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Malzahar The Wall

Last updated on November 28, 2010
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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: 0

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

Utility: 21

Intro: I call this build Malzahar the Wall because when I run this setup for shut downs and defense but its also a powerful offense. The main key here is Nashtors and Archangels staff with Boots of Mobility. Most of the time you can get to three items so those are they key ones. I left the last two items open to interpretation depending on what you are up against altho Zhonyas is pretty recmmended. You can run just about any one off the map if you play this guy right. I will explain why below. I designed this because I believe a true support can change the game and this build does it for me.

Here is the skill summary:

Summon Voidling
(Passive): After casting 5 spells, Malzahar summons an uncontrollable Voidling to engage enemy units for 21 seconds. Voidlings have 200 + 50 x lvl Health and 20 + 5 x lvl Damage.
Voidlings Grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).
Voidlings attack the target affected by Malzahar's most recently cast Malefic Visions.

Comments: Key word "uncontrollable". This minion does seem to attack your target but don't count on it. The main use of this minion for me is to harass the other players, burn through minions quickly and most of all buying you time to tank the towers while your minions catch up because with this setup and the three items mentioned above you will burn through them much faster than the muinions walk.

Call of the Void

(Active): 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.
Cooldown: 9 seconds
Range: 900
Cost: 90 / 100 / 110 / 120 / 130 Mana
Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.8 per ability power)
Silence: 1.4 / 1.8 / 2.2 / 2.6 / 3 seconds

Comments: This is Step 1 to the Wall build. Everytime a group of five advances drop this right on them. You will need to get skilled at aiming this and the way you face is importannt. Speed is imperative to getting this down fast because it allows you to get in and out of combat while shutting down the team in group fights without getting nailed.

Null Zone
(Active): Malzahar creates a zone of negative energy for 5 seconds. The zone deals magic damage per second equal to a percent of the enemies' HP inside it, with a minimum flat amount.
Cooldown: 16 seconds
Range: 800
Cost: 80 / 95 / 110 / 125 / 140 Mana
Min. Damage: 25 / 35 / 45 / 55 / 65
Percentage Damage: 4 / 5 / 6 / 7 / 8 % (+1% per 80 Ability Power)

Comments: Save leveling this for later, however always get one point somewhat early to get tanks etc off your turret. This is Step 2 of the Wall Build. This is your tank killer along with Magic Pen and your Ult. Its primarily useful in the end of game fights. Don't spam this because its a mana burn, however, keep in mind your curse (Visions below) restores mana so what you want to do is drop the Null Zone under groups of minions and hit Visions on one asap. The damage burns the minions quickly and restores mana per jump in the mean time your Nashtors will provide attack speed nail each afflicted minion and go to the next the faster you get at this the faster you will learn true lane control and the trick to nailing the enemies in back without getting too close. One more thing to note is that I believe you can stack the curses so dropping a few down after a Null Zone will end up all over the enemies in group fights. Last comment on this is when you are taking a turret with two+ people drop the Null Zone past their turret to get them backed up away from range of your own ranged people burning the turret down. Throw a CotV down here and there to harass them and keep casters at bay. You may need to run away and back to keep the turret fire off you then focus down the turret - with Nashtors its fast.

Malefic Visions

(Active): Malzahar infects his target's mind with cruel visions of their own demise, dealing damage each second. If the target dies while afflicted by the visions, they pass the curse on to a nearby enemy unit and restore mana to Malzahar.
Range: 650
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

Comments: Level this from 2 on as much as you can stick one point in Null Zone and get your ult up every time it is up. As stated in the Null Zone section above Visions combined with Nashtors is supreme lane control not to mention the 25% cooldown and ability power boost. Visions is the key to killing runners and can help with people who have survivability specials like Trynd. Stick it on any runners especially and drop your CotV to silence them as they run away. This is barely strong enough to kill a minion at level 1 so dont bother getting it until level 2 get CotV for harassment and to save the other laner in your lane if the enemy gets too agressive for first blood.

Nether Grasp

(Active): Malzahar grips his target in an engulfing void of energy, dealing damage every half second while stunning and suppressing them for 2.5 seconds.
Cost: 150 Mana
Range: 750
Cooldown: 120 / 100 / 80 seconds
Magic Damage: 250 / 400 / 550 (+1.5 per Ability Power)

Comments: This is your gank tool but keep in mind it locks you in place so you have to be very careful when you go to use this in fact sometimes its best to let it go if you will end up dead sticking it out. Its a long casting channel. If you can get really fast at this go with CotV, Visions, Null Zone, then this wicked Ult (you need to nail them while they are standing in Null Zone if they run out don't waste your Ult). Immediately ready your Visions while your channel is going on because they are going to run from being so damaged. Then prepare with CotV again. This rotation, if used properly will usually kill them. Some folks get Deathfire Grasp for its active ability to seal the deal on the kill. After the first four items I tend to get flexible depending on the group. I would try to get Rylais before you supplement the last few items.

Key Gear Selection:

Why Archangel's Staff? Well between this and proper use of Visions you will rarely run out of mana. Don't spam Null Zone or CotV unless you want to make trips back to town a lot. Play smart and be aware of your mana to ensure you have enough for that Ult when its up because the rotation can be expensive on mana. Nether Grasp is especially awesome for shutting down fast movers shakers and damage dealers like Tryd, Warwick and Twitch etc. In general best to always nail their most powerful person first because this will shut them down pretty badly and likely kill them if others jump in. Don't bother on Vlad because he can pool out of it though unless he's not that great a player.

Why Boots of Mobility? Mal has some of the most potent shut downs of any character if used properly. He is a tank's nightmare, they can't catch him and if they do he will nail then with exhaust, drop a Null Zone and Nether Grasp stunning them in goo while they die to their own ridiculous excessive HP, then when they survive that he drops Visions and Silence, nails them with autofire and smiles while they run off to die. This is a team group fight build which is where he shines. He can break a group push pretty well with the chaos that is Malzahar. Visions jumping on people, Null Zones below them, Silence Fields disabling their ranged, stuns on their tanks for a group burn down. Most importantly - you need to stay alive - be the last man standing because you have the best chance of keeping that turret up with severely damaing harassment to multiple enemies. Its for this reason I get the fastest boots to get to my destination as quickly as possible to turn the tide. I also have one Quint of Speed in case I do get targeted with Ghost down so I can stay a little ahead of them long enough for the boot speed to kick back in. Running from turret to turret as fast as possible helps with turning battles, pushing turrets, getting back to group fights and being that Wall if your base is under attack to buy time for your group to get back in the fight.

Nashtor's Tooth: This is the one that may confuse some people. Why attack speed? Mal's key to lane control is burning minions and driving back forces with Visions. Its also his key to mana regen. Nastors gives a 25% cooldown which along with the cd runes at 18 you are pretty much insta spamming most of your spells and with Archangel's Staff and Visions up you can keep going. This speed on autofire has often been the last shot on a guy with Visions whose running away. Its also really great for turret destruction especially since your Minion won't last too long. His autofire for a caster is actually fairly beefy. Plus its AP so more damage, faster spells, faster minion burn, faster turret drops, and autofire on Visions runners.

Rylai's Crystal Scepter: Slowing down the opponents obviously helps with the ganks, but the extra health really is a good idea on him considering how squishy he is. Your spells are pretty fast at this point too and your autofire ticks away while they are slowed with Visions stuck on them. Its got the usual AP boost etc.

I usually leave the last 2 items up for flexibility of group makeup and cash flow.
Ones I tend to take may be:

*Zhonyas Ring - +120 Ability Power UNIQUE Passive: Increases Ability Power by 25% UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any actions. 90 sec cooldown.

*Deathfire Grasp - +60 Ability Power +10 Mana Regen per 5 Sec UNIQUE Passive: Reduces ability cooldowns by 15%. UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a miminum.

*Abyssal Scepter +70 Ability Power +57 Magic Resistance UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20.

*Void Staff - +70 Ability Power UNIQUE Passive: +40% Magic Penetration

*Spirit Visage - +30 Magic Resistance +200 Health UNIQUE Passive: Reduces ability cooldowns by 12% and increases your healing and regeneration effects on yourself by 20%.

*Warden Mail - +60 Armor +25 Health Regen per 5 sec Passive: 20% chance on being hit to slow the attacker's movement and attack speeds by 35% for 3 seconds.

*Shurelya's Reverie - +330 Health +25 Health Regen per 5 sec +12 Mana Regen per 5 sec UNIQUE Passive: Reduces ability cooldowns by 15% UNIQUE Active: Nearby champions gain 40% movement speed for 2 seconds (60 second cooldown)

*Warmogs Armor - +920 Health +30 Health Regen per 5 sec Passive: Permanently gain 4.5 Health and .15 Health Regen per 5 sec per minion kill. Champion kills and assists grant 45 Health and 1.5 Health Regen per 5 sec. Bonuses cap at +450 Health.

You could also go with Lichbane, Rod of the Ages etc. Warmogs is fun to surprise people when you aren't as squishy as they expect especially since racking it up to max with minion kills goes fast on him. It lets you push a lot harder and faster in group fights.

They way I see it even if you don't like the build but take any good information away from here then it was worth my time to write it up.