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Recommended Items
Runes: Against melee/winning matchups
1
2
3
Resolve
Sorcery
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
1
2
Standard
Flash
Teleport
Items
Champion Build Guide

Greetings Summoner!
I hope that you're doing well in your climb this season.
Welcome to my Malphite guide!
A short description of myself before we proceed with the guide. I am Bonkk. I play in the Philippine server, having downloaded and played league while we were stuck in the horror that is the Garena server.
I'm a fairly new player actually, having started playing during season 10. I'm a top/support player with

You can search for my accounts in op.gg. My username is: Bonkk, and TMG Gobu. I look forward to helping others improve their gameplay, while also improving myself along the way :)
I poured my heart and soul to doing this guide, so hopefully you’ll enjoy it.
“Each bullet is a piece of my soul, each shot is a piece of me.” -Khada Jhin


He hard counters AD champions due to his synergy with the armor


Malphite is a simple, low skill floor situational champion with a pretty one dimensional playstyle, mostly building full tank

Building AP is also another viable set up for him, though you would be a lot squishier, and is a much more situational build (in my opinion inferior).

Malphite is a strong laner in most matchups, but struggles a lot against bad matchups due to the nature of Malphite being a very strong situational counterpick champion.


+One of the strongest counters to AD champions
+Simple, easy to learn
+Strong teamfighting
+Strong laning phase
+Very tanky
+Strong AP scaling
+Strong armor scaling
+3 AoE abilities
+Not too gold reliant
+Press R to win
Malphite is a really strong counter pick against attack damage champions. His strong early game, and amazing teamfighting abilities makes him a force to be reckoned with. Malphite's laning is also quite strong, with a Grasp of the Undying set up, you can win in duels against most attack damage top laners in the laning phase.

-Counterpicks against Malphite counter him hard (AP champions)
-Not a good blind pick
-Team reliant
-Mana hungry
-Not much lane sustain
-Only 1 hard CC ability
-Conditional peeling for team (has to sacrifice engage in order to peel)
-Average split pushing power
-Ult reliant in teamfights
Having multiple magic damage champions on the enemy team forces Malphite to build a lot of magic resist, which doesn't really synergize well with Malphite's kit. Your DPS will get lowered with the magic resist item purchases, and with the new items rework, malphite's strength took a hit because of the marksman items now dealing quite a bit of magic damage due to the ability power scaling and effects on a lot of their new items. Malphite really loves armor, but sometimes you are forced to adjust your build according to the enemy.


Malphite’s main keystone. Take this rune into most melee matchups. This rune synergizes well with Malphite’s short trade patterns, using this in conjunction with a W Thunderclap empowered auto attack will make you win most short trades. Go for a W |
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This is a poke oriented alternative keystone for Malphite. Take this rune into ranged matchups or ones wherein you can’t fight them in melee range and proc Grasp of the Undying and W Thunderclap reliably. Go Q Seismic Shard max first if you're taking this rune. The slow on your Q Seismic Shard also ensures that enemies won't be able to dodge your arcane comet. |
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![]() ![]() ![]() ![]() |
![]() ![]() |

For mana sustain to help alleviate some of Malphite's mana struggles in the laning phase. This is the standard secondary rune choice, along with |
Take the
![]() |

The standard. A short ranged emergency blink on a 5 minute cooldown. Can be used to escape, chase, reposition or make surprise flash ult plays. Take this spell in all games.
For map control and laning. This summoner spell makes laning very forgiving, as you can use it to go for a free recall whenever you get too low and can't fix the wave without dying. Teleport is also good for objective control and split pushing. This summoner can also be used to respond to a fight breaking out and you're too far to walk to the fight. You're gonna take this spell over ignite most games.

Granite Shield
![]() ![]() ![]() ![]() ![]() |
Seismic Shard
![]() Malphite also gains bonus movement speed equal to the raw amount the target lost from the slow for the duration. ![]() ![]() ![]() |
Thunderclap
PASSIVE: Malphite gains bonus armor, tripled while Granite Shield is active. ACTIVE: ![]() Additionally, ![]() ![]() ![]() ![]() |
Ground Slam
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Unstoppable Force
![]() ![]() ![]() ![]() ![]() ![]() |


Q max first is good for the
Arcane Comet set up for really strong poke, or if you need more movement speed from
Seismic Shard. W max second for the additional armor on the passive. Max E last. Max R whenever possible. Do this ability leveling sequence if your laner is ranged/mobile, or if you’re running Arcane Comet.



W max first is good for the
Grasp of the Undying set up. You will want to take this into melee matchups. This is the most optimal setup for malphite due to the W offering both offensive and defensive properties, and it also gives the most value per leveling up as it decreases the cooldown of the ability, unlike the other two basic abilities. Max Q second for the slow and movement speed buff to better stick to enemies. Max R whenever possible, and max E last.


A variation of the ability leveling sequence above. We're maxing E second if you don't need the movement speed slow, and would much rather have the attack speed slow. This is good if you're against something like a
Tryndamere top and
Viego jungle, or if you're up against 2 or more high attack speed champions. This is also a supportive alternative to the sequencing above, as slowing the enemy’s attack speed can also lessen their damage output towards your team.



An E max priority ability leveling sequence. I’m not a big fan of this sequence since I frequently build
Frozen Heart early, but I can see some games where this leveling sequence would be good, such as if you have an immobile squishy carry who’s fed and an equally fed auto attacking enemy
Yone or
Tryndamere who can dive said immobile carries, or if you need really fast waveclear. This is more of a supportive leveling sequence, since it lowers the enemy’s damage output instead of just reducing the damage you receive with the W max. Max W second, due to the armor amplification also giving your E more damage, though you can put 3 points into Q before maxing W if you need more movement speed.




Make sure to set your abilities to quick cast in the settings. This will enable you to do combos more efficiently.
AA-W-AA
Basic W


AA-W-AA-E-AA
A longer variation of the combo above.
Q-AA-W-AA-E-AA
Full basic ability rotation combo. You want to open with a Q

R-AA-W-AA-E-AA-Q
Maximum damage ultimate combo. Make sure to weave in auto attacks in between each ability for the maximum damage and for the spellblade passive procs on items. It is better to use Q


R-
Flash

Catch enemies by surprise with the


E-
Flash

You can buffer the cast time on your E





![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Hybrid resistance mythic item. Build this mythic item if the enemy has 2 or more AP champions. This item shines in long drawn out fights due to its passive which gives you stacking resistances up to a maximum of 8 consecutive stacks. Once you reach max stacks, you instantly deal some magic damage to nearby enemies and healing for the same amount for each enemy you hit. The component items this mythic are also good, offering hybrid resistances and health. This item is especially good against champions with damage over time abilities such as ![]() ![]() ![]() ![]() ![]() |
Supportive mythic item for ![]() ![]() |
This is a pretty bad mythic for ![]() ![]() ![]() ![]() ![]() ![]() |
I don’t really build this item other than with ![]() ![]() ![]() |
Cheap support mythic for ![]() ![]() ![]() ![]() |
Best AP mythic for ![]() ![]() |
Anti-tank AP mythic. This item deals 12% of bonus HP as an additional magic damage burn on your abilities. You can build this not only against tanks, but also against health stackers such as ![]() ![]() ![]() ![]() ![]() |
Utility and peel AP item. Build this item on AP ![]() ![]() ![]() ![]() ![]() |

Anti-heal item. 8/10 games you're gonna be building this, or at the very least, the ![]() The stats this item gives is also pretty nice, and so is the thorns passive. |
An OP item for ![]() ![]() ![]() ![]() ![]() |
An alternative to ![]() ![]() ![]() |
All around great armor and waveclear item. This makes your waveclear really amazing with the Immolate passive and armor it provides, and is a great first or second item. This item helps you deal with champions who also have good waveclear, or roamers since you can crash waves and deny resources faster. The HP this item is gives is also really nice, as it gives 500HP which is quite a lot for a legendary tank item. An all around great armor item that you can build in most games. |
Movement speed armor item. Though it is kind of redundant if you went Q ![]() ![]() |
A late game hybrid resistance item. ![]() |
Situational item for ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
Build this item if the enemy has a fed carry that you want to shut down and neutralize, or if the enemy only has 1 AP champion, so you don’t need to build an entire magic resist item just to counter them. ![]() ![]() ![]() ![]() |
A situational magic resist item. Build this if your teammates are heavy on magic damage, as the Curse passive of this item shreds the magic resist of enemies up to 25 magic resist. You also gain an additional 9 magic resist for each enemy champion you inflict with the item's Curse passive. |
Very situational support(ive) item. Build this if you have 1 really fed ally who’s your win condition, and your team has weak peeling and can’t protect them. This item gives more value the squishier your fed carry is, so I recommend building this if your ADC or mage is the win condition. |
This is a bait item, I do not recommend building this. Sure, ![]() ![]() |
The only real good AP mythic you can build on tank ![]() ![]() ![]() ![]() |
Magic penetration item. Build this if you’re going for an AP build, and the enemy has a lot of magic resist. This item is better than ![]() ![]() |
Anti-shield AP item. Grants 100 AP, which is a really high amount on a legendary item. Also grants magic penetration, so buying this item second is a really big spike in your damage, second only to ![]() |
AP Bruiser item. Grants additional AP based on your current bonus HP, so this item works well with tank items that grant a lot of bonus HP. I don’t really like using this item, because as tank ![]() ![]() |

Movement speed item. Buy this on your first back if you’re against a champion with a lot of skillshots that are dodgeable by sidestepping, as the additional movement speed will help with dodging. Also consider buying this if your jungler is making plays around top side and you need the extra movement speed to rotate and help them fast. |
Anti-auto attack armor boots. Build in conjunction with ![]() |
Magic resist and tenacity boots. Build this when you're facing a magic damage champion or if the enemy has a lot of crowd control. |
Ability haste boots. Build this when you’re ahead and the enemy has mixed damage/neither ![]() ![]() |
Slow resist boots. Take this is if the enemy comp has a lot of strong slows, and few hard CC, such as if the enemy has an ![]() ![]() |
Magic penetration boot option. Build this when going AP ![]() |

Offensive starter item. Offers AP, health, and mana regen. Choose between ![]() ![]() ![]() |
Defensive starter item. Offers health and health regeneration. Take this against difficult lane bullies and poke champs as you gain some HP back with the enhanced health regeneration on the item’s passive whenever you take some damage from enemy champions. This is really good against damage over time champions, such as ![]() ![]() ![]() |
Sustain/poke/mana regen starter item. This is an all around good starter item for ![]() ![]() ![]() |
Take this as a starting item if you’re looking to rush ![]() ![]() |
Buy this whenever you have some odd 150 gold to spare, the earlier the better as it gives more value in the early game due to the champions having smaller health pools. You can't buy this item if ![]() |
Buy this against ![]() ![]() ![]() |
Good early purchase on your first back if your laning up against a champion with a lot of healing like ![]() ![]() ![]() |
AP alternative to ![]() ![]() |
Buy this if you’re laning up against an AD auto attacking top and/or jungler, especially if you’ve fallen behind. The armor value and Rock Solid passive reduces so much auto attack damage together with your W ![]() ![]() ![]() ![]() ![]() |
A good armor item first back purchase if you’re building towards an ![]() ![]() |
A must have component item as AP ![]() ![]() |
You can start ![]() ![]() ![]() ![]() ![]() |

Which build should I choose?
Which build you choose depend on a few variables, and you must decide based on these factors: Your team comp and damage type, your enemy team comp and your enemy laner.
Here are my thoughts on each build and which items to build.
Tank
Malphite’s most optimal build. Grants a lot of tankiness, survivability and sustained damage. Malphite has armor scaling on his W


Malphite's Most Optimal Build(Full Armor)
This build is the most optimal for Malphite. Full armor, this is amazing against an AD team comp, and you will literally not die from them with the amount of armor this build grants. You will also deal a lot of damage from your W


You can replace



Replace





If the enemy only has 1 magic dealing champion, or if they have 1 extremely fed carry, then buy


If


Mage
Very situational off-meta build for Malphite. Prioritizes one-shot burst damage over tankiness and survivability. You usually do only one rotation of abilities with this build compared to multiple rotations with the tank build.
Build these items when against against a lot of squishy champions on the enemy team comp.
This build focuses on solely on burst damage, making you squishy but makes you deal a lot of instant damage on one rotation of abilities.
You can replace
Luden's Tempest with
Liandry's Anguish if the enemy is a bit tanky or has a lot of health stackers or champions whos items force them to build a lot of HP.
You can also build
Everfrost for the extra utility, but with AP
Malphite I recommend going for full damage, as that's your main goal anyways with this glass cannon build.
You can build
Zhonya's Hourglass as a third item if you are ahead and would rather have more damage than the survivability and stasis active from the item. Else, I like building this item second as the 2 stats: armor and AP, both scale
Malphite's damage and the stasis gives you a chance to live after engaging.
Very situational off-meta build for Malphite. Prioritizes one-shot burst damage over tankiness and survivability. You usually do only one rotation of abilities with this build compared to multiple rotations with the tank build.
Build these items when against against a lot of squishy champions on the enemy team comp.
This build focuses on solely on burst damage, making you squishy but makes you deal a lot of instant damage on one rotation of abilities.
You can replace


You can also build


You can build



























Kiting or orb walking, is a very important mechanic in the game that everyone should learn. It is not an ADC exclusive mechanic, even mages, bruisers and tanks can benefit very well from kiting. Let’s first start with our settings. Check your settings and see if you have any attack move or attack move click controls enabled, on default it should be set to A for your attack move and shift right click for attack move click. You can set it to whatever you feel is a comfortable and quick hotkey, I see some people setting it to left click, and others to some other mouse button. Learning to kite can increase your damage output, and make you survive better in fights, as standing still while auto attacking can make you a sitting duck for the enemy skillshots.

Level 1-3
Try to set up a slow push towards your enemies to pull off a cheater recall if the matchup isn't too incredibly difficult. Don't die trying to do this, but don't be afraid to take damage, as we'll be backing if we succesfully do a cheater recall.
To do this, we must only last hit the minions, but make sure that your minions wave has a small advantage over the enemy. Try to zone the enemies from your wave,again, do not be afraid, because if the enemies try to trade with you while you have a minion advantage in the early game, they will most likely lose that trade.
Once the third minion wave is about to arrive and meet, shove the wave and crash it to your opponent's turret as fast as posssible then recall. Buy any items from the cheater recall items list from above. Now you have a 1 item, and possibly health and mana advantage over your enemy laner.
Level 4-6
Levels 4 to 5 you wanna try to freeze the minion wave under your tower to farm safely, avoiding enemy jungle ganks, while making your enemy laner vulnerable to jungle ganks from your own team.
Know when to shove and pressure the lane. You want to gain lain priority once any objectives are about to spawn, around the 30-40 second mark.
In a few waves after hitting level 5, the first dragon should be spawning in the game, and you could give your team an advantage by either shoving waves hard in the top lane, and pressuring to entice the enemy team to go to you instead of fighting in the dragon giving your team the numbers advantage to secure it, or you could shove wave and group with your team. If you decide to group, try to ping off your team to wait until you have level 6 for your ultimate

Losing first dragon is not the end all be all, but it certainly is nice and should be taken especially if your team has the stronger early game comp.
If you’re team is not securing the first dragon, then look to maintain your freeze in toplane to force your enemy laner into a vulnerable spot, especially since your gank setup as Malphite is really good with the use of your ultimate



Level 9-14
During this time of the game, towers should start falling now, whether thats your enemies' or your own, tier 1 towers should be gone by now, further opening the map up.
Always remember to keep your farm up and always look to CS or have something to do. Never stand idle while the game is going on, there is always something to do. Try not to force a coinflip fight if there are no objectives on the map, just focus on farming safely and CS'ing
You can also work together with your teammates and look for ambushes, picks, and plays around bushes, enemy jungle and fog of war vision.
Do not forget to place down wards as much as possible and buy control wards. Try not to have 2 wards in your inventory at the same time unless you're planning to use it at the same time when an objective is spawning.

Level 15-18
You want to maintain what you were doing in the mid game, but be even more cautious since making mistakes in the late game is even more punishing due to long death timers and objectives having an even bigger impact on the game.Warding and having vision control is much more important in the late game, as having the knowledge and information of the enemies can literally change the tide of the game, and sometimes even decides the victors.
You also wanna pay extra attention to enemy's cooldowns during this part of the game because we want to exploit every and all points of weakness in the enemy to close the game out, and ability downtime is one of these windows of vulnerability.



Blue Side Starting Wards
![]() ![]() |
Red Side Starting Wards
You want to do a similar thing too when starting red side, but with this side you are less likely to do an offensive starting ward, as you don't have the krug camp ward trick in this side of the map. Again, watch out for invades and strong level 1 champions, and do a defensive ward if the threat is too high. |
Blue Side Offensive Wards
You want to place wards around these areas if you're: ahead, taken the enemy tower, even but with lane prio. |
Blue Side Defensive Wards
![]() ![]() ![]() |
Red Side Offensive Wards
You want to place wards around these areas if you're: ahead, taken the enemy tower, even but with lane prio. |
Red Side Defensive Wards
![]() ![]() ![]() |

Malphite has a very traditional tank role in a teamfight, except that you deal quite a lot of damage, even as a tank, after you have a few armor items equipped. You are very anti-attack damage. Malphite’s key ability is his ultimate
Unstoppable Force, which can single handedly win teamfights with a proper engage on a cluster of enemies. But Malphite isn’t limited to being just an engage bot, as he can also peel for his fed carries if the enemy has a big threat that can easily dive and burst down your team’s carries, though this entails sacrificing your engage tool to protect.
Early teamfights are often chaotic small skirmishes. You need to keep in mind that these fights begin even without having the entire team on the same page, regardless of who wants to fight or not, since this is solo queue.
You need to consider a few things first before deciding to join a fight such as how far you are from the fight, your impact on the fight, how fast you’ll respond and arrive to the fight, the pathing towards the fight, who’s currently stronger, etc…. Before a fight even begins, you should consider all the possibilities and variables in a fight. Once in a teamfight your main goal is to get on top of as many enemies as possible and beat them down with CC, soak damage, and cause disruption and help your allies dish out their abilities and damage while also trying to protect them when the enemies are getting too close. Later on when everyone starts to get a few item components, a numbers advantage becomes even greater, meaning that once a team is fighting with 1 player less in a teamfight, they will most likely lose if they’re not gigafed. Use your Q Seismic shard for the movement speed steal, as this will be your main CC ability in the early game pre-6. Do not be afraid to trade flashes with an enemy carry, especially the immobile squishies, as their flash is worth more than yours.
Mid game team fights are more coordinated, both teams will be focusing on fighting and contesting objectives. Make sure to place wards and provide vision for your team. Do not tunnel vision for an engage on 5 people at once, as you need to take you and your team’s positioning into consideration as you would need them to follow up on your engage. You might also get caught out in an awkward position and die. You also need to assess the enemy team’s threats, and be ready to protect your ADC and other squishy carries. Again, in a teamfight your main goal is to get on top of as many enemies as possible and beat them down with CC, soak damage, and cause disruption and help your allies dish out their abilities and damage while also trying to protect them when the enemies are getting too close.
Late game team fights are much riskier but more rewarding. In this state of the game, everyone deals way more damage and deaths and losing fights are punished way more harshly, while getting kills and winning fights are rewarded more greatly. As such, there is a lot of weight on your shoulders as an engage champion, because people will sing songs of praises for you if you can get a good engage and win the fight and even possibly the game, but curse you if you do a bad engage and lose the fight and possibly the game. So I suggest playing it slowly and not moving hastily. Be patient and look for safer angles to win fights. Play around objective timers, and don’t just mindlessly start a coinflip teamfight with not much to gain. When the enemy has assassin and your team doesn’t have any peel champions, then you’d better focus on protecting your carries. Prioritize protecting your team in the late game rather than engaging if you're the only one who can protect.

Early Game Teamfights
Early teamfights are often chaotic small skirmishes. You need to keep in mind that these fights begin even without having the entire team on the same page, regardless of who wants to fight or not, since this is solo queue.
You need to consider a few things first before deciding to join a fight such as how far you are from the fight, your impact on the fight, how fast you’ll respond and arrive to the fight, the pathing towards the fight, who’s currently stronger, etc…. Before a fight even begins, you should consider all the possibilities and variables in a fight. Once in a teamfight your main goal is to get on top of as many enemies as possible and beat them down with CC, soak damage, and cause disruption and help your allies dish out their abilities and damage while also trying to protect them when the enemies are getting too close. Later on when everyone starts to get a few item components, a numbers advantage becomes even greater, meaning that once a team is fighting with 1 player less in a teamfight, they will most likely lose if they’re not gigafed. Use your Q Seismic shard for the movement speed steal, as this will be your main CC ability in the early game pre-6. Do not be afraid to trade flashes with an enemy carry, especially the immobile squishies, as their flash is worth more than yours.
Mid Game Teamfights
Mid game team fights are more coordinated, both teams will be focusing on fighting and contesting objectives. Make sure to place wards and provide vision for your team. Do not tunnel vision for an engage on 5 people at once, as you need to take you and your team’s positioning into consideration as you would need them to follow up on your engage. You might also get caught out in an awkward position and die. You also need to assess the enemy team’s threats, and be ready to protect your ADC and other squishy carries. Again, in a teamfight your main goal is to get on top of as many enemies as possible and beat them down with CC, soak damage, and cause disruption and help your allies dish out their abilities and damage while also trying to protect them when the enemies are getting too close.
Late Game Teamfights
Late game team fights are much riskier but more rewarding. In this state of the game, everyone deals way more damage and deaths and losing fights are punished way more harshly, while getting kills and winning fights are rewarded more greatly. As such, there is a lot of weight on your shoulders as an engage champion, because people will sing songs of praises for you if you can get a good engage and win the fight and even possibly the game, but curse you if you do a bad engage and lose the fight and possibly the game. So I suggest playing it slowly and not moving hastily. Be patient and look for safer angles to win fights. Play around objective timers, and don’t just mindlessly start a coinflip teamfight with not much to gain. When the enemy has assassin and your team doesn’t have any peel champions, then you’d better focus on protecting your carries. Prioritize protecting your team in the late game rather than engaging if you're the only one who can protect.

How to use your ultimate?
Deciding who to use your ultimate on is a very important decision making skill when playing Malphite.








Objectives are high priority targets in the game that give you advantages in the form of gold, exp, vision, buffs, map control, and sieging power.



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Jungle Camps Counter jungle as much as you can by the mid-game if possible, such as when the enemy jungler/top or both are dead, your super ahead, or if your jungler is looking to invade, as this not only gives you or your jungler additional farm, but also denies the enemy jungler resources. ![]() Take an ![]() You can also take your jungler’s blue buff if neither your jungler or midlaner needs it, as ![]() When you or your team killed 3 or more of the enemy in at the same time, or emerged victorious in a teamfight and there are no other objectives to take, look to shove all the waves then decide to either counter jungle or take towers depending your team’s tower taking speed and the enemy’s respawn timer. |
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Rift Scuttler Rift scuttler is a very important objective early on, and as a toplaner, you should look to help your jungler contest and secure scuttle at around 3:30 if both junglers are pathing topside and will end up in a fight against scuttle. Look to set up a slow push if you can, to force the enemy toplaner to choose between helping contest scuttle and lose a ton of minions, or stay in lane and give the enemy the numbers advantage. If either one or both of the junglers are pathing bot, then there is no need to contest scuttle, simply cheater recall instead. This objective not only helps in the sense that you’re helping your jungler gain gold and exp, but it also gives vision(!!!) and a small aoe movement speed buff which benefits everyone. Later on in the game if your jungler isn’t taking the scuttle crab, take it yourself, as it is additional vision for your entire team which becomes all the more impactful the later the game goes on. |
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Towers Taking towers isn't really ![]() |
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Inhibitors Destroy this structure to make super minions spawn which can provide pressure to an enemy's lane without you being there. Try not to take inhibitors down very early if you can't end the game or secure baron to end the game, since if the enemies have good wave clearing abilities, they can farm the super minions which provide more gold than regular minions, allowing them to possibly make a comeback. |
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Dragon Dragon is usually gonna be the first objective that both teams are gonna fight and contest over, as fights for rift scuttler happens way less due to the scuttle crab nerfs, splitting it into 2 small crabs in the early game instead of 1 regular sized scuttle. Dragons give a permanent buff to you and your team, up to a maximum of 4 dragons secured, in which you gain the power of Dragon soul which gives a way stronger permanent buff, and gives your team periodic effects. |
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Rift Herald Rift Herald is a very strong sieging objective. Once you or your team secured herald, try to have it placed on the lane who benefits most from an open tower for easier roam set ups for them. This usually goes to mid lane, but placing it in Malphite’s lane in top lane isn’t bad either, as Malphite can roam more frequently with an early open tier 1 tower brought by the Rift Herald. Having the eye of the herald also gives you an empowered recall cutting down the recall time in half, so you might not want to drop Herald immediately so you can utilize this empowered recall. Whenever you're dropping Herald to take towers and tower plates are still up, look to use it when the tower has 2 and 1/4 plates to ensure that the Herald crash can take the tower out, making her go to the next tower for another crash. |
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Dragon Soul Provides a strong permanent buff to your team after securing 4 dragons. The buffs you receive are stronger than the regular dragons and depending on which dragon soul, may provide healing, movement speed, resistances and shields, damage, or slows. |
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Elder Dragon The win-teamfight buff. Try forcing teamfights once you have this buff, due to the massive advantage in fights you gain after securing this dragon, as it grants true damage burn and 20% HP execute. |
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Baron Nashor All around team buff. Securing Baron Nashor grants your team AD/AP, empowered recall and buffs your minions. The buffs are mostly used to help siege and take down towers and inhibitors with the help of the Baron-buffed minions. Try to group and force your way through towers as a team when you have Baron buff and are healthy enough to fight. |
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Nexus This is your end goal. Destroy this and win the game. K/D/A doesn't matter if you're not closing out games and ending, resulting in -24LP. If you're playing to win, play to take objectives, with the Nexus being the highest objective of them all. |


![]() ![]() ![]() ![]() ![]() |
Yasuo, the Unforgiven Your ultimate ![]() ![]() |
![]() ![]() ![]() ![]() ![]() |
Galio, the Colossus Galio's ultimate ![]() |
![]() ![]() ![]() ![]() ![]() |
Amumu, the Sad Mummy Another champion similar to ![]() ![]() ![]() |
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Kayle, the Righteous Kayle utilizes her ultimate really well on diving champions and engage tanks who will be situated in the middle of the enemy team, both for its offensive and defensive uses. Diving in and engaging with your ultimate may cause you to take a lot of damage if your team doesn't have a lot of follow up crowd control, but Kayle's ultimate safeguards you from A LOT of damage if she uses it on you after the knock up duration and when the enemies counter engage and retaliate afterwards. Her W ![]() ![]() |
Samira-
Aphelios-
Brand-
Diana-
Fiddlesticks-
Gragas-
Fizz-
Jarvan 4-
Jinx-
Karthus-
Kennen-
Lee Sin-
Anivia-
Annie-
Aurelion Sol-
Azir-
Lillia-
Leona-
Lissandra-
Illaoi-
Lulu-
Alistar-
Hecarim-
Kalista-
Malzahar-
Miss Fortune-
Morgana-
Nautilus-
Neeko-
Nilah-
Nunu-
Orianna-
Ornn-
Pyke-
Qiyana-
Rakan-
Rell-
Renata-
Rumble-
Sejuani-
Sett-
Seraphine-
Sion-
Syndra-
Tahm Kench-
Twitch-
Varus-
Veigar-
Vel’Koz-
Vex-
Viktor-
Vladimir-
Volibear-
Wukong-
Xayah-
Xerath-
Yone-
Zac-
Zeri-
Ziggs-
Zilean-
Zyra-


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Aatrox the Darkin Blade Overall difficulty: 3.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Akali, the Rogue Assassin Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Tip of Q (applies a slow), Q-AA, E-E2-AA-Q-AA, R-E-E2-AA-Q-AA, W-Q-AA (Q combos inside her twilight shroud) ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Akshan, the Rogue Sentinel Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q-AA-AA, Q-AA-E-AA, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Camille, the Steel Shadow Overall difficulty: 3/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:AA-Q, Q2, E, W (Outer edge), R, E2-Flash, E2-W-AA-Q |
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Cho'Gath, the Terror of the Void Overall difficulty: 4/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3 AP Cho’gath on the other hand is different, he will deal a lot more damage but is much squishier so you can treat him like a mage and target him alongside other important targets. You will usually use your ultimate Unstoppable force as an engage tool since Cho’gath doesn’t have any gap closer or diving abilities to get on top of your team’s backline. In the late game, Cho’gath will outscale you due to his ultimate Feast’s infinite HP scaling. Coupled with Titanic Hydra/Demonic Embrace’s bonus HP% AD/AP conversion passive, he will start to deal a lot of damage while being extremely tanky, so try to close out games fast before he outscales your team. Late game Cho’gath in the sidelanes may threaten your towers due to his high demolish damage(which scales off of max HP), and strong waveclear. His sidelane pressure can be annoying to deal with due to his tankiness which sometimes requires multiple people to kill him. The enemies might also secure objectives on the other side of the map due to the pressure he brings in the sidelane. In this situation, you can either deal with him yourself, looking to just clear waves before it crashes to the tower and protecting it since you can’t really kill him, or you can ask the best anti-tank champion on your team to assist you in catching him. |
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Darius, the Hand of Noxus Overall difficulty: 3.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Passive, Q (outer edge), AA-W, R, E-AA-W-Q-AA |
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Dr. Mundo, the Madman of Zaun Overall difficulty: 2/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R, AA-E |
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Fiora, the Grand Duelist Overall difficulty: 4.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q poke, AA-E-AA, Q-AA-E-AA, W |
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Gangplank, the Saltwater Scourge Overall difficulty: 3/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q poke, E-Q-E (ghost barrel), E-AA-E-Q ![]() ![]() ![]() ![]() |
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Garen, the Might of Demacia Overall difficulty: 2.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: AA-Q-E, AA-Q, E, R |
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Gnar, the Missing Link Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: W-E-AA-Q, E-R, E-Flash |
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Gragas, the Rabble Rouser Overall difficulty: 4/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3 |
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Gwen, the Hallowed Seamstress Overall difficulty: 4/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E-AA, |
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Heimerdinger, the Revered Inventor Overall difficulty: 5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R-Q, R-W, R-E |
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Illaoi, the Kraken Priestess Overall difficulty: 3.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, AA-W, E, R, E-R-AA-W-Q |
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Irelia, the Blade Dancer Overall difficulty: 2/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q-Q-Q-Q-AA, E-E-Q-AA |
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Jax, Grandmaster at Arms Overall difficulty: 2/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: E, E-Q-AA, AA-W-AA |
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Jayce, the Defender of Tomorrow Overall difficulty: 1/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: E-Q (ranged form), Q-AA-E (melee), E-Q(ranged form)-R-Q-AA-E(melee form) |
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K'Sante, the Pride of Nazumah Overall difficulty: 1.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E-Q3, Q3-AA-W-AA, R, |
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Kayle, the Righteous Overall difficulty: 2/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: R, E, AA-E, Q-AA-E |
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Kennen, the Heart of the Tempest Overall difficulty: 4.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: R, Q-W-E, R-Flash |
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Kled, the Cantankerous Cavalier Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: W-E-AA-Q, E-R, E-Flash |
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Maokai, the Twisted Treant Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: E, Q-W, R |
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Mordekaiser, the Iron Revenant Overall difficulty: 5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, isolated Q, R |
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Nasus, the Curator of the Sands Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q, AA-Q, W, E, R-Q |
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Olaf, the Berserker Overall difficulty: 4/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R |
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Ornn, the Fire below the Mountain Overall difficulty: 3.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, R, W-AA, Q-E-AA-W-AA, |
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Pantheon, the Unbreakable Spear Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Passive, W-Q-AA-E ![]() |
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Poppy, Keeper of the Hammer Overall difficulty: 1.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q(especially the second part), E, R |
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Quinn, Demacia's Wings Overall difficulty: 1.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:E, Q-AA-E-AA, E-AA-Q-AA, R |
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Renekton, the Butcher of the Sands Overall difficulty: 2/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R, AA-E |
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Riven, the Exile Overall difficulty: 3.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: R, Q3, R2, Q3-AA-W-AA-E |
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Rumble, the Mechanized Menace Overall difficulty: 5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, Q(overheat empowered), E, R |
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Sett, the Boss Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q-Q-Q-Q-AA, E-E-Q-AA ![]() ![]() ![]() ![]() |
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Shen, Eye of Twilight Overall difficulty: 3.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, Empowered Q(passed through you), W, E, E-Q-AA ![]() |
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Singed, Mad Chemist Overall difficulty: 1.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, E, R, E-Q, W-E(fling root) ![]() |
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Sion, the Undead Juggernaut Overall difficulty: 3/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Bush Q, No vision fog of war Q, E, R, E-Q ![]() |
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Sylas, the Unshackled Overall difficulty: 5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: R, W, E-E2-AA-Q-AA-W ![]() ![]() ![]() ![]() ![]() ![]() |
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Tahm Kench, the River King Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q, W, E, R, Q-R ![]() |
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Teemo, the Swift Scout Overall difficulty: 3/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:E, R, Q, AA-Q-AA ![]() ![]() ![]() ![]() ![]() ![]() |
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Trundle, the Troll King Overall difficulty: 4/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, AA-Q-AA, W, R |
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Tryndamere, the Barbarian King Overall difficulty: 1/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Passive, Q, E, R |
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Urgot, the Dreadnought Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:E, R, W, E-AA, Q-E-AA-W ![]() ![]() ![]() ![]() ![]() |
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Vayne, the Night Hunter Overall difficulty: 2/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q, W, E ![]() ![]() ![]() ![]() ![]() |
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Volibear, the Relentless Storm Overall difficulty: 4/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q, W, E, R, E-Q-AA-W-AA ![]() ![]() ![]() ![]() |
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Warwick, the Uncaged Wrath of Zaun Overall difficulty: 3.5/5 Suggested runes: ![]() ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Passive, Q, W, E ![]() ![]() ![]() ![]() |
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Wukong, the Monkey King Overall difficulty: 3/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:Q, AA-Q, E-AA-Q-W, W-AA-Q-E-AA, R, W-R ![]() ![]() ![]() ![]() ![]() ![]() |
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Yasuo, the Unforgiven Overall difficulty: 2/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, R, Q3-R, E-Q3-AA-R ![]() ![]() ![]() ![]() ![]() |
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Yone, the Unforgotten Overall difficulty: 1.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() ![]() ![]() Key Abilities and combos to beware of: Q3, E, R, E-Q3-AA, E-Q3-R-AA-Q-AA-W ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Yorick, the Shepherd of Lost Souls Overall difficulty: 2.5/5 Suggested runes: ![]() Suggested items: ![]() ![]() ![]() ![]() Key Abilities and combos to beware of:E, W, R, E-W-AA-Q, R-E-W-AA-Q ![]() |


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