AKALI

EASY
MASTER YI


EASY
IRELIA

EASY
JAX

EASY
OLAF


EASY
HECARIM

MEDIUM
TRYNDAMERE

EASY
XIN ZHAO


EASY
POPPY

EASY
WUKONG

MEDIUM
YASUO


MEDIUM
AATROX

MEDIUM
EKKO

EASY
ZED


TOUGH MATCHUPS



HARD
Cho'Gath

HARD
DARIUS

MEDIUM
GANGPLANK


HARD
Dr. Mundo

HARD
HEIMERDINGER

HARD
GAREN


HARD
JAYCE

HARD
KAYLE

MEDIUM
KENNEN


MEDIUM
NASUS

HARD
LEE SIN

HARD
SHEN


HARD
RUMBLE

HARD
SHYVANA

HARD
TEEMO


HARD
YORICK

HARD
CASSIOPEIA

HARD
DIANA


HARD
ELISE

HARD
FIZZ

HARD
GALIO


MEDIUM
GRAGAS

HARD
LISSANDRA

HARD
KARMA
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Game Phases

Early Game


You should focus on farming and teleporting bot at lvl 6. Also you should not push your lane so your jungler can gank. It means not rushing sunfires cape sometimes.Also use your passive efficiently for trades as it saves you 10% of HP every 10 seconds. Together with potions laning phase should feel easy for you. After you destroy enemy turret with help of your jungler go roam or take enemy buff. Your ultimate is perfect for roaming.

You can Ground Slam before flash so you surprize your enemy.
Using Unstoppable Force when enemy is in tower range guarantees at least two more tower shots.
These 2 tricks are well explained in Pants are Dragon's video:



Mid Game


You are the best teamfighting champion in the game so you should seek teamfights and group at dragon. Also you can splitpush really fast with your e and sunfires cape.


Late Game


You want to be that Rock which no one can destroy and you want enemy attention on you. Also ulting 3 or more people is really important. If your carries are ahead you could try to peel for them, or if they are behind just go kill enemy carries.

One example of this way of playing Malphite is Scraps's game analysis - he explained everything so much better than writings could ever do.


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Warding

WARDING EARLY GAME


Top lane is the most vulnerable lane because of it's length and there is no support who would ward for you. Also it's far from the Dragon's Pit making ganking and roaming top risk of losing Dragon. Because of that Top Lane is often called an Island. All of that can easily lead to snowball of your opponent. That's why preventing enemy ganks, and denying their wards is so important on the top lane. Here is a quick guide on how to do it.



There are two main entrances to the top lane. If you are on bottom side then ward tribush, else ward entrance from river. If you are dominating in lane place a Vision Ward into river bush. That way you can always have vision on both entrances, and you will deny enemy vision of entrance from river.

If you for some reason didn't ward you must conclude where enemy jungler is. If an enemy tried to keep a distance between you and then suddenly goes in – it’s very likely that there is a jungler nearby.

Put the first ward from warding totem at 3:30 as this is time when junglers finish their camps and start looking for gank.

WARDING LATE/MID GAME



Map Control



Map control is controlling the map so your allies can roam the map safely, and denying enemy from doing the same. Getting towers gives you more control of the map, but the key are wards. Wards are limited to 3 sight wards and 1 Vision Ward per person. It means that you must know where to put them to be effective.





This is map when you are playing as blue team. If you are playing as purple team just swap green and red ones.

Green => your team winning and pushing an enemy back into the base.
Yellow => even game when no one is being pushed.
Red => you are losing and/or are being pushed back into the base.
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Change Log

01/07/2016 - Added "Warding" Chapter
02/02/2016 - Added CheetSheet and update to Summary
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Summary

This is my first guide so i know there are a lot of mistakes and i wish to improve, so please feel free to leave a feedback telling me what you think about guide, which errors i made, and which parts are good. If you have interesting ideas about guide make me know. By doing so you can help me improve myself, this guide and time spent together with Malphite. You also help players listening to this guide. I will reply to all questions and probably there is going to be Q & A section soon.
Special thanks to:
jhoijhoi for her guide on how to make build.
Seth346 and his review shop for evaluation of this guide and for telling what's in particular wrong and how to improve it.
MrMad2000 for constructive advices.
Zyad for idea about 6-6-18 masteries.


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