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Malphite: Rock Solid
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Spells:
Clarity
Exhaust
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Items
So basicly this is a very fast but very good guide for new players thats want Malphite as a Tank.
With this build i mostly have good stats. Like 9-0-10 11-3-12 Etc etc.
So i start with a Dorians Ring. This gives me Mana regeneration at start whitch is good since he hungers for mana at start.
As boots i pick the treads just to lower the stuns and a kick on the magic resistance.
Depending on who i meet i go for Sunfire (AD) Or banishes (AP).
Sun fire gives a burst in AD are are very good for tanks since it dose AoE damage, 50/sec.
After that if i meet AP champs i take Force of nature. This gives my huge magic resist and some good movement speed.
And ofcorse.. If i meet AD champs i pick Thornmail. Huge Armor and i return 30% of the damage to them everytime they attack me.
Cons:
Great tank
Great solo
Great passive (10% of HP becomes sheild)
Can deal damage
Steals movement speed
Negs:
More AD tank then AP
Golems are bigger :(
For summoner spells i pick Clarity And Exhaust
Clarity: An awesome summoner spell for Mal. Since he is mana dependent this is a must if you want harras you enemys (Q spell deal great damage at lvl 3)
Exhaust: This is not a must but is great if you want to whoop someone or in teamfights.
Pick if you dont like those:
Heal:Gives a fair ammount of health and are great to suprise you'r enemys at start.
Teleport: Great for not loseing EXP or if you'r on a solo lane.
Fortify: If you want this make sure to spec on it!
Clairvoyance: Great teamwork spell.
Dont even look at:
Ghost: you'r Q and Defensive spec gives you more then you need.
Revive: You wont die so dont pick it.
Flash: No reason to have it.
Clarity: An awesome summoner spell for Mal. Since he is mana dependent this is a must if you want harras you enemys (Q spell deal great damage at lvl 3)
Exhaust: This is not a must but is great if you want to whoop someone or in teamfights.
Pick if you dont like those:
Heal:Gives a fair ammount of health and are great to suprise you'r enemys at start.
Teleport: Great for not loseing EXP or if you'r on a solo lane.
Fortify: If you want this make sure to spec on it!
Clairvoyance: Great teamwork spell.
Dont even look at:
Ghost: you'r Q and Defensive spec gives you more then you need.
Revive: You wont die so dont pick it.
Flash: No reason to have it.
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