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Spells:
Flash
Teleport
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Introduction - Guide updated
This is a guide on playing

I hope you'll do well with the build, because I've had great succes with it.
This is mainly because I am The Coon. <- (Spoiler!!!)
This guide is updated for patch:


What you will need to know and be able to do will be explained throughout the guide, but here is a short list:
1) Know your role:
- You need to know that you are the primary tank for your team and therefore it is your job to initiate fights and to protect your team -> Don't leave your teammates to get a kill, unless you've already won the teamfight and your carries aren't no longer in danger.
2) Be able to farm:


3) Do not waste mana:
Despite the fact that you get an early Philosopher's Stone, you still won't have enough mana regeneration to be able to spam your spells like there's no tomorrow. Only use


4) Remember that your ultimate can be stopped:
If you waste your initiation, your team is pretty much ****ed. At least in an even match. Try not let that


5) Do not steal kills from your carries:
They simply need to be more fed than you do, since they have the carry potential, while you always have your

Other suggestions to list here, write them in a comment. :)
- Awesome initiater.
- Awesome farmer.
- Good chase/escape mechanism with

- Can tank a lot of damage with his passive.
- He doesn't necessarily need a lot of HP, but it is good for your passive.
- Great ganker.
- Scales pretty decently into lategame.
- Has a constant ******* -> Chicks dig it (Ask Lux, Miss Fortune etc.)
Cons(Failwhales):
-

- If you want a lot of armor and magic resistance, your HP pool will be low. This will make your passive less effective.
-


-




or


is the best summoner spell combos for

I do not recommend using

I recommend using either



(CORE)
I use this in every game now. This is awesome for escaping and chasing. It can be good to use





It is okay to use it against single heroes in the beginning, but when late game begins only use


(Recommended for duolane with DPS champion)
- Awesome spell for Malphite, since it can be used to block out an enemy carry in a teamfight. It is also usable in laning phase to either pick a target to kill or to protect your laning mate from getting killed. It can be used in 1v1 to get a kill or to get away.

(Recommended for solo top)
- This will make you sick at setting up ganks at level 6. Malphite is a great roamer, but teleport will make him get to "hot-spots" faster and therefore, you might surpise enemies more. Also good for solo-laning, since it will get you back to your lane quickly.

(Recommended if your team lacks ignites)
- For eating up the rest of an enemy's HP to kill him/her. Also helps to stop champions as Mundo and Swain. Better on a carry that needs kills more than you do, but still a somewhat viable choice.

- You gotta love this passive! During early game it makes Malphite very hard to harras and kill. If your shield is down just go back for 12 seconds and the shield is up and running again. As it scales with HP, you can also run with 3x


- I pick this ability first, because I want to harras my enemies right from the start of a game. It is really good for harrassing and chasing. Especially with





- Nice ability, which I get in level 4, because it benefits your GS. The passive can make you kill 3 ranged minions every time you use


- This is such an important ability. It is excellent for farming, especially when you have




- This awesome ability is what makes Malphite my favourite champion. It is a very nice initiating spells. Combined with





Runes





Mark - Magic Penetration x9
- I want to be able to harras with shards early game, in order to get fed. The mgc pen will help you harras squishees. Many are surprised how much the shard can damage early-game if you have these marks.
9x


Seals & Glyphs: I go for armor and magic resistance with seals and glyphs. Obviously because I am a tank and I want to be able to stand against AP and AD heroes in early-game. Since you will get tons of armor and magic resistance in mid-late game, I focus on having some survivability in early game, where you need to be able to sustain in you lane.
2x


- Since you won't use

- Magic resistance per level will help you against casters in lategame. Your build will naturally provide more armor, so this rune will help you have a more equal scaling between magic resistance and armor. Also helps against solo top AP bruisers.
You can also go with HP quintessences or MS quintessences, but I prefer MP,MR and armor, since that scales well with your early game and Malphite's passive is nerfed, so HP is not as good in early game as before.
There are alot of different ways to build
Malphite:
Start of with:




This is the build I use the most on

Philosopher's Stone
- An insanely cost efficient item, which provides great sustain and furthermore it gives gold every 10th second. Awesome and cheap item.
Mercury's Tread
- It gives early magic resistance, which can be highly needed if you face a strong caster in your lane. Furthermore it provides the most tenacity in the game, which greatly hels you soak up some damage and still maintain some mobility in teamfights. Just the best boots pick on a tank.

- Gives tons of great stats on

-> Mana - he is mana hungry like hell.
-> 99 armor - The second most in the game - boosts your survivability and damage output.
-> Cooldown reduction - Lets you initiate more often, which will set up more kills for your carries and give you the opportunity to force more teamfights (if you want to do that).

- Great item on initiaters. It will block one spell, sometimes it can seem useless if the shield is removed by some insignificant spell, but other times it will be really beneficial against heavy CC's, like for example Ashe's ultimate. It also provides mana and HP, which are both great stats on


- In my opinion the best item on initiaters in the entire game. The active simply works wonders with




- Simply for more defensive stats against casters, who are quite strong at the moment. Fortunately for tanks,

It also gives tons of HP regeneration, which is great in the aftermath of fights, where you either need to push or defend, depending on the outcome of the fight.

- I've started to love this item on

If you feel that it doesn't provide the survivability, then grab a more tanky item like:



Build 2 - Solotop Malphite
Item Sequence














Differences from build 1:
1) Start with

2) Grab


Finish with the item you feel suits you best against the enemy team.
Build 3 - Against Heavy Physical DPS
Item Sequence
















1) You get Ninnja Tabi for the dodge chance. It will greatly help you in late game against champions as



2)


3) Thormail - Really strong item against heavy physical DPS teams and it's rahter cheap.
Finish off with an item you find best in the given match.
Build 4 - Against heavy caster teams
Item Sequence
















Differences from build 1:
1) You rush

2) You grab




3) You grab



- I prefer this over Banshee's in some situations, since this item is way cheaper and it allows you to decide when to "cleanse" - It can get you out of any CC, even Warwick's and Malzahar's annoying ultimates. It also removes ignite and Mordekaiser's ulti. Simply one of the best and most underused items in the game.

- If you face a lot of AD champions get this item. It's passive will make them shut their stupid mouths and make you really tanky, due to the 100 armor (the most from any item in the game!!)

- You initiate, you you are in the middle of the heat. This will help your caster, make you deal more damage and also give you a decent amount of MR, against casters and generally just spells, scaling on AP.

- This will boost your passive like ****. It will also make you really tanky against casters and champions without Madred's. Just remember to get MR, if you have this item and the enemy team has some Madred's Bloodrazors. It is also really expensive, so consider this choice wisely.

- This item provides nice tanking stats and it's passive can be nice. (CAN be). However, you will often be the last man standing, since you have no hard CC like taunts, to keep enemies away from your teammates. So if you reach a point where you die, you will probably get killed again. If you don't feel this way, then this item is awesome, really awesome. It can be a lifesaver, but also a waste of money. It's risky, but can be worth it.

This can help your team, if you're struggling with winning the teamfights. Furthermore it gives decent stats. I rarely use it, but it can be useful if you don't have a supporter, who has it.

- If you face two squishy enemies in your lane, these boots are great for harrasing without being harrased.
Run close, shard, run back. -> A great way to bring the enemies low, so you or your laning partner can kill them when you experiece a chance to do so.
Try to last hit as many creeps as possible and wait with harrasing until you are level 3 and

If you lane with a carry, let them farm more than you and perhaps rush

Keep harrasing the squishiest enemy with


Mid game:
This part of the game begins for you when you have

Don't use

Late game:
Since this is a pure tank build, you won't be able to do that much damage and to push that well on your own. Therefore your late game starts when the carries' late game begins.
When they have farmed well enough and are ready for teamfights, make sure to move in a group, so you avoid ganks and being outnumbered. Also put up wards for map control. Make sure to buy more wards than the carries, so they can get fully geared asap. Always ward have dragon and baron warded.
In late game you simply initiate the teamfights with the badass combo:








Solo laning
First of all,



If possible, I always solo-lane as


Furthermore he counters the top AD bruisers quite well, since his damage output scales well with armor. That means that when you built more armor to soak their damage, you will do even more damage with your

If you solo top, it is all about farming, farming and even more farming. Last-hit the best you can and try to avoid getting outfarmed. Try not to use your spells that much for farming in early game, so you can use your mana to harras your opponent with


Mid laning
Yes,


The thing is, however, that you can only lane mid against squishy carries, not champions like







Just note, that you shouldn't seek to go mid, only do it if no one else wants it and if you need to counter an anti-carry or for the trololol of it.


But some good teammates are:

- With your


- Her AoE ulti combined with


- Not that strong atm, but man her arrow and your ulti is good fun. :p
That's kinda why I put her on this list.

- Not as a laning partner, but




AD/Offtank Build
Item Sequence














- Takes advantage of the nice mobility

- Makes his steroid,

- Makes him a great bruiser with nice chase/escape capability.
- Last item can be eíther


Recommended summoner spells:



Recommended runes:
9x Greater mark of desolation
9x Greater seal vitality
9x


3x

AP/Anticarry Build
- Gives insane burst
- Gives decent survivability
- Can succesfully shut down an enemy carry
- Decent utility
Recommended Summoner Spells:


Recommended Runes:
9x

9x Greater seal of replenisment
9x

3x

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