Well, I consider MS quints to be pretty bad on Malph..
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"I also am Otherkin. Whenever autumn rolls around I can feel my kin-type slowly taking over my body. You must know, I identify as pumpkin. I can control it pretty good most of the time, but when September ends, I just cant hold it in anymore. Whenever Im outside I see my brothers and sisters being chopped into soup, coffee, donuts, cake, drinks, bread - ppl even cut human faces into their skin, making a mockery out of their noble appearance. When I see things like that I cant control my pumpkin urges anymore. My natural instincts kick in. I then sit down motionless, while getting bright orange." - Morgana L
xLiqur wrote:
Ya malph shouldnt need it with his speed steal.
Yeah, and Fiddlesticks doesn't need Abyssal b/c of his passive.....
Granted, the bonus is multiplicative, but it's still compounding one of Malphite's strengths. It basically makes him super-mobile and near-impossible to outrun.

Thanks to Lugignaf for the sig!
Yea, but it's near useless in the lane --.--
And that's where Malph has the biggest problems..
And that's where Malph has the biggest problems..
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Just played Malphite against noobswillownu as Kog'Maw. I got Boots of Swiftness (don't have quints yet) since they didn't have a ton of CC anyway. Believe me when I say it was NOT useless in lane. All of a sudden I could dodge every E and 75% of his ults, plus he couldn't harrass me with his W range b/c I could just skip out of range.
Speed is also important for dodging skillshots and outrunning champions with temporary steriods (Kog's W). As soon as a gank is ready, it's great for fast initiation and quickly exiting tower range after a dive. This isn't even mentioning the simple mobility you get for moving around the map.
The day I get QoS I will be a happy camper.
EDIT: Forgot one thing. Like CDR and defense pen runes, MS quints are one of the best late-game runes. They're nice to have early, but they give you quite a big bonus late game, especially compared to fortitude or potency runes.
Speed is also important for dodging skillshots and outrunning champions with temporary steriods (Kog's W). As soon as a gank is ready, it's great for fast initiation and quickly exiting tower range after a dive. This isn't even mentioning the simple mobility you get for moving around the map.
The day I get QoS I will be a happy camper.
EDIT: Forgot one thing. Like CDR and defense pen runes, MS quints are one of the best late-game runes. They're nice to have early, but they give you quite a big bonus late game, especially compared to fortitude or potency runes.

Thanks to Janitsu for the sig!
You're missing my point, but I'm too lazy to write it --.--
Play as you like, you may notice that QoS/BoS are bad/worse later.
Play as you like, you may notice that QoS/BoS are bad/worse later.
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I assume you mean at higher levels quints of fortitude or resilience are more necessary for laning phase. That may be the case (I list them as options), but in my experience so far speed has been superior. My guide is always open to changes however.

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Trojan: That's a nice suggestion. Force of Nature is my second main item, which is far too late for MS for my liking. I need Sunfire Cape earlier for the armor, health and aura.