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Recommended Items
Runes: POKE RUNE PAGE
1
2
3
4
5

Sorcery
Resolve
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
1
2
STANDARD

Flash
Teleport
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats

Dr. Mundo

Zac
Synergies
Ideal
Strong
Ok
Low
None

Zac
Champion Build Guide
When you click the link it will take you to the matchup spreadsheet for
Malphite, with every single possible matchup. The matchup spreadsheets isn't 100% complete yet as I need to place the tips and tricks, but the level up order, runes and summoner spells, matchup difficulty, and build path are all done.
https://docs.google.com/spreadsheets/d/1BBUa440Y4nLPsOyLeh7Yz9QrpJoinigGi6VqjO0h4dI/edit?usp=sharing
ABOUT ME/ FUTURE GUIDES
ABOUT ME
On League I go by Federals1, and since 2018 I have hit challenger with at least 900 lp every single season.

I have also hit Challenger on EUW

I was also the number 1

Over the years have gotten top 10/5 on
I will be livestreaming at https://www.twitch.tv/federals123 , so if you want to check it out and see how it's going be sure to tune in! I will be answering any questions and trying to give my thought process while playing, giving general tips and such. I hope if you end up checking it you will enjoy your time.
FUTURE GUIDES
I will be making more guides in the future, some already being in the works. My goal is to make a guide for every single champion I am extremely confident with, and ones I've been playing for a very long time where I have unique insights to share.
I am currently working on multiple guides but I cannot give an exact date when they will be out. I will post them gradually as I finish them, so if you want to see when they are out for a new champion you can follow and be up to date. To make sure they are done quicker not all of them will them will have a matchup spreadsheet at the start, that alone takes me a week by itself, it's massive.
SIX ACCOUNTS IN CHALLENGER AT ONCE
When season 15 began I decided to challenge myself by going for the most accounts in Challenger at once a single person has ever had, and I have broken that record.

In the picture you can see that I have managed to get six accounts in Challenger AT ONCE, as well as having an extra GrandMaster account at the same time. These accounts are mine and no one else's. It took quite a while, but I am very happy with this acomplishment. I streamed almost the entire climb, and I had a lot of fun! (no like, for real, like legit fun not ironically)

In the picture you can see that I have managed to get six accounts in Challenger AT ONCE, as well as having an extra GrandMaster account at the same time. These accounts are mine and no one else's. It took quite a while, but I am very happy with this acomplishment. I streamed almost the entire climb, and I had a lot of fun! (no like, for real, like legit fun not ironically)
TABLE OF CONTENTS
xMid Game xLate Game
xAll final items explained |
xPros xCons |
EARLY GAME
In the super early game you are rather weak. There's a lot of matchups that can bully you pretty easily until you get 1 or 2 recalls off to get some items. You aren't very tanky and you just want to sit back and try to farm up. If you are in a matchup where you want to max your Q
and poke hard like into a
Vayne or
Quinn, it's not going to be a huge issue. However, even into these matchups, the first 4 levels or so can be tough to lane. It's not super hard, just respect the damage and power they have. If you survive in those first 4 levels, you're good to go. You can use your Q
to slowly poke down the enemy until they die. Before your first recall you will always run out of
mana before you kill your opponent, but that's not really an issue. You can recall and get your
mana back and then
Teleport back to lane. You can also buy an early Tear
or
Sapphire Crystal to make sure you don't really have
mana issues anymore. Vs most squishies that extra bit of
mana ensures they always die before you run out
mana.
A lot of matchups will go like this: You spam your Q
until they die while not interacting with them in any other way really. Not all of them will be like this, but a lot of them will.
Malphite is also not as weak as you'd think into magic damage dealers. This might seem sort of strange as he's mostly picked to counter physical damage dealing champions, but he can hold his own vs champions like
Akali,
Kennen or
Gwen. The trick is to rush
Kaenic Rookern in these matchups. That item will allow you to not only survive these lanes, but actually BULLY these champions once you get Kaenic
. If you happen to lane one of the matchups you hard counter like
Tryndamere or
Kled, you will devour them. There is close to nothing they can do to beat you, you statcheck them in melee range, you deny them any chance to snowball, and you are usually better in teamfights. Not every AD
melee matchup will be like this though, so make sure you adapt your build, level up order and runes for each matchup. Sometimes you need to rush
Thornmail, sometimes
Frozen Heart is good as a rush item, even an AP
item like
Malignance might be good to rush in some matchups, always adapt.
However,
Malphite can also be counterpicked very easily. For one, any champion that has a ton of sustain will usually beat you. A champion like
Nasus can get stacks on his Q
very easily because he will outheal your poke.
Dr. Mundo is another champion that isn't threatened by
Malphite at all. He can scale freely very easily because you never have the damage to kill him. The only thing you can really do is try to roam around the map and get picks with your ultimate
. If you don't do that, then he scales completely for free.
Sylas is another amazing counter. He can steal your ultimate
and use it for himself.
Almost every other tank will beat
Malphite, so stuff like
Ornn,
Maokai,
K'Sante, etc. will have a pretty easy time into
Malphite. You can't poke them down and they usually win the extended trades, and if they do mixed damage you will need to buy both
armor and
magic resist if you want to try to win the fights vs them.
and poke hard like into a
to slowly poke down the enemy until they die. Before your first recall you will always run out of
or A lot of matchups will go like this: You spam your Q
until they die while not interacting with them in any other way really. Not all of them will be like this, but a lot of them will.
. If you happen to lane one of the matchups you hard counter like
melee matchup will be like this though, so make sure you adapt your build, level up order and runes for each matchup. Sometimes you need to rush
item like However,
very easily because he will outheal your poke.
. If you don't do that, then he scales completely for free.
and use it for himself.Almost every other tank will beat
MID GAME
PERMANENTLY TEAMFIGHT WITH MALPHITE YOU DO NOT WANT TO SPLIT PUSH LIKE EVER!!
. This stage of the game is when you are the tankiest by far. Most carries won't have their % armor
or If you happen to fight an enemy that wants to constantly split push like
You will usually be the one that engages fights first. When you pop your ultimate
, your team knows it's go time and you need to make sure you don't waste it and use it for the high priority targets. For example, if the enemy
and not the frontline tank. In the higher ranks a lot of enemies save their
, so what you can do is literally walk up to them to ensure they can't dodge it. I'm being 100% serious by the way.
is gonna be cast instantly if you use in in melee range. Normally the enemy can see you dashing to them, but in melee range they have no time to react to it, so they either use the spell/item they've been saving to try to dodge it early, in which case you just wait until the spell/item is cast, or you just use your ult
in melee range and they get hit by it ways. No matter what it's a lose-lose situation for them. There's some cases where this isn't exactly possible because you will be perma cc'd by the enemy team, but you are extremely tanky so it's not like you will instantly explode when you try to do this.You also need to watch out for
on them. This means that someone from your team needs to pop those first, but there is an item that can allow you to pop them easily, which is
right after the Rocketbelt
active.
LATE GAME
The late game is basically the same as the mid game for
Malphite, except you are not as tanky. By this point the enemy carries will have items like
Lord Dominik's Regards,
Void Staff,
Mortal Reminder and other % pen items. All of these items will allow them to do a lot of damage to you. You will still have a decent amount of tankiness, but it's nothing compared to how unkillable you were in the mid game. You still look to start fights with your ultimate
] or get some kind of pick for your team, but there's a chance you need to peel one of your own carries.
If the enemy has a dive champion like
Zed,
Talon,
Zac,
Jarvan IV, etc. that wants to look to get onto your main carry quickly and kill them or give his team an angle to engage, you might need to save your ultimate to save that carry instead of using it to engage. When everyone is full build or close to full build,
Malphite can take on the role of a more supportive tank that saves his ultimate
to save one of his allies. This actually happens more often than you'd think. It is very important to not tunnel vision on their main carry if yours needs help to survive the enemy's engage.
] or get some kind of pick for your team, but there's a chance you need to peel one of your own carries.If the enemy has a dive champion like
to save one of his allies. This actually happens more often than you'd think. It is very important to not tunnel vision on their main carry if yours needs help to survive the enemy's engage.
ABILITY TIPS AND TRICKS
GRANITE SHIELD (P)

There's not much to say here, it just allows you to short trade better. You can go in, have your passive
block some damage while press your spells, and then you walk away, let your passive
regenerate, and then go back in. The one thing that is sort of worth to note here is that your W
passive gives you more
is on.SEISMIC SHARD (Q)

This is the main poke tool that
damage is very low, so don't spam the spell until you put at least 2 or 3 points into it. If you don't do this, the damage will be way too low for how much This ability also steals
if you wait for the enemy to activate something that speeds them up first. For example, you can wait for a champion like
and then you can use your Q
to steal even more speed
.THUNDERCLAP (W)

This ability amps up
also has an
is up, allowing him to do more damage and tank up more. This ability also resets
to do another.When this spell is up do not be afraid to fight champions in melee range. You will deal a surprising amount of damage, especially if you end up maxing this spell first.
GROUND SLAM (E)

This is the spell you use to clear out waves most often. The damage on it is actually pretty good, and the fact that you slow down the
and then instantly use your E
after to do a good amount of damage and to lower the
.UNSTOPPABLE FORCE (R)

This ultimate is an extremely strong spell. The amount of power this gives you is absolutely nuts. You don't need to do anything to set this spell up, this spell IS the setup for almost any other spell. You just press it, and the enemy either reacts to it quickly with a mobility spell or
Most of the time the enemy will be forced to
is much lower than the cooldown of their
so that you need to pop the spellshield first to get the damage+knockup off. You can solo win a teamfight or the game for your team with this one spell if you use it corretly.
ALL FINAL ITEMS EXPLAINED
Thornmail: This is a very good item for
, so the reflect damage of
Iceborn Gauntlet: This item can be decent to take if you want to duel people more because of the extra
Sunfire Cape: This is a decent
Frozen Heart: The
Unending Despair: The healing from this item can be decent for
Randuin's Omen: You take this item vs champions that have a lot of crit
such as
Bandlepipes: This item is only taken if you have very little gold and you're behind but you still want to help out your team in some way, so you can buff them up by giving them more
Knight's Vow: This item can be taken later on into the game if you wish to peel for a carry of yours by buffing up their tankiness by a bit. It's not a huge increase in tankiness but it can help.
Zeke's Convergence: This item feels very good to take. Every single stat that the item gives is amazing for
and the ultimate
Locket of the Iron Solari: You will only take this item if you wish to give your team a bit of extra tankiness with that Locket
shield. It can be especially good vs team comps that have a lot of area of effect damage where the shield can block a ton of damage.
Protoplasm Harness: This can be an incredible item to take later on into the game. The healing you gain increases the more bonus
give him even more
Dead Man's Plate: The main reason you want to take this item is for the
Jak'Sho, The Protean: This item can allow you to amp up your tankiness quite hard. You can take it as early as your second or third item and it will be pretty good.
passive will get even more value due to it, on top of having his W
give him even more
Kaenic Rookern: This is the best
shield, so if you combine it with the Kaenic
shield, a champion like
Abyssal Mask: This item can be taken to amp up your own damage as well as the magic damage that your team does by a significant amount. This item also has some
Force of Nature: This item can be pretty good at allowing you to tank up against magic damage dealing enemies, but the real value of the item is the
Spirit Visage: The item passive increases your passive
shield and it can also increase the shield from
Hollow Radiance: This can be a very good item if you want to explode waves extremely quickly when you max your E
. You can walk in the middle of the wave, press your E
, and then after that almost the entire wave instantly explodes because of the passive of the item. This can ensure the enemy can never get close enough to hit your tower if they are perma split pushing unless it's a cannon minion wave and they have the item
Winter's Approach: This can be taken if you start with
and not upgrade it and fix a lot of your
Mejai's Soulstealer: You can buy this if you play full AP
Zhonya's Hourglass: This can be taken both on AP
and tank
to buy a bit more time for your team to back you up or dodge certain abilities like
.
Rabadon's Deathcap: This item is only taken if you play full AP
Malignance: This is actually a pretty good item for
, then you can take
Zeke's Convergence as a nice alternative.
Void Staff: This item is only taken as full AP
Cryptbloom: This can be taken instead of
Shadowflame: This item is only taken as full AP
Stormsurge: This item is only taken as AP
Hextech Rocketbelt: This can be taken both on tank and AP
on them safely, ensuring you don't need to wait for someone else to pop down the spellshield before being able to engage onto someone.
Morellonomicon: This item is taken for the heal reduction effect. Tank
Banshee's Veil: Solid for the spellshield effect, most of the time you will just buy
Serpent's Fang: This item is only ever taken if there's no one else on your team who can buy shield cut and you absolutely need it to shut down the enemy comp. For example, if the enemy support is
and can also use his E
after going in to apply it on people that weren't hit by his ult
but were pretty close to where he landed.
Terminus: This one needs some explaining.
makes his auto attacks deal bonus physical damage for the duration of the ability. On top of that, when he actually uses his W
he can reset his auto attack timer, which allows him to get 2 stacks of the
and
damage scales with his Tier 2 boot upgrades:
Boots of Swiftness: These boots can be taken if the enemy team has a lot of slows and you really need that slow resist plus a bit of extra speed
, not much else to it really.
Plated Steelcaps: These are the boots you will take most often. There's a lot of AD
champions up in the top lane and this item is pretty good vs them. On top of that,
Mercury's Treads: These boots are only taken when you need the tenacity provided by them. The actual
Ionian Boots of Lucidity: These boots can be good if you need a bit of extra
more often. The summoner spell haste
is also good but it's nothing special here unless you combine it with the rune
Sorcerer's Shoes: You can actually take these boots on both tank and full AP
and constantly poke down an enemy that can't do a whole lot in the early game against you like a
ALL POSSIBLE RUNES
KEYSTONE RUNES:
Grasp of the Undying: This is the most standard keystone rune that
Malphite has. It gives him a bit more power in the short trades and if you proc it enough times you can get some decent
health out of it in the mid to late game.
Arcane Comet: This is the keystone rune you will take if you want to poke out your enemy in lane. When you take this keystone you will most likely max your Q
first to make sure you chip them down as quickly as possible and gain a lead that way.
Unsealed Spellbook: You will take this keystone rune if no other keystone rune does much for the matchup at hand. It sounds kind of silly, but it's the best way I can put it. To give you an example, the only real keystone you can take into a champion like
Varus is Spellbook
, and this is entirely because no other keystone does anything into him. It's just the best option by far because you can at least swap some summoner spells in the mid to late game and gain good value from that.
Lethal Tempo: This seems like a strange keystone to take on
Malphite, but it is actually very good in some matchups where you max W
first.
Malphite W
is an auto attack reset, which can allow you to get to the maximum stacks of the rune a bit quicker. On top of that,
Malphite's W
makes him deal bonus physical damage for a period of time, and this damage is actually significant. You can sit in the melee range of a champion like
Tryndamere and completely statcheck him.
Tryndamere is already an easy matchup for
Malphite, but it can make it to where he straight up dies under his own tower because you attack so much. People will never expect your DPS with this rune.
First Strike: This is a super specific keystone rune I take into matchups where you can hit the enemy, but doing so won't really give you an advantage. If you lane vs a
Dr. Mundo he will be able to tank through all of your poke and scale freely so taking
Arcane Comet or Grasp
won't give you that much. If you want to you can go for
Unsealed Spellbook and get some value out of the summoner spell swap, but in this lane you can proc the
First Strike effect on cooldown and slowly generate a gold lead. You can also take
Cash Back to increase that gold lead even more.
RUNE SLOTS:
Triumph: Very consistent rune that you can take.
Presence of Mind: You can run this to get a bit of extra
mana in lane.
Legend: Alacrity: You take this legend rune when you have
Lethal Tempo as your keystone.
Legend: Haste: This is generally good to take for the basic
Ability Haste you gain, it's not bad.
Cut Down: This keystone can be taken to deal a bit of extra damage when opponents are at higher
health totals. It's good if you use your ultimate
to start a fight when people are healthier.
Last Stand: This is a rune that can be taken on this tree, but honestly all 3 aren't that great for
Malphite.
Taste of Blood: The only real take on that particular tree slot.
Deep Ward: Best one from its respective space generally.
Ultimate Hunter:
Malphite loves to have his ultimate
up as much as possible and this feels very good to have on him. You can also take
Malignance and Zeke's Convergence
and have your ultimate
up way more.
Axiom Arcanist: This is actually a very good rune for
Malphite as he loves to use his ultimate
a lot, but the issue is that in this specific slot you can choose between this rune or
Manaflow Band, and that rune is extremely important as it makes sure you don't run out of
mana as fast.
Manaflow Band: The
mana this rune gives is really good as it can allow you to spam your spells way more. It is especially good if you max your Q
to make sure you don't run out of
mana as fast.
Transcendence: Can be done to get some extra ability haste
as you go into the mid and late game.
Celerity: This rune has solid synergy with the Q
speedup to give even more speed
and make him even quicker.
Scorch: This rune can be taken to do a bit of extra chip damage in lane. It's good if you max your Q
first, but there's some lanes where the small chip damage won't really matter, but it can be especially good vs enemies that have lower
health regen.
Gathering Storm: You can take this if you want to get some more damage in the mid to late game when you don't really care about the extra chip damage
Scorch gives you in lane.
Demolish: Solid rune if you want to take tower plates or split push more, the only issue is that as a
Malphite you want to teamfight way more than you want to side lane.
Shield Bash: You can take this to have a bit more trading power in lane.
Conditioning: You can take this for more scaling as you get into the mid game if you don't need
Second Wind for lane sustain. The
armor given is especially good for
Malphite due to the synergy he has with that stat.
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo based champions such as
Sett,
Riven or
Renekton, but into those I usually just end up going
Conditioning anyway because of how good the rune is for
Malphite.
Overgrowth: This is a pretty good rune that you can take to get a bit more
health in the mid to late game.
Unflinching: This is actually what I normally take as
Malphite in this specific rune slot. The
armor and
magic resist procs up from ANY type of crowd control, and there's a lot of champions that have a slow of some kind or some hard crowd control, and the stats given feel pretty good, but
Malphite's W
makes it even better. This is because the W
gives him more
armor, which means that when he gets the
Unflinching
armor, it will get increased as well due to the W
passive.
Magical Footwear: Can feel pretty good to just get free boots, but not groundbreaking. The extra 10
Movement Speed is actually quite good for you because
Malphite isn't the quickest champion out there.
Cash Back: I love to take this rune when I go for
First Strike as my keystone rune to get even more gold and gain items quicker.
Triple Tonic: This is an okay rune that you can take. The level 3 and 6 potions are fine but the level 9 one is especially good if you put 3 points into your W
early and then max your E
.
Biscuit Delivery: You can take this if you want to have a bit more lane sustain. It's pretty good if you combine it with
Second Wind to get a lot of extra healing in lane.
Cosmic Insight: Generally good rune, the reduction on summoner spells feels pretty good, but you can also combine it with
Ionian Boots of Lucidity to gain even more summoner spell haste
.
Approach Velocity: I actually really like this rune on
Malphite. It feels pretty good to gain that extra speed
whenever you run towards someone that you slowed with your Q
. It becomes even better to have when you take the item
Iceborn Gauntlet because the slow from that item also activates this rune.
Grasp of the Undying: This is the most standard keystone rune that
Arcane Comet: This is the keystone rune you will take if you want to poke out your enemy in lane. When you take this keystone you will most likely max your Q
first to make sure you chip them down as quickly as possible and gain a lead that way.
Unsealed Spellbook: You will take this keystone rune if no other keystone rune does much for the matchup at hand. It sounds kind of silly, but it's the best way I can put it. To give you an example, the only real keystone you can take into a champion like
, and this is entirely because no other keystone does anything into him. It's just the best option by far because you can at least swap some summoner spells in the mid to late game and gain good value from that.
Lethal Tempo: This seems like a strange keystone to take on
first.
is an auto attack reset, which can allow you to get to the maximum stacks of the rune a bit quicker. On top of that,
makes him deal bonus physical damage for a period of time, and this damage is actually significant. You can sit in the melee range of a champion like
First Strike: This is a super specific keystone rune I take into matchups where you can hit the enemy, but doing so won't really give you an advantage. If you lane vs a
won't give you that much. If you want to you can go for RUNE SLOTS:
Triumph: Very consistent rune that you can take.
Presence of Mind: You can run this to get a bit of extra
Legend: Alacrity: You take this legend rune when you have
Legend: Haste: This is generally good to take for the basic
Cut Down: This keystone can be taken to deal a bit of extra damage when opponents are at higher
to start a fight when people are healthier.
Last Stand: This is a rune that can be taken on this tree, but honestly all 3 aren't that great for
Taste of Blood: The only real take on that particular tree slot.
Deep Ward: Best one from its respective space generally.
Ultimate Hunter:
up as much as possible and this feels very good to have on him. You can also take
and have your ultimate
up way more.
Axiom Arcanist: This is actually a very good rune for
a lot, but the issue is that in this specific slot you can choose between this rune or
Manaflow Band: The
to make sure you don't run out of
Transcendence: Can be done to get some extra ability haste
as you go into the mid and late game.
Celerity: This rune has solid synergy with the Q
speedup to give even more speed
and make him even quicker.
Scorch: This rune can be taken to do a bit of extra chip damage in lane. It's good if you max your Q
first, but there's some lanes where the small chip damage won't really matter, but it can be especially good vs enemies that have lower
Gathering Storm: You can take this if you want to get some more damage in the mid to late game when you don't really care about the extra chip damage
Demolish: Solid rune if you want to take tower plates or split push more, the only issue is that as a
Shield Bash: You can take this to have a bit more trading power in lane.
Conditioning: You can take this for more scaling as you get into the mid game if you don't need
Second Wind: Best rune in its respective space for sustaining in the lane.
Bone Plating: Works best against combo based champions such as
Overgrowth: This is a pretty good rune that you can take to get a bit more
Unflinching: This is actually what I normally take as
makes it even better. This is because the W
gives him more
passive.
Magical Footwear: Can feel pretty good to just get free boots, but not groundbreaking. The extra 10
Cash Back: I love to take this rune when I go for
Triple Tonic: This is an okay rune that you can take. The level 3 and 6 potions are fine but the level 9 one is especially good if you put 3 points into your W
early and then max your E
.
Biscuit Delivery: You can take this if you want to have a bit more lane sustain. It's pretty good if you combine it with
Cosmic Insight: Generally good rune, the reduction on summoner spells feels pretty good, but you can also combine it with
.
Approach Velocity: I actually really like this rune on
whenever you run towards someone that you slowed with your Q
. It becomes even better to have when you take the item
PROS
+Really strong against team comps that are full AD or almost full AD
+Can destroy and shut down certain champions in lane and never let them recover
+One of the best ultimates in the entire game, absolutely insane engage tool
+Super tanky in the mid game
+Even when he falls behind he can still be useful to him team due to his kit
+Amazing dive setup
+Very good roam and pick potential
+Powerful short trading if you play around your passive cooldown and don't overforce fights
+Can hold his own in and out of lane against magic damage champions most of the time, just rush Kaenic Rookern
+Can destroy and shut down certain champions in lane and never let them recover
+One of the best ultimates in the entire game, absolutely insane engage tool
+Super tanky in the mid game
+Even when he falls behind he can still be useful to him team due to his kit
+Amazing dive setup
+Very good roam and pick potential
+Powerful short trading if you play around your passive cooldown and don't overforce fights
+Can hold his own in and out of lane against magic damage champions most of the time, just rush Kaenic Rookern
CONS
-His tankiness falls off pretty hard the moment people start getting % armor and magic pen
-Has some HORRIBLE COUNTERS that are impossible for him to beat or outscale
-Cannot hard carry by himself, he needs a team to back him up unless he goes full AP and even then he will still struggle
-Very ultimate reliant in teamfights, he can be ok in them without it but he will be much weaker
-It's tough to surprise your opponents because the champion is rather straight forward
-Has some HORRIBLE COUNTERS that are impossible for him to beat or outscale
-Cannot hard carry by himself, he needs a team to back him up unless he goes full AP and even then he will still struggle
-Very ultimate reliant in teamfights, he can be ok in them without it but he will be much weaker
-It's tough to surprise your opponents because the champion is rather straight forward
OTHER GUIDES
If you liked this guide, perhaps you would like to check out some of my other ones as well. As I make more guides for more champions this list will be updated to contain all of them. Simply click on the words below the champion portrait and it will take you to the respective guide.
Volibear Top Guide
Mordekaiser Top Guide
Darius Top Guide
Olaf Top Guide
Dr. Mundo Top Guide
Garen top guide
Udyr Top Guide
Warwick Top Guide
UPDATE LOG
Here there will be a list of all the significant changes I am going to make going forward on the guide, so you can look here to see what the newest updates are, or old ones:
6th May 2026:
- removed
Phase Rush as a possible rune to take
Patch 26.7
9th April 2026:
- the publish date of the guide
Update Log
Season 16
Patch 26.96th May 2026:
- removed
Patch 26.7
9th April 2026:
- the publish date of the guide










































































































































































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