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Spells:
Exhaust
Flash
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Tale
One day, without warning, a dimensional rift opened, and he was summoned across the cosmos to the world of Runeterra. The transition was painful and terrifying for him, as he was cut off from the song of his people and the Monolith - things that had been ever-present in him since the day he was born. He raged, trapped in the Summoning Circle, as those who had called him made their plea. Runeterra was a world that had nearly been consumed by its disharmony. It was a world that needed champions to bring order out of chaos. It was to that end that the rock-creature was summoned, so that he could aid them in this quest. Looking past his own fear and apprehension, Malphite could see that this was a respectable goal, and one in which he could participate - perhaps uniquely so. Today, as part of the League of Legends, he hammers those who would seek to upset Valoran's movement toward order, especially turning his attention to those that wield chaotic magic. Unfortunately, Malphite has also begun to change, as he has been forced to face his own profound loneliness among the world's vibrant individuality.
Beware, minions of chaos! The Shard of the Monolith has come.
Hey everybody my name is “Os Navikulare” and I want to find a new way to play "Malphite" as solo top.
We all know "Malphite" as perfect jungler or tanky solo top but is it possible to play a strong hybrid off tank Malph? it is!
Before reading this guide I have to complain the PRO's and CON's of hybrid off tank Malph. I can understand why some of you thinks hybrid off tank Malph. is actually a bad option to others tanky top´s.. So let me explain it.
Have fun reading and testing my Guide.
Pro's:
- Awesome initiator.
- Awesome farmer.
- Good chase/escape mechanism with
Seismic Shard.
- Can tank a lot of damage with his passive.
- can bridge a gap to kill carry (carry killer)
- do a lot more damage
CON's
- is not so tanky
- Malph is extremely mana dependant
We all know "Malphite" as perfect jungler or tanky solo top but is it possible to play a strong hybrid off tank Malph? it is!
Before reading this guide I have to complain the PRO's and CON's of hybrid off tank Malph. I can understand why some of you thinks hybrid off tank Malph. is actually a bad option to others tanky top´s.. So let me explain it.
Have fun reading and testing my Guide.
Pro's:
- Awesome initiator.
- Awesome farmer.
- Good chase/escape mechanism with

- Can tank a lot of damage with his passive.
- can bridge a gap to kill carry (carry killer)
- do a lot more damage
CON's
- is not so tanky
- Malph is extremely mana dependant
Why I take
Exhaust and
Flash. Early game I would prefer to have
Teleport for being always in lane and short shopping trips. But I prefer
Exhaust because of the high potential of knocking out the enemy carry with exhaust (see more in the chapter “how to play”). For those of you who say “I would like to take
Ignite instead of
Exhaust” I say: Yes, it’s an option to take
Ignite,
Teleport or even
Surge (still testing surge, I am not used to it).
But never never ever use these summoners:
Garrison,
Ghost,
Heal,
Revive,
Smite,
Cleanse,
Clarity,
Promote or
Clairvoyance.









But never never ever use these summoners:









Early game/laning
In early laning as a solo top, your job is to get as much gold and experience as possible, you can try to zone and kill your opponent. But dont push too hard stay save and onley take a save kill. Buy a early Ward to make sure that the jungler had no chance to kill you.
Mid game/laning and gank
If you became level 6 you can start to push your lane once in a while for help and gank mid.
You can also Ward whose Blue and try to controll/steal them.
But of capital importance is to get as much gold and experience as possible, so you onley do this things if you are dominating the top lane.
Late game/Team fights
The combination of
Unstoppable Force +
Seismic Shard +
Exhaust + a decent amount of normal attacks while slowed stunned and exhausted should kill every carry in seconds. The difference between
Malphite and other Carry killers is the high gap you could bridge with your
Unstoppable Force.
In early laning as a solo top, your job is to get as much gold and experience as possible, you can try to zone and kill your opponent. But dont push too hard stay save and onley take a save kill. Buy a early Ward to make sure that the jungler had no chance to kill you.
Mid game/laning and gank
If you became level 6 you can start to push your lane once in a while for help and gank mid.
You can also Ward whose Blue and try to controll/steal them.
But of capital importance is to get as much gold and experience as possible, so you onley do this things if you are dominating the top lane.
Late game/Team fights
The combination of






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 10 seconds, this effect recharges.

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 70/120/170/220/270 (+0.6) magic damage and steals 14/17/20/23/26% Movement Speed from the target for 4 seconds.
Cost: 70/75/80/85/90 Mana

Malphite starts to hit with such force that his attacks deal damage to all units in front of him. Activating Brutal Strikes greatly increases his Armor and Attack Damage for a short amount of time.
Passive: Malphite's basic attacks hit units near his target for 30/38/46/54/62% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 20/25/30/35/40% for 6 seconds.
Cost: 50/55/60/65/70 Mana

Malphite slams the ground sending out a shockwave that deals base damage plus a portion of his armor as damage and reduces the attack speed of enemies for 4 seconds.
Malphite slams the ground dealing 60/100/140/180/220 (+0.3) (+0.2) magic damage to surrounding enemies, reducing their Attack Speed by 30/35/40/45/50% for 3 seconds.
This ability gains damage equal to 30% of Armor.
Cost: 50/55/60/65/70 Mana

Malphite ferociously charges to a location, damaging enemies and knocking them into the air.
Malphite charges toward the target area, dealing 200/300/400 (+1) magic damage and knocking enemies into the air for 1.5 seconds.
Cost: 100 Mana
Starting Items
Boots 2x
Health Potion 1x
Mana Potion
Early Game
Fiendish Codex sight ward mercury´s treads
Mid Game
Stinger =
Nashor's Tooth
Guardian Angel and if possible
Phage
Late Game
Rylai's Crystal Scepter
Trinity Force
Guinsoo's Rageblade or if you need to go more tanky
Banshee's Veil



Early Game

Mid Game




Late Game




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