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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Introduction
Malzahar is a great caster, and his role in the teamfight and the game is huge. Unlike most AP carries, he is able to take down even bulkier champions, sometimes even tanks.
Many men have gone mad beneath the glare of the Shurima sun, but it was during the night's chilling embrace that Malzahar relinquished his sanity. Malzahar was born a Seer, blessed with the gift of foresight. His talent, though unrefined, promised to be one of Runeterra's greatest boons, but destiny plotted him another course; his sensitivity to the roiling tides of fate allowed other, unwelcome things to tug at his subconscious mind. In his dreams, where the veil of separation is thinnest, a sinister thing beckoned. For some time, Malzahar was able to resist its prodding, but with each passing night the voice grew louder, or perhaps deeper, until he could withstand the call no more.
He ventured into the desert without supplies, drawn by the lure of a specious charm. His destination: a lost civilization to the east, known to ancient texts as Icathia. Few believed such a place ever existed, and those who did were certain that the sands had long since devoured whatever remained. When Malzahar's cracked feet finally failed him, he found himself kneeling at the base of a bizarre crumbling obelisk. Beyond it lain the alien geometry of a ruined city and the giant decaying idols of dark and horrific gods. His eyes, seeing what others cannot, and what none should, were filled with the essence of the Void. His once shifting visions of the future were replaced with the immutable promise of Valoran beset by creatures of the Void. Standing alone, but not alone, amidst the echoing dunes, he noticed the familiar voice escape his own lips in a parched rasp, bearing three words whose weight trembled his knees: League of Legends. Now infused with the power of the void itself, Malzahar set off to the north to seek his fate.
"The land may melt, the sea may swell, the sky may fall... but they will come!" -Malzahar
He ventured into the desert without supplies, drawn by the lure of a specious charm. His destination: a lost civilization to the east, known to ancient texts as Icathia. Few believed such a place ever existed, and those who did were certain that the sands had long since devoured whatever remained. When Malzahar's cracked feet finally failed him, he found himself kneeling at the base of a bizarre crumbling obelisk. Beyond it lain the alien geometry of a ruined city and the giant decaying idols of dark and horrific gods. His eyes, seeing what others cannot, and what none should, were filled with the essence of the Void. His once shifting visions of the future were replaced with the immutable promise of Valoran beset by creatures of the Void. Standing alone, but not alone, amidst the echoing dunes, he noticed the familiar voice escape his own lips in a parched rasp, bearing three words whose weight trembled his knees: League of Legends. Now infused with the power of the void itself, Malzahar set off to the north to seek his fate.
"The land may melt, the sea may swell, the sky may fall... but they will come!" -Malzahar
I’ve chose these masteries because they work very well with Malzahar, it is also a pretty standard AP mastery, which works well with most of the AP champs in the game.
OFFENSE TREE:
Summoner's Wrath since it improves your Ghost spell, as well as Ignite and Surge, if you decided to use them. The rest 3 points go into Mental Force, as nothing else really helps us.
Sorcery for a bit of CD, as we don't really need attack speed or extra damage vs towers.
Arcane knowledge is almost essential. 3 points in Havoc for the damage increase.
Blast will give you a bit more AP.
Archmage. Absolutely. I love the idea of a mini-Rabadon's.
Finally, Executioner to let you finish off low HP enemies quicker.
UTILITY TREE:
Summoner's insight, if you are taking Flash. If not, spend 1 point in Good Hands. The next 3 point are spent on Expanded Mind just because you need them in order to progress to Meditation. Otherwise, I find this particular mastery a bit worthless, but there is nothing we can do about it.
As said above, Meditation is your choice. A little extra bit of Mana regen is always helpful. Put one point in Swiftness for a little bit of extra MS.
Runic Affinity, because you'll be carrying the Golem buff a lot, and you want to keep it as long as possible.
OFFENSE TREE:
Summoner's Wrath since it improves your Ghost spell, as well as Ignite and Surge, if you decided to use them. The rest 3 points go into Mental Force, as nothing else really helps us.
Sorcery for a bit of CD, as we don't really need attack speed or extra damage vs towers.
Arcane knowledge is almost essential. 3 points in Havoc for the damage increase.
Blast will give you a bit more AP.
Archmage. Absolutely. I love the idea of a mini-Rabadon's.
Finally, Executioner to let you finish off low HP enemies quicker.
UTILITY TREE:
Summoner's insight, if you are taking Flash. If not, spend 1 point in Good Hands. The next 3 point are spent on Expanded Mind just because you need them in order to progress to Meditation. Otherwise, I find this particular mastery a bit worthless, but there is nothing we can do about it.
As said above, Meditation is your choice. A little extra bit of Mana regen is always helpful. Put one point in Swiftness for a little bit of extra MS.
Runic Affinity, because you'll be carrying the Golem buff a lot, and you want to keep it as long as possible.
I always take ignite and flash. Mainly because Malzahar's E and ignite combo will mostly take anyone out when they are at low health.
Flash
As you have no escaping skills, this will sure come in handy. Good for positioning in fights for the perfect Nether Grasp.
Ignite
If you are feeling that you need a bit more damage.
Ghost
All of your skills require positioning, so this will really come in handy. It can also let you escape.
Teleport
Very useful spell for Malz. Can be used to either quickly gank a lane, or simply as a faster way to get back to mid.
Flash
As you have no escaping skills, this will sure come in handy. Good for positioning in fights for the perfect Nether Grasp.
Ignite
If you are feeling that you need a bit more damage.
Ghost
All of your skills require positioning, so this will really come in handy. It can also let you escape.
Teleport
Very useful spell for Malz. Can be used to either quickly gank a lane, or simply as a faster way to get back to mid.
Summon Voidling
PASSIVE: On every fourth ability use, Malzahar summons a voidling for 21 seconds. There is a one second cooldown after summoning a voidling where further spell casts will not increment the counter.
A voidling has 200 + (50 × level) health and 20 + (5 × level) (+ 100% bonus AD) attack damage. After 7 seconds, the voidling grows, gaining 50% increased armor and base attack damage. After 14 seconds, the voidling gains attack speed.
ARMOR: 30 (45 after 7 seconds)
MAGIC RESISTANCE: 50
ATTACK SPEED: 0.831 (1.496 after 14 seconds)
MOVEMENT SPEED: 451
Voidlings prioritize their attacks on the target of Nether Grasp, then enemies suffering from the most recent Malefic Visions, then the target Malzahar is attacking.
Call of the Void
RANGE: 900 COOLDOWN: 9 COST: 80 / 85 / 90 / 95 / 100 mana
ACTIVE: Malzahar opens up two portals to the Void 400 range from each other. After a short delay, power erupts from them, damaging and silencing all enemies caught between the portals.
TOTAL MAGIC DAMAGE: 80 / 135 / 190 / 245 / 300 (+ 80% AP)
SILENCE: 1.4 / 1.8 / 2.2 / 2.6 / 3
Null Zone
RANGE: 800 COOLDOWN: 14 COST: 90 / 95 / 100 / 105 / 110 mana
ACTIVE: Malzahar creates a 250-radius zone of negative energy for 5 seconds. Enemies that stand in the zone take magic damage every second equal to a percentage of their max health. Damage to monsters and minions are capped at 120.
MAGIC DAMAGE PER SECOND: 4 / 5 / 6 / 7 / 8% (+1% per 100 AP) of enemies' maximum health
MAXIMUM DAMAGE: 20 / 25 / 30 / 35 / 40% (+5% per 100 AP) of enemies' maximum health
Malefic Visions
RANGE: 650 COOLDOWN: 15 / 13 / 11 / 9 / 7 COST: 60 / 75 / 90 / 105 / 120 mana
ACTIVE: Infects target enemy's mind, dealing magic damage over 4 seconds. If the target dies during this time, the target passes Malefic Visions to the closest enemy, refreshing the duration and restoring mana to Malzahar.
MAGIC DAMAGE: 80 / 140 / 200 / 260 / 320 (+ 80% AP)
MANA RESTORED: 10 / 14 / 18 / 22 / 26
Nether Grasp
RANGE: 700 COOLDOWN: 120 / 100 / 80 COST: 150 mana
ACTIVE: Malzahar channels an engulfing void of energy for up to 2.5 seconds, suppressing and dealing magic damage to a target enemy champion while the channel holds.
MAGIC DAMAGE PER SECOND: 100 / 160 / 220 (+ 52% AP)
MAXIMUM DAMAGE: 250 / 400 / 550 (+ 130% AP)
PASSIVE: On every fourth ability use, Malzahar summons a voidling for 21 seconds. There is a one second cooldown after summoning a voidling where further spell casts will not increment the counter.
A voidling has 200 + (50 × level) health and 20 + (5 × level) (+ 100% bonus AD) attack damage. After 7 seconds, the voidling grows, gaining 50% increased armor and base attack damage. After 14 seconds, the voidling gains attack speed.
ARMOR: 30 (45 after 7 seconds)
MAGIC RESISTANCE: 50
ATTACK SPEED: 0.831 (1.496 after 14 seconds)
MOVEMENT SPEED: 451
Voidlings prioritize their attacks on the target of Nether Grasp, then enemies suffering from the most recent Malefic Visions, then the target Malzahar is attacking.
Call of the Void
RANGE: 900 COOLDOWN: 9 COST: 80 / 85 / 90 / 95 / 100 mana
ACTIVE: Malzahar opens up two portals to the Void 400 range from each other. After a short delay, power erupts from them, damaging and silencing all enemies caught between the portals.
TOTAL MAGIC DAMAGE: 80 / 135 / 190 / 245 / 300 (+ 80% AP)
SILENCE: 1.4 / 1.8 / 2.2 / 2.6 / 3
Null Zone
RANGE: 800 COOLDOWN: 14 COST: 90 / 95 / 100 / 105 / 110 mana
ACTIVE: Malzahar creates a 250-radius zone of negative energy for 5 seconds. Enemies that stand in the zone take magic damage every second equal to a percentage of their max health. Damage to monsters and minions are capped at 120.
MAGIC DAMAGE PER SECOND: 4 / 5 / 6 / 7 / 8% (+1% per 100 AP) of enemies' maximum health
MAXIMUM DAMAGE: 20 / 25 / 30 / 35 / 40% (+5% per 100 AP) of enemies' maximum health
Malefic Visions
RANGE: 650 COOLDOWN: 15 / 13 / 11 / 9 / 7 COST: 60 / 75 / 90 / 105 / 120 mana
ACTIVE: Infects target enemy's mind, dealing magic damage over 4 seconds. If the target dies during this time, the target passes Malefic Visions to the closest enemy, refreshing the duration and restoring mana to Malzahar.
MAGIC DAMAGE: 80 / 140 / 200 / 260 / 320 (+ 80% AP)
MANA RESTORED: 10 / 14 / 18 / 22 / 26
Nether Grasp
RANGE: 700 COOLDOWN: 120 / 100 / 80 COST: 150 mana
ACTIVE: Malzahar channels an engulfing void of energy for up to 2.5 seconds, suppressing and dealing magic damage to a target enemy champion while the channel holds.
MAGIC DAMAGE PER SECOND: 100 / 160 / 220 (+ 52% AP)
MAXIMUM DAMAGE: 250 / 400 / 550 (+ 130% AP)
Although Malzahar has no mana problem in lane if Malefic Visions is corrected pass through the minions, but outside of the lane Malzahar is mana hungry. So building one of these three : a Chalice of Harmony , a Catalyst the Protector or a Tear of the Goddess early game will solve the problem.
Rylai's Crystal Scepter is a great item for Malzahar considering he has no real escape mechanism or crowd control other than Nether Grasp and Call of the Void. However, since all of his abilities are AoE or DoT, only the 15% slow applies, making this item less effective.
Due to being a DoT champion, building a Rylai's Crystal Scepter and a Liandry's Torment on Malzahar will allow him to inflict even more damage over time. The burn effect on Liandry's Torment will deal double damage to a slowed enemy, thanks to Rylai's Crystal Scepter, allowing abilities such as Malefic Visions to become devastating.
Void Staff is a useful item, giving you a lot of magic penetration, allowing all your abilities to deal more damage. Also use items such as Sorcerer's Shoes and Haunting Guise. Abyssal Scepter is also a great item to get if enemy team composition is magic-heavy.
Malzahar can be built as a pusher as well. With his Voidling, he is able to put out a considerable amount of damage on turrets. Don't be afraid to buy Lich Bane if you are feeling confident enough to push.
Rabadon's Deathcap is a great buy for Malzahar because all of his spells have high ability power ratios.
Rylai's Crystal Scepter is a great item for Malzahar considering he has no real escape mechanism or crowd control other than Nether Grasp and Call of the Void. However, since all of his abilities are AoE or DoT, only the 15% slow applies, making this item less effective.
Due to being a DoT champion, building a Rylai's Crystal Scepter and a Liandry's Torment on Malzahar will allow him to inflict even more damage over time. The burn effect on Liandry's Torment will deal double damage to a slowed enemy, thanks to Rylai's Crystal Scepter, allowing abilities such as Malefic Visions to become devastating.
Void Staff is a useful item, giving you a lot of magic penetration, allowing all your abilities to deal more damage. Also use items such as Sorcerer's Shoes and Haunting Guise. Abyssal Scepter is also a great item to get if enemy team composition is magic-heavy.
Malzahar can be built as a pusher as well. With his Voidling, he is able to put out a considerable amount of damage on turrets. Don't be afraid to buy Lich Bane if you are feeling confident enough to push.
Rabadon's Deathcap is a great buy for Malzahar because all of his spells have high ability power ratios.
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