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Malzahar Build Guide by Nyphz

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League of Legends Build Guide Author Nyphz

Malzahar-(Bad Pun)

Nyphz Last updated on May 29, 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: 21

Honor Guard

Defense: 3

Strength of Spirit

Utility: 6

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my first guide

yeah sorry wanted to make a guide and thought it might help some people

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Pros / Cons

Pros | Cons
amazing pusher | squishie
single target god | singled out in team fights
ult in null zone is death | when ult is up and be cced out
devastating late game | kinda weak early game

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the masteries i go for try and make you hit hard right out of the gate

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i start off getting boots of speed 2 heath pots and a mana pot i then immediately go for boots to counter the enemies if they are ad heavy ninja if ap merc treads it gives you more survivability and lets you stay in lane longer

all his spells cost a large amount of mana and with the new item that was made the chalice is an amazing item to pick up i immediately turn it into the grail for a quick 80 ap and never have to worry about mana again

rabadons doesn't need an introduction with 140 base ap and the extra ap u get from it grab it right after u get ur unholy grail and you are starting to scare the enemies

i transition into a rylies for the survivability from the health and slow it makes it much easier to chase a person when your dots are ticking and they are walking 15% slower

the hourglass just makes u more of a threat if they focus u just go invincible (or u can troll them and make them waste their ults)and with the armor and 100 ap your floating on air ... literally (sorry couldn't help myself)

the last spot is lest to counter the enemies like if they are stacking mr grab a void staff or are ad and still hitting ya a thorn mail or a frozen heart can be the difference

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Skill Sequence

in a fight you want to pop malrific visions so your pet focuses that target -> drop a null zone on their face doing % damage-> ult to keep them in the zone. the call of the void is a good ability and hits like a truck but most can dodge it easily but if you have a bad enemy team silence away it can easy shut down casters or groups of them if they are stupid

i like to max the visions early because it gives back all its mana cost and then some if it takes out a group of creeps and with null zone you can use it often to clear waves fast with little mana depletion perfect for that overextended mid whose on his last spell

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like i said you want to use visions on waves but at level one save it until the minion is at half hp otherwise it wont kill them and jump to the next target and refund your mana additionally it can be an effective way of attacking the enemy champ with you attacking minions your dot could hop to the champ and you just did nice damage to someone with no mana cost

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Team Work

with your suppress and % damage you can take out the enemy carry extremely fast and efficiently or if its an annoying take that is good at separating you in team fights like volibear or alistar pop it on them and they just drop like little ap carries (what i prefer to do so they cant take out that turret) in team fights always pop your zone for them to take the extra damage and use your silence on their supports or mages even if it doesn't hit them your making them move and not stand still burning down your team