Build Guide by MistaMalz
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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.
I want to start of with saying I hope this build can help you guys out and give a different view on malz other then just a huge AP and Magic Penetration champion. Ive read most of the guides here on Mobafire; Most were good, with detailed explanations and nice item choices which might even work better then mine BUT they all look pretty much the same (This is not meant to insult anyone). Since servers are down on LoL I felt the need to write something that adds up to this really helpfull database with a fresh look on things. Ive 'stolen' some info from a really awesome build, I really hope that Mr. Lateralus doesnt mind and if he does please send me a message and I will take it off. Here is the link to his amazing guide for Malz: Malzahar - How To Raise A Voidling
Pros:-Good pusher solo mid or in a sidelane
-Good harasser with practice
-Able to silence multiple enemies during team fights
-Able to stunlock a champion with ultimate setting up for a good gank
-Amazing team fighter, especially at the enemies base turrets/front gate
-Mana Hungry early on
-No escape mechanism
-Call of the Void can be hard to aim
-Nether Grasp can be cleansed or stopped if you are stunned/interrupted
-Spell rotation can be difficult to learn
Summon Voidling- (Passive)
After 4 Spell Casts Malzahar summons a Voidling which grows more powerful over time. Multiple Voidlings can (WILL) be summoned and this is also a reason to get Cooldown (CD). With this build; including gollem aka blue buff, abilities take 2-4 SECONDS to cooldown!!! (Ult = 16) Malzahar can just spam away and create voidlings every few seconds. I once had 4 voidlings bashing away at my enemy's in a team fight =D
Call of the Void- (Q)
Cooldown: 9 seconds
Cost: 80 / 90 / 100 / 110 / 120 Mana
Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.8 per ability power)
Silence: 1.4 / 1.8 / 2.2 / 2.6 / 3
Malzahar opens up two portals to the Void. After a short delay, power erupts from the portals, dealing damage and silencing all enemies caught between the portals. This is youre harassing skill and also a great asset in team fights. Silencing a Ryze, Malz etc. can make huge differences in a team battle. It can be hard to aim but since this guide is for more advanced players anyway, I think you will be able to aim this by now.
Null Zone- (W)
Cooldown: 16 seconds
Cost: 90 / 100 / 110 / 120 / 130 Mana
Minimum Damage: 25 / 35 / 45 / 55 / 65
Percentage Damage: 5 / 6 / 7 / 8 / 9 % (+1% per 80 Ability Power)
Malzahar opens a rift which causes AoE damage which takes away damage according to % of the enemies life. This is Nr. 1 of youre 1-2 combo which will be explained later. Since it takes % of hp its also great against tanks. Null zone does 5-15% damage PER SECOND which can also totally flip a team batle!
Malefic Visions- (E)
Cooldown: 15 / 13 / 11 / 9 / 7 seconds
Cost: 60 / 75 / 90 / 105 / 120 Mana
Magic Damage: 80 / 140 / 200 / 260 / 320 (+0.8 per Ability Power)
Mana Restore: 10 / 14 / 18 / 22 / 26
Malefic Visions shows youre enemy's horrible visions causing damage over time. If the inflicted target dies, MV is passed on to the closest enemy around. It also regenerates mana upond killing an enemy. This is you're farming skill. You wanna put this on a minion and make sure it passes onto the next. It can also be used for attacking; EG an enemy champion is standing close to a dieing minion, cast MV on the minions and it will pass on to the enemy champ without you getting close to him.
Nether Grasp- (R)
Cost: 150 Mana
Cooldown: 120 / 100 / 80 seconds
Magic Damage: 250 / 400 / 550 (+1.5 per Ability Power)
Malzahar stuns the enemy and channels energy into them causing damage over 2.5 seconds. This is you're killskill and nr. 2 of youre oh so deadly 1-2 combo. The enemy can not move HOWEVER can cast skills. This is why you wanna use youre Call of the Void before you use youre 1-2. So that the enemy can not flash/Cleane out of youre Nether and can not attack you. Watching if any champions have one of these abilties will save youre life in a fight.
Early Game 1-6The skill I always start with, is Call of the Void. I prefer mid lane for fast lvling so that my health is a little less squishy then it would in a side lane. Harass youre enemies, dont waiste it on voidlings. At lvl 5 you wanna have 2 x Null zone so that, at lvl 6, you get you're ulti up and can start the real fun.
Mid Game and End game 7-18
This is the time you are gonna stack those majai's up. When you feel it's the right moment, go up or down lane and surprise an enemy champ. I now will explain the 1-2 combo; You want to lay down Null Zone and then throw out Nether grasp while they are on it. This ensures 15% hp off from NZ alone and NG will do the rest.
The order I use my skills is; Call of the void -> Null zone -> Nether grasp -> Malefic Visions -> Ignite. Most champs will be dead before you even reach ignite. And if they dont, you're so low cooldown that you will probably be ready to throw down another Call of the Void and Null Zone when they run away (and they WILL run away 99% of the time).
In team fights you want to be extra cautious when using youre ulti. If it is timed wrong champs will target you while you are not moving and it will be a garanteed death. If you are unsure about this, just use CotV, NZ and MV and try not to get to close to the actual fight. As you all know Malz is still killed very easily late game if they get near you so you want to keep youre distance and give out damage all over the place while you arent being attacked. HELP YOURE TEAM. If they die, you die. Since there is no one to take the hits for you. A well placed silence can bushwhack an entire team and allow youre team to get some easy kills.
I am not gonna go over Summoner and Mastery choices. If you are more comfortable with anything else, I suggest you use those! However, my rune choice and items choice are rather controversial so I decided to explain those choices right HERE.
Before I rattle on about which runes I have, lets go over what this rune build DOESNT have: Health; The health runes give is rather low, for example the 200hp total (9 x 20hp) is not an awfull lot and will probably not help you survive if you are targeted by a team. Magic Resist and Armor; Malz will die if you get attacked anyway, so no use for these. Crit + attack; Why the hell would you put these on if youre gonna play a mage?! Doh! This said; lets move on with what I DO have.
Marks; Magic Penetration is incredibly high compared to what Glyphs etc give on this. +/- 10 FLAT extra magic penatration is because that is what this build lacks. Unless you expect to have a very long game in which you can get void staff, youre magic pen is rather low. 30 Magic Pen doesnt look like much, but most champions do not have a very high magic resist. The majority of champs have 30-60 magic resist so this is where youre runes come in!
Seals; I went for mana per lvl runes since they give Malz quite alot of mana. 20 Mana extra (@ lvl 18) is kinda nice dont you think? The reason for this is explained in the 'what MistaMalz doesnt have' section right above!
Glyphs; These runes give 25 mana per rune at lvl 18, that's a clean 225 extra mana at lvl 18, need I say more?
Quentesses; Now here is something that's debatable. Quentesses give alot of just about everything, so you can go for Mana per LVL, AP per LVL or even movement?! I went for Mana Quents (+150 mana) because this built asks alot of mana. Youre other choices explained; Movement speed. Movement speed Masterie + these runes give you an extra 6 % movement speed and that might just be the thing that saved you when you have to run away. Ability power. Extra AP always comes in handy.
For starters an Amplifieng tome and a mana potions. Amp tome gives you that extra power that will keep you're enemies at a distance. Then I build up Majai's. You wanna be able to get stacks as soon as possible, even if you only get 1 kill it's an extra 16 ap. Then the boots ofcourse, you wanna be able to run around the map and kill up and down some nubbers! Next is a blasting wand to keep up with you're enemies HP. And then starts the cooldown + AP, fiendish codex. Then you want to finish up youre zhonya and deal hard damage on people, finish up you're nashors. Now you are ready to really hurt people with +/- 45% cooldown (gollem buff + Nashors). The deathfire for even more AP, cooldown reduction and a nice active which works excellent vs high lvl (maybe even feeded) tanks.
If you even got to deathfire grasp, then you are playing quite long or have been feeding alot (thats what this is supposed to do). Chances are slim but I wanted to make this build as complete as possible, so if you make it to a 6th item, you will hurt the enemy even more. With full majai's this should bring you to a total cooldown of 25% + 15% + 20% + 20% = 80% COOLDOWN! (nashors + deathfire + gollem + majai's). And this is when you get to the point you warn the enemy team, tell them if they surrender now - you won't hurt them. Otherwise - start the bashing...
This is my first build and Im rather new to League of Legends, I just got to lvl 30 so I do not know if this will even work in ranked games. Please comment and vote or message me or just dont do anything - whatever you like! If you give a bad rating please let me know why, any other tips or suggestions or criticism is welcome! I hope you enjoyed reading it!