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Spells:
Flash
Exhaust
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Introduction
This build focuses on locking down an enemy carry with your huge burst and your lovely CC.
I recommend you have a good initiater like



People will probably be wondering why you go AP and flame you, but never mind that.
I hope you enjoy the build and the guide ^^
*Note* I don't know how viable this build is in high ELO, since I'm not a pro player myself x) - But it has worked well for me and it is alot of fun.
If you want a tank build/guide for

Malphite - They say he is the Coon..
Has A Great Anticarry Skillset
1) While



You Can Farm Like A Baws!
2) Tanks often jungle in the current meta-game or they don't farm that much. While


Note that the meta-game probably will change when sustainability on supporters are being nerfed, so at that time this might not be a valid argument anymore.
Is Great At Locking Down Enemies
4)








There might be more reasons to play

I'm not saying he is bad as a tank, this is just another way of playing him. Personally I got bored with tank

Farm Properly
- You need to be able to farm like a baws, in order for this build to shine. If not you will be too squishy and your damage output will not be significant enough for you to be that big a deal in teamfights. It is important to be able to la**** with his autoattacks, since it isn't as easy farming with

Know Your Role
You need to know your role in the team, which is not to be a tank for your team, but an offtank/anticarry. You shouldn't initiate unless there's no one else to do it. Always go for the carry, even if an offtank has low HP. Don't go for tons of kills, mainly aim for locking down an enemy carry and perhaps killing him/her if possible.
Use Your Tools Properly (yeah, yeah I know)
3) You need to be able to use



How To Adapt Your Build
4) You need to know when to get certain items, since the item sequence of this build is not 100% reliable in all games. Sometimes you need more survivability, whether it is MR or armor and sometimes you might lack damage, but not survivability.
Be An Advanced/Experienced
player
5) I recommend that you learn to play



Pros
- Great damage output in teamfights.
- Great harraser with Q+E
- Good anti-carry - DFG + skillset combo
- Can initiate if necessary
- Decent survivability
- Great at zoning squishies in laning phase.
- His ultimate scales 100% with AP.
- His ultimate is really reliable, since it is really hard to stop (it's fast and once you are charging, the enemies don't have much time to stop you). -> This is why he can be a great anticarry in my opinion.
- He can go behind the tanks with

Cons
- Can't work as a pure tank.
- More squishy thank tank Malphite.
- Not as much sustainability as tank Malphite.
- Might have a hard time in laning phase, due to a lack of survivability.
- This build requires that you can land his ultimate really well.
- Flash can mess up


However I always use flash, which I find to be a complete core summoner spell on

Preferred summoner spells



- This is absolutely necessary on

1)
Chase + escape mechanism
- You have your shards to steal speed, but sometimes you just need to get out of the heat, so flash is necessary. Furthermore you can use it for chasing.

2)
Surprise initiation
-> Sometimes it can catch an entire team off guard that you suddenly flash and use

3)
Towerdiving.
Even with rather low HP you can use

- I use this simply because it is great for locking down a target and this is what you wanna do with AP/Anticarry


When to use

- If the AP Carry hasn't used his/her burst yet, try to time



When to use it on the AD Carry:
- If the AP carry has used his/her spellcombo, you should use


Other viable choices:












Skill order:




Skills

- This is your main harrasing spell in laning phase. I max it first simply for a better damage output. It scales well with AP (70%), so your damage output will be quite good in early game. Constantly harras the squishiest enemy in your lane and wait for an opportunity to kill them. If you have enough survivability harras your enemies by using





- This is great for last-hitting and to boost the damage output from your skill-combo. Furthermore it gives you some nice survivability in (team)fights. Remember to use it before you use your ultimate, since it will boost the damage from



- This is not as great as when playing tank, since it scales with armor. However, it was nerfed quite some time ago, making it scale less on armor. This is another reason to go anticarry




- 1:1 AP scaling! This will be an insane AoE burst with this AP/offtank build combined with


Runes




9x

- These are simply for a better damage output. With these and Sorecerer's Shoes, you'll almost ignore the enemy carries' magic resistance in early-mid game. They greatly help the damage output of

9x Greater seal of replenishment
-


9x

- These are not that strong in early game, but they will really help your lategame, where you might lack some MR if, since

3x

- You won't have that much AP in early game, so I really find these to be a great way to improve your damage in early game. If not, you won't really have any AP until the end of early game or the beginning of mid game. If you feel the need for more survivability, I suggest using

Main build:
This is the build I've used the most as AP/Anticarry
Early Game
Start with a



NOTE: You can also start with a


Ideally you can afford a Catalyst the protector the first time you recall. If you've done really well and you've been able to stay in the lane for a long time, you might also be able to afford



Mid Game
Get


Now it's time for some survivability, so get a


Late Game
Now it's time for finishing


Afterwards get



Alternate build:
If you're behind in your lane and/or you lack farm and/or if you feel you're getting nuked down in teamfights, try this build instead:
Item Sequence
















Optional Items:
Item Sequence
























Another build I've been testing is:
Item Sequence
















This is focused more on sustainability and damage, but with less survivability. It gives insane burst, a bit of support and alot of sustainability. I've also tried going with



This is done by buying the right items and playing a certain way.
So how is this done?
Here is a map that shows you what places that is preferable to ward:

(The picture is somewhat small, so you might have to zoom to read the small text. Sorry about that)
NOTE:
-> The red cross marker should only be warded if they have someone, who can jump/spin/run through the wall and kill the dragon really fast - Like

-> Normally the warders are: the jungler, the supporter, the tank. However, the carries can ward as well, if they have farmed really well and they can afford it, while the sidelanes might be struggling.
I've simply copied the following from the user Summoner's

Baron Wards

Laying a ward ON baron when possible means that they cannot do baron. It is very difficult to kill that ward and if the enemy uses skills to take it out you can capitalise on that. Additionally, to hit the ward, they will need to hit Baron, making them take damage. (Note that it is possible to take out the ward without hitting Baron, if you zoom in as much as possible)
Laying wards in his "chamber" means they spend more time taking out the ward and it makes it completely obvious what position they are in.
Dragon Wards

Same reasoning as above, laying a ward in the "chamber" basically means they have to go inside to destroy it, making you more aware of their position. Early game, you can capitalize on this by catching their support trying to leave dragon and make them waste their escape spell.
Summoner's warding map:
(I've added this, since it's easier to see than the one above, I added myself. However, I won't remove the one above, since it still has some nice explanations, if you zoom)
This image shows the best, non-situational (i.e no lane brush wards) positions to place wards, assuming you are winning as the purple side. Mirror the positions if you are on the blue team or need defensive wards for purple.

Thanks to Summoner for letting me add his section in my guide. You can find his guide for Soraka here: Competitive Soraka -> It is a really good guide, so make sure to check it out. It has some great information on Soraka, but also on more general stuff in League of Legends.
Sometimes you need early survivability and other times you might need to rush certain items.
Here are some examples, you might have other reasons to build different items, these are just examples of reason to change your build and/or your build sequence.
If the enemy team's AP carry gets fed during laning phase:
Item Sequence














- After Catalyst the protector, skip







If the enemy team's AD champions get fed during laning phase:
Item Sequence

















- Skip





After that, grab


Finish with

These are just rough examples, which I've found myself using under certain circumstances, and they actually helped alot and succesfully shut down the fed carry or teams with alot of HP. They might not look completely like this, sometimes I've also followed the "original" item sequence, despite someone getting fed. It also depends on which champion and how your own team is doing. So it's hard to say when to get what..
In the beginning when I started trying this build, I had a hard time getting used to not being the tank, so I occasionally died from initiating, which is a waste of damage potential, at least with these items.
Your job is to shut down at least one of the enemy carries, if you succesfully do that and die, then job well done. But don't just rush headlessly into a fight, expecting your team to join and kill everything. You need timing and communication. If you solo queue then ask your team if they are ready, unless it is obvious to attack.
-> Normally you shouldn't initiate, though you can do it, if it is necessary. Your team just need to get the **** in there and support you, so remember to communicate, especially before a teamfight.
-> If the AP Carry has already used his/her main damage spell, as for example Veigar's



-> If your teammate(s) have overextended, do not try to save them, unless you have a chance of winning the fight. Too many players run straight into an already lost fight, only to give even more unnecessary kills to the enemy team. Furthermore your role is not to tank, so only sacrifice yourself if it is to save someone on a spree.

1) Enemy carries stacking MR ->
- Make sure that their shield won't block your ultimate. Never charge in, if their shield is up.
- If you feel your damage output is reduced too much by their MR, grab

2) Enemies flashing out of your ultimate's range, when you use it.
- Try to remember if the enemy carry has used flash shortly before, you want to use

- I love to use


-> This is a great way to towerdive a single enemy. (Note that if you towerdive on more than 1 enemy, have

3) Running out of mana
With masteries, runes &


1) Always use
Exhaust on the biggest damage threat in a teamfight:
- Like I stated earlier, you shouldn't use

Also try not to rush your skill-combo too much. If you already bring a carry really low, it might be a waste to use

2) Always remember to use the active on
:
- If not, you might as well buy

3) Use
before you initiate and use
:
- This way you maximize your damage output, since

4) Aim a bit behind your target, when using
:
- Enemies tend to pull back a bit, when they you coming, so aim a bit behind them. Furthermore you might still hit them, if they try to flash out of your range.
5) When trying to farm like a baws, change between targets:
- With the splash damage from



If you have more tips, you think I should add, please leave them in a comment. Thanks in advance.
I might add more sections later, to make it more comprehensive... But atm, I'm really not that fond of writing guides, so I released what I had. ^^
I hope you enjoyed reading this and that it will give you some succesful games and more importantly some fun moments. :)
If you have any constructive critiscism, please leave it in a PM or in a comment below the guide. If you have ideas please tell me as well, I'm open to suggestions, since this is more of a concept build than a "this is the right way to play" build.
^ It has still given me some great results, especially in premades.
Thanks for reading. <3
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