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Malphite Build Guide by Injust

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League of Legends Build Guide Author Injust

Malphite- You WILL Lose

Injust Last updated on June 21, 2011
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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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 21

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 0

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Welcome to my second guide, I haven't made a guide in a few months. I bought Malphite a while ago and have recently taken a big liking to him. I've played him in plenty of games and have found this build to be really useful. You might be wondering why I have some AP items in there and thats because it helps your Q so much, maybe it's just me but I like throwing rocks at squishies and doing lke 400-500 damage every few seconds. It also greatly helps your ultimate which you should use to save teammates, finish off runners, or initiate a teamfight.

Malphite, the Shard of the Monolith.

Price= 1350IP, 585RP

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.

Beware, minions of chaos! The Shard of the Monolith has come.

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I get 9x Marks of Insight, for the early magic pen. It helps do almost full damage to squishies in the laning phase. For seals I get 9x Resilience, the early armor helps your E and also lets you lane a lot easier against AD champs when paired with a doran shield, you never really worry about harassment. For glyphs I get 9x Shielding, malphite is weaker against casters and this helps keep your armor and magic resist about even all game. For quints I get 3x Resilience, against helps your E and makes harassment non-existent.

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I always get a Doran's Shield to start every game. It gives good health, HP regen, and a little armor which is great for Malphite since he gets an extra 10% from HP items because of his passive.

When I go back the first time I buy Mercury's Treads, I think every tank should get this item, it helps against CC and it gives good magic resist, even if the enemy team is all AD they could still have lots of CC so that's why I always choose these.

The next two items i get are Chain Vest, and Negatron Cloak, these are relatively cheap and provide great protection against all attacks and abilities so I recommend doing this.

If you need the HP, buy a Giant's Belt, but the armor and magic resist you have now usually works fine, and you can use it later to build into Sunfire Cape. You can also buy a Catalyst the ProtectorCatalyst the Protector to build into a Banshee's Veil later.

Depending on the enemy team, if they are mostly AD i go for Zhonya's Hourglass, which if you can remember to use its active can save your life in teamfights, or anything else really. If they are mostly AP I get Abyssal Scepter, it gives great magic resist, ability power, and it reduces nearby enemy champion's magic resist by 20, so giving your allies +20 magic pen is really handy in teamfights.

If the game has lasted this long then your next buy is the Sunfire Cape, it works nicely with Malphite's ult since it puts you in the middle of everyone, next i would get a Banshee's Veil which gives you mana for more rock spamming and some extra HP, plus the spell shield it gives is really nice against CC.

If the game goes on this late I would get a Rabadon's Deathcap, for more AP since you won't need anymore tanky items, this can be very effective on squishies.

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I take the standard 9/21/0 masteries. Self-explanatory.

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Pros / Cons

-Great initiator
-Nice burst at level 6
-Passive makes him almost immune to harassment early game
-Good harassment with Q

-Mana issues (only if you spam your abilities which you shouldn't, and if you do need mana use your Clarity)
-Slow movement speed

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Summoner Spells

I always take Clarity and . Clarity lets me regain almost all my mana when it is low, many times have I tricked opponents into thinking i was weak with no mana, then pop clarity and burst them down with your W-R-E-Q combo. Exhaust is useful in teamfights to severly cripple their carry for a few seconds letting you kill him easily, it also can be used to escape with your Q or save a teammate being chased.

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That's it for my Malphite guide, tell me what you think in the comments below and if I should change anything, no negative comments unless they are constructive criticism for the good of the guide.