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Malphite Build Guide by Upuranus

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 Upuranus

The Heavy Carry

Upuranus Last updated on July 24, 2011
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Ability Sequence

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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

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

Utility: 0


Guide Top

Introduction

Welcome to my malphite guide as i will show you the unstoppable force in malphite which is rarely unleashed by players. While malphite can be played strictly as a tank, he is useless late game and draws no focus beyond his initial burst. With this build, you are strong early game laner and even stronger lategame as a tank who also deals ridiculous damage.


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Runes

For runes, i pick Greater Mark of Magic Penetration for laning dominance when harassing with your q. Atk Speed runes are very necessary in order to deal damage mid-late game because of malphite's subpar base attack speed. Movement quints are my stable for any melee champion so that is my choice because very few items give movement speed.


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Masteries

Imo 9/21/0 is the best setup for Malphite. The 21 points in defensive mastery ensures early game dominance and makes him tankier. 9 points are put into offense for Archaic Knowledge


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Items

Typical starting items for me are meki pendent, Doran's Shield or Boots of Speed also are viable early game choices. Just a matter of preference as i like to rush my Manamune.

Next get your choice of boots depending on your opponent's team comp and rush either Banshee's Veil or Frozen Heart depending on the main threat of your opposing team. Get the item you didn't get earlier next. These two items are core because it gives amazing tankiness as well after damage because of Manamune passive.

Late game, Trinity Force gives you GREAT damage and a huge threat in any teamfight. You are a major threat at this point and your opponents are forced to focus you in the unlike unless regular tank builds.
Atma's Impaler is an insanely good late game item because you will have high hp and it will significantly increase both your survivability and damage output.

In extreme rare situations in which the game goes an abnormally long time, you may sell your boots for maybe a guardian angel


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Skill Sequence

I max Seismic Shard first because it's a great early game harassing skill and does great base damage. Constantly spam this skill once you get your Manamune.

Seoond, i max Brutal Strikes instead of Ground Slam. Why?? this is because with this build, you have decent attack damage and combined with the 40% damage steroid of Brutal Strikes you will hit HARD.

Last, i max Ground Slam. This is a very good skill but more important lategame for debuff the enemy ad carries.


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Summoner Spells

Good choices for malphite:

Flash : surprise your enemy with an ult and combo, get easy kill for for escape purposes. Great spell overall for any champion.

Ghost: Escape/Chase spell, matter of preference whether you prefer this or flash

Exhaust: Great for shutting down enemy carries. Decent spell but imo there are better choices

Ignite: I always take this on malphite because it ensures a early game kill when i unload my full combo. It's very hard to get kills early without this

Teleport: Decent spell because of malphite's teleport + ganking potential with his ult.

Basically theses are the viable spells, others are meh.


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Pros / Cons

Pros:

- Great laner ( dominates lane after completing manamune )
- good ganker
- Tanky + deals good damage
- Great initiator
- Easy to play
- Easy to secure kill at lvl 6

Cons:

- Mana issues early game before getting manamune
- not a great farmer
- can be kited
- Slow movement speed
- very reliant on hitting your Ult


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Team Work

You are the initiator of your team unless there is another tank on your team. You lead the way. Position yourself so that you can ult as many people as possible. Activate your ground slam and brutal strike and focus down their squishy. Spam shards during any fight when it's off cooldown because it still does good damage late game although it does fall off quite a bit.


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Farming

Farming early game is one of the weaknesses of malphite. Ground slam does minimal damage early and not reliable to clear waves until you get some armor. Once you get your manamune, use your shard to aid your last hitting and use brutal strike to clear waves faster. Mid-game, you are a much better farmer because of good damage and brutal strike passive damages nearby creeps.


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Summary

Malphite is a very underrated character and also because many people build him strictly as a tank which limits his true potential as a tanky dpser. With this build, he doesn't sacrifice much tankiness and still gives him the ability to initiate but having manamune as a core and building around it allows you to build damage while building tank items. By end game, you will be surprised at your damage output especially when your brutal strike is active. Many people forget that Malphite has the single best AD steroid in the game in brutal strike ( 40%!)