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Malphite Build Guide by Phrxshn

Top grandmaster

Phrxshn's Guide To Malphite[10.24](Preparing for Season 11)

By Phrxshn | Updated on November 24, 2020
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Runes: Ultimate Cooldown

1 2 3
Sorcery
Arcane Comet
Manaflow Band
Transcendence
Scorch

Domination
Sudden Impact
Ultimate Hunter
Bonus:

++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Primary Spell For Malphite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
Top Lane
Ranked #33 in
Top Lane
Win 56%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
A massive creature of living stone, Malphite was born from the heart of the great Ixtali construct known as the Monolith. He has studied the elemental balance of Runeterra for centuries, using his tremendous strength to maintain order in a frequently chaotic world, and crush the dark things that crawl beneath it.

Malphite excels when he can engage in combat for his team. Items that allow it to survive longer help it fulfill its role as a tank. In addition, Malphite synergizes well with items giving armor, thanks to the damage ratio according to it on E - Ground Slam.
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Granite Shield Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If he has not been hit for 10 / 8 / 6 seconds, this effect recharges. The cooldown is reduced at levels 1 / 7 / 13.
    While your shield is up, you can recall safely even if taking damage since taking damage while having shield is not considered being attacked.
    Stacking armor will make your shield have more health and increase duration.


Seismic Shard Malphite sends a shard of the earth through the ground at his target, dealing 70 / 120 / 170 / 220 / 270 (+60% of ability power) magic damage upon impact and stealing 20 / 25 / 30 / 35 / 40% of their movement speed for 3 seconds.

Seismic Shard has a high mana cost. Use it sparingly early in lane phase, or you will run out of mana unless you have Manaflow Band.

You can use this ability to chase down or escape from enemies by sapping their movement speed and gaining movement speed. You can also use this ability on a minion to get a speed boost if enemy champions are chasing you.


Brutal Strikes Passive: Malphite gains 10 / 15 / 20 / 25 / 30% bonus armor, tripled while Granite Shield is active.

Active: Malphite's next basic attack within 6 seconds gains 50 bonus range and deals 30 / 45 / 60 / 75 / 90 (+20% of ability power) (+15% of total armor) bonus physical damage on-hit. Additionally, for 5 seconds, Malphite's basic attacks also deal 10 / 20 / 30 / 40 / 50 (+20% of ability power) (+10% of total armor) physical damage in a cone to units behind his target.

This ability can help you clear waves or jungle camps due to the acting like a Tiamat.

It is recommend maxing this ability second or last, as you won’t have much armor to benefit from it early game until late game in the match.

Ground Slam Malphite slams the ground dealing 60 / 95 / 130 / 165 / 200 (+40% of his Total Armor) (+60% of ability power) magic damage to surrounding enemies, reducing their attack speed by 30 / 35 / 40 / 45 / 50 % for 3 seconds.

Use this Ground Slam immediately after you engage with your Unstoppable Force to maximize your disruption before your enemies starts unclumping.

Try to use this ability within range of the enemy Marksman to reduce their attack speed and damage output in the teamfight.

You can easily push a wave undesirably with the large area of effect radius of this ability. Be careful to not spam this during the laning phase or you will push your lane too far and gank range or possibly your death.



Unstoppable Force Malphite charges towards the target area, dealing 200 / 300 / 400 (+80% of ability power) magic damage, knocking enemies into the air and stunning for 1.5 seconds in 325 area around impact. Malphite cannot be interrupted during this charge.

In addition to engage, you can also use [[Unstoppable Force] to escape if you're isolated from team mates.

If you are engaged upon, you can use this ability to protect or peel your Marksman or Carry Laners possibly Carry Jungler.

This ability is [Unstoppable]; he cannot be targeted by crowd control during his dash.
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Malphite is a tank with a very effective kit to initiate team combat, or to weaken opponents' abilities based on auto-attack basis by decreasing attack speed. His lane phase is often underestimated, you can use this to gain an advantage early in the game.Malphite shines with his ability to adapt to his opponent in the lane phase.

Malphite is best known for his Unstoppable Force. Malphite will dash forward a significant distance, bypassing all enemies and knocking up all foes when he lands. If you can ambush your enemies as a tight group or force them to engage in a confined space, such as in the jungle or Baron Nashor Drake pit, your ultimate can be devastating! In addition to Malphite’s amazing ult, his kit allows him to engage well 1:1 against almost any AD champion as two of his abilities scale with his armor.

At low levels, mana will be a contingency. All of your abilities have heavy mana costs usually counteracted with Manaflow Band. If you are facing a ranged champion, use your Q to secure more minions rather than poke. If your lane opponent is trying to poke you down, back off, farm with your Seismic Shard Ground Slam, and let your Granite Shield recharge.

Try to set up a gank with your jungler when you hit level 6. Don’t use your Unstoppable Force unless you can secure a kill.

As your game progresses priortize health/armor items to maximize your tank potential or magic resist if they are AP heavy and to synergize with your abilities that scale off of your tank attribute champion. You can use the Area of Effect of your Brutal Strikes and Ground Slam abilities to push the lane quickly so that you can roam and gank another lane.

You will be responsible for initiating fights and disrupting the enemy ADC with the attack speed reduction of your Ground Slam. Do not engage too quickly. If you can wait, try to hold out for at least 2 of your enemies grouping up, but beware champions with spell shields or Banshee’s Veil counteracted with Seismic Shard. Once you are in the attention of the enemy team, try to cause as much disruption as much as possible with your offensive abilities and slow in hopes of getting their focus shifted towards you.

Strengths

Unstoppable Force best initiation tool.

Granite Shield gives you a lot of sustain versus poke champions and provides a great bonus to armor, which will boost your damage and sustain early in fights.

Area of Effect damage from Ground Slam can significantly hinder ADCs by slowing their attack speed.

Excellent wave clear from Brutal Strikes Area of Effect damage.



Weaknesses

If you miss your ultimate, you will be practically running it down.


Difficult to lane against sustain AP champions, such as Sylas Rumble Singed Vladimir
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Runes

Sorcery
Arcane Comet
Manaflow Band
Transcendence
Scorch
Domination
Sudden Impact
Ultimate Hunter
9 Adaptive (5.4 AD or 9 AP)
+8 ability haste
6 Armor

Runes

Sorcery
Arcane Comet
Manaflow Band
Transcendence
Scorch
Inspiration
Future's Market
Time Warp Tonic
9 Adaptive (5.4 AD or 9 AP)
+8 ability haste
6 Armor

Runes

Resolve
Grasp of the Undying
Demolish
Conditioning
Unflinching
Domination
Sudden Impact
Ultimate Hunter
9 Adaptive (5.4 AD or 9 AP)
+8 ability haste
6 Armor


Into Ranged or Unfavorable matchups, Arcane Comet is your go to. Sorcery let’s you take Manaflow Band with helps with your mana sustain, but the slow from Seismic Shard max also makes your Arcane Comet stack damage!

Otherwise, versus melee match ups. It is recommended to get Grasp of the Undying. It helps build Health, since most of the time you’re gonna be hard stacking armor or magic resistance. It also helps with your trades and helps you with some sustain along with Granite Shield.
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If you want to as much damage as possible it's Unstoppable Force + Auto + Brutal Strikes + Auto+ Ground Slam + Auto + Seismic Shard. Ground Slam and Seismic Shard should be last to prevent any loss of damage. It makes more sense to use Seismic Shard last since it has longer range than Ground Slam in case they try to escape with dash or flash after the knock-up.

Now with Flash. You will have to Flash then Unstoppable Force if enemy are little further away, but make sure teammates can follow up. Auto then use Ground Slam. Follow up with Brutal Strikes and AA. Finish with Seismic Shard since it's your longest range spell to again prevent escapes.
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Early Game Items



Buy this if you want to supplement your Corrupting Potion
Excellent item to deal with harssment in lane.
Not a big fan.
For Sustain.



Boots




Against hard crowd control composition and AP top laners.


Excellent against physical composition or oppressive AD top laners.


Consider building this if you're the only AP Carry on your team.


Good against team with no hard control crowd.



Early Core




HP for allowing longer trades.

Excellent against physical composition or oppressive AD top laners with sustain.


Provide massive mana pool for Malphite


Provides tremendous health and mana.A miniature fountain if you ask me.


Gives out massive amount of health.



Core




Excellent synergy with your offensive spells as it also provides CDR


Build Giant's Belt first as it is more cost effective than getting a Chain Vest. This item will definitely allow you to maneuver across the map and go straight for their Marksman.



Mythic Items




Recommended against physical match-ups as this will help you push and pick off champions due to the sheer health gain per legendary item and utility from Frostfire Gauntlet


Sunfire ensures that you always have a Grasp of the Undying available, that's the reason why you pretty much only take it with Grasp of the Undying. Item is also core without Grasp of the Undying


Personally my favorite Mythic since it provides tenacity especially per legendary item that is on Malphite. Provides more tank stats and slow resistance along with the tenacity. Synergizes with Mercury's Treads and Boots of Swiftness.


Situational mythic item listed on the guide. It is generally good, but not the best choice, but you can gain Magic shred with this item and it does not help that it is more of a expensive option. Consider buying this item if your Mid Laner non-existent nor there is any AP champions on your team



Situational Items




Should be must buy if they have sustained champions like Tryndamere Aatrox Ekko for exmaple. Does not stack with Morellonomicon


Should be must buy if they have sustained champions like Tryndamere Aatrox Ekko for exmaple. Does not Stack with Thornmail


Unique passive does not stack with Thornmail, consider buying this only if they have a physical composition along with no sustain otherwise prioritize Thornmail if they have physical composition with sustain.


Excellent against champions like Vel'Koz Pantheon Zoe for example since there are champion that relies too much on their combo to kill you. Consider this item if you want to negate a specific skillset.


Excellent against Master Yi, Fiora Grand Challenge and various champions, take look at the champion threats as I have placed recommended items in that section.


Consider this item if your opposing team is stacking magic resistance and you need to carry.




Supportive Items




Helps your Marksman or AP Carry from dying by healing them and migrating damage. Also consider this item if there is less than two Knight's Vow on your team.


Excellent to have a AOE slow whilst using Unstoppable Force allowing to stick on the opposing Marksman and AP Carry. Consider buying this item if the support does not have Zeke's Convergence.
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Now, Flash is almost guaranteed to be chosen as one of your primary Summoner Spells, with very few moments calling for a replacement. Flash gives your champion a boost forward, allowing you to escape sudden death, or for you to initiate a team fight. You can Flash through certain barricades, like into the Nashor's Pit or out of abilities that could lead to your death. You can also use Flash offensively, gap closing to an enemy champion to engage on them, or close enough to an ally to support them. You can use Flash to escape in sticky situations, Flashing into a bush that your enemy may not have expected can help you get away safely. When using Flash offensively, be sure that you are not just sending yourself to the intentionally feeding report list. The enemy's team could be just around the corner to stop you, or you could get too far away from the assistance of your allies.


Ghost is in excellent spot at the moment in the current meta. The usefulness of Ghost in the past was especially relevant on champions that dealt a sustained amount of damage. Ghosting passive that allows you to walk through minions is available through Phantom Dancer and other champion abilities. Still, when an enemy has Ghost you should focus on your health in encounters more than with other spells, as you’ll find it more difficult to disengage with a champion chasing you down with 10 seconds of 28-45% increased movement speed (based on their level).


In the current meta, Teleport presents itself as a excellent secondary summoner spell for solo laners across the Rift. By simply taking Teleport, you generate a gargantuan amount of threat that your opposing team need to consider when making a play. A 4v5 at Drake can quickly turn into an even teamfight with the use of a smart Teleport from a split-pushing top laner.


When going Top, Ignite can be useful for 1v1 match-ups that Ignite could help you win with the kill edge, especially if your champion is not an effective split pusher, and does not benefit from Teleport in comparison to other champions. Ignite is a execution summoner spell when your enemy is escaping, is low HP, and you have no cooldown nor mana left to use on them. You should not use Ignite at the start of the fight, and at the earliest, it should be used when the enemy is at half HP. Using Ignite at half HP is helpful when your target is being constantly healed by their items or their teammate's abilities, as it will make those heals less effective.
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Overall, This Malphite Guide includes mainly skill sequence, summoner spells, the most important aspect which is the match-up against each champions.I will be constantly updating this guide from now on. I hope that you guys will contribute your comments to make the Malphite Guide better.


Malphite is a powerful champion that fulfills the role of offensive tank and initiator. Malphite cannot force anyone to attack him, but he is one of the best champions in the game at forcing an engagement and taking multiple people in and out of the fight. Building him offensively/defensively enables you to spread havoc all over the rift.


Will add more content to this guide! Like to give out special thanks to JhoiJhoi for her guide on how to use BBCoding and allowing me to gain special formatting. Shout out to Jilgamesh_ for the banners and her drawings in this guide and you can find her plug at the bottom.





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League of Legends Build Guide Author Phrxshn
Phrxshn Malphite Guide
Phrxshn's Guide To Malphite[10.24](Preparing for Season 11)
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