Malphite Build Guide by Alpha Potato
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
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.
+ // High damage, while remaining tanky
+ // Slow with relatively short cooldown
+ // Extremely fast jungle clear time
+ // He's a rock
- // Ganking is weak until 6
- // Somewhat low damage until Atma's Impaler
- // Mana dependent early game
- // Very Lame Dance
Greater Mark of Lethality
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Lethality
|Greater Mark of Desolation Armor penetration is a great stat to have as any AD Character. Also, the jungle creep do have armor, making clear time faster.
I think this is absolutely necessary for jungling. Your sustain in jungle will greatly improve with all the level 1 armor. I pick this over Greater Seal of Defense because that armor is most important early game, and you'll only be getting a fraction of what is needed in jungle with the armor per level Seal.
Magic resist is NOT needed in jungle, therefore its worth it to have the extra magic resist at level 18 as opposed to Greater Glyph of Magic Resist like I did with armor.
Greater Quintessence of Desolation Again, armor penetration is very needed for AD. This will make your jungle clear time faster and improve damage throughout the game.
I've tried quite a few other runes: Greater Quintessence of Movement Speed, Greater Glyph of Scaling Cooldown Reduction, Greater Mark of Attack Damage, ect. The runes i've chosen for the build are great for giving you great clear time, and good armor/magic resist for tanking.
A pretty standard Defense build (Picking up the jungle masteries) Then going into offense to pick up the extra armor penetration.
Necessary for jungling. Shouldn't have to think about this choice. Get it.
My favorite spell, great for closing gaps, running away, all around a great utility.
Good alternative to Flash, Great for getting across the map quickly to gank. (Oh Malphite just ganked mid - we're fine bot for a little while. WTF HOW'D HE GET DOWN HERE SO FAST?!) Ghost. Good choice.
Not the best pick, but it can work. I use my Seismic Shard for the slow. But exhaust works better for a 1v1 fight, and it lasts longer than the slow from your shard.
I've seen this work pretty well with practice. There are a few different ways it can be used. You can teleport to a lane if someone is going to lose it (specifically early game). Also, you can use your Wriggle's Lantern to place a ward in a bush, teleport to the bush, and gank quickly. Again, some junglers have mastered the art of ward ganking, but it takes lots of practice and I don't recommend picking this up if you are new to jungling.
You should be tanky enough to afford to take debuffs and disables. In addition, you get 10% reduction in your defense mastery, and you will probably build Mercury Treads for tenacity.
Attack speed - not necessary, Ability Power - not necessary.
Blue buff will give you enough mana early game, late game mana issues won't be much of a problem.
This could be useful to finish off kills, but it just doesn't compare to the mobility of Flash and Ghost. It may be a decent choice if the enemy team is very health regen dependent. ( Volibear, Dr. Mundo, ect.)
Again, rarely used, and should be used if your support. Can be used to reveal enemy jungle and buffs for counter jungling.
No one should ever use this except maybe a support.
It could be helpful, but I wouldn't really consider using it. Definitely prefer Flash.
Never. This is literally for someone who plans on dying a lot... Do you plan on dying a lot?
The above items are going to lean towards the Offtank/Damage build, which will be more commonly used when you play jungle. (Most jungles are an AD carry and your main tank will primarily be bot support or top). When playing as an offtank, I wouldn't stray from this build too much. You basically build into your jungle utility Wriggle's Lantern, Warmog's Armor for your health and sustain, keep in mind the fact that the earlier you pick up Warmog's, the earlier in the game you can get that bonus 350 health. Then I go Atma's Impaler to build damage off the Warmog's. Finally I build a Frozen Mallet for the slow, the health, and the damage (My 3 favorite stats)
This is the point that I choose whether to build tanky or to build more damage.
I choose these when the enemy team is AD heavy AND is fairly weak on crowd control. Otherwise, stick with Mercury's Treads
Again, great against an AD heavy team. If you pick this I would recommend replacing with Randuin's Omen
Force of Nature
A counter to an AP heavy team, or if you are going into your tanky build and feel like you need that extra movement speed. (I build Malphite for max hp, I don't focus near as much on health per 5). Replace with Randuin's Omen
A good alternative to Randuin's Omen but you take a loss in armor and health. The big decision here is whether you want to slow everyone with Randuin's Omen, or if you want to give the team a speed boost with Shurelya's Reverie. I definitely like the slow better, but that depends on your play style. Again, replace with Randuin's Omen
I only pick this up if the game goes a VERY long time (more than 50 minutes) and the respawn time kills you. Even then, I prefer to keep my Randuin's Omen for the better stats. But some may prefer Guardians, and it works. Once again, replace with Randuin's Omen
Maw of Malmortius
This item is viable for either the tanky route or the damage route. Good when you want to maintain some damage and take some magic resist. Very situational item, the shield can be nice, as well as having extra damage when low health. Replace with Infinity Edge
(Currently being tested) This would replace your Atma's Impaler in the damage build. I'm currently testing this option to see how well it will work. You end up with more AD, and a nice boost of life steal. Will update after I try this out a few times.
Choosing to build Tank or Damage
After you build your Frozen Mallet, you build your final 2 items as either tank or damage (Shown in items category above).
When to choose damage
A) You have a tank laning
B) That tank can initiate, is keeping up with levels, and getting fed in one way or another.
C) Make sure its necessary
When to choose tank
A) You DON'T have a tank laning
B) If you DO have a laning tank and he is not keeping up in levels/feed
C) Make sure its necessary
Skills and Abilities
Ground Slam and saves your mana. Also activate this when you get into the thick of a battle, especially when your being focused.
Seismic Shard if I have almost no mana and need to pick a spell.
Jungle Route/Guide (Early-Mid Game)
1: Blue Buff:
As Malphite you are going to want to start at blue buff. Have someone leash you if possible, and ask people to protect your blue. The mid character should be at the bush in the river to be able to see any invaders before they even get into position. Have the laner(s) from bot or top lane stand by the river as well (Check yellow diamonds on map below for where to protect). Do NOT smite until the golem is under 500 health. The reason for waiting on the smite is because if they are counter jungling, it is much easier to steal your blue if they wait until under 500 health and smite it, without you even seeing them. Wait until less than 500 health, than smite.
2, 3, 4, 5: Wolves, Wraiths, Twin Golems, and Red
As long as your protection left after you started hitting blue, you should be level 2 after killing them. Train your Brutal Strikes and move to wolves (2). Activate Brutal Strikes (Only because you have blue buff) and clear them quick. Move to wraiths (3) and clear those. Run past red and move to twin golems (4). (If you are moving as quickly as you should, Smite will still have about 20 seconds cooldown by the time you get to red). Finally pick up red (5) with smite and move to wraiths again.
*The Yellow Diamonds represent where your protection should go (Mid and Laners)
*The Black Circles represent options to place wards from Wriggle's Lantern
I typically have better luck using the second gank option. The enemy will have a better sense of security if you don't use your Unstoppable Force when the fight starts and may fight back. Then you have more time to beat on them before they decide to start running, which is the best time to use your ultimate. It takes practice, but just pay attention to your lanes and for people that need your help.
Team Fights (Late Game)
Late game nearly always comes down to team fight and focusing, and Malphite doesn't change anything about that.
I hope you enjoyed trying out my guide! Please rate and leave a comment for me. Again, i'm very open to any suggestions you might change or fix in my guide (Keep in mind its my first one!). Please don't down vote until you have tried it at least once after reading through the entire guide. Its only fair to rate the whole guide, not just the item build at the top! Thanks!
*Special thanks to 99WillPower, MrSkeletonBones, WarDeathFamineP, LeSteiny, and McCradd for their input and proofreading of this guide.