Malphite Build Guide by Biz111
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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
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.
Standard Tank Malphite
Rush This! This is your core item!
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.
Malphite's skin produces a layer of rock as a shield which absorbs damage equal to 10% of his maximum health. The shield will refresh if Malphite has not received damage in the last 10 seconds.
RANGE: 625 COOLDOWN: 8 COST: 70 / 75 / 80 / 85 / 90 MANA
ACTIVE: Malphite sends a shard of the earth through the ground at his target, dealing magic damage upon impact and slowing them for 4 seconds.
MAGIC DAMAGE: 70 / 120 / 170 / 220 / 270 (+ 60% AP)
Additionally, Malphite will increase his own movement speed for 4 seconds by the same amount of flat movement speed that the target lost.
MOVEMENT SPEED STOLEN: 14 / 17 / 20 / 23 / 26%
COOLDOWN: 14 COST: 50 / 55 / 60 / 65 / 70 MANA
PASSIVE: Malphite's basic attacks deal a percentage of his attack damage to enemies within 200 range of the target.
SPLASH DAMAGE: 30 / 38 / 46 / 54 / 62% AD
ACTIVE: For 6 seconds, Malphite increases his armor and attack damage by a percentage.
ATTACK DAMAGE & ARMOR INCREASE: 20 / 25 / 30 / 35 / 40%
RANGE: 200COOLDOWN: 7COST: 50 / 55 / 60 / 65 / 70 MANA
ACTIVE: Malphite slams the ground, dealing magic damage to enemies within range and reducing their attack speed for 3 seconds.
MAGIC DAMAGE: 60 / 100 / 140 / 180 / 220 (+ 30% armor) (+ 20% AP)
ATTACK SPEED REDUCTION: 30 / 35 / 40 / 45 / 50%
RANGE: 1000 COOLDOWN: 130 / 115 / 100 COST: 100 MANA
ACTIVE: Malphite charges to the target location, and on arrival deals magic damage to enemies within 300 range and knocks them into the air for 1.5 seconds. Malphite cannot be interrupted during his charge by anything except his own death.
MISSILE SPEED: 1500 + Malphite's movement speed at time of cast
MAGIC DAMAGE: 200 / 300 / 400 (+ 100% AP)
Pros / Cons
Snowballs Top lane
Shuts down Carries
Destroys current "META"
Debuffs enemy team
Great in most team comps
One of the best ults in the game
Mana hungry early game
Team needs to know when to engage
Doesn't do much damge to other tanks
Horrible taunts. Lame Dance. Riot pls.
Now, How to win your lane as Malphite. Easy.
It's a lot easier than you think. I can't stress enough how much sustain matters early game when you're Malphite. I spend around half my gold early game on mana potins, health potions, and vision wards. EVERY TIME you go back into your lane you better have some of each.
Usually you want to go for the level 6 kill. Conserve your mana until level 2-3 depending on who you're against. When they come to harass you do your > combo and follow up with a couple AA's and take a couple potions. Make sure you always have a lot of health and mana. Keep him around 30-40% and at level 6 >>> . Free kill.
Your ult is beast. It wins games. Unstoppable Force
So you've killed your laning opponent a few times and you're ready to start team fighting. HOLD YOUR ULT. It's better to hold your ult in a fight and use it at a crucial time. It can be used to initiate but only do that when 100% needed. If you can hold it during a fight it will knock 3-5 people up and COMPLETELY make them stop doing whatever it was that they were doing. Letting your team wreck shop for 1.5 seconds. It's great for getting to the back line where the carries are.
Being tower dived? Using this will usually result in their death. Also good for tower diving your self.
It can also be used as a flash. It's the last thing you want to do but it's a longer range than flash and shorter cooldown.
When chasing a person you should try to save it un till they use their escape/flash then ult them. Your ult has a range of 1000.
Don't underestimate you're E. Ground Slam
It has such a big impact on a game. It will leave champions that rely on AA's and AS in tears. After you've ulted into their entire team try to hir as many peole as possible. Especially the ADC (Marksman or whatever they call it now) and champions like Fiora Tryndamere Jax Teemo ect..
Xin Zhao? Ha No Sweat! He jumps onto you and you immediate press E (then Q) and he won't even be able to knock you up.
Use it right away in lane when trading. It just hurts them so much.
With a 8.2 KDA in ranked.
When to pick Malphite?
Malphite is a pretty safe pick but can be countered. It is best to pick him when you are against someone top that relies on Attack Speed. Fiora Tryndamere Jax Teemo ect..
It also completes 90% of team comps. Great when you have a squishy team that needs someone to absorb some damage and needs someone to peel for them. My personal favorite combo is Malphite top with Vi/ Master Yi jungle. Never fails.
Malphite is by far my favorite champion. 110% health? MS Steal? AS Debuff? Ranged AoE Knock-up? Hell yes. He can easily snowball top lane and WRECK the current "META". Fits into nearly any comp. I feel the chances of winning a game goes up by 200% when there is a Malphite on your team. So go out there and show them what the Rock is made of!
Remember: SUSTAIN! MANA HEALTH WARDS.