Miserable. Can recover from your poke easily, his level 2-3 all-in will hurt, and he can just steal your ult and walk to the sidelanes with it. Almost always my main ban,
If you do want to fight him, switch to Bone Plating+ Shield Bash and get an Oblivion Orb early. Staying mobile and fighting around your minions will allow you to get on even footing.
Zed
Possible to go even with in lane. After 6, he will eat you alive if he's playing right. Try to poke him out with Q early and build Zhonya's Hourglass second. Also worth taking Ignite and trying to all-in with jungler.
Mel
Also miserable. After level 2, she can reflect your q pretty easily, and blast you to bits. Your only option is an all-in with your jungler, and playing safe in lane.
Yasuo
Very mobile, can block out your Q or escape easily if he gets hit.
Evelynn
By the time you're in range to Q, shes in range to blast your apart, and is especially painful in an assassin lane. Not a fun jungler to fight, but at least you can blow her up later if you play it cool.
Twisted Fate
Good range, easy clears, and his ult+tele means he can impact the map better than you can early. In a teamfight though, you can have more impact, so just try and farm up early.
Akali
Irritating. Her movement combined with Akali players taking Shield+second wind often means your poke isn't as potent until you start stacking items. Late game, you both have an equal chance to blow the other up quickly.
Ekko
Laning phase might be chill, but unless you're snowballing and can 1-shot, Ekko can rewind and nullify your burst. Work with your team to burst him out quick, or look for easier targets.
Ahri
Good poke and even better mobility. You might still be able to blow her up quickly at 6+. I recommend getting boots early to dodge her poke and fit in Q's when you can.
Jayce
Aggressive lane bully. He will beat your *** early, so play it cool until your 6. If you played it safe, you can blow him up easily after.
Vel'Koz
Velkoz, along with a lot of mages, end up here. Low mobility+squishy means that if you dodge their pokes (or at least live through them), you can poke them out after your first back, and all-in them for free by 6.
Yone
Potential to be really easy, or really hard. Try and get a lead early, build mana items to poke him out of lane since he can't block things off. If he gets you early, give up and play it cool instead. Farm, and look to work with your jungler to kill him. Generally, this matchup will get easier as the match progresses so long as you both are even.
Katarina
Potential to be really easy, or really hard. Before 6, she's not that much of a threat, but I would still take ignite for the kill pressure. If she gets the lead, she's gonna be a nightmare even when you have ult.
Aurelion Sol
Annoying but workable. Get some mana items and poke him out with Q before going all-in. Early boots can also help if he builds Rylai's first.
Ziggs
Better than average poke, but still squishy and low mobility outside W.
Malzahar
Spellshield is annoying, and any decent Malz will try to use that to their advantage pre-6. Just Q before ulting, or get Luden's to really ruin his day.
Samira
Annoying windwall and doesn't care as much about attack speed, but is easier to take down than Yasuo. Play around her W, and she will crumble when you're 6+.
Sivir
Her Spellshield nullifies your lane poke, but if you can force it after 6, she will die to your ult quick.
Caitlyn
Absolutely will outrange you, and she can E away if you hit her with Q. Go for her support, or just bide your time and play for the all-in at 6.
Aurora
Still learning the matchup here. Her electrocute pokes will hurt, and her spells have slightly longer range than your Q. Stay mobile and tough it out, maybe go with Shield+second wind and she'll fall apart later.
Quinn
All the rage in midlane recently, but you still beat her just as hard as the top lane matchup. Put on a little armor, maybe get steelcaps, trade with your passive+runes up. Her combo when she's under tower can be a little scary...but that's any character with CC under tower.
Pantheon
If you're adamant about playing AP, this is going to hurt. The bonus armor from your passive will help you live, but he can block your Q's with his E. Burstable at 6, but i would bring backup.
Fizz
Fizz's W and Passive make him especially annoying to lane against. Don't go for a trade without your jungler, and try to bait out his W before going for the all-in. Going in major
Gangplank
Easy to bully early, but as soon as he gets sheen and a few items, you're gonna feel it. Punish him early, and work to jump him with backup in the mid/late game. Get an Hourglass early.
Veigar
Veigar is obviously a pushover early. In fact, you can solo-kill by the midgame fairly consistently. Late game, he will absolutely have an insane amount of power. At the point, either you (and hopefully more than one person)
Naafiri
Just as bad as Fizz. W untargetable makes trading in lane a nightmare. The only difference is that 1) Naafiri is a little more predictable, and 2) a little armor makes her bearable in lane.
Vex
On paper, Vex looks like a threat. However, once you get your first back and can spam Q more often, her shield won't mean much, and it won't save her from your full combo. Play it safe early and respect her better range.
Zoe
She pumps out burst damage like crazy, and will absolutely try to dodge your ult with her ult or a flash she picked up. That being said, if you have the upper hand, there's not much she can do. I like taking a negatron cloak just for the defense and tossing out Q's. Just be aware that she might leave and focus on ganking, so react accordingly.
Cho'Gath
Not a bad early lane, although he has better sustain. However, Hail of Blades is dangerous on him, and he can win out most trades if he lands his knockup on you. If he becomes too much an issue late game, get some HP items and setup for your team.
Akshan
Pleasant laning experience. Unless he has his jungler around, he has to play very passively, otherwise you can punish him with Q+E. Keep track of when he's missing from lane with good ward placement.
Syndra
Learning the matchup here. Insane burst, and can zone you out. She's immobile enough to ult, but will come out on top if you can't combo her immediately. Bait out her knock-back in lane, and ambush over walls later.
Lulu
All enchanters are in this tier for support matchups. The issue is that until 6, you're playing as a bad poke mage, and enchanters make your damage negligible.
LeBlanc
Irritating to hold down, and can outburst you AND dodge your ult. Get backup. The upside is she falls off late game while your ult remains useful throughout, and at least your Q's will follow her.
Lissandra
If she's fast, Lissandra can just ult herself, leaving in you in a terrible position. Push her in, and only ult as an ambush or if you have help.
Anivia
She hurts like crazy, and her wave clear post-6 is superior, But, she's slow and has no escape. Fit in Q's when you can, and maybe bring ignite to prevent her escape.
Mordekaiser
Absolutely sucks. He can fight, he can trap you in, he can recover from your poke, and he can get chunky enough to ignore your all-in.
Xerath
Really good range, keeps you on a leash for laning phase. Either play with more defensive runes and items, or just keep it cool until you can all-in.
Azir
Looks scary, but isn't that bad. Your Q slow makes it hard for him to catch up and auto you. His Ult can catch you off guard, so position correctly before ulting.
Viktor
Nasty early damage, can barely trade early. Work on a good first buy instead, boots will let you maneuver better and fit Qs.
Ezreal
A good Ezreal is probably the worst ADC to fight against. If they're smart, they will hold their E teleport for your ult and just zone you out. Work with your team to force it, or just look for Q pokes (buy boots early to match his speed).
Teemo
He's going to be really annoying until your first back, I usually take Second Wind into this matchup. But as soon as you get some more mana, he becomes free gold. Play for poke, and you can usually out-damage his Qs after first back.
Ambessa
Really scary. If she's able to close the gap, her all-in is superior to yours. Use your Q as a deterrent instead of only poke, whittle her down and keep your distance until you can blast her.
Lux
Gross damage and obnoxious poke range, but zero mobility. Stay on the move and predict her E range, and play for poke.
Briar
She's dangerous if she runs you down, but a good Q will allow you to out-run her. If she's getting big, go for an early Hourglass, and try to burst her outside of her E cast.
Ashe
Will always play like an ******* with her poke and slows, not worth poking until you get some mana under your belt. When you can finally pressure, she will pop (be aware that she can fire ult, and you will still have to sit through the stun AFTER your ult).
Dr. Mundo
Just the worst. Outheals your poke, and by the time you get mana to poke, he will be big enough to ignore it. The only reason he isn't Extreme is that you can setup your team to take him down by just blowing up his backline, he can't always 1v5 (so long as you don't feed).
Qiyana
I hate her, but not the worst matchup. You can definitely go toe-to-toe in poke early because of your passive, and a little mana means you can outpoke and even kill her outright. Try following up and ending her roams before she gets a chance to explode other lanes.
Vayne
So free compared to a lot of other matchups. She will try to auto you at any opportunity, but a quick Q trade means she should (ideally) never proc her E. Just watch out for walls.
Tryndamere
Normally a total pushover for Tank Malphite, he's a little scarier for AP. However, Hourglass and some smart Qs makes it much more manageable.
Amumu
Very few junglers DON'T work with Malphite.
Gragas
Mixed synergy as Gragas R can potentially knock away targets.
Zac
Zac E is a powerful followup/setup for Malphite R, but Zac R can knock away targets.
Samira
Samira needs an engage champ to play off of. Unfortunately, your only option for hard CC is your ult, so you're nothing more than a poke mage to Samira until 6.
Seraphine
In a support lane, you setup a lot of good opportunities for Seraphine, for both her E and her Ult. Mid and Late, if you played it well, your combo is devastating.
Veigar
Surprisingly decent. Veigar lives to stack, so Q sets up easy poke for him. In return, his cage gives you an arena to actually get up close and use your other abilities.
Briar
Briar's biggest weakness is getting poked out and chasing people faster than her, and you enable her. Save your ult/q (depending on how you engage), so you can follow up on Briar's stun.
Brand
For most mage junglers, you're just fine. You both are a little squishy, but you both have really good Hard CC.
Synergies
IdealStrongOkLowNone
Amumu
Very few junglers DON'T work with Malphite.
Gragas
Mixed synergy as Gragas R can potentially knock away targets.
Zac
Zac E is a powerful followup/setup for Malphite R, but Zac R can knock away targets.
Samira
Samira needs an engage champ to play off of. Unfortunately, your only option for hard CC is your ult, so you're nothing more than a poke mage to Samira until 6.
Seraphine
In a support lane, you setup a lot of good opportunities for Seraphine, for both her E and her Ult. Mid and Late, if you played it well, your combo is devastating.
Veigar
Surprisingly decent. Veigar lives to stack, so Q sets up easy poke for him. In return, his cage gives you an arena to actually get up close and use your other abilities.
Briar
Briar's biggest weakness is getting poked out and chasing people faster than her, and you enable her. Save your ult/q (depending on how you engage), so you can follow up on Briar's stun.
Brand
For most mage junglers, you're just fine. You both are a little squishy, but you both have really good Hard CC.
Malphite, at least in lower ranks, is extremely easy to play, and difficult to fight against after level 6. Point-and-click slows, good damage, great teamfight. AP Malphite takes advantage of these strengths to play a pseudo-assassin, with terrifying burst power and great wave clear, in exchange for losing his sustained fighting power.
He can also fill a support role, slowing down champs for his ADC/jungler to chase and disabling ADC champs with E. At 6, he becomes a great engage support, and can easily end teamfights before they can actually begin. That being said, you are essentially a worse Maokai in this role, so keep that in mind. You work far better with APCs compared to ADCs.
Note that this guide is still a work-in-progress, and will get more matchups as time passes, especially for support matchups.
Pros and Cons
Pros
> Safe blind pick > Easy to use > Great teamfight initiation > Simple laning phase > Can flex into being a tank > Insane damage potential
Cons
> Stubby range outside of ult > Harder into full AP comps > Ult is fast, but not undodgeable > Immobile on his own > Vulnerable outside of ult > Falls off if severely behind
Early Game
Until your first back, you might have a rough time. Malphite is incredibly mana-hungry, and mid/bot lane has a lot of poke. Your worst matchups are gonna be mobile burst champs ( Zed, Ahri) in midlane and all-in supports ( Leona, Taric). In these cases, play it safe and work for your level 6. In midlane, you can take Doran's Shield if you expect to be poked out a lot more than normal.
Seismic Shard should be saved to poke out your laner when Comet/Manaflow (if you took it) are up, since you need to make the most of the big mana cost. Ground Slam is used for wave clear as well as abusing any potential AD champs in lane.
In both lanes, you're esentially playing footsies with your enemy laner. You can be agressive with your Q, but keep tabs on where the enemy jungler is. In a poke lane, dodging poke is imperative because your Q has deceptive range, but usually is shorter than most spells. Against aggressive all-in bruisers like Mordekaiser, Garen, and Ambessa, you will almost certainely lose the all-in with this build. Use your Q to discourage their all-in or escape from it altogether.
In support, your E can really hurt AA-dependent ADCs, but they can still run you down if you don't play it smart. Work alongside your laner and focus down on one target. It worth picking up defensive boots or Seeker's Armguard if you want to protect your laner a little more by soaking damage.
Q.
Everyone loves Malphite's ult, it's a defining part of his kit. However, if you're serious about playing him AP, you need to learn to use his Q smart. It's decent damage and an equally-decent slow, but it's also your only safe ranged option. It might be tempting to chuck rocks at your laner, but you'll lose everything in lane for it. Prioritize making the most of it by using it only when runes like Scorch+Arcane Comet are up. In riskier matchups like Azir, the Move Speed + Slow is the difference between winning trades and losing lane. If trades altogether are too risky, it might be your only chance of securing CS safely. Think ahead before using your Q...at least until your first back.
Mid Game
If you played safe or even got a kill/assist early, your first back is going to feel great. This is especially so if you picked up a Lost Chapter, with Malignance as your first priority to ult your laner/other lanes more frequently. Now you can play more agressively, spam Q's and punish your laner. If you poke your laner with some Q's, you can potentially solo-kill them with Unstoppable Force. Alternatively, look to roam and and support your lanes/jungler.
Edit 2026: With the Midlane quest in play, look to make the most of your wave clear, even if ite means eating poke. The combination of enhanced recalle+Homeguard changes means you should absolutely make the most of item spikes, especially after Lost Chapter.
If you're behind in lane and can't risk an all-in anymore, work on roaming and affecting the rest of the map. Your ult can flip a fight easily, and even the mere visual threat of a 6+ Malphite can affect your enemies. I recommend taking Lucidity boots early for the cheaper cost and more frequent Q's in this case, as the priority is now supporting others instead of outright killing people.
Late Game
You have one goal: diving squishies. If you got the lead early, you can effectively snowball to the point of one-shotting anyone that isn't a tank or bruiser, and you can still solo kill most of them if you aren't behind. Bear in mind, while this build hurts, it can fall off if the chunkier enemies reach full build, allowing them to itemize better against you.
Edit 2026: With the addition of Ult Haste to Zeke's Convergence, I end up building it pretty frequently to help my team to finish fights. Your burst will only go so far, and this will allow you to stay alive while making you more useful right after.
One Small Note
Sometimes, even if you have a great lane, your team may not. Even when stacking full AP, its hard to fight things like a fed AD toplaner/bruiser jungler. I've had multiple games where pivoting to building armor after Malignance did a lot for me, so it's worth keeping this in mind. Sometimes its worth giving up the comedic one-shot power in exchange for dragging your team to victory. This also becomes an issue with botlane if an AD botlane got ahead, so stacking armor and working with the team gives a lot of value.
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