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Recommended Items
Runes:
+8 Ability Haste
+2.5% Movement Speed
+10-180 Bonus Health
Spells:
Flash
Smite
Items
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Jarvan IV
Jarvan is particularly nasty, able to throw out all of their lockdown before the Silence or Suppression can usually stop them. They also have very early gank pressure combined with enough burst to annihilate any Malz without some armor items.

Cho'Gath
A prophet and a monster. Malz Silence -> Rupture -> Suppression -> Cho Silence is enough guaranteed CC to kill any lane opponent, not to mention easy to combo into each other.
Synergies

Cho'Gath
A prophet and a monster. Malz Silence -> Rupture -> Suppression -> Cho Silence is enough guaranteed CC to kill any lane opponent, not to mention easy to combo into each other.
Champion Build Guide
Hi! I'm Aqua Dragon. I've hovered around Diamond and Master while playing off-meta builds for multiple seasons. In the early seasons, I was an AD Jungle Malzahar main.
I also play:
Also, check out these off-meta creations by community members!
-
Support Kayle by Kalakaua -
Support Sion by Apos
Malzahar Jungle conjures an innumerable swarm of Voidlings to tank and kill monsters. This makes Malzahar Jungle particularly adept at fighting for objectives! And beyond the Voidlings, Malzahar's teamfight impact is salient: silences, slows, skillshot-blocks, vision scouting, a suppress, and several different ways to support the team through items. Even without a high income, this utility-focused build can shut down fed carries, or at least annoy them to death.
Unfortunately, to do this, Malzahar Jungle cannot reliably build raw damage. It is not uncommon to have the lowest damage dealt to champions in the game despite the enormous damage dealt to objectives. Even after ample testing with damage keystones,
Fortunately, the camp-clear difference is not significant whether building AP or utility. Since the damage falls off a cliff anyway, the build spends its gold on haste, slows, protection, and other utility that remains useful.
Malzahar Jungle has access to different viable paths to choose from based on the kinds of opponents in the game.
The Slow Path is the most generic path. Many champions become much worse when they cannot stay in range, especially tanks, juggernauts, and fighters who need to remain close to accomplish anything.
The Protect Path is better for longer fights.
The Silence Path is the most situational path. Some champions are nearly stunned by a two-second
All three paths preserve the same core identity: take objectives, disrupt fights, and build for the job the team actually needs.
- Powerful objective taker; Voidlings tank very well.
Nether Grasp makes ganking as easy as pressing R.- Amazing build versatility allows teching into almost any composition.
- Can clear camps quickly without prioritizing damage.
Call of the Void provides a two-second AOE silence.
- Must become adept at using
Unsealed Spellbook. - Weak ganker until level 6.
- Overexerting mana can limit jungling speed.
- Susceptible to multiple divers.
Quicksilver Sash starts limiting ult targets.- Cannot reliably become a damage carry.
The rune page is built around utility, mana, and the versatility of
The other trees contain several runes that look much better on the selection screen than they felt in actual games.
Manaflow Band and Transcendence are the two Sorcery runes Malzahar genuinely desires. The rest are merely fine. We have a name for a rune tree with two desirable runes and mediocre keystones: Secondary Tree.
In mid- and late-game fights, the damaging runes also get spread across too many targets to do anything meaningful because Malzahar rarely gets the luxury of bursting down one target. The Domination tree is too burst-focused to appeal to utility-minded Malzahar.
Max
Max
Void Swarm has the worst rank up in the game. Every rank adds two Voidling damage. Two. Two extra Voidling damage per rank up is an insult.
The cooldown restarts whenever Malzahar is hit by a harmful effect. Minion damage does not consume it, but monster damage does consume it.
While the passive is active, Malzahar can eat Honeyfruit without being slowed.
It is not technically a spell shield. A spell shield would cancel Lee Sin's
The cooldown falls substantially with Malzahar's level.
The silence duration scales with rank, eventually reaching 2 seconds of silence per cast!
Q provides vision, but the vision strip is thinner than the spell itself. Aim carefully when checking a bush or corner.
Silenced targets are unable to use summoner spells except
The range, area, and lingering hitbox are all more generous than they look. Use them.
It also refreshes
Voidlings contain enough strange behavior to deserve their own chapter. Their targeting, aggro, and item interactions are covered in Understanding Voidlings.
Several thin walls allow a Voidling to be summoned across them. The most useful examples are the thin walls beside Blue and Red Buff.
Voidlings have a brief delay before they become interactable. Thus, while possible to block projectiles with Voidlings, it requires a preemptive summon.
They deal 50% damage to Epic monsters.
During early clears, Malzahar does not cast E often. It is mainly used to build Swarm stacks, direct Voidlings, bounce through Raptors or Krugs, or push a minion wave.
Each bounce returns a little mana. Voidlings deal 200% damage to afflicted minions (not monsters!!), and Malefic Visions executes minions with tiny amounts of HP remaining.
In champion fights, E becomes much more valuable for targeting Voidlings and maintaining various item effects like
Suppression is one of the strongest crowd control types in the game. Suppressed targets can't do anything, not even Smite!
Against engage champions such as Zac, click R before they enter range. Malzahar will cast the moment they get close.
The spell interrupts movement already in progress, making it excellent for stopping dashes, blast-cone jumps, and engages. It also grants vision during the channel.
Though the beam and its Max-HP% damaging Null Zone deal some damage, it's mostly ambient without lots of AP. Don't be afraid to let go if it will let you get away.
When an enemy is particularly fed, keep an eye on their inventory to see if they bought
Create Item Set
Ward the other side of the jungle before starting Blue.
Gustwalker is the preferred Smite pet, useful for dancing around fights.
↓
Swap to Oracle Lens on the first recall.
Finish Lucidity Boots as soon as
Choose one primary path depending on the opponents in the game.
Slow is the most generic path. It is especially useful against tanks, juggernauts, and fighters who need to stay in melee range.
Protect is more situational than Slow and is best when fights last long enough for repeated healing to matter.
Silence is the most situational path and is reserved for champions who are nearly stunned by the full two-second Q silence. Some champions like Katarina, Samira, and Kassadin are walking dead weight without their spells.
Malzahar Jungle is not a damage carry.
I've tried various iterations: with Comet, with Sorcs, with Liandry's, with Void Staff. There just is not enough gold in the jungle to ramp up in damage in a meaningfully fast way, especially while trying to remain objective-focused.
The path to maximizing damage is largely mutually exclusive with maximizing utility, since the damage options do not provide much Ability Haste and are expensive when they do. The camp-clear difference is not that significant whether building AP or utility.
I tried a multitude of test matches. Unless atrociously fed, in which case almost anything will work, the damage builds still dealt relatively little damage to enemy champions over extended games. In many cases, the supports dealt as much damage as a fully damage-built Malzahar Jungle.
- Voidlings always die in one hit to tower shots and champion autoattacks.
Malefic Visions makes Voidlings deal 200% damage to minions (not monsters!!)- Voidlings deal 50% damage to Epic monsters.
- Malzahar gains experience from any targets Voidlings kill, regardless of distance.
- Every rank-up increases their damage by a pitiful, terrible two.
- Every second rank-up, their duration increases by one second (8/8/9/9/10).
Voidlings are normally bloodthirsty, adorable, and mindless, aggroing anything close by, regardless of whether the target can see them or whether the camp has been aggroed (even when you're trying to hide in a bush...) They chase until the target escapes their range or a closer target appears.
However, Malzahar can exert some control over what they target.
Voidlings will not chase targets they cannot see or that they lose vision of through stealth or brush. When they are not chasing or attacking anything, they waddle closer to Malzahar.
Voidlings have a weird mix of effects they do and do not apply.
Diadem of Songs; the resulting heal then activates
Echoes of Helia.
Manaflow Band's mana bonus.
Rylai's Crystal Scepter and
Serylda's Grudge's slows.
Cosmic Drive's speed boost.
Morellonomicon's Grievous Wounds.
Luden's Echo,
Blackfire Torch, and
Liandry's Torment.
Arcane Comet's meteor asteroid thing.
Scorch's damage proc.
Dark Harvest procs.
Taste of Blood's heal.
Riftmaker's stacks.- Mark of the Elder Dragon's burn damage.
World Atlas's gold passive.
Tear of the Goddess stacks.
Stormraider's Surge stacks.
Electrocute stacks.
Eclipse stacks.
Horizon Focus's vision or damage amplification.
Conqueror stacks.
Spear of Shojin's damage-amplification stacks.
Ravenous Hydra's AOE effect.
Black Cleaver, because Voidlings deal magical damage.- On-hit effects such as
Nashor's Tooth,
Wit's End, and
Lich Bane.
Krugs, with The route approaches the dragon-side Scuttler after the main clear. Use
The first Biscuit can usually be eaten immediately. It is better to be topped off with the extra maximum health in case of an invade than to save it while waiting for a perfect moment.
If the enemies attempt a level-one steal, use the excessive range of Q to whittle them down and force them away. If the team has abandoned the jungle, take the loss and go to the other side instead.
After the first clear, use this order of priorities rather than forcing a fixed script:
Immediately use one on the dragon, and the second will be ready shortly.
Malzahar's win condition is killing objectives relentlessly, but being relentless does not require starting every objective regardless of the map.
Ganking before level 6 is tricky. Without Red Buff, it is often not worth the time unless the enemy is badly extended or the lane supplies reliable crowd control.
- Enter with
Void Shift and two Swarm stacks whenever possible.
Call of the Void disables Flash while the target is silenced.- Q reveals the part of a bush it crosses.
- The range is much longer than it looks.
- Voidlings stop chasing targets they cannot see.
Malefic Visions directs the Voidlings toward the champion.
Keep all this in mind and an early gank can work. Still, be wary of spending so much time trying to gank that the objective timing disappears. The question to ask is: "If I gank now, what objectives can I get out of it?" If the answer is none, consider whether the resources (especially
Ganking with
- Don't just suppress immediately. Silence first, suppress right after. A silence can often be followed by an ult, but not vice versa.
- If an ally adds reliable crowd control during the channel, release R early and prepare the next Q.
- Voidlings prioritize the suppressed target above everything else.
- Q and R both refresh
Malefic Visions. - E is only rank one. Silencing takes priority.
- Malzahar is an excellent counterganker. Anticipate rather than arrive late.
It is tempting to gank nonstop once the ultimate is available, but that is not Malzahar's win condition. Kills are the method used to secure objectives. Ideally, use the ultimate when there is something meaningful to secure immediately afterward.
It is pretty normal for me to play a Malzahar Jungle match and say, "Okay, I finally can jungle again for the first time in 10 minutes."
If you are not taking an objective, you should be preparing to take an objective. Clear vision, protect the approach, create lane priority, remove the enemy jungler, or farm toward the spell and item that will make the next contest possible. There should be very little meaningless downtime.
Sometimes the lane state, enemy position, or lack of nearby teammates makes an objective impossible. Be willing to delay the start or abandon the attempt rather than dying for it.
Grubs reward arriving prepared, not abandoning the first clear to stand beside an empty pit. Farm toward level 6, track which lanes can move, then approach with enough time to clear vision and scout the entrances.
Before entering, tap one Grub with an attack and let them form a line. This makes it much easier for every
Q can scout and harass through the entrances while a
Voidlings can tank Dragon, making the attempt much less risky than it is for many other junglers. The kill is slow enough that Dragon should be genuinely free or properly covered.
Keep casting
Dragons later in the match are a more nuanced affair. The ability to take them is highly dependent on how many of your teammates are available to contest it near the pit. Further, every dragon you kill adds a stacking Dragon Slayer debuff, making it harder to kill subsequent dragons. Fortunately, with
Rift Herald hits hard when a jungler is alone. Thankfully, Malzahar is never alone. Voidlings absorb attacks while Q and W provide most of the useful contribution.
Move into position to strike the eye whenever it opens. Start the encounter with
Avoid spending mana on E unless the extra speed is actually decisive. Once Herald is low enough that securing it matters more than efficiency, empty the tank.
Also, be aware of just how much absurd distance you can cross with Eye of the Herald. I went into practice tool and found that the herald charge crosses about 40% of the whole map! That means you can hit the Tier 1 outer Mid turret all the way from your inhibitor!
Baron shreds the defenses of the target it attacks. It sure is nice that loyal Voidlings keep volunteering for that job.
Malzahar's primary contribution to these objectives is not damage, but safety and zoning. Throw out your Q and W primarily, saving E only when speed is of the absolute essence. While your voidlings help tank the damage for your team, keep track of the enemy positions and your mana pool.
Remember that your Nether Grasp can outright prevent an enemy jungler from smiting. It is often wise to click R on them before they attempt to enter the pit, which will trigger R the instant they get into range.
In the early game, the goals are to:
- Complete the Blue-start clear.
- Take Dragon when it is easy and free.
- Rush farm for level 6.
- Prepare to contest Grubs when the map supports it.
Objectives Are the Win Condition: Kills are cool and all, but the games where Malzahar secures the Dragons, Grubs, Heralds, and later major objectives are the games he is most likely to win. All thoughts should be focused on how to secure those objectives, often through securing a lane kill first.
Avoid Using Malefic Visions on Most Camps: Until later in the game,
Gank Wisely: Refer back to the Ganking section for the full details. The question to ask is: "If I gank now, what objectives can I get out of it?" If the answer is none, consider whether the time and summoners are worth saving for later.
Use Call of the Void to Scout: Many unscrupulous fellows will try to kill Malzahar in the jungle. Since
Unsealed Spellbook Has an Overwhelming Variety:
Cast Call of the Void While in the Fountain: As mana restores, it is the perfect chance to cast Q twice and prepare the Swarm. There is no reason to leave base without two stacks ready.
Ward, Then Sweep: Use the opening
As the laning phase ends, the raw utility in the build shines:
- Disrupt at critical moments.
- Keep objective vision under control.
- Stick with teammates who can convert the utility.
- Choose Slow, Protect, or Silence for the fights that need to be won.
Objectives Win Games: This is difficult to overstate. A kill is useful because it creates a Dragon, Herald, tower, Baron, or safer map—not because the scoreboard needed another number.
Focus on Picks and Peel: Malzahar Jungle effectively plays like a second support. Every spell should maximize disruption through silences, suppression, slows, healing, scouting, or a well-timed Voidling body block.
Silence, Then Suppress: It is often preferable to start with a silence instead of ulting immediately. A silence can always be followed into an ult, but not the other way around.
Preserve Void Shift Against Monsters: At this point, Voidlings can do almost all the tanking against camps. Avoid taking one pointless monster hit immediately before a gank or objective contest, or
Let Voidlings Finish Off Monsters: Where possible, let the Voidlings clean up the camp while Malzahar moves onto more important things. Keep moving; there is no need to overkill monsters. This takes practice, and sometimes Gromp survives with one health. Not that I'd know...
Unsealed Spellbook Continues Its Usefulness:
Smite Is Different: Malzahar can use a swapped summoner and then Smite immediately when an objective needs securing. Meanwhile, a suppressed enemy jungler cannot Smite at all. This is one of the things that makes Malzahar so good at securing objectives: he is in a fantastic position to win the Smite duel.
Choose the Right Utility: Slow the melee champions, Protect the fed ally, or prioritize Silence against champions whose kits collapse during Q. The build has several good answers; use the one the game is actually asking for.
In the late game, it is more of the same, but better:
- Peel for the fed members of the team.
- Dance around the outskirts of teamfights.
- Cast a nonstop barrage of inhibiting spells.
- Save Flash-R for a play that wins an inhibitor, Baron, Dragon, or Nexus. Avoid spending it just to add one more kill.
More of the Same: Every pick and every death is more impactful now. Be on guard, stay near the teammates who matter, and adjust itemization to stay alive. Malzahar's utility is only useful while Malzahar is alive to cast it.
Stay on the Outskirts: Malzahar is not a frontliner and is not becoming a damage carry this late. Cast Q through as many targets as possible, peel divers away from the carries, and look for the suppression that ends the fight.
Do Not Be Afraid to Let Go of the Ult: It is on a relatively short cooldown, and survival is more important than the remaining damage. Let go early when danger arrives or when a teammate has already chained reliable hard crowd control.
Check Regularly for QSS: If the same carry has been suppressed a few times, inspect the inventory. It feels awful to ult someone only to suddenly be punched in the face anyway. QSS does not solve the silence nearly as cleanly, so
More Control Wards: Teammates may start running out of inventory space, but Malzahar often has room to carry vision for the decisive objective. Clear the flank, watch the approach, hold R for the enemy jungler, and light up the map like a Christmas tree.
Unsealed Spellbook Practically Replaces Smite: Outside the moment an objective needs securing, almost any useful teamfight summoner contributes more than saving Smite for a champion.





























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