Malphite Build Guide by Axebitten
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hi! Welcome to my Malphite's Build!
Malphite is a great champion and the ultimate disruptor in battle, he also has a deep voice wich I love. I hope you have as much fun playing him as I do. I'll try to update this build as much as I can and I'm open to suggestions so don't be afraid to comment.
With this build I tried to implement a more active style of play to Malphite without restraining to his functions as a tank/disruptor. Tired of being able to do nothing after using your ulti on the enemy team? With this build you will make them focus you or die chasing your teamates!
I focused on getting a good flow of defensive capability and survivability throughout the game, wich, luckily for Malphite, also translates into massive ofensive and disruptive power. It's also built to provide you with the right items at the right time, giving you the best possible defense against a variety of diferent enemies and a steady pace in every moment of the game while providing decent AP to make a mess out of the other guys.
NOTE: I used to have a very different build published here but when I cameback to playing Malphite more actively again I decided it was time for a change so ignore some of the comments that dont quite relate to the actual build.
One of my favourite spells in game. Play a lot with it on Swain and became affectioned with it. after your full combo drop it around a fleeing foe and voilá! A fustrated opponent!
Great escape and chasing mechanism. Good to position yourself for a blasting ulti. Not much else to say.
First thing you need to be aware of is the role of Malphite in the game. Although he can be somewhat versatile, I personaly look at him as being a "tankish" team disruptor character. You are the teamfight initiator, the one that dives into hell and breaks your enemies ability to respond properly and minimize their escape chance. You still need your teamates to go there with you and do most of the damage so dont get far from them. Timing is everything.
Don't extend yourself alone, you are a team player. Although you can sometimes kill other champions by yourself, you still have to be clever and don't forget your role.
Save your ultimate for the right time, you will give your team a better chance to score an ace if you use it properly.
In the early game be careful, try to last hit minions as often as possible cause you are somewhat item dependant and need money fast! Keep your enemies at bay with Seismic Shard. Get and stay in the lane has much as possible so you level up, get to level 6 and get your ultimate. Then get Sorcerer's Shoes and increase your mobility. From this point on be especially map aware and look for ambush oportunities.
Granite Shield - Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If Malphite has not been hit for 8 seconds, this effect recharges.
Very annoying passive, makes you highly resistant to early harrasment and, on the late game, with so much HP, 10% of it will be a lot. It can also give you imunity to a few shots from turrets wich makes Malphite a powerfull tower diver later on.
Seismic Shard - Using his primal elemental magic, Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing movement speed for 4 seconds.
Deals 80/135/190/245/300 (+0.6) magic damage and steals 10/15/20/25/30% movement speed from the target for 4 seconds.
Cost - 70/75/80/85/90 Mana
Range - 700
Great harrasment tool, First skill to level. It steals speed from enemies so they get slower and you get faster, great for pursuits. Also gives a suprisingly large amount of damage early on the laning phase if you level it properly.
Brutal Strikes - Malphite hits with such excessive force he deals damage to units around his target. He can also call upon his strength to increase the damage he does for a short time.
Passive: Malphite's attacks hit units near his target for 30/38/46/54/62% of his attack damage.
Active: Malphite's armor and damage increase by 20/25/30/35/40% for 6 seconds.
Cost - 55/60/65/70/75 Mana
Range - 400
The passive will enable you to farm better early on, the active will give you extra ofensive and defensive power on fights and when taking down turrets. I always level up one point as the second skill, so you can have a bit more power and resistance on fights if needed, but I max it out for last. Never get into a fight without activating this skill, it can be the diference between living or dying.
Ground Slam - Malphite slams the ground sending out a shockwave that deals base damage plus half his armor as damage and reduces the attack speed of enemies for 4 seconds.
Malphite slams the ground dealing 60/100/140/180/220 plus (70% of his Armor) in magic damage to surrounding enemies, reducing their attack speed by 30/35/40/45/50% for 4 seconds.
Cost - 60/60/60/60/60 Mana
Range - 350
Interesting aoe skill, as you get more armour, the damage you do with this skill will increase and you can also use it to slow your enemies. In mid game you can one shot minion waves so it's great for farming.
Unstoppable Force - Malphite ferociously charges to a location, damaging enemies and knocking them into the air.
Malphite charges towards the target area, dealing 200/300/400 (+1) magic damage and knocking enemies into the air for 1.5 seconds.
Cost - 100/100/100 Mana
Range - 1000
One of the most amazing ultimate skills on the battlefield. You dive in to a target location and get your enemies around it flying for a couple of seconds and you give damage to them. Combo goes like this: Brutal Strikes + Unstopable Force + Ground Slam. Use it wisely.
You will benefit from the +15 AP + 14 from Quints to give a brutal harrass early on with Seismic Shard. You also need the mana regen it gives. The HP is a bonus.
Lot's of mana to continue harrassing, Armor to tank and later to synergise with ground slam. The cooldown reduction is also invaluable in Malphy.
Magic Penetration is great on Malphite. Just look at those Seismic Shards reducing your opponents health and you'll know what I mean. Mercury Treads may also be an option if facing heavy Crowd Control.
An extremely powerful item on this build. Everything about it is great for Malphite and fits just right with the purpose of this build.
First time I saw this item I knew it was made for Malphite. Tons of AP + Armor = BOOOOOOMM!!!!! also it's ability can save your *** if you get focused after initiating, I just love this thing!
This is also a great item for Malphite, lots of armor, lots of mana, your enemies get slower and your abilities get faster cooldown times.
what item you buy for last will depend on the opposing team composition and what you feel you need the most
My option in most cases. More Magic Resist, more AP, suprisingly powerfull punches.
Ok so, more armor for your Ground Slam, more magic resist wich is great and a "second life" ability. Overall a more pure tank oriented item
A cheap item that will give you plenty of armor, plenty of ofensive power when using Ground Slam and will keep at bay enemies that use basic attacks a lot (like those annoying Ashe, Teemo, etc).
If your opponents refuse to focus you....just punish them!
Thanks for reading, if you play with this build, please give me your opinion on it.