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Build Guide by nomad93

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 nomad93

The Unstoppable Malphite

nomad93 Last updated on April 28, 2011
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Ability Sequence

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

 
 
 
 
 
3/
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
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


The Guide

Guide for Malphite - The Unstoppable Beast
Please comment and try the build and strategies before voting. Thank you.
Last Updated: 5/12/11



Table of Contents
I. Preface
II. Introduction
III. Skill Explanations
IV. Summoner Spell Explanations
-- Considerable Summoner Spells
V. Rune Explanations
VI. Mastery Explanations
VII. Core Item Build Sequence
-- Situational Items
VIII. Laning & Play Style
-- Warding
-- Early Game Phase
-- Mid Game Phase
-- Late Game Phase
X. Closing
XII. Change Log




Malphite is a great champion to play one of the best in the game. His ult is one of the best game changers. Please leave reasonable comments. And explain your votes

Abbreviated Terms
AA = Auto-attack [Basic Attacks]
CC = Crowd Control [Stun, fear, slow, snare, etc]
FB = First Blood
AP = Ability Power
AD = Attack Damage
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
ArPen = Armor Penetration
MPen = Magic Penetration
LS = Life Steal
SV = Spell Vamp
DPS = Strong Auto-attacker
MDPS = Strong spells; casters
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana
HP = Health
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds



II. Introduction
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Pros:
- Ult is just plain amazing
- Greater chaser with his E which acts as a slow and speed boost
- Good harasser with his Q
- Good farmer
- Can hit towers for good amount of damage with his W
- Built in shield with his passive

Cons:
- Low mana pool (why i get chalice)
- Requires good team
III. Skill Explanations
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- 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 12 seconds, this effect recharges.

- Deals 70/120/170/220/270 (+60% of ability power) magic damage and steals 14 / 17 / 20 / 23 / 26% movement speed from the target for 4 seconds.

Cooldown 8 seconds| Cost 70/75/80/85/90 mana| Range 625


-This is great for chasing champions with its speed debuff and buff to you. It does a good amount of damage. It gives you the capability to harass in lane and does a good amount of damage too. Its a great way to use for escaping hit the champ run away. Or your in their jungle and get caught hit wolfs and run tour *** off.

- 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.

Cooldown 16 seconds | Cost 55/60/65/70/75 mana | Range 400


-This ability is great. You need more damage to hit their tower? BAM! Need a little more defense. BAM! Though it is a good ability only put on 1 point into before level 6. Then only put another a point until you have too.

- 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.

Cooldown 8 seconds|Cost 60/65/70/75/80 mana| Range 300


-This is where malphite gets his best damage from. Its great against AD characters and in team battles. Use it after you ult on the enemy team and you got yourself a nice debuff on their whole team.

- Malphite charges towards the target area, dealing 200/300/400 (+100% of ability power) magic damage and knocking enemies into the air for 1.5/1.75/2 seconds.

Cooldown 130/115/100/ seconds|Cost 100 mana| Range 1000


-This is his bread and butter this makes him one of the team fight off-tanks in the game. Its just a great initiator. Hit your Brutal Strikes before you hit your ult go in find there carry(or who ever is being focused) Q + E combo. This should cause a good amount of damage to them causing them to die(with the help of your team) or make them back. Also dont be afraid to use this to get away it is well worth the CD to save your life but remember Corki(or another carry)>Malphite so them first even if it means you die.



IV. Summoner Spell Explanations
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or : Take either of these to help with chasing or positioning. You could also take both if you choose

: This really helps in team fights with CC but it can easily be swap for something else
Considerable Summoner Spells
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: Many people take this because of how dependent he is on it. I used to take it but i no longer take it because i found Chalice works good enough but it does cause me to play alittle more conservative
icon=Ignite size=32: Great for finishing champs or to hurt a Dr. Mundo or a carry with alot of lifesteal
All Others : This can be a preference of yours like Fortify or Cleanse but its all up to your play style. And we all know the spells not to take



V. Rune Explanations
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- Pretty simple Malphite does a lot of Magic Damage so Mag Pen works wonders

]- He's a off tank so you need to be tanky. It also helps a little with damage

-Same as above. You need to be tanky

-I personally like the extra health



VI. Mastery Explanations
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I like the 8/21/1 build for the ghost increase. Though 9/21/0 is just as good if not better because you will be doing more damage with the MagPen


VII. Core Item Build Sequence
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- Why? It has great mana regen with its unqiue passive plus with you should have enough mana for the game. Oh and it has MR
- This and Chalice gives you enough MR until you get BV
- Great for farming with passive. Good amount of Armor and health.
- More MR. Good Sheild. Good amount of Mana and Health.



Situational Items
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- Great Item adds Mana, Armor and it passive is amazing for when after you ult
- Great for team fights in chasing to allow your team mates to catch up with its slow
- This is for those late-late games that go on for a long time or for when you have a balanced enemy team composition that just seems to be doing a lot of damage overall
- 100 armor=more damage. Unique passive=rape AD carries
- Great item gives you DPS, Health, And its passive makes you strong against AA champs. Then its other passive is great for after you ult.
- They have a Mordakiser? Vlad? Taric? Say **** you to their stuns with this amazing item it often goes overlooked. With this plus BV they will think twice about stunning you.
- This item in theory wouldnt be a bad choice late game seeing how you should have about 3000 health so 60 AD(so around 175ish just Atma's and the core build). THIS ITEM IS JUST IN THEORY I HAVNT TEST IT.

Basically anything that gives health late game isnt that is good for you because its been proven that health>resistances at late game


Bad Game? (SECTION IS OUTDATED DUE TO HoG NERF it still could work but havnt test)
Back to Table of Contents
We all have bad games its understandable. So what do you if you have a bad game or can't get farmed. You may want to switch HoG for Chalice but its up to you

--> --> -->

Then build from there what you need you should be pretty tanky and get a good amount of gold.


VIII. Laning & Play Style
Here are some spots for warding.

Red=Early Game Blue=Mid Game AND Late game always Purple=Always good placement for wards
Green=There good places(honestly i cant really remember

THESE ARE NOT ALL THE PLACES FOR WARDS. There are numerous places for wards that are great but they are a lot of game depended these are just some of the major places for wards. And any ward is a good ward





STRENGTHS, LANING, BASICS INTRODUCTION
Early Game Phase
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Early game you harass with your Q their weakest champ such as a Kog or Corki and keep them from farming especially if their a big carry. Keeping them zoned will pay off big. Make sure you last hit yourself to keep them zoned to the maximum. Always ward your bush in the river even if they dont have a jungler. Wards saves lives (It also gets you kills). It pays off.

Mid Game Phase
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At this point the other team should be zoned out in your lane or it should be even. You should be level 6 so dont be afraid to go mid call for a gank if your in bot. Or call for a gank at top from your jungler(should be called much sooner). Make sure to use your ult in team fights and you are the initiator be smart though when you do. KEEP WARDING places like dragon and at least on each side of the river.
Late Game Phase
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Late game is pretty simple you initiate throw down all tour CD and Omen's if you have it. Your team comes in and cleans up the leftovers you made for them.



Malphite is a great champion all together, has great CC abilities. You should also be starting team fights whenever possible. The more you play Malphite the better you get and the better you own :). Dont forget that your ult interrupts channeling ults so keep that in mind. And do your team a favor buy wards.

Thanks to "SixSonatas: The Revolutionary Build Format of Sophisticated Guides"


XII. Change Log
Back to Table of Contents
5/06/11- Guide is published