Malphite Build Guide by MoKang
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.
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 my first build. Malphite was my third champion purchased and I have played many since, but he remains among my favorites. This build has been developed over time and time again of trial and error. Malphite can get kind of boring if you go for the pure tank, just buffing him up with armor items like thornmail and frozen heart. Over time I learned that Malphite can come out of his shell (lol) and do some real damage, turning him from a sitting stone into a raging landslide.
Many might shun the idea of giving Malphite armor pen over magic pen, but I find that his physical attack can be devastating late game when the build is near completion. When activating Brutal Strikes the 40% percent boost to his attack fused with the wide damage radius can really hurt many members of the opposite team. So the verdict on that is marks of desolation. Obviously the seal are armor, Malphite always needs armor. The early game magic resist is good, but it wouldn't hurt to swap the glyphs of warding into fortitude or shielding. The quints are health just for the reason that 92 bonus health at the start up can make a huge difference between giving and taking first blood.
Although this build is meant for killing, surviving is a major part of that. Malphite is going to be a presence most of the team fight, so a defense heavy mastery page is important.
The Doran's shield at start up is just 100% more effective than trying to make a quick start on your tiamat. It may slow your build slightly, but the lane presence and killing effectiveness will make up for that. Plus when you finish your tiamat you'll get so many creep kills that the early pace wont matter. Tiamat ultimately comes next, it's pretty much the core of the build. fused with a max brutal strikes, Malphite is dealing over 100% damage to his splash range. Can easily kill a creep wave in seconds with a well placed ground slam. After tiamat it's open for debate whether a frozen mallet or sunfire cape will be next. Situation speaking, the frozen mallet will be better if your team is running around ganking and doing chase fights, where as the sunfire will prove more useful if the game has progressed in a way where there are heavy team fights. After both these are purchased, I think the phantom dancer is good because Malphite just attacks SO SLOW. It will also help with people trying to run away from your godly damage, and nobody likes people getting away. If you really want to stack on damage, fusing the attack speed with the splash can yield good results. Finally since you will have just over 3k health by the end, finish it off with an atmas. The damage boost and critical percent will help devastate the end game and destroy the enemy base.
Ground slam is my favorite Malphite skill. It deals good damage and help annihilate creep waves. In my opinion early tower kills make and break games. Malphite can be a masterful pusher with ground slam and tiamat. Brutal strikes is next on the list because getting the splash over 100% is just awesome. Also, the bonus % damage is great when attacking an unguarded tower. Malphite is almost as good as master yi in being a ***** and sneaking up on towers XD. Seismic shard is less important because frankly the damage isn't that great, it's good for getting away but upgrading it immediately does not appeal to me. And of course get his ultimate whenever you can cause you're a noob if you dont :)
Flash because it doesn't abuse you in error the way ghost does, and people like to run teleport on Mal, not important. With this build you should be able to crash the lane fast and not worry too much about going back to base unless you need to buy items. Exhaust is good because Mal is a great chaser and it can easily shut down an AD fighting Mal. Without a thornmail it is important that you're able to shut down the AD before mass damage can be dealt to you. Clearly if 4 other people on your team are running exhaust you wont need it, in which case go for teleport.
In all the build can help you not only tank some damage, but also dish some out when the time is right. Mal is great at initiating fights with his ultimate, so it's good to be able to follow up that damage with a strong attack. Hope you enjoy your time using my build, it can be more fun than watching enemies kill themselves on you. If you want to play that way, go buy Rammus XD. ROCK SOLID!