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Malphite Build Guide by Dryditch

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 Dryditch

What is this Movement Speed you speak of?

Dryditch Last updated on October 19, 2014
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 24

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 6


Table of Contents
Guide Top

Who am I?

I'm just a player. There is zero reason you should be reading this guide if you care about ranks. Hell, i'm not even level 30 yet.

Why you SHOULD be reading: You get a laugh if i'm totally wrong. You learn something if i'm totally right.

So, we've gotten my useless intro out of the way, what about Malphite?

Malphite is one of those champions I've been playing in various lanes for a very long time.

He's got this element of strength to him that just doesn't appear in any other champion.

So, I've tried Mid HP Mal, Mid AD Mal, Top AD Mal, Support Mal, and most recently, I've been maining Top AP Mal. Almost every game thus far has been a win, and I've been able to survive ganks any time I don't have mana problems or haven't overextended like an idiot. So, long as you don't play like an unranked jackass, you should be just fine with this build.

Also, just steer clear of Kog'Maw. He's very very painful early game.


Guide Top

My Choices:

Ignite and TP.

OK. that sounds fine for a top laner. But why don't I take flash, or ghost instead?
To be honest, it's a matter of consistency. Ignite and TP are the only summoner spells I ever use unless I'm on Fiddlesticks, where I take Flash for ults.

Now let's get to where I could be totally wrong, the items!

So why do I rush a Nashor's Tooth for my first item?
One thing I've always liked about Malphite is his mix of range and melee utility. So, I don't like to compromise on that, and the fact of the matter is that most champions in top lane are going to be melee. So, early levels, if they manage to gap close on you out of position, you've got two choices, fight, or die.

So, the extra damage you get out of a Nashor's Tooth is awesome, and as you grow your AP through Rylais and Deathcap, your ability to stay in the center of a fight past your Ult and E increases, and that's good for everyone.

So, why Rylais second? By this point, you should have been poking and nuking quite a bit with Q, and your opponent should be afraid of engaging on you. If they do engage, you should be doing enough damage that they'll have to run away, or that you will. In either case, your Q is going to be your ranged damage source at this point. It should be doing a ****ton of damage, and it has an innate slow. So, they're either not going to get away and you can murder them, or they're not going to be able to catch you and you can run away with your health somewhat intact.

Deathcap? Pretty much a staple on any AP champion.

Honestly, I've never been able to finish my Deathcap on Malphite, because by the time I pick up the rod, the enemy team surrenders. I've been doing too much damage to their top and jungle, and anything else that comes my way gets rekt to the point where it's an easy pickup for anyone else on my team.

If I somehow manage to finish Deathcap, the next pickup is a Zhonyas. Moar AP, Moar Armor to feed your E, and a nice few seconds of invulnerability to help out with more time in the fight.