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is there any other change in the build?
For example if you want to play as support, you will go for the same item order, with the only difference that you will start level with spell thief, into the 2
Enjoy your Free Wins 🔥
If you are not confident enough early, ask for your jungler to come gank once to "burn the flash" of the enemy laner, or simply make the range or the hard top laner to go back for a little bit and give you time to level up!!
Play to have fun while trying to improve and be sure that soon you wont lose against anyone, no matter who, just by following our builds 💙
Overall focus on banning champions that can be a threat LATE GAME, not early 💙
This is the first time that I speak with you but Im a huge fan of all your guides and your fantastic builds and ideas for the champions that I love.
In this guide, with Malphite, I used to have a problem, when I fought against Sett, Fiora or champs with good kite, I cant farm nice because in early im just afraid of death in their hands and I cant farm with my spells because my mana ran off very fast. What would you recommend me?
For the jungle you will start with the Hunter's Talisman always and then get once again 2 doran's rings and you will play with the blue smite, while following the build as it is! Instead of echo you will get your jungle echo! For support, there is no change at all, instead of 1 dorans you will have the support item!
I always watch your videos and I really enjoy your work.
I have a question: currently I am a silver player and in my elo most of the games have no one doing magical resistance item.
In these cases, is it more effective build more AP itens like rabadon and spellbinders?
Void Staff does not seem to me a good item when no one has made a MR item.
Here it is:
With this build Malphite become a really strong late game Assassin/Mage/Tank Champion. You will be able to deal Tons of PURE DAMAGE To any Champion with your skills!
But why is that? Most people cant really understand what MAGIC PENETRATION really doing, so let me explain, magic resistance is a type of "defense" that cut % of the magic damage taken towards the champion, our build focusing to bring this amount of "defense" as close to zero as possible or even BELOW ZERO, what will happen if you bring the target below zero magic resistance? The answer is simple, instead of PURE DAMAGE you will be doing BONUS DAMAGE and the %bonus damage while the target is below zero is just INSANE!
Lets talk with numbers right now, our build(version 1) will give you 18 Magic Pen from your Sorcerer's boots and another 40% Maic Pen from your Void Staff plus you will be having extra 6 Magic Pen after using your ultimate with Sudden Impact rune, so you will have total of 24 | 40% Magic Pen!
The calculations of Magic Penetrations goes like this:
Magic penetration, percentage.
Magic penetration, flat.
So if the target for example has 100 MR, you will reduce its MR by 40 with your Void Staff and another 18 from your Sorcerer's boots this will leave the target with 42 MR, what that means? The damage to a target with 100 MR would be
100 magic resistance → × 0.5 magic damage (50% reduction).
So 50% of what your skills are saying, for example if you calculate the base damage of your skill plus the AP ratio and its doing 1000 damage you will do only 500 to the target(not so good right?) WITH OUR BUILD you will be doing:
42 magic resistance → × 0.3 magic damage (30% reduction). In numbers instead of doing 500 damage (with 100 MR) you will be doing 700 damage and this amount MULTIPLY while the target is below 0 MR, for example range mages with only 39 MR and while playing with our Full Magic Penetration version 2(with Morellonomicon) then you will have 18 + 15 = 33 Flat Magic Pen plus 40% From your void staff, this will bring the target to -10 Magic Resistance, you want to know what that means? It means that your damage will be 10% BONUS, so if your skill doing 1000 damage you will do 1100 DAMAGE to the target!!
Sounds fun? NOT FOR YOUR ENEMIES!