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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Champion Build Guide
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Hi! I’m Aqua Dragon. I’ve spent many seasons hovering around Diamond with a wide variety of off-meta builds. Back in Season 4, I reached Master tier with AD Malzahar Jungle. Classic has given a chance to run it back! These days, I live in Korea, where I teach English and play in Korean solo queue.
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AD Malzahar Jungle (Classic) -
Malzahar Jungle (Modern) -
Top Jinx -
AP Kog'maw -
Tank Karthus -
Support Orianna -
APC-Bot Vel'koz
Also, check out these off-meta creations by community members!
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Support Kayle by Kalakaua -
Support Sion by Apos
A special thanks to all the community members who helped me collect data and refine the guide, including Vimby, Demo, Divine Azir, KeepVogel, Kalakaua, PenguinExtravagant, and KrossRoads!
Jung-ling
The crux of AD Malzahar Jungle is simple: the Voidlings created by
The Voidlings themselves are no slouches. Unlike modern Voidlings, these last for 21 seconds and eventually reach around 1,000 health, allowing them to survive far more than an autoattack or two. They are fickle little creatures, though, so their absurd damage is most reliable against targets that stay in one place. How does killing a dragon at level 3 in 30 seconds sound to you? Or unfortunate victims of a blinking contest.
And that is before accounting for
From Prophet to Profit
Of course, if all of that sounds too good to be true, it's because this much power comes with some expensive demands. Every Voidling requires four casts, meaning each one effectively costs at least 320 mana, so Malzahar is guzzling mana like a champ. Producing them quickly also demands an early rush toward the cooldown-reduction cap.
Cooldown reduction is especially valuable in Classic because it scales exponentially*: the first 10% CDR is roughly equivalent to 10 ability haste, while the final 10% is closer to 25 ability haste. But building pure offense/utility, only to explode before the swarm gets rolling, defeats the entire point. So enough durability is needed to survive the chaos and keep casting.
*Technically, it scales hyperbolically, but that makes me sound like I'm pushing glasses up my face.
The build therefore revolves around four needs:
- Mana: enough to not go oom.
- Cooldown Reduction: a fast route to 40% CDR to swarm quickly.
- Attack Damage: to make voidlings hit super hard.
- Durability: so the swarm can rip and tear until it is done.
Ideally, every purchase supplies one or more of those needs without wasting gold on extraneous stats. Nearly every decision in the guide comes back to these four needs.
✔ Pros
- Powerful objective taker; Voidlings tank and shred exceptionally well.
Nether Grasp makes ganking as easy as pressing R.- Enormous burst potential when several Voidlings surround one champion.
Call of the Void becomes an AOE 3-second silence.- Fast, healthy clears without needing a jungle-item start.
✘ Cons
- Weak ganker until level 6.
- Proper clearing requires careful Voidling management.
- Easy to overexert on mana and leave yourself defenseless.
- Susceptible to being dove before the swarm gets rolling.
Quicksilver Sash begins limiting reliable ult targets.- Ranged harass leaves much to be desired.
Customizlings
Before we can even talk about items or Voidlings, the build needs enough mana and cooldown reduction to rush straight into relevant, powerful AD items. The rune page is a fantastic place to quietly solve both problems.
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Scaling Attack Damage MarksAttack damage is strictly better than lethality, and scaling rapidly overtakes flat.
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Mana Regeneration Seals
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Scaling Cooldown Reduction GlyphsScaling glyphs finish the climb to 40% at level 15. After that, item slots can stay focused on actual AD.
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Cooldown Reduction QuintessencesThe final piece of the puzzle to reach 40% CDR at level 15. This makes it possible to go 21 offense and still reach the CDR cap.
Offense 21
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The Offense tree directly contributes toward AD Malzahar's goals: turning champions and objectives into fun-sized bites. Voidlings can't critically strike and are unaffected by attack speed or ability power, so after stripping those choices out, nearly every remaining point improves clearing, objectives, towers, or kills. The rune setup still reaches 40% CDR with only 4% from masteries, leaving the rest of the tree free for damage.
Utility 9
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The two biggest value dips from Utility are
The unfortunate thing is that there are no points left for
What About 9/0/21?
Intelligence seems worth dipping many points into to get 6% CDR, clearing up two quints for non-CDR use. I actually do think 21 Utility is legitimately viable as well, only barely less-good than the Offense-focused tree. Going that far down into Utility offers life steal, movement speed, summoner spell cooldown reduction, and 75gp (Explorer Ward), which is quite good.
The tradeoff is giving up the Offense tree, which offers 3 AD, 6 lethality, 2% universal damage, 5% bonus damage to towers, and another bonus 5% damage to low-health targets (which works on objectives). Both pages solve the build; 21 Offense puts the points directly into Malzahar's win condition, while 21 Utility puts it indirectly.
If you do go deep Utility, I suggest either 2 Life Steal or 2 Movement Speed quints, further accentuating what the tree is providing. I don't suggest getting the gold masteries at all; they are not "free gold". Each point competes against other mastery slots, and pretty much every alternative provides more gold directly (like raw stats) or provides more gold indirectly through more opportunities.
A Void Order
Early Skill Order
Then,
Max Order
Max
Max
Malzabilites
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Classic Differences
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Any four spell casts count, so go around with one or two charges ready at all times. Casting twice in the fountain before leaving is therefore wise.
Voidlings contain enough strange behavior to deserve their own chapter. Their targeting, aggro, and item interactions are covered in Understanding Voidlings.
Q - Call of the Void
After a short delay, two portals form a damaging line that silences enemies caught inside.
After a short delay, two portals form a damaging line that silences enemies caught inside.
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Classic Differences
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The silence duration scales with rank, eventually reaching 3 seconds of silence per cast!
Silenced targets are unable to use summoner spells except
The range, area, and lingering hitbox are all more generous than they look. Use them.
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Classic Differences
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It gives some chip damage in fights, but is generally not worth playing around.
The damage-to-mana ratio against Dragon and Baron is pretty good, though!
E - Malefic Visions
Afflicts a target with damage over time. When it dies, Malz gets a little mana and the visions bounce to a nearby enemy.
Afflicts a target with damage over time. When it dies, Malz gets a little mana and the visions bounce to a nearby enemy.
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Classic Differences
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During early clears, AD Malzahar does not cast E often due to its lower damage.
It is mainly used to build passive stacks, direct Voidlings, bounce through Wraiths, or push a minion wave.
R - Nether Grasp
Channels void energy to suppress one target. Moving or casting cancels the channel early.
Channels void energy to suppress one target. Moving or casting cancels the channel early.
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Classic Differences
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Suppression is one of the strongest crowd control types in the game. Suppressed targets cannot do anything, not even
Against mobile champions such as Katarina, click
The spell interrupts movement already in progress, making it excellent for stopping dashes or locking down flashy champs.
When an enemy is particularly fed, keep an eye on their inventory to see if they bought
Null Set

The ward watches the opposite side of the jungle during the first clear.
↓
Three-Minute Dragon
Grab one
Long Sword on the first back if you are taking the early Dragon.
If the route is not available, begin working toward
Chalice of Harmony instead.
Grab one
If the route is not available, begin working toward
↓
Core
↓
Universal Core
This is the key which pushes Malzahar's mana past "barely not enough", and so you should avoid selling it until inventory runs out. Don't be fooled by the cost; it may be 345gp, but it saves ~6 potions that would have been needed for the first clear and the dragon, very rapidly paying itself off. What really makes Flask so busted is its synergy with
Chalice of Harmony. Because Riot loves spaghetti, Flask's mana gain is actually treated as mana regeneration, meaning Chalice can nearly double the amount of mana given back by Flask. Thus, it's wise to flask up any time you're around the quarter-mana mark.
Bloodthirster is the damage engine and an outrageous statstick for Voidlings. Fully stacked, it can provide 100 AD, and Voidling attacks actually trigger life steal. That means the same stat that turns the swarm into a wood chipper also supplies a huge amount of sustain. Damage and healing scale together, which is exactly what this build wants.
General Choices
There is no great Armor/AD item for Malzahar; options such as
Atma's Impaler simply don't synergize well. So instead, Thornmail substitutes damage through the ancient technique of "stop hitting yourself, stop hitting yourself." The defensive choice against physical damage comps.
When Behind
Sometimes, you just have a bad game, and next thing you know you're on a support budget. May as well do some more supportey things then.
Sightstone is more vision, and there is no such thing as enough vision. Against champions such as
Fiddlesticks, proper sight is the difference between anticipation and sure death.
Why Not These?
Muramana
One of the items people most associate with AD Malzahar is simply in one of its worst iterations. During extensive testing,
Justifying Muramana from there requires it to be amazing. But it's not. The Voidlings do not proc the Shock passive, and neither do any of Malzahar's spells. This means literally only autoattacks can apply its mana burn, turning hidden potential into just a delayed AD statstick, trying to solve an already-solved mana problem, competing against the 100 AD behemoth that is
Spirit of the Elder Lizard
Another item that, at a glance, seems like it should have amazing synergy with AD Malzahar. But it has a twofold issue. The first is that the 30% bonus clear speed is deceptive; Malzahar's clear speed is already extraordinarily fast and healthy, and changing a camp clear from 3 seconds to 2.3 seconds is not worth the price unless the item's other benefits are amazing.
That leads to the second issue: the item's other benefits are not amazing. The burn from Elder Lizard can only be applied by
The Black Cleaver
Voidlings apply The Black Cleaver's armor shred extremely quickly, so the synergy is real. The problem is that the rest of the item sits in an awkward middle ground. Its CDR is mostly wasted once the rune page, masteries, and Lucidity Boots have already solved the cooldown cap.
If armor is the problem,
Hextech Gunblade
Gunblade is a lot of clever interactions wrapped around a surprisingly mediocre statline for AD Malzahar. It offers roughly half the AD of a fully stacked
The active is hilarious: Voidling attacks,
Slowing Items
If Voidlings can catch up to enemies and prevent them from escaping, then theoretically the target should easily get adorably mauled. Voidlings can even apply
On paper, then, these kinds of slowing items should be amazing. And so I tested them. And they just... were not working well. Across many situations and stages of the game, the slow simply failed to activate reliably enough to make the difference, with enemies escaping without much issue for any number of reasons. I wanted these choices to work, but the fieldwork suggests it remains a dream.
Aura Items
Aura items interact with Voidlings inconsistently.
And
The Lings of War
Understanding all the nuances of the Voidlings is critical to maximizing their potential. Their damage should not be underestimated.
Fun Voidling Facts!
- Voidlings last for 21 seconds, deal physical damage, and have a 100% bonus AD ratio.
- After 7 seconds, the Voidling grows tankier and its bonus AD ratio increases to 150%. After 14 seconds, the Voidling attacks almost twice as fast.
- Malzahar gains experience from Voidling kills, regardless of distance.
- Their base AD is snapshotted when Malzahar summons them.
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Important Classic Systems Differences
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Voidlings are a little dumb and sometimes get minion blocked. Also, after killing a monster, they may just space out for a second. You kind of have to accept that they are a little derpy.
Towers prioritize Voidlings over other minions. It is often wise to wait for a cannon minion or a
Voidling Targeting Priority
Voidlings are normally bloodthirsty, adorable, and mindless, aggroing anything close by. However, Malzahar can exert some control over what they target.
1.
Targets hit by
Nether Grasp.
2.
The nearest target afflicted by
Malefic Visions.
3.
Whatever non-structure target Malzahar last autoattacked.
This priority is unique to Classic, though they're little derps that don't always listen.
This priority is unique to Classic, though they're little derps that don't always listen.
4.
Whatever enemy is nearest to the Voidlings.
They won't automatically fight non-aggroed monsters though.
They won't automatically fight non-aggroed monsters though.
Voidlings will not chase targets they cannot see or that they lose vision of through stealth or brush.
Voidlings also have a hard leash range. While Malzahar remains within it, they keep fighting whatever is nearby. Move too far away, though, and the leash immediately tugs them to stop fighting and waddle back toward Malzahar.
Ling-ering Effects
Voidlings have a weird mix of effects they do and do not apply.
Voidlings Proc on Each Hit...
- Life steal, healing Malzahar.
(I still haven't emotionally recovered from this knowledge)
Black Cleaver's armor shred.
Sheen items, including
Iceborn Gauntlet (but why though).
Rylai's Crystal Scepter's 35% slow.
Spirit of the Elder Lizard's burn damage.
Liandry's Torment's burn.
Voidlings Are Affected By...
- Armor penetration, as they deal physical damage.
Shurelya's Battlesong's movement-speed active.
Runic Bulwark's aura. Voidlings count as minions here, so they receive the 50%-stronger minion version of the bonus.
Rally's aura and an improved
Promote minion's AD aura bonus.
Fun interaction: if Malzahar is standing in one of these auras when he summons a Voidling, the boosted AD is snapshotted into the Voidling's base AD. The Voidling can then receive the aura itself too, allowing it to effectively double dip on the AD bonus!- The Offense Tree's various damage bonuses.
Voidlings Do Not Proc / Are Not Affected By...
- On-hit effects such as
Muramana,
Frozen Mallet, and
Wit's End. - Auras which say "nearby champions" (e.g.
Zeke's Harbinger). - Ordinary spell vamp.
Promote itself. Voidlings cannot be selected as the minion to Promote; they can only benefit from the AD aura of a nearby improved Promoted minion.
The Path Is Clear
The opening route is Blue → Wolves → Red.
The First Clear
0.
Place the starting Sight Ward in the red-side jungle to watch for an early invade. At Blue, face away from its spawn location.
1.
The moment
Blue Sentinel spawns, cast
Null Zone and use
Smite. The cast summons the first Voidling. Tank three attacks from Blue yourself before letting the Voidling take over.
2.
At Greater Murk Wolf, cast twice to summon another Voidling.
Advanced tip: Instead of wolves, killing wraiths with 3 swarm stacks is slightly healthier, but it requires some trickier aggro juggles!
Advanced tip: Instead of wolves, killing wraiths with 3 swarm stacks is slightly healthier, but it requires some trickier aggro juggles!
3.
Cast one extra spell on the way to
Lizard Elder so you arrive at Red with two passive stacks ready.
4.
At
Lizard Elder, cast
Call of the Void and
Null Zone to summon the next Voidling. Tank three Red attacks yourself before shifting the camp onto the ling.
Three-Minute Dragon
The only purchase needed is a Long Sword; Flask handles the sustain.
Level 3 Dragon
1.
Approach
Dragon with the
Long Sword,
Crystalline Flask, and three passive stacks ready.
2.
About ten seconds away from Dragon, cast
Call of the Void and
Null Zone.
3.
On the walk over, use all three Flask charges in succession. There is a short lockout between activations, so keep pressing it as each use becomes available.
4.
Bring the Voidling near Dragon, but stand closer to Dragon than the Voidling does.
5.
When
Null Zone comes off cooldown, remember your ABCs: Always Be Casting!
6.
Take Dragon's first hit yourself, then let the Voidlings eat the rest while Flask's restoration keeps working.
7.
If you summon a third Voidling just as the second one dies, 600 team gold is yours!
After Dragon dies, clear three more camps before recalling. This keeps the remaining Blue Buff tempo rolling and folds the objective naturally into the rest of the clear.
Further dragons are likely to be defended, and you still need to pre-summon a Voidling before approaching dragons unless you want an embarrassing "EXECUTED" to flash across the screen.
Keeping Swarm While Clearing
The main trick is keeping Voidlings pointed at the large monster while spending as little mana as possible.
Clearing Camps
1.
Q and W are your bread and butter for killing camps, ideally summoning a Voidling. Q's base damage is shockingly high in Classic.
2.
Avoid using
Malefic Visions! It's often more mana than it's worth unless it gets you within two more casts of summoning another Voidling.
3.
Position the Voidling so it swarms the large monster.
4.
Hit every monster with every
Call of the Void cast.
5.
Keep autoattacking the large monster.
Clear top-to-bottom or bottom-to-top based on whether Dragon or Blue Buff is going to spawn at a useful time. The first two full clears should start at the golem camp, as the blue spawns around the end of that second clear.
Don't worry too much about counterjungled camps; monsters respawn every 50 seconds, which is barely any time at all. Though a camp won't respawn if there's a small monster left over, so kill the babies as you walk by.
Be mindful of the Voidling's leash range! Voidlings keep fighting after Malzahar walks away, but only to a point. Move too far and they abandon the fight to waddle back toward him.
Be mindful of the camp's aggro switch range! Classic monsters are way more committed to focusing on one target. They won't switch targets at all until you walk far enough out of their attack reach, so don't be afraid to create some distance to force them to focus a Voidling instead.
Ganks for the Memories
After the first clear, the goal is to powerfarm to level 6 and then start looking for ganks.
Call of the Void disables
Flash while the target is silenced.- Q reveals the portion of a bush that 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.
A fully empowered Voidling deals more damage than two fresh ones and is much more likely to survive long enough to reach the target. When walking toward something important, summon a Voidling in advance with W and/or Q.
Suppressing Your Luck
Ganking with
- Do not suppress immediately. Silence first, then suppress. 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.
- E is only rank one. Silencing takes priority.
- Malzahar is an excellent counterganker. Anticipate rather than arrive late.
Tower Before Me
Malzahar's Voidlings are absolutely relentless tower-destroying machines, but they can be a little unwieldy.
- Towers always prioritize Voidlings.
- Malzahar's autoattack "eat this!" command does not work on structures.
- Ideally, a siege minion begins tanking before the Voidlings move in or spawn.
- Voidlings can still get distracted by enemy minions, so position them away from the enemy wave.
Do it right, though, and AD Malzahar is the fastest tower taker in the whole game, absolutely no contest.
The Stage is Set
Early
In the early game, the goals are to:
- Complete the Blue-start clear.
- Take the early Dragon with Blue Buff when the level-3 route is available.
- Route later clears around the next useful Dragon or Blue Buff timer.
- Powerfarm to level 6.
Objectives Are the Win Condition: Kills are cool and all, but Malzahar is most likely to win the games where he secures dragons and towers. All thoughts should be focused on how to secure objectives, often through securing a lane kill first.
Avoid Using Malefic Visions on Most Camps: Until later in the game, Malefic Visions costs too much mana and deals too little damage to be worthwhile on most camps. Its only real value is prepping swarm stacks.
Flask Nicely:
Clear Toward Timers: Work top-to-bottom when finishing near Dragon is useful, and bottom-to-top when Blue Buff is the timer that matters. After the early Dragon, repeated Golems-to-Blue clears naturally line up well with Blue's return.
Gank Wisely: The question to ask is: “If I gank now, will I have resources for the next major objective?” If the answer is no, consider whether the time and summoner spells are worth saving for later.
Use Call of the Void to Scout: Many unscrupulous fellows will try to kill Malzahar in the jungle. Since Call of the Void provides strong vision from long range, use it regularly to check bushes, corners, and objective approaches before walking into them.
Cast Q and W While in the Fountain: While your mana regenerates, it is the perfect chance to cast Q and W to prepare the swarm. There is no reason to leave base without at least two stacks ready.
Mid
As the laning phase ends, the raw damage in the build shines:
- Disrupt at critical moments.
- Tear objectives to shreds.
- Look for easy kills.
Look for Good Swarm Surrounds: Keep track of your Voidlings: if you can get two of them around an enemy before using
Baron Starts Early: Around 20 minutes,
Keep Stacks Ready: Before the CDR engine is fully online, try to keep enough passive stacks ready to summon a Voidling at a moment’s notice. At 40% CDR, do not burn useful abilities just to sit on a perfect stack count; having the spells available often matters more.
Preemptively Summon: If you’re walking over to a lane or fight and still a fair distance away, it is often wise to summon a Voidling in advance. The travel time gives it a chance to reach its first empowerment before the engagement begins.
Silence, Then Suppress: It is often preferable to start with a silence instead of ulting immediately. A silence can always be followed by an ult, but not the other way around.
Let Voidlings Finish Off Monsters: Where possible, let the Voidlings clean up the camp while Malzahar keeps moving; there is no need to overkill monsters. This takes practice, especially because the leash range can be deceptively short, and sometimes blue buff survives with one health. Not that I’d know...
Late
In the late game, it is more of the same, but better:
- Make wise use of the 3-second Q silence.
- Dance around the outskirts of teamfights.
- Save Flash-R for a play that wins an inhibitor, Baron, Dragon, or Nexus. Avoid spending it just to add one more kill.
Stay on the Outskirts: Malzahar is not a frontliner. Cast Q through critical targets, as some champions are as good as dead while silenced for so long.
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 Call of the Void still has work to do.
Thanks!
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