Malphite Build Guide by Zefirez
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Runes: Cooldown/AP runes
++8 ability haste
Ability Order Ability Order
Threats & Synergies
It's a tug of war with Swain - early he owns your ass. He can pull you through minions and unload nasty damage, finished by his adc or himself. Post 6 things get more even as swain hates hard engage and is not yet tanky enough to withstand your full burst. Later on if he build some defense (especially spirit visage) you won't be able to easily shut him down (especially with ranked ult of his), but he won't be able to easily stop you from destroying his adc. Also be wary of his W snipes - if you're low health he'll try to surprise you with popping it when you're recalling and looking over item shop screen. To summarize early game - really beware, don't become his bitch pre 6 so you don't fall behind and can turn the tables.
Cow has nasty engage, peel and good sustain for his lane partner, making him a very troublesome support to deal with. Losing the poking battle is no issue, as we're really poking for manaflow stacks, not real damage, but getting engaged on or peeled off in split second with headbutt is no laughting matter. Be very wary under his turret, if you try to go ham on adc he may q you, walk behind you and headbutt you into his tower. That being said cow has atrocious cooldowns himself. Once he blows his load and there's not kill, it's pretty free kill on enemy adc. Also if he engages, he has nothing to peel you off with if you ult adc.
Good Thresh is always a menace and especially for Malph, who does not have hard cc of his own till lvl 6. Early game treat yourself as a 2nd adc - where hook = death. That being said, Thresh has one horrible weakness - himself. His waveclear is crap, he doesn't build damage....in short it's pretty clear what you must do - ult bomb the adc along with yours and once that's done, lane is yours. Just remember that Thresh is all about using allies (towers included) to kill you. No allies and no stupid plays around his tower = he's screwed.
Nothing worse then a woman who can't keep her hands to herself. Even a protective wall of minions won't stop her from jumping onto your adc and doing the dirty deed while you can't really peel her off until she's done. That being said ap malph ain't no peaceful lamb himself and can just engage her adc. Also post 6 you hold the advantage - her ult has a big tell, yours is instant. You can literally ult outta her ult before it strikes right into the enemy adc! Don't forget to watch your own ass pre 6. Unlike most supports, focusing malphite to delay his lvl 6 power spike and gain level advantage (less damage taken from his full combo) is a viable strategy and a reason for tanky leona to engage you instead of adc, as she can take the abuse from your lany buddy unless he's Draven or Lucian.
She's the reason you're here. Eveyone knows what fed Vayne can do, but with Malphite she's gonna be getting there over her dead body! Your massive attack speed slow on E is her cryptonite and q will deny her the escape (less so chase due to her passive). Become her gravestone with R + full combo. This is one matchup where you don't wanna overdo the tank part. Being able to shut her down in one combo > tanking her for few moments longer. All that being said, as rarely as one can say this about Malphite - this is a skill matchup. Be wary of walls to not get stunned by her condemn. Avoid ulting if you're in plain sight and she hasn't just tumbled (may tumble away from R). Use zhonya's after R + combo + ignite. don't let her survive off lifesteal, while just denying her attacks would let ignite finish the job.
One would expect Morgana to be top threat for Malph...but that's hardly the case, least for ap Malph. Unless she's a snaring goddess, this match is a ticking timebomb ending in her loss. Blackshield by it's very nature is pretty bad vs Malphite. She can shield only one person - you can ult engage a whole group. On top of that you got good ap scalings and build ap, so she is either forced to pump shield early, losing a lot of damage, or if she ignores it - a single q will tear it to shreads, leaving enemy priority target open for ult engage. Her ult needs a huge setup and will force her to zhonya's lest she be killed. Yours is nearly instant and she might not even make it with blackshield on time.
This guy is nasty. You know the drill - has huge damage, does %max health damage (not good for you), his ult is an anti-grouping tool that feeds off you being along with partner in botlane, and has a stun of his own. Early levels are all about surviving him. Taking small mresist runes is advised. Dodging his skillshots even more so. Remember that his q (the small forward fireball) can stun you only if he recently landed another spell on you and you're "on fire". Also his big aoe damage passive is triggered when he lands 3 consecutive spells on you. If he misses one (and he doesn't have ult on him, or you know it's on cd), that may be your window for some aggression. Once you hit 6 though, it's time to go to town on his ass, as he's squishy, has no mobility and isn't half as good at zoning like for example Zyra. Win or lose in brand lane depends on you and your adc not feeding your assess off pre 6. Do that and his goose is cooked.
Jax is a auto attacking 1v9 monster that is designed to counter auto attack champs himself. Unfortunately he'll be caught between a rock and a hard place when facing Malphite in a teamfight. Your q can mess up his engage. He hops onto you, you q his ass and walk outta his counterstrike range, before he can reactivate it for a stun. Hell, even if he does manage it he still loses. The fact your q forced him to reactivate it early, losing precious time of immunity from your team's auto attacks is a huge risk for him. Then there's your E - Ground Slam. Eating 50% attack speed slow is crushing for auto attack champ. Sure he does have his empower reset, but still it's a big loss for his dps. With shorter timeframe of auto attack immunity, plus longer timeframe needed for a kill, he's already in dire straight in a team fight. And ofc let's not forget your ults. His grants him huge burst of resistances for 8s based on his ad and ap. Well your damage is ap and jax rarely build ap, so it's' gonna be weaker vs your damage then vs ad based teammates. That being said - the real horror for Jax is your ult combined with your kit. If you can escape his engage, or at least survive it long enough....guess who'll have no trouble ulting his ass from a mile away when his own is down and he's just another squisher waiting to be malph bombed?
How do you catch a Yasuo? Easy! Ult his ult! One moment he cannot avoid you is when ulting your team! Then just malph bomb his ass and send another yasuo main back to his base! As for items - the zhonya + morello + randuin's wombo combo works wonders. Other then that typical anti- Yasuo strategy - chase when there are no minions of yours around, never alone, always with team and if something about "Yasuo main" in all chat appeared after killing him...well slip of a tongue!
Pre 6 he is gonna be pretty unhappy (just look at his face in the picture). He wants kills a.s.a.p. usually starting lvl 2, but that dish is not on Malphite's menu till lvl 6. The good news is that he has nice mobility of his own, and does not need a babysitter support. Post 6 is when you're gonna see him grinning. Your ult burst + his burst and mobility = almost guaranteed kills each time you hit your R. And given how his own ult is kinda meh, that's great news for Lucian.
With malph lacking hard cc save ult, you'd expect Sivir to not be a top pick for an adc buddy, but actually she's a very good lane buddy for Malph. Her early game focusing on long range farming is good news for malphite, who just wants to sit through first 5 levels until he ults. Also your q is great for setting up her q. With her spellshield and movement speed passive, you don't have to worry about protecting her 24/7, she's pretty self sufficient there. Once you two hit 6 - you turn into botlane speed demons. Your practically instant engage with your ult, combined with her ult means you'll have no issues chasing down and catchin your enemies, while being very hard to catch yourselves.
50/50 - Varus has long range and great cc with his ult. Your two ults together mean there's gonna definitely be dead bodies there. That being said, he is immobile and needs protection from assassins or other champions that can dive him - something malphite cannot help him with, uless he sacrifices his ult for it.
You two make a good duo, that fills eachother's shortcomings. Your rather weak early and lack of great peeling is balanced by her very strong and oppresive laning phase, along with huge personal safety with traps and net. Her problems arise in midgame, but that's when your massive power spike kicks in. Cait has big trouble chasing enemies, but your ult + q (plus everything else really), makes it easy to catch up and kill them, if there's anything left to kill that is :)
So bad it's actually good! Unless really good, Ezreal is a damn weak adc if not the weakest. Strangely enough this works pretty well with Malphite Ap carry, such as one in this guide! Early game you both just wanna safely farm and not play catch with enemy hooks or engages. On top of that he has great mobility with arcane shift and huge range on his skills which are his primary ways of attacking/farming. Read: he's self suffient for peeling and will not get into dangerous situations unless he's a boosted bonobo. Once you hit 6, things are gonna look up. You ult, he should be able to land his combo and get some real damage off for the kill. Even if it doesn't go perfect, as long as you're building ap and not falling behind - your own damage will do 80% of work. Come lategame when his damage finally goes online, and maybe even some nice cc (Iceborn) he'll be one of the greatest kiters ingame, extremely hard to catch and just as hard to shake off. Combine that with your ult burst and you'll make short work of enemy squishies.
Not the best combo out there. Offense-wise you two are amazing. She has endless slows and her R stun, while you have your unstoppable long rage engage with your ult and rest of your kit. You R, and blow your combo, she ults your target and it's a sure kill. Problem is that she needs protection from assassins and you don't have that, unless your save your ult for that purpose. If you're sure enemy team does not have an assassin or at best just one, you can go for it. Otherwise, something else may prove to be a much better pick.
Her flame chompers make for good cc to peel or to catch enemies when action starts. Zap is also nice for poke and some slow. Still, jinx is very vulnerable to getting caught out and if someone jumps on her (like Leo or Alistar) she's in dire straights. Malphite is hardly the support to save her then. If that happens best you can do is go ham on their adc and hope you two kill it before it kills your Jinx. For that reason i can't really recommend Malph - Jinx botlane. It can work, but if enemy has assassins or hard engage, you're asking for trouble.
Burst (Kai'sa) + Burst (Malph ult combo) + enemy squishies = lotsa kills :3 Kai'sa is great with malph. Early game you're no powerhouses, but she can still do damage of her own with Icathian rain. Her super charge allows her to go in or out, later on with stealth added, making her capable of making her own escapes. Ult lets her quickly catch up to your engage or get emergency shield to survive a bad duel. Early game she's not amazing, but not as vulnerable as some adcs, while Post 6 you two will work great together.
Good synergy. Your q slow will help him land his long range root, and that's something you both can work with even pre 6. Being able to slow enemy's attack speed with your e is also a huge boon for your lane artist since he's stuck with fixed firing rate and nothing pisses Jhin players off more then enemy killing them before their next shot fired, cause someone shoots faster. His ult also works great with yours. You engage, he can shoot them from miles away, without any worry about minion blocks or being killed since he's so far away (provided enemy Zed is not coming to pay him a visit). His traps also provide him nice vision and tools to kite incoming surprise visitors from midlane, provided he's a smart jhin player. Only reason it's not idea is that...you guessed it - enemy assassins + malph supp + Jhin's low mobility (when not after shooting 4th bullet). Well that and the fact he can only count to 4...
Champion Build Guide
I'm a EUNE g3 (atm) support main who plays league since end of season 6, and generally likes tanks with damage and potential to carry themselves. Cause in when low elo, you got only one guy on your team who can carry every game - yourself!
Also shoutout to LoL buddy of mine Hokinton - the guide's picture is dedicated to you bro!
With great power comes great winrate! And the power to be either a tank or a carry or hybrid is defo great, especially on a support who in normal cases is relegated to helping the team and hoping they don't waste his efforts (spoiler alert: they often do).
So here are few good reasons to do the botlane Rolling Stone:
+ monstrous ult engage + combo
+ amazing vs auto attackers (Vayne, Yas, Jax etc)
+ can build nasty ap and still have nice armor due to W passive
+ Is an ap champ (Zhonya's user)
+ simple kit with point and click slow/poke.
+ suprisingly good at getting outta heat when played well.
Here's some not so good stuff about him:
- no hard cc save ult
- bad at protecting adc from assassins, other then going for kill outright
- till lvl 6 you're basically trying not to feed and are in farmlane mode
- teammates might think you're troll or auto filled and worse yet act on it (ban malph or pick support champ themselves, even when you never said you're auto filled).
- falling behind will be severly punished
Lvl 1 jungle play
You start with q and with that in mind - you're not a lvl 1 invade machine, but can offer some ***itance if lvl 1 teamfight breaks out. Generally if there's a vote on invade - look at your and enemy team comp. If you have a lot of strong level 1 cc (Morg, Sion, Blitz, Tresh etc) - go for it. If not, vote no.
If a fight does break out - remember that your q not only slows them, but speeds you up as well. You can use it to catch up and land an auto or two on enemy target or escape yourself, maybe even saving a flash if you're confident you won't die.
If there is no lvl 1 fight, then help your jg leash if he starts botside and needs it, and if not then either ward his buff if there's real danger of enemy jg stealing it, or just proceed to lane without warding.
This choice (ward on your buff or not) is pretty important. Your warding domination rune is ghost poro - so placing wards when possible to get those poros out and extra Ap from that all the way to 30 ap is part of your "get damage a.s.a.p" plan.
But that is a small thing compared to danger of having unwarded lane bush when facing something like Draven + Thresh lane. You must use your own judgement here.
Early to mid game - 4 farms
Saying that pre 6 for Malph is a farmlane is no exagerration. While your adc will be farming minions, you will have farm of your own to manage...four in fact. How well you do on each of those will determine how soon your damage and wards go online and have a huge impact in your ability to carry.
First farm - Relic Shield:
This is your first farm, and a crucial one. Our item of choice is the new Relic Shield. What you're farming here for are the following rewards:
- 300hp + 40ap on item completion
- 1000 gold from passive executes
- 3 stealth wards unlock on earning 500g with passive, 4 on 1000g and item completion.
Keep in mind that our domination rune tree warding rune of choice is Ghost Poro. The sooner you unlock wards, the sooner you'll be able to complete it's mission and net 30 extra ap for yourself (along with 40 ap from it's completion).
Obviously your job is to save charges for cannon minions and then melee minions, trying to make sure you don't miss a cannon unless something forced you to (like a fight over drake). If you do it right around min 15 you should be nearing completion of your supp item.
Remember! Early ward unlock = more vision = less deaths and possibly enemy drakes prevented. And obviously faster push for Ghost Poro mission completion!
Second Farm - Ghost Poro.