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Spells:
Ghost
Ignite
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Introduction
With my Malzahar build, I go more for effects than strait AP, and although I end up with less AP than I could, I do end up with the following effects:
All in all, I find that it works great to be able to still hit hard and also Spam/Heal/debuff constantly against my enemies.
-
600 AP
15% slow effect on all abilities +3 seconds after they are over
25% spell vamp
38% CDR
+57 MR
Ignoring (15%)50MR in my target
All in all, I find that it works great to be able to still hit hard and also Spam/Heal/debuff constantly against my enemies.
Pros:
Cons:
Medium-High survivability
Great pushing capacity due to
Malefic Visions
Has an epic nuke/disable ability for an ult
Great pursuer/team fighter due to mass slows/silence/DoT (with
Rylai's Crystal Scepter)
Great mid hero very capable of turning ganks even early game
Doesn't need large manapool/mana regen if
Malefic Visions is used well/correctly
With spell vamp, not as vulnerable during
Nether Grasp (Face Lazer)
His
Call of the Void is a cheap but Huge nuke
Great harass in his
Malefic Visions
Great pushing capacity due to

Has an epic nuke/disable ability for an ult
Great pursuer/team fighter due to mass slows/silence/DoT (with

Great mid hero very capable of turning ganks even early game
Doesn't need large manapool/mana regen if

With spell vamp, not as vulnerable during

His

Great harass in his

Cons:
Hardest skill shot in the game
Call of the Void (requiring both preemptive placement and timing)
Relies on good placement of all abilities to shine in combat
Nether Grasp disables him
Small mana pool

Relies on good placement of all abilities to shine in combat

Small mana pool
My item choices are fairly simple, but I will give a quick rundown:
Morello's Evil Tome- 20% CDR and 12 mana per 5 make for a good item, 75 AP is just Icing on the cake.
Sorcerer's Shoes- 20 magic pen in a pair of boots is a caster's dream come true.
Will of the Ancients- 25% spell vamp gives you the survivability to stay in lane and also take hits from assassins, and have a nice heal during your combo. 80 Ap rocks. Bonus: 30 ap and 25% spell vamp to your entire team.
Rylai's Crystal Scepter- giving a 15% slow on
Malefic Visions means they can't get away, and make easy targets for your entire combo.
Abyssal Mask- This gives you MR which is nice. The 70 Ap gives you some more punching power, but more importantly, an aura that reduces MR by 20. MPen rocks, but reduction lets your team hit harder too.
Rabadon's Deathcap- this needs almost no explanation; you have Ap, and this makes the number much bigger.

























Before I begin, for any of you who don't want to read a big detailed guide on how I combo and play with Malzahar here is the short and sweet version:
Clearing creep waves:
Clearing creep waves:
Put
Malefic Visions on the front minion and make sure it jumps to every other minion. attack the ones behind first so it is easier.
Hitting heroes:
Malefic Visions and
Call of the Void to harrass. Don't use
Null Zone unless you need to quickly kill creeps, are in the jungle, or are full comboing.
Killing Heroes:
Call of the Void to start. Once it hits,
Malefic Visions followed by
Null Zone (lead them a bit) and when they are on the pool,
Nether Grasp them in the face.
Beginning game, I grab
Meki Pendant and 2
Health Potion and head mid. This gives me the ability to start out aggressive against almost anyone. The reason I grab
Malefic Visions first instead of
Call of the Void is because, yes you can get your minion out on first cast with
Call of the Void in lane, but
Malefic Visions is just more consistent, does the same dmg lvl, and most importantly, if played right can still kill multiple guys (you get more gold as well as mana back). The big part of the way that I play is using
Malefic Visions as your all around ability. Harassing, pushing, and voidling control (I'll address this later).
The most important thing about
Malefic Visions however, is that playing with it right takes care of most mana issues you will have. The trick beginning game, while the damage is small, is to auto attack enemy minions that aren't getting hit by your minions. When the focus of your minions' aggro is near death, throw visions on it. It will die very soon after and refund you a little mana. More importantly, it will jump to the nearest enemy minion with its timer reset. If you are doing it right, this minion will now also be close to dead. Attack it if your minions don't to guarantee that it dies, then the entire process begins anew, refunding you a little bit more mana. Once you get the system down, and throw visions first on the creep farthest forward, the average battle will see it hopping from one creep to the next until not only are they all dead, but you gained more mana from
Malefic Visions than you originally spent to cast it (giving you much room in your small mana pool for missteps and harassing). When you add your minion into this equation, it works much faster and hits 2x as hard (if not more).
The combo for killing heroes is to start with
Call of the Void. with
Rylai's Crystal Scepter this slows them down and makes them easier to hit with the rest of the combo. You will then hit with
Malefic Visions,
Null Zone and finally
Nether Grasp. For chasing enemies,
Malefic Visions with
Rylai's Crystal Scepter is a perma-slow which allows your team to get there if you are unable to finish them.
In team fights, you want to start with
Call of the Void lead the other heroes by a little bit, and as soon as the engagement starts, lay down your
Null Zone. The damage and slow could be enough to either turn the tide, or prompt the other team to split away to avoid the damage. Either way, throw your
Malefic Visions on the squishiest and/or most dangerous enemy (example
Ryze,
Annie,
Ashe,
Caitlyn etc). The spell vamp from
Will of the Ancients will keep you alive during
Nether Grasp. Be sure to get your ult off immediately, and don't be afraid to initiate along side your tank as long as you go for the other team's burst/ carry with your ult.
Often, squishy heroes such as
Karthus who usually don't get much MR will drop immediately to
Malefic Visions and
Nether Grasp. If you can get a quick stab at them and then get back, you can easily turn a 5v5 into a 4v5.

Hitting heroes:



Killing Heroes:




Beginning game, I grab







The most important thing about


The combo for killing heroes is to start with







In team fights, you want to start with









Often, squishy heroes such as



Many people say that your
Summon Voidling is nearly useless because it is not controllable. However, when you get down the patterns it follows, you can accurately predict its actions without using
Malefic Visions. Usualy your voidling will follow this list for it's priority of targets:
1. Regardless of what the current behavior of the voidling is, once cast it will aggro to the closest enemy possessing the
Malefic Visions debuff.
2. If it has no current target, it will aggro to whatever is taking auto attack hits from you if it is close enough (roughly with 2-3 spaces).
3. If it has no current target, it will aggro to the nearest enemy unit.
Even if it is engaged, it will break aggro from whatever it is fighting (regardless of the reason) if you leave a certain radius from it.
Naturally, the most usual way to use your voidling is to have it come out when the front-most minions are at less than half hp. Throw
Malefic Visions on the first one. Your
voidling will get stronger as time passes. If you are able to get this to begin close to tower, you can clear the creeps and begin to attack the tower. Your voidling will quickly begin attacking the tower as well. Due to it's fast attack speed and decent damage it can deal very nice damage to the tower during it's last 7 seconds of life.
Against enemy champions, if you can, either place your minion about 10 seconds before you will combo. If such preparation is not possible, try to save it for your beginning spells. Getting your voidling out early can add alot of damage to your combo.
Your minion makes for a good harass along side your malefic visions. If your voidling is about to hit it's final transformation, throw
Malefic Visions on your lane friend and watch them run back to tower to avoid getting face-raped by your minion. This can push them back and/or out of lane or just deal enough damage for you to ghost in and kill them (even near tower if you do it right). Remember, your ult has a decent range and I can't tell you how many early kills I have gotten just barely out of range of tower.


1. Regardless of what the current behavior of the voidling is, once cast it will aggro to the closest enemy possessing the

2. If it has no current target, it will aggro to whatever is taking auto attack hits from you if it is close enough (roughly with 2-3 spaces).
3. If it has no current target, it will aggro to the nearest enemy unit.
Even if it is engaged, it will break aggro from whatever it is fighting (regardless of the reason) if you leave a certain radius from it.
Naturally, the most usual way to use your voidling is to have it come out when the front-most minions are at less than half hp. Throw


Against enemy champions, if you can, either place your minion about 10 seconds before you will combo. If such preparation is not possible, try to save it for your beginning spells. Getting your voidling out early can add alot of damage to your combo.
Your minion makes for a good harass along side your malefic visions. If your voidling is about to hit it's final transformation, throw

Now you may ask me why, although it is a huge AoE nuke, I leave
Call of the Void at lvl 1 for so long, focusing instead on
Malefic Visions. Simple. They both scale the exact same with Ap (80%). With
Call of the Void, you get increased damage and mana cost per level, and a slightly increased silence timer. With
Malefic Visions however, you get more mana return (which balances out the higher mana cost except when it overcompensates), increases damage, and over 5 levels, drops the cooldown by over half (15 seconds to 7). Also,
Malefic Visions is imperative to lane pushing, and is more consistent for hitting heroes. Especially early game, you get the same bonus for
Call of the Void as leveling up by simply getting ability power.
The reason that
Null Zone is kept at level 1 until the last is because it has horrible increase per level. It increases less than double damage for the 4 extra levels. Grabbing only 100ap will equal the benefit of one more level of
Null Zone, whereas a level in
Malefic Visions or
Call of the Void will give other benefits (CDR/DMG/Silence/Mana Return).






The reason that




Even with nice caster survivability items, you still aren't invincible. So some specific heroes to look out for are:
Alistar: His ult will remove all of your debuffs (including your ult) making him a bad target while his ult is up. on top of this, he has 2 stuns/disables. This is bad news because spell vamp does nothing without you casting spells.
Olaf: His ult allows him to move during your ult and get away. Don't waste your ult when it won't do much.
Anyone with
Quicksilver Sash, this will remove your ult, but it has 2x the cooldown as long as you have close to max CDR, so it isn't a huge deal. Jut pick targets who don't have this if you can.
LeBlanc: The most dangerous assassin for you, (simply because of a 4 second silence). Other assassins can just be comboed on and they will die. Leblanc, if played right, will jump in and leave you quiet and dead. If you can take her by surprise however, you can deal with her faster than most.
Veiger: no special explanation needed here. His ult just kills any Ap stacker.


Anyone with


Veiger: no special explanation needed here. His ult just kills any Ap stacker.
All in all, I prefer playing
Malzahar with item effects over straight AP, as it helps with more consistent kills and keeping you in lane and keeping your abilities deadly. Malzahar is an amazing 1v1 champion, but with the right items, he can 1v2 without much problem. When played right, he is an incredible asset to a team.

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