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Malphite Reimagined
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Champion Build Guide
Deep impact, that’s the only way I can describe this. Your abilities will reach deep underneath your opponents pores, and much more.

— Malphite the Dexterous — I mean the moving mountain!
Awaken the giant, pull him from his slumber and ruin his home. The positive of this passive mountain is he’s not here to hurt you, but worsen your current state of affairs. Malphite will be felt on the map, literally, impacting it and morphing it in several ways.
DANGER ZONE
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Malphite sent forth a giant Monolith of epic proportions, one could be rumored thrice the size of a mountain, it wasn’t that Malphite could conjure up such an object from his past, but instead any enemies caught in the bewilderment of their gargantuan foe could only feel a giant shadow cast over them. Shortly after this Monolith fell, enemies caught underneath lose vision from the side in which it came, and become stunned. |
Malphite sends out Seismic Shards catching up to his opponent, knocking up and damaging any enemy caught in the path. Seismic Shards stop after a certain distance. Malphite can crush these shards with any of his abilities, dealing extra damage. |
Malphite controls an area of effect skillshot that creates a momentous boulder to fall from the sky. If Malphite is caught in the impact, he will shard off the boulder into debris, crippling enemies near him. Otherwise the boulder will slow enemies. |
Malphite will impale an enemy in melee range with a very sharp rock. Malphite will turn unstoppable and severely pound the rock into the ground several times, each hit sending sonic waves in a large radius, slowing enemies. Malphite smashes the rock faster and faster as it deepens into the ground. Enemies caught in the final sonic boom are severely slowed for an extra second. And enemies still left in the epicenter will become severely ruined. Malphite can instead have chosen to consume any seismic shard nearby, replacing the damage in the epicenter for increasing damage similar to the slow radius before. Instead of slowing it can only damage until the largest tick at the end blows off. In both scenarios, the final remaining nearby Seismic Shards still on the battlefield shatter in the last sonic wave, dealing only damage to enemies nearby those. |
Malphite will enter into a passive state the longer he refrains from using his abilities, slowly a deep imbue of color will seep from beneath the cracks of this monolithic giant. The next champion to disturb this shield will cause Malphite to retaliate and gain penetration resistances from that champion until Malphite can rest again. Malphite will also gain a max % HP shield building up from his core if he hasn’t been damaged in the last 10 seconds. |
Please give this guy a read, I couldn’t figure out any ability names without him. https://www.reddit.com/r/leagueoflegends/comments/7h4zpq/malphite_rework_idea/
The last ability is a quote from The Iron Giant.
My thoughts on feelings
Against old familiarities
Gameplay Snippets
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Malphite will be strong toplane versus melee and weak verse range, he should be neutral against range in mid with a weak roam, but any favorable fight Malphite does roam to; he will be more influential than his former self. Gameplay Skits — A laner’s perspective Malphite tends to be a counter-initiator, a heavy disrupter when provoked.
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A diabolical take on Malphite — Welcome the new wave of Malphite
Balancing |
The best parts were kept, and only buffed. I wanted to also keep similar weaknesses that held back the former Malphite. Not only is Malphite's initiation potential still there, but he now threatens major disengage. With all that in mind, he is also
an AP mage with good scaling and freedom to land his abilities on priority targets. So not only that but he is also a little bit tank.
Where Malphite can feel like he has freedom; his E is a skillshot area of effect, his ultimate can not be compared to the original. Also the ultimate contains a strong fog of war mechanic. Despite not being two reliable spells as they used to be, Malphite scales a lot stronger from ability power than he used to be. An option for tank Malphite players has to be relied on proccing more complicated Seismic Shards still left on the ground. Where Malphite is lacking, he lacks movement speed,
complete initiation, only he can disrupt an engage and lead to further initiation. Malphite also currently lacks the freedom in choosing who he can W or Q as those abilities rely solely on his opponent getting out of them. I made up for both of these unique flaws; so that Malphite can still proc the damage leftover from his Q, and has two set choices on his W that is in combination with his Q and any other lock-down abilities.
How will he be playable | Top Lane? |
The things I look for in a top laner, he can choose his fights carefully, he knows what he can get away with, and can disrupt the economy and tempo of an enemy jungler/top duo.
Malphite acts almost like a support, he scales, and CC has become increasingly valued. It's not that Malphite is in itself a support, but different from a usual fighter he is loaded with crowd control. This can pair well with often most champions. And by that Malphite is not a support but more of an asset. Malphite's new passive now uniquely attacks penetration shields, protecting him for lethality and the sorc boots. And usually stopping both early and late game scaling monsters. Malphite's not great at chasing, but he certainly is at escaping. Hopefully when your Malphite gets ganked he has either his ultimate or Q off cooldown and he can knockup/disengage to safety. Also by this hopefully the Malphite is encouraging enough to disrupt the flow of his enemies and can get in their face more often with his ways to escape. In regards to Malphite's lane opponent, it will rely entirely on Malphite's skill, depending on his ranged or melee matchup. Malphite top really should remain as a comfort pick and can compliment more what his team needs and less to get the ball rolling.
How will he be playable | Mid Lane? |
And what I look for in a mid laner: A mid-laner is somebody that can manipulate the flow of a fight nearing a dragon pit or objective, one where the mid-laner has a free ease of escape and can also position himself on this escape to find the most optimal spot to abuse the enemies positioning.
Mid laners tend to have some form of waveclear, roam potential, big ultimates catered towards teamfighting, and usually are AP. With now special cases of assassins designed to attack the mid laner specifically.
Malphite will get outpushed and roamed as usual verse these sort of opponents, but we look at the usual AP mid laner as a mage who scales into teamfighting with their damaging combos and burst. A reason why he is getting outpushed is he loses his AOE from his old kit, and his new kit would more often than not have punishable cooldowns early game.
An interesting thing to note is Malphite counters the same assassins that counter mages mid, but ranged mages mid counters a slow melee champion like Malphite.
Further Notes and what it means to be a Malphite player.
1 The ultimate, 3x9 monolith dimensions. Champions should never escape flashing backwards when close to Malphite but can always flash sideways. If they flash sideways however they are still close to Malphite's team.
2 Q can't knockup the same opponent more than once every 8 seconds. And this ability will still cost a lot of mana to spam.
3 Malphite's other abilities cost a lot of resources to poke his enemies. But not his E.
4 W gains rapid armor increase as he goes unstoppable. The only ability to gain armor bonuses.
5 His passive comes online as soon as the enemy builds sorc boots.
6 Malphite finds an easy fit against early assassins and early stacking of lethality. Due to this you’d find easy complaints from assassin players or those individuals who choose to permaban their counter.
7 If a champion flashes away from Malphite’s Q, they have to be careful and not flash in a linear line as the traveling Q has potential to land on further ally champions in its path.
8 Malphite’s ultimate would be a very big rectangle. It stands out straight for a second and creates a perception of fog of war then shortly falls in a gracious motion.
9 Low skill players should have trouble escaping Malphite’s knockup but the Malphite player might have difficulty landing the rest of his skills. High skill players will find ease in dodging Malphite’s Q, but are at an inconvenience of terrain being littered with Seismic Shards. Otherwise a more skilled Malphite will have less trouble landing his crucial skillshots, balanced by the opponents individual skill.
10 To focus a tank champion with lots of CC in not becoming a support, I want Malphite to have scaling options. Different from Kayle, Malphite should come online a lot sooner because of that CC.
11 His Q actually is in close relation both to Daisy and Braum’s ultimate. As well as Nautilus'
12 Malphite can choose to either use W on a champion or seismic shard.
13 His R really has those turn your head moments. It is an ability that never commits Malphite to the fight, but it does have a lot more impact to say the least. Plus I find the fog of war an interesting addition.
14 Despite weakness in tough to hit abilities that always reach short of max potential damage output, I consider Sion a balanced champion of this. In an example of Sion, however with more leverage to Malphite when AP scales better into the late game.
15 Malphite is inherently more defensive than offensive, which is what I like to look at in a champion like him. Consider twice when laying siege against a Malphite and all of a sudden you see a huge wall fall on you.
16 Yes Malphite can still counter a full AD team, not only that, but he can even counter a full AP team.
17 Remember, Q is a knockup effective in short range, threatening future damage with altered terrain. W is an unstoppable auto attack for several seconds punishing players standing still. E is no longer a punch but a mage’s skillshot. R would become an iconic figure from Malphite’s lore. Passive is natural tankiness relevant to Malphite’s personality.
Summary |
To finish up on quick word. Malphite is more layered, and no longer feels like Homer Simpson in a nuclear factory.* Consider Malphite to be a calculated mage. A think-tank.
*Ultimate broke into 3 parts, moved to Q, E, and R; current R is initiation/disengage (disengage new), with fog of war (new) and a 5 man stun (kept but surface area increased with longer cast windup). Ult skillshot moved to E, no initiation required, same attack speed debuff only slightly conditional, no armor damage scaling. W keeps old ultimate’s name, regards to how you fight, single target or mass disruption. Q is the same with major buffs and a varying weakness, can now multi-man knock up, and leaves a trail that can proc for increased damage, leaving tank damage output viable; will no longer travel boundlessly but must stop traveling after a certain distance, can flash out every time(unless sideways). Passive nerfed against one side of the spectrum — Armor; old shield stays the same with now morphing Malphite’s old passive from W into the current passive, so realistically, it is an HP shield with an added bonus adaptive shield to Penetration damage, not flat armor or magic resist, but armor and magic resistances to items and abilities that ignores current MR and Armor. New passive nerfed early game but buffed lategame, and still punishes teams which sway too heavy into one damage source.
Thank you for reading summoner. That concludes this series of Reimagin-ings, there won't be any more "guides" from me for some time now.

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