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prime

Build Guide by caucheka

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PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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

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League of Legends Build Guide Author caucheka

SUPER HYBRID

caucheka Last updated on January 9, 2011
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rock solid.

Ability Sequence

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

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 0

 
 
 
 
 
Strength of Spirit
4/
Evasion
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
Awareness
4/
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Chapter 1

oh god he didn't just... he didnt delete his entire build description to start over did he?


yes, yes he did and i assure you he's not crazy.

before you go crazy, the above malphites are examples of how this build could work. anything is possible when you are a shard of the monolith and not a pretty, shiny gem.

but the point of this build is to get a little bit of everything, because all of his skills scale off of different stats. lets take a look into those now.





GRANITE SHIELD


Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If he has not been hit for 8 seconds, this effect recharges.

this brings me to the first important statistic for malphite, health. not only will health allow him to take more damage before he dies, health increases the power of his granite shield, which also gives him crazy not dieing power. this is really great for laning as if the enemy tries to harass you, the shield will eat up all the damage, and it recharges itself without cost, unless the enemy is super harassing you i would suggest not buying health potions for the laning phase, if you lane.



Seismic Shard


Deals 80 / 135 / 190 / 245 / 300 (+60% of ability power) magic damage and steals 10 / 15 / 20 / 25 / 30% movement speed from the target for 4 seconds.

moving on now, his q skill is the first of 2 skills based off of ability power. this is a great skill for chasing someone as it reduces their movespeed and buffs yours. this is especially helpful as malphite has a pretty low movespeed.



Brutal Strikes


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.

Now this is the skill that works with physical damage. a powerful ammount of splash damage and the ability to supercharge his attack damage and armor for a few seconds. the great thing is that the active not only works awesomely with the passive portion, it also works great with ground slam, increasing the damage it deals by giving you more armor.



Ground Slam


Malphite slams the ground dealing 60 / 100 / 140 / 180 / 220 (+70% of his Armor) magic damage to surrounding enemies, reducing their attack speed by 30 / 35 / 40 / 45 / 50% for 4 seconds.

another big damage dealer aoe from malphite, which scales off his armor. not only that, but it reduces the attack speed on enemies hit, a perfect skill for when the enemy is heavy ad.



Unstoppable Force


Malphite charges towards the target area, dealing 200 / 300 / 400 (+100% of ability power) magic damage and knocking enemies into the air for 1.5 seconds.

Malphite's ultimate is the second skill that scales off of ability power. a great initializer for a team fight or a gank, it can also be used in times of desperation to escape. although i've never needed to use it that way, because i'm awesome.



SUMMONER SPELLS

THE GOOD


Teleport and Ghost: before you say anything about me being biased, yes teleport and ghost are my favorite summoner spells. that being said you should take teleport and ghost because they are the best summoner skills for maneuverability. they help malphite easily cross harsh, jungle terrains that would slow down the puny champions. you know who you are, *cough* eve *cough*...
ghost also helps when trying to chase or escape from champions.

Flash: another good summoner spell, flash acts as a mini teleport when you need to jump over a wall, or closer or farther away from enemies. pretty much thats all that needs to be said.

Cleanse: used for escaping stunlocks. pretty much all that needs to be said as thats the only thing its good for.

THE OK


Ignite: another ok summoner spell, useful dot that cuts healing in half while its active. a must have against enemy mundos.

Exhaust: it could be used instead of ghost if you wanted, although its pretty much gonna be used in the same way. only difference is that exhaust also blinds the target, which reduces ad carries to nothing for a couple seconds.

Smite: I put this one here because its **** if you're not jungling, and if you are jungling why are you having to think about this?

THE BAD


Clairvoyance: if someone else wants it thats fine. not for you though. why do you think that someone would try to gank you? pfft laugh in their face as you sit on your new double kill.

Heal/Clarity: aram games these are ok. otherwise these 2 spells are a load of ****. why are you even considering taking these you dumb idiot. get the hell out of my office.

Fortify: this would normally sit at ok spot, but seriously no one can time this right, making that a useless summoner skill. like seriously you know you've played a few games with him, the guy that uses it 2 seconds too early and then the enemy is still there and wailing on the turret.

THE UGLY


Rally/Revive: OH MY GOD THIS IS THE MOST USELESS SUMMONER SPELL EVER WHY THE **** WOULD ANYONE EVEN TAKE THIS SKILL MY GOD IS IT SO POINTLESS. REVIVE MIGHT BE COOL IF IT HAD LIKE AT LEAST A 4 MINUTE CD BUT ******** 8 MINUTES.

Promote: WHY IS THIS STILL A VIABLE OPTION FOR BUILDS? THEY REMOVED IT AGES AGO WHY CAN I TELL YOU TO TAKE PROMOTE AS A SUMMONER SPELL WHEN ITS NO LONGER IN GAME.



MASTERIES


as for masteries, i usually set mine to either 21/9/0, 21/0/9, or 0/21/9.
the first one is for focusing on my damage output, with a few points into tank to get the nimbleness mastery. or i could put a few points into utility to get the extra xp and money from greed. 21 in defense if i'm kinda building more survivability, with points for xp and greed.



RUNES


Runes are a little different, as there are several different choices for runes.

Seals


seals are usually used for survivability, and i have 4 options:
Survivability 1: evasion
perfect with the nimbleness mastery and ninja tabi.
Survivability 2: defense
wow, 24.3 armor off of these guys, most armor out of all runes, including quints.
Survivability 3: vitality
each one adds about 20 hp, netting you 180ish hp at lvl 18!
Survivability 4: shielding
sure its not much, about 16ish magic resist, but this build has little to no mr, so this is always a good option.

Marks


4 choices for marks:
Attack Damage: desolation
nearly 25 armor penetration off of 9 of these bad boys, so hard to pass up.
Magic Damage: insight
about 1 magic penetration for each of these, but most people don't get any so thats still good.
Survivability 1: resilience
while not as great as the seals, these runes do add a nice amount of armor to your system.
Survivability 2: shielding
more magic resist runes, sure they aren't as powerful as the yellows but are still quite handy.

Glyphs


3 suggestions coming.
Magic Damage: insight
more magic penetration, but take these and the marks of insight, add the sorc boots, and you have penetrated more mr than they usually have. now they should really fear you.
Survivability 1: shielding
25ish magic resist off of these ones, take shielding runes from all 4 and you won't have to worry about magic resist. unless enemy team is full casters, and in that case you're ****ed.
Survivability 2: vitality
88 health off of these. its not super awesome, but they still pretty good.

Quintessences


Attack Damage: desolation
10 armor penetration, you do not know how awesome that is. seriously.
Magic Damage: force
23.22 ap at lvl 18 off of these, which is always good.
Survivability 1: fortitude
seriously thats like 100 health off the bat. you should almost always have these bad boys.
Survivability 2: defense
a solid 20 points of armor.




and now, the moment you've all been waiting for...

ITEMS!!!1!


**** theres so many items that could work with this build, i'll give you a few of my recommendeds.

for boots i recommend:

Ninja Tabi gives you sweet dodging skills, along with some armor makes for great survivability early on.

Boots of swiftness are another great boots choice, as malphite is one slow dude. so slooow i need super boots.

Merc Treads are my final recommendation, magic damage will eat you up, and the extreme uniqueness of the passive is just too hard to pass up.

as for the other items, i have conveniently categorized them into what important stat they buff, you can use pretty much any item you want, however i recommend these as they buff at least 2 of the recommended stats, thornmail,zhonyas ring, and the bloodthirster are the only exceptions, but they buff the given stat so much that its stupid not to take them.

health
, , , , , , ,

armor
, , , ,

magic resist (just in case)
, , , ,

attack damage/speed/lifesteal
, , , , , , , ,

ability power/cooldown reduction
, , , , , , , , , , ,


that was my guidey thingy for super crazy multi hybrid malphite. i hope you enjoyed this, explain why you vote, but most importantly, go out there and ROCK.