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Malphite Build Guide by

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malphite: the tankiest carry

Last updated on June 8, 2012
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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.



Offense: 0

Honor Guard

Defense: 21

Strength of Spirit

Utility: 9

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Hello, this is my first guide on mobafire, Malphite, the tankiest carry. Now basically this isn't you run of the mill guide, I am not just going to throw you a build and tell you to go crazy, no, I am going to give you tips on what to do in any situation, what combo's to use against certain enemies, what to build if you are against certain people and most importantly, how to carry like a frickin bawss.
this is version 1 of the guide, I am yet to implant a great deal of what I want to put into it as of yet. Think of this as the malphite go to guide beta, it will get much better but you might have to wait a little bit

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About malphite

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.

-incredibly hard to kill
-can carry like a bawss
-very powerful if built tanky
-skillset makes him awesome at chasing and running
-amazing early and mid game
-awesine farner

-hard to master
-takes a while to master some of the pro stuff
-damage drops out a bit late game
-hard to escape ganks
-very mana dependant early game
-doesn't snow ball like renekton or leblanc

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Malphites skill set gives you a very diverse amount of utility and defensive abilities. For example some people think that his q is there to poke with and to get kills with but the slow and speed steroid works amazingly, pop it on a master yi and you will run faster than a rammus on a sugar rush. Use your w as soon as you see the enemy going to attack, you will be tankier when he comes at you. pop your e for farming AND when fighting ad carries, the little attack speed side effect is often forgotten. Don't be afraid to use your r to run away when the going gets too tough.

(Active): Malphite sends a shard of the earth through the ground at his target, dealing magic damage upon impact and slowing them for 4 seconds. Additionally, Malphite will increase his own movement speed for 4 seconds by the same amount of flat movement speed that the target lost. ■Cooldown: 8 seconds
■Range: 625

Cost: 70 / 75 / 80 / 85 / 90 mana

Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.6 per ability power)

Movement Speed Stolen: 14 / 17 / 20 / 23 / 26%
This ability is your bread and butter, spam the heck out of it. Basically this is what makes malphite so good at chasing and running, throw it at the enemy and watch as you shoot towards them. Harass with this ability as much as you can. Put a point into it at level 1 and max it by level 9.

brutal striking
(Passive): Malphite's autoattacks will splash, dealing a percentage of his attack damage to nearby enemies. ■Splash radius from target: 200

Splash Damage: 30 / 38 / 46 / 54 / 62%

(Active): Increases Malphite's armor and attack damage by a percentage for 6 seconds. ■Cooldown: 14 seconds

Cost: 50 / 55 / 60 / 65 / 70 mana

Attack Damage & Armor Bonus: 20 / 25 / 30 / 35 / 40%
Now this ability is what makes malphite incredibly awesome when farming and in teamfights. Pop it when you about to fight an enemy champion or when you are running, it doesn't take any time to cast and is a very well needed armor boost. Also, just before using ground slam use this to do tons of damage (phreak). Put a point into this at level 2 and max it last thought since team fights don't become very deadly until late game.

(Active): Malphite slams the ground, dealing magic damage to all nearby enemies and reducing their attack speed for 4 seconds. ■Cooldown: 7 seconds
■Radius of AoE: 400

Cost: 50 / 55 / 60 / 65 / 70 mana

Magic Damage: 60 / 100 / 140 / 180 / 220 (+50% of total armor)

Attack Speed Reduction: 30 / 35 / 40 / 45 / 50%
you see that nasty master yi/tyrndamere/varus/jax/vayne coming your way? get right up to them and ground slam their face. This ability is simply amazing, it synergiese so well with you w and is incredibly powerful against those jack-*** ad carries. max it right after your Q.

(Active): Malphite charges to the target location, dealing magic damage to all enemies in the area, knocking them into the air and stunning them for 1.5 seconds. Malphite cannot be interrupted during his charge by anything except his own death. ■Cost: 100 mana
■Range to center of AoE: 1000
■Radius of AoE: 325

Cooldown: 130 / 115 / 100 seconds

Magic Damage: 200 / 300 / 400 (+1.0 per ability power)
Have you ever been strolling around in your lane and then suddenly an enemy champion just jumped out of the bushes and proceeded to rape you? now you can do it to with this amazing ultimate. This ability is incredibly useful, use it iniate team fights, start a 1v1, get a triple kill (has happened many times) or even to get your *** out of a sticky situation (not recommended but if neccesary, do eet). Max this whenever possible.

(Innate): Malphite's skin innately produces a layer of rock as a shield which absorbs damage of up to 10% of his maximum health. The shield will recharge if Malphite has not received damage in the last 10 seconds.

Granite Shield is a passive ability that grants Malphite an absorption shield with a strength equal to 10% of his maximum health. This shield refreshes to full strength when Malphite does not take any damage for 10 seconds.

this ability is what makes malphite, malphite. Basically this lets you win every single harass possible, get out of team fights with full life and have a hidden heal up your sleeve. It has happened to many times that a stupid ap carry has chased me on low health only to find that I just regenerated about 500 health and am about to punch his front teeth out. Use eet.

this should be how you max your skills
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Malphite, Shard of the Monolith

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masteries on malphite should aim towards defence, I go for a 0/21/9 on malphite so that he has more utility and defence for early game. In addition with my masteries he goes very fast early game


this may seem a bit wierd but it works for me very well. the extra movement speed really gives you an edge early game (in chases and such)
the extra defence is mostly there to survive in lane, you really need to farm earlier if you want to be awesome later game. Malphite has an awesome early game but his late game falls out, make sure you can stop this from happeneing!
the extra mana and regen is for early game, you need it. full stop. this is not debatable, mana is in demand quite a bit early game so make sure you take this in your masteries.

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for runes I go magic pen marks, flat defence seals and mana regen glyphs.
for quints you can use a variety of things

movement speed- very good for early game, if you find yourself roaming

flat health- you will dominate your lane with a regrowth pendant because of he sheer amount of stuff it takes to kill you

AP- not as valid but very good if you intend to be more of a carry, if you find that you are not doing enough damage or would rather do more get these.

other marks, glyphs and seals work too, experiment around to best adress you weaknesses with the champion.

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here is the meat of the guide, items are very important.

early game
[regrowth pendant] and 2 [health potion]s will serve you well, you might never need to get out of lane for the first 10 minutes if you ration your mana carefully

alternate starts
[meki pendant] and 2 [health potion]s, this will give you some very much needed mana regen and good health sustain but don't expect to keep in lane forever

[boots of speed] and 3 [health potion]s, a good start for any champ

[doran shield], I do not recommend this for any champion because dorans just aren't good for a start but go ahead if your dominating your lane (or will if you know you can deal with the champion you are matched up with)

mid game
[chalice of harmony] this item is neccesary, it builds into athenes unholy grail, one of the best items for ap tanks in the game. buy it.

[mercury threads] / [ninja tabi] you need boots, mercury threads for ap heavy or hybrid teams, ninja tabi for ad.

offensive itmes
[blasting wand] get this if you want to blast around the enemy more

[kage's lucky pick] very good item, buy this if you are roaming around more and need the money but sell as soon as its made its cash back (3 kills or 15 minutes)

[needlessly large rod] if you can afford it and are winning everything, this will make you win harder

defensive items
[glacial shround] get this if the enemy team is ad heavy, build it into a frozen heart

[warden mail] if you need the sustain, then this is your item!

[giant belt] this is the item I usually get so I can rush my warmog and take full affect of it since early game, still, your choice

[spirit visage] enemy team waaay to ap? get this, but I would recommend selling this for a force of nature once the rest of the build is finished.

[megatron cloak] I would personally never buy spirit visage over this and a regrowth pendant but thats just me, I can see why you would use spirit visage but normally I like the sustain more. grab this if you want an early [force of nature]

Late game
[athene's unholy grail] This item is the bomb, I would use this in every build, definetly go for this

[mercury threads] necessary. full stop. this or ninja tabi, discussed before

offensive items
[zhonya's hour glass] this is a good item, gives you defence and ap. Get it for the extra stopping power

{rabadon's deathcap] screw the man who said this should not be taken on tanks, if your team is filled with noobs and you want to impact the game pick this up as it is viable on anyone who uses ap (on more then one or two skill, don't get this on hecarim)

[abyssal scepter] meh, its a good item, aura is good, ability power is good, go for it if you want to

[rylai's scepter] very good item, grab this if you feel you could use some health but you are comfortable enought (aka fed enough) to be more offensive

[trinity force] good on everyone :P, get this if waht you need is varied enought to give you a head ache.

defensive items
[frozen heart] do I really need to explain? if I do I would say that the mana, cdr and armor on this thing are amazing and the aura is godlike. Get on a hybrid or ad heavy team

[force of nature] yup, movement speed, health regen, magic resist, whats not to like? get on a hybrid or ap heavy team.

[soul shroud] just kidding, next

[warmog's armor] You know you want to. get for any kind of team that does waaaay too much damage

[sunfire cape] very viable choice, grab if you need health and a bit of stomp, malphite can stick to enemy champions very well

[aegis of the legion] exceptional item, this should go in core is how good it is. Any kind of team.

[randuin's omen] another item that is very good and should go in core, it gives health, armor, health regen, cdr and an awesome slowing aura. grab this for glroy and any kind of team.

[gaurdian angel] this item is on top of the list honestly, grab it late game, make room, I don't care you need one of these. Again against any team.

[banshee veil] very nice item, get this if you are having trouble against ap carries like brand, leblanc etc. also useful against champions with high damage stuns like renekton or sion.

note that you should change items depending on situation, don't follow this list (or this guide) like a bible.

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so this is the end. I only just began work on this guide and it is my first so go easy on me, I will come back and bling it up every few days so it should get a lot better.
thank you for reading this dreadful thing so far, I hope you enjoyed. I'd show you my k/d's but they have been drowned out by galio games (expect a guide)

please leave feedback and don't downvote unless your reason is actually a good one.