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Malphite Build Guide by rise

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League of Legends Build Guide Author rise

Malphite Bam (Tank)

rise Last updated on September 7, 2011
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Top Lane
Ranked #6 in
Top Lane
Win 52%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.


Brute Force
Improved Rally

Offense: 0

Strength of Spirit
Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

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This is my first build on mobafire so sorry if it doesn't look amazing. Malphite was one of the first champs i bought when first starting out. He's not the hardest to play once you know how he works.


There is a world of perfect harmony, where all are part of the whole. The Monolith is the essence of all creation, and its denizens are but singular pieces of it. It is beautiful in its symmetry, and in its almost complete lack of uncertainty. The rocky beings that live there know their place and work to fulfill their duties to the fullest extent, functioning almost as a superorganism or hive. Malphite has always strived to live up to his full potential, as his own personal part of the whole, serving the role of a distinguished creature questing to enforce his people's flawless vision of order.

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.

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Pros / Cons

-Great initiator with ult
-Strong staying power in lane with passive
-Good harasser early game

-Mana dependent, so you pretty much need clarity
-Need to have teammates who know what to do after you initiate

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I get magic pen marks for early/mid game harassment. I like to get hp quints which is good since your a tank, but you can also get armor, magic resist, or movement speed quints. I then get armor seals and magic resist glyphs for the extra defense.

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I pretty much use the standard 21 in defense and 9 in utility build for the exp and regen. You can also go 9 in offensive for more damage early game. It really depends on how you like to play.

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Summoner Spells

Exhaust - great for wrecking auto attackers like ashe and ensuring a kill
Flash - good for escaping or chasing especially flashing through walls, all around great spell

Clarity - cause malphite is so mana dependent
Ghost - some people prefer this over flash as its great for chasing
Fortify - Its always nice for someone on the team to have but i almost never get it
Teleport - Good to be around where the action is and also good for ganking

Heal - Good if your just beginning and tend to die a lot, but the ones listed above are more useful.
Cleanse - can be useful for getting out of sticky situations, but i think that mercury treads are enough.

Ignite - Your a tank not a carry.
Smite - Only get if your jungling witch this guide isn't for.
Revive - Can be useful, but you shouldn't be dying that much and other spells are a lot better.

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Starting Items:
Regrowth Pendant and mana/health pot - builds into force of nature or philosophers stone which helps for lane sustain and gold per 5 helps.

Merc Treads/Boost of Swiftness - I usually take merc treads if the other team has more than one cc. Otherwise boost of swiftness is great for chasing and harassing.
Sunfire Cape - I usually rush this because its great for farming and gives u decent dps in team fights.
Abyssal Sceptor - it gives you a nice damage boost and helps out your AP teammates.

Pretty much your standard tank build. It will vary each game depending on who you are playing against. If someone on the other team is getting fed, u should gets some armor in that category.(magic resist for ap and armor for ad) It doesn't hurt to look at what the other teams buying to counter it. I like to rush either a sunfire cape or abyssal scepter for better damage output earlier depending on the other team.

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SEISMIC SHARD - great for harassing early game and chasing with the movement steal.
BRUTAL STRIKES - nice passive, always use first when starting a fight.
GROUND SLAM - great for farming especially with sunfire cape.
UNSTOPPABLE FORCE - awesome for iniating, but make sure your teammates know what to do afterward.(who to focus)
GRANITE SHIELD - makes malphite a strong laner, just step back and wait for 8 seconds for it to recharge when damaged.

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Thank you for reading looking at my guide. Please rate let me know what you think in the comments.