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Malphite Build Guide by Bonkk

Top Rock Solid Malphite Guide

Top Rock Solid Malphite Guide

Updated on June 23, 2023
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League of Legends Build Guide Author Bonkk Build Guide By Bonkk 7 1 13,514 Views 6 Comments
7 1 13,514 Views 6 Comments League of Legends Build Guide Author Bonkk Malphite Build Guide By Bonkk Updated on June 23, 2023
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Runes: Against melee/winning matchups

1 2 3
Resolve
Grasp of the Undying
Shield Bash
Conditioning
Overgrowth

Sorcery
Manaflow Band
Transcendence
Bonus:

+10% Attack Speed
+6 Armor
+6 Armor

Spells:

1 2
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Champion Build Guide

Rock Solid Malphite Guide

By Bonkk


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 Sion as my main as well as a variety of other support and mid champions.

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









Malphite is a multi role flex pick (4 roles !!!) who specializes in being an anti-AD tank champion.


He hard counters AD champions due to his synergy with the armor stat and also due to the armor scaling on his abilities.

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

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.


Grasp of the Undying

Grasp of the Undying

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 Thunderclap or E Ground Slam max when taking Grasp of the Undying. This keystone also offers 3.5% of your max HP as additional damage every 4 seconds during combat and this rune also scales well into the late game especially if you're stacking a lot of HP items. Every Grasp of the Undying proc also heals you for a very small amount and gives you 7 permanent HP.

Shield Bash For stronger trades in lane. This rune synergizes really well with your passive Granite Shield, so you should look to trade everytime your passive is up in order to mitigate damage by blocking it with your shield, while at the same time dealing more damage via Shield Bash.
Conditioning scaling defensive runes. Gives you flat and percentage armor and mr at 12 minutes.

Second Wind Sustain rune. For HP regen against poke matchups. This rune along with Doran's Shield should make you survive most poke matchups.

Unflinching For tenacity to lessen the duration of CC.

Overgrowth Infinite scaling health rune. I take this rune by default if the alternative Unflinching wouldn't be of much value, such as if the enemy doesn't have a lot of CC.



Arcane Comet/Phase Rush

Arcane Comet

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.

Phase Rush

This keystone can be used when going up against a very slippery/mobile enemy, or a hard matchup where the enemy laner has strong lane sustain, where the Arcane Comet poke wouldn't do much. This rune is also taken against hard matchups where you need the movement speed to either kite or run away. Another good thing about this rune is that Malphite can proc it pretty fast, as a quick AA-W-E, Q-W-E or Q-AA-E combo is enough to activate phase Rush.
Manaflow Band For mana sustain to help alleviate some of Malphite's mana struggles in the laning phase.
Transcendence Ability Haste rune. The default in this line for the extra ability haste which is always a nice addition.

Celerity Movement speed rune. Alternative to Transcendence. The movement speed amplification synergizes nicely with your Q Seismic Shard movement speed steal. This rune is good against fast or slippery champions.
Scorch Additional poke damage in the early game. This rune in combination with Arcane Comet will make your early game poke quite annoying.



Manaflow Band

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 Transcendence if you took Grasp of the Undying as your main keystone.

Transcendence

Ability Haste rune. Take this as secondary rune along with Manaflow Band if you don't need the extra movement speed from Celerity, or extra poke from Scorch.

Celerity

Movement speed rune. The movement speed amplification synergizes nicely with your Q Seismic Shard's movement speed steal. Replace Transcendence with Celerity if you want the extra movement speed against fast and slippery champions.

Scorch

Poke rune. Take this if you want extra poke damage for a little extra power in your laning phase.

Second Wind

Sustain rune. For HP regen against poke matchups. This rune in combination with Doran's Shield should make you survive most poke matchups.

Conditioning

Scaling defensive runes. Gives you flat and percentage armor and mr at 12 minutes. This is the standard secondary rune together with Overgrowth when your main rune is in the Sorcery tree.

Overgrowth

Infinite scaling health rune. Default secondary rune along with Conditioning if the alternatives Unflinching/ Second Wind wouldn't be of much value, such as if the enemy doesn't have a lot of CC or you're not against a poke matchup.

Shield Bash

For stronger trades in lane. This rune synergizes really well with your passive Granite Shield, though if you're taking this as a secondary rune, it's mostly for the extra resistance it gives, since both the Arcane Comet and Phase Rush matchups are usually for difficult matchups for Malphite, so you wouldn't really utilize the extra damage from Shield Bash too often. Very situational.


Unflinching

For tenacity to lessen the duration of CC. If you need tenacity and went with the Resolve tree for your secondaries then take this, else, you can take Legend: Tenacity from the precision tree as an alternative tenacity rune.


Legend: Tenacity

For tenacity to lessen the duration of CC. If you need tenacity and went with the Precision tree for your secondaries then take this, else, you can take Unflinching from the precision tree as an alternative tenacity rune.


Presence of Mind

For mana sustain to help alleviate some of Malphite's mana struggles in the laning phase. If you have really bad mana struggles, then taking this together with Manaflow Band should help with your mana problems by a lot.


Cheap Shot

Extra poke damage on your Q Seismic Shard. Take this rune if you want to have both Arcane Comet and Ultimate Hunter in your rune page. This is the best secondary rune along with Ultimate Hunter in the Domination tree.


Ultimate Hunter

Reduce cooldown on ultimate ability. This is a very greedy rune, though quite rewarding. You are foregoing the additional health/mana sustain and resistances/utility from other secondary runes in exchange for more playmaking opportunities.



Take the attack speed minor rune for easier last hitting.



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.
For more kill pressure. Take this if you need the damage or early anti-heal to beat your laner, and/or snowball.

Granite Shield
Passive

Malphite grants himself a shield for 9% of his maximum health. The shield lasts until it is broken, and refreshes after a few seconds of not taking damage.

Your passive is one of your only forms of lane sustain.

Look to trade with enemies when you have your passive shield up to soak the trade damage.

The shield in conjunction with the Shield Bash rune makes your trades really strong.

The cooldown on the shield generation stops and reset anytime you take damage, regardless if it’s from creeps or champions, so make sure not to take any damage during this time.










Seismic Shard

Q

Malphite sends a shard to the target enemy that deals magic damage and slows them for 3 seconds.

Malphite also gains bonus movement speed equal to the raw amount the target lost from the slow for the duration.

This will be your main poking tool.

Taking Arcane Comet along with a Q max will make your poke sting, this is a good set up against ranged champions, or champions you can’t fight head on and have to rely on poke to slowly chunk them down.

Maxing this first will also give you a pretty big movement speed buff, while also slowing down the target.











Thunderclap

W

PASSIVE: Malphite gains bonus armor, tripled while Granite Shield is active.

ACTIVE: Malphite empowers his next basic attack within 6 seconds to gain 50 bonus range and deal bonus physical damage on-hit.

Additionally, Malphite's basic attacks on-hit for the next 5 seconds are empowered to trigger a cone in the direction of the target that deals physical damage to enemies hit.

This ability is an auto attack reset.

Maxing this ability first is the most optimal due to the ability's armor scaling passive, and armor multiplier when you have your Granite Shield up.

The ability also scales off of armor, so this ability is a gigantic slap in the face towards AD champions since you build armor to lessen their damage, and now the resistances will also double as damage stats with your W. tl;dr- this is both an offensive and defensive ability and makes Malphite a menace to AD champions.










Ground Slam

E

Malphite slams the ground beneath him, dealing magic damage to nearby enemies and crippling them for 3 seconds.

This ability scales off of both AP and Armor.

Crippling a champion causes them to lose attack speed.

This ability counters high attack speed auto attacking champions.

This ability alone is an amazing counter to ADCs, especially melee ADCs who are always in range for your Ground Slam like Yasuo, Yone and Tryndamere, because not only do they rely on auto attacks for damage, which gets countered by the attack speed slow, they are melee so you are sure to hit your E Ground Slam on them.

This Ability in conjunction with Frozen Heart slows the attack speed of nearby enemies by up to 70%.










Unstoppable Force

R

Malphite dashes with displacement immunity to the target location. Upon arrival, he deals magic damage to nearby enemies and knocks them up for 1.5 seconds.

You can extend the range of this ability by buffering it with Flash.

This ability has one of the longest knock up duration in the game.

This ability is what makes Malphite such a threat, especially in teamfights








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W
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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.



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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.



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E
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.



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Q
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 Thunderclap auto attack reset. A quick short trade combo. Use this combo when your Grasp of the Undying is ready to proc for a quick chunk of the enemy’s health.









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 Seismic Shard for the movement speed to stick on to the enemies and better kite into them with your autos and the rest of your abilities.









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 Seismic Shard at the end of the combo to maximize the cc duration of the knock up of your ultimate and the slow from your Q Seismic Shard. Do not stack CC on top of each other.








R- Flash

Catch enemies by surprise with the Flash range extension on your ultimate. You can pull this off by buffering your ult with flash. Press R then Flash immediately afterwards.








E- Flash

You can buffer the cast time on your E Ground Slam with Flash. Press E then Flash immediately afterwards.














Iceborn Gauntlet

Malphite’s most ideal mythic item. It has a spellblade passive which deals additional damage and creates a frost field on the auto proc, which helps further slow the enemies in addition to your Q Seismic Shard. The spellblade also synergizes well with Malphite’s trades because you have to weave auto attacks in between abilities for maximum DPS. When going up against a full AD team comp, or the enemy has like 4 AD champions, your first item is gonna be either Iceborn Gauntlet, or Frozen Heart depending on what you need. You can rush Warden's Mail and Plated Steelcaps then build into your Iceborn Gauntlet if you're up against an AD auto attacking top laner/jungler, but consider building Frozen Heart first when you're behind.

Jak'sho, the Protean

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 Teemo, Cassiopeia, Singed and Twitch poison, since every tick of damage you take counts as being in combat so you can stack the item's passive before a big fight breaks out. You’ll have less damage with this item in comparison to Iceborn Gauntlet, especially when you haven’t stacked up your passive yet, but it is a great alternative to it when the enemy isn't a 4/5 AD team comp.

Radiant Virtue

Supportive mythic item for Malphite. Build this if you want to play a more supportive role in the team, but only buy it if you need hybrid resistances, because if the enemy is a 4/5 AD team comp, you would do a better job supporting by soaking damage better by stacking armor. You become transcended and gain 15% max HP additional health whenever you use your ultimate with this item equipped, while also healing your teammates whenever they’re near you while transcended. This passive ability has a 90 second cooldown, which is around the same cooldown as your ultimate Unstoppable Force.

Heartsteel

This is a pretty bad mythic for Malphite, because while it gives you a ton of health and maybe you can argue that you can build resistances on your second item, it really hurts your early laning. It doesn’t have any armor at all, which is horrible for Malphite who scales off of armor for his damage on W Thunderclap and E Ground Slam, and the gigantic armor value he’ll get due to the percentage armor addition from his W Thunderclap passive. You’re missing out on a lot if you’re building this item on Malphite, might as well pick any other tank champions.

Locket of the Iron Solari

I don’t really build this item other than with Malphite support, but even then, there are other better alternative support mythics for Malphite. Maybe consider this if you need to peel for your teammates, but don’t have the budget to buy Radiant Virtue.

Evenshroud

Cheap support mythic for Malphite. This is a great alternative to Radiant Virtue when you’re behind and want to play a supportive role in the team. This mythic also offers hybrid resistances like Radiant Virtue but for a lower price. Only consider building this if the enemy has a 2 or more magic damage in their team comp, because rushing Frozen Heart is a much better option against a 4/5 AD team comp when you're behind.

Luden's Tempest

Best AP mythic for Malphite. Good against squishy champions. Gives a lot of what AP Malphite needs; AP, mana, ability haste, magic penetration, additional waveclear, movement speed.

Liandry's Anguish

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 Vladimir, Swain, Akali and others that build items that grant a lot of bonus health. Liandry's Torment also provides AP Malphite nice stats such as; AP, mana, and ability haste.

Everfrost

Utility and peel AP item. Build this item on AP Malphite if you want to have better peel for your team, so that you’d use the Everfrost active to peel for team instead of using your ultimate Unstoppable Force, so that you still have an engage after peeling for your carries. This item is also nice, as it builds off of Lost Chapter which helps a lot with your mana problems, and the stats this item gives is also utilized very well by AP Malphite.






Thornmail

Anti-heal item. 8/10 games you're gonna be building this, or at the very least, the Bramble Vest component. There’s so much healing in the game nowadays that the majority of matches would really require you to build some sort of anti-heal, and has become a necessity.
The stats this item gives is also pretty nice, and so is the thorns passive.

Frozen Heart

An OP item for Malphite, arguably one of the best armor items for him. Great synergy with your W Thunderclap and E Ground Slam. Probably the strongest counter item for AD auto attacking champions due to the Rock Solid passive which reduces auto attack damage up to a maximum of 40% (depending on your max health), and the attack speed slow on Winter’s Caress cripple AoE, slowing attack speed by 20%, which in conjunction with your E Ground Slam, brings the attack speed slow up to 70% which is insane. Another important stat on this item is the 400 mana, which really helps out a lot, as Malphite has some pretty noticeable mana problems. The 20 ability haste is also good to further lower the cooldown on your abilities. This item provides no health, but the very high armor and the passives more than compensates for it

Randuin's Omen

An alternative to Frozen Heart that’s focused on countering champions who build crit items. This item also builds off of Warden's Mail and has the Rock Solid passive, just like Frozen Heart, which counters AD auto attacking champions. Instead of the attack speed slow passive on Frozen Heart, this item has Critical Resilience passive which reduces critical strike damage dealt to you by 20%, and an active- Humility, which slows nearby enemies for 2 seconds.

Sunfire Aegis

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.

Dead Man's Plate

Movement speed armor item. Though it is kind of redundant if you went Q Seismic Shard max first because I think the movement speed steal is really strong by then, but you can make an argument that this is a good first item for a roaming Malphite playstyle. This is a good item rush if you want an item to help you rotate around the map faster, such as if you're playing for botside.

Gargoyle Stoneplate

A late game hybrid resistance item. Gargoyle Stoneplate offers no health but a ton of hybrid resistances, and a stacking resistance amplification passive. The item also has an active effect which grants you a shield that scales off of your bonus health for 2.5 seconds, which is why it is recommended to buy this as the 4th or last item in order to maximize the shield value after getting a few health items. This is a great item to use in conjunction with Jak’sho, the Protean.

Turbo Chemtank

Situational item for Malphite, not really recommended in most cases. There are other better alternatives to Turbo Chemtank that offer magic resist and/or movement speed. Might be considerable as a first item when playing Malphite jungle against a lot of AP, as it can be a good way to engage without having to use your ultimate Unstoppable Force.

Force of Nature

Malphite’s best magic resist item. This item offers a big amount of magic resist. The item also offers movement speed, which in conjunction with your Q Seismic Shard, will make you go pretty fast. This item and its passive is particularly strong against champions with damage over time abilities such as Teemo, Cassiopeia, Singed and Twitch poison, since every tick of damage you take gives you one stack of steadfast, up to a maximum of 6 stacks which grant you 10% bonus movement speed and 25% reduced magic damage with the Dissipate passive, which activates at the maximum 6 stacks.

Anathema's Chains

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. Anathema's Chains grant 650 health which is a lot more than all the magic resist items, so you’re getting more value out of taking 30% less damage from the magic dealing enemy through Anathema's Chains active and gaining 650 HP as item stats rather than buying a dedicated MR item and with less HP, and for a higher price( Anathema's Chains is really cheap). The enemy you marked as a Nemesis with the Anathema's Chains passive also has reduced tenacity when near you, which helps further shut them down.

Abyssal Mask

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.

Knight's Vow

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.

Fimbulwinter

This is a bait item, I do not recommend building this. Sure, Malphite has mana issues, but buying Fimbulwinter is not a good solution to it. This item offers absolutely no resistances at all, and offers no ability power for damage. The only thing this item gives is health, mana and a small shield that procs every so often.

Zhonya's Hourglass

The only real good AP mythic you can build on tank Malphite. This grants armor and AP, both of which are stats that make you deal more damage. This item is good if the enemy has very strong counter engage, looking to jump on you after you engage on them with your ultimate Unstoppable Force. Zhonya's Hourglass basically gives you a second chance (if your teammates are willing to help) if you screwed up, mispositioned, missed your ultimate or are a head and would like something more aggressive than the standard tank Malphite items, but nevertheless still a somewhat safe item.

Void Staff

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 Rabadon's Deathcap in terms of damage once the enemy has built at least 1 magic resist item, so consider this as an alternative to Rabadon's Deathcap if the enemy rushed some magic resist.

Shadowflame

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 Rabadon's Deathcap.

Demonic Embrace

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 Malphite building armor is better as it increases your survivability together with your damage, but as an AP item, you aren’t making the most out of its bonus hp to AP conversion passive due to having only a select few of your recommended AP items giving bonus HP. This item tries to be the best of both worlds, giving both survivability and tankiness. I feel that as AP Malphite it is better to go full damage AP build rather than mixing in survivability and tankiness with the AP build.







Boots

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.

Plated Steelcaps

Anti-auto attack armor boots. Build in conjunction with Warden's Mail to counter auto attacking AD champions in the laning phase

Mercury's Treads

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.

Ionian Boots of Lucidity

Ability haste boots. Build this when you’re ahead and the enemy has mixed damage/neither Mercury's Treads or Plated Steelcaps are good purchases for the situation.

Boots of Swiftness

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 Ashe and Nasus.

Sorcerer's Shoes

Magic penetration boot option. Build this when going AP Malphite.








Doran's Ring

Offensive starter item. Offers AP, health, and mana regen. Choose between Doran's Ring or Doran's Shield when running Arcane Comet for the additional mana regen every time you poke an enemy to help alleviate a bit of your mana problem because you gain 1.5 mana per second for 10 seconds every time you damage an enemy through your abilities or auto attacks.

Doran's Shield

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 Teemo. Second Wind and Doran's Shield should make you survive any lane.

Corrupting Potion

Sustain/poke/mana regen starter item. This is an all around good starter item for Malphite, it's a great alternative to Doran's Ring/ Doran's Shield if you want a good mix of both poke damage and sustain.

Ruby Crystal

Take this as a starting item if you’re looking to rush Bami's Cinder. Your first back with 600 gold can get you Bami's Cinder. Though this is a somewhat greedy starter item, since it doesn’t give you any form of health regen or mana sustain, but does give you a faster power spike.

Refillable Potion

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 Corrupting Potion is your starter item.

Dark Seal

Buy this against Sion or some other champs that die a lot, or if you're snowballing. Can be upgraded to Mejai's Soulstealer if you're feeling very greedy and are able to get stacks. This item and Mejai's Soulstealer is a pretty safe item on tank Malphite, as you would be very tanky and unlikely to die and lose stacks.

Bramble Vest

Good early purchase on your first back if your laning up against a champion with a lot of healing like Aatrox, Warwick, Fiora, etc…

Oblivion Orb

AP alternative to Bramble Vest. Take this if you're going full AP Malphite.

Warden's Mail

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 Thunderclap passive armor amplification and E Ground Slam attack speed slow shuts down champions like Tryndamere, Yone, Viego etc…

Chain Vest

A good armor item first back purchase if you’re building towards an Iceborn Gauntlet or Sunfire Aegis as your first item.

Lost Chapter

A must have component item as AP Malphite. The 20% mana restore per level up is so good on Malphite, and helps him immensely on his mana problems.

Cloth Armor

You can start Cloth Armor if you're looking to get a Bramble Vest or Warden's Mail super early on your first back. This is a nice starter item when going up against Warwick or Aatrox for the really early anti-heal.

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 Thunderclap and E Ground Slam, making armor the most valuable stat on him.

Malphite's Most Optimal Build(Full Armor)


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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 Thunderclap and E Ground Slam due to their damage scaling off of armor.


You can replace Iceborn Gauntlet with Jak'Sho, The Protean/ Radiant Virtue if you're up against either a mage, or the enemy's comp has 2 or more magic dealing champions.


Replace Sunfire Aegis/ Frozen Heart with Force of Nature/ Abyssal Mask if the enemy has 2 or more magic dealing champions, or if their mages are fed. You can also rush Force of Nature first item if you're struggling aginst a mage lane.


If the enemy only has 1 magic dealing champion, or if they have 1 extremely fed carry, then buy Anathema's Chains to deal with them. Buying Anathema's Chains against a single mage over a dedicated magic resist is better in my opinion, due to the large amount of health the item provides, and the 30% damage reduction is big enough to forego magic resist items. The anti-tenacity also helps you lock down on the target.

If Anathema's Chains is not enough, then Gargoyle Stoneplate should be the final nail in the coffin for sole mages in the late game, as you'd have 30% damage reduction, and 60 magic resist to help you deal with them, as well as the shield active.




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 Torment 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.





A slow push is used to slowly build up a big minion wave then crashing it all at once on the enemy.

This can be good for setting up kills, dives, roams, and recalls.

For diving, this will help in the sense that the minions will help you kill the enemies since there are multiple of them, and the enemy attacking you will make the minions take aggro against them, and in the early game minion auto attacks hurt. Trading 1 for 1 under the enemy’s tower with a big slow pushed minion wave also puts you really ahead, since both of you are even from killing each other, but you are denying the enemies a big amount of gold and experience due to the tower killing the minions without the presence of the enemy while you yourself aren’t losing much and the enemy minion wave will bounce back and push towards you once you arrive in lane, resulting in you gaining an advantage by having a minion wave advantage. Since slow push waves are big, the amount of resources you are denying is also big.

To execute a slow push, make sure to only last hit and make sure your wave has 1 more minion than the enemy minion wave.

After executing a slow push, your on a timer until the enemy minion wave reaches your tower and you start losing minions, though with a slow push you are given way more time than a fast pushed wave, due to the tower and enemy minions dealing with a larger quantity of your minions, so a slow push is good to pull off post-6 when you want to recall then walk to assist taking dragon.


A fast push/shove is basically as the name implies, pushing the wave as fast as possible.

You want to fast push the minion waves whenever the enemy recalled, roamed or died, so that you can deny them gold and experience while they're not there to collect it since the tower would be killing the minions without your them being there to last hit and soak the exp.

You also want to fast push if you yourself want to roam, ward or recall so you'd have ample time to come back to your lane without losing too many minions due to your tower killing them while you were away.

So you'd want to fast push when either you or your opponent laner is leaving the lane.

You can also use a fast push to break an enemy’s freeze by crashing your minions waves into their tower, preventing them from maintaining your wave’s 4 minion advantage needed to maintain a freeze.



Freezing occurs when you manipulate the minion wave to stay just outside the perimeter of your tower and maintain it there.

To execute a freeze, make sure that the enemy’s wave has 4 more minions than yours and only last hit the minions, do not mindlessly attack them.

When the wave is too big(i.e. Enemy wave has 5 or more extra minions) you can thin out the wave by killing the surplus minions.

For champions without killing or zoning pressure on you, especially without strong waveclear, freezing is superbly advantageous as they will be struggling to break your freeze, putting them in a dangerous position where they’ll be vulnerable to ganks, while putting you in a safe position that’s hard to gank.

As they attempt to last hit minions, you are protected by your tower and are free to harass and contest their CS.

You can maintain the freeze by always having the enemy's wave have 4 minions more than yours.

If you fail to maintain a freeze by having 4 extra enemy minions, this will turn your wave into a slow push, in which you can reset the wave by shoving it or slow pushing depending on the situation.



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 Unstoppable Force before trying to secure the objective, but sometimes in solo queue teammates don't always listen, so don’t be afraid to give dragon if the angle is way too risky to take, even if your teammates die in the process.

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 Unstoppable Force and Q Seismic Shard.





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.


Flash is an easy starting point if you haven't gotten used to tracking enemy's cooldown in your games yet. It is on a 5 minute cooldown with no Cosmic Insight rune.


Blue Side Starting Wards
Try doing a deep ward through enemy's krugs camp and placing a ward through there to see which side the enemy jungler started on. If it's too risky due to the high possibility of enemy jungler starting red, having strong level 1 like Lee Sin, or if you see them invading through topside, then better do a defensive ward on your junglers blue buff instead. A defensive ward is also suggested if against an invading jungler such as Kindred.
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.


Control Ward Placements
Place control wards in areas in which it would survive the longest, or would spot a flank from an invis champion like Twitch and Evelynn. But look to replace it if there is an important objective coming up, such as in choke points and fog of war pockets.



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
Place wards around these areas if you're: behind, lost tower, even but with no lane prio, or if the enemies have strong ambush champions that sit around in bushes such as AD Sion, Gangplank and Rengar.

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
Place wards around these areas if you're: behind, lost tower, even but with no lane prio, or if the enemies have strong ambush champions that sit around in bushes such as AD Sion, Gangplank and Rengar.


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 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.


Knowing when, who, or how to use your ultimate is crucial. Malphite’s ultimate Unstoppable Force is a game changing team fighting ability.


But ultimately(pun intended) it comes down to who’s fed on both teams. If your team’s ADC is ahead, and the enemy has a strong assassin who can easily burst them down, then you should prioritize protecting your team.


But if it’s your bruiser jungle who’s really fed and is mostly self-reliant like Viego or Bel'Veth, then you should adjust accordingly and play for engages using your ultimate Unstoppable Force.






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.



Securing these are usually much more important than the number of kills you get in a game, as teamfights and the general flow of the game revolve around contesting, trading, or fighting for these objectives.


When contesting objectives, you have to think about and consider various factors on the preparation and on the actual fighting. You have to ask yourself which of the teams is stronger in a teamfight/skirmish? Which team is stronger as of the moment? Who’ll be stronger later on? Should we contest this objective? Is it an even fight? Numbers advantage, or disadvantage? All of these and more, are deciding factors as to who wins and loses, and while you might not be able to think about all of these in the spur of the moment in your games, you should regularly practice it so that it becomes a habit so that it becomes second nature and you can very quickly decide whether it’s worth fighting or not.


Whenever your team wins in a teamfight, killed 3 or more enemies at the same time and are healthy enough or wiped the entire enemy team, look to take as many resources and objectives as possible.


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.

Malphite can clear camps pretty fast once you have a bit of armor and also due to his AoE abilities, so look to clear enemy topside camps once you fully shoved the minion wave up to their tier 2 tower, though beware that doing this is a lot riskier if you’re behind, but nevertheless still possible if you can sense when and where they’ll collapse on you(if at all).

Take an Oracle Lens to clear wards to make sure they don’t see you taking camps.

You can also take your jungler’s blue buff if neither your jungler or midlaner needs it, as Malphite can utilize the cooldown reduction and mana regen very well from the buff.

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.


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.


Towers
Taking towers isn't really Malphite's specialty as his split pushing and tower taking speed isn't all that amazing. But still, you and your team should look to take towers whenever you can, as this gives you gold and opens up the map to your team's side, allowing for better counter-jungling, deeper minion wave crashes, and more sidelane pressure.


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.


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.


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.


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.


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.


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.


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 Unstoppable Force synergizes amazingly with Yasuo's ultimate Last Breath which requires a knockup to activate, a 3 or 4 man malphite ult into a yasuo ult pretty much guarantees a winning teamfight.




Galio, the Colossus
Galio's ultimate Hero's Entrance synergizes really well with champions that can dive and get really deep into the enemy team in order to have his ultimate positioned very offensively, making it difficult for enemies to escape his ult radius. Your ultimate also has a long knock up duration (the 2nd longest in the game) basically making it near impossible to avoid Galio's ultimate, making it a devastating teamfight wombo combo.




Amumu, the Sad Mummy
Another champion similar to Malphite who has a gigantic teamfighting ability in his ultimate. Amumu engages usually start with a Q Bandage Toss into an Ultimate Curse of the Sad Mummy on top of multiple enemies. When having an amumu on your team, you can either act as the engager, follow up CC, or warden to peel for your carries.




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 Celestial Blessing speed up together with your Q Seismic Shard makes you so fast and zoom past the enemies.

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-






Aatrox the Darkin Blade
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps/ Boots of Swiftness, Thornmail, Iceborn Gauntlet, Frozen Heart, Sunfire Aegis
Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3
This is a pretty difficult matchup for Malphite. You usually wouldn’t be able to solo kill him without Grasp of the Undying and anti-heal, though you are able to win short trades if you can space well and sidestep his abilities properly, especially his Q sweet spots.

Aatrox will be stronger than Malphite throughout the entire game, with Malphite only having the advantage against Aatrox in teamfighting power.

Aatrox has good lane sustain through his passive Deathbringer Stance and omnivamp through his E Umbral Dash passive, which makes him able to stay in lane for quite some time.

Aatrox’s W Infernal Chains can get blocked by minions, so try to stand behind your minions when he has it up.

When trading against Aatrox, you basically want to bait his abilities out, then punish him and trade during its cooldown.

I would recommend maxing W Thunderclap first for the armor amplification, and also since he would just most likely sustain through your Q Seismic Shard poke if you max it first, and he doesn’t rely on auto attacks a lot/have a lot of attack speed, so E Ground Slam max is also not that good.

Most of the time I would recommend taking Phase Rush against Aatrox, since this is a more forgiving rune and you can proc it fast to avoid eating his entire combo, since getting hit by one of his abilities would usually lead to a chain of his abilities hitting you in succession, thus Phase Rush allows you to get out and run with a quick E Ground Slam-AA-W Thunderclap, but you can take Grasp of the Undying if you are good in dodging Aatrox’s abilities, although it is a riskier rune.

Aatrox’s popular items also counter Malphite pretty hard such as Eclipse, Black Cleaver, and Serylda’s Grudge.

Buy an early Bramble Vest on your first back.

Try to freeze your lane and create an angle for your jungler or mid laner to gank you, Malphite has good gank set up, so a visit by your jungler should result in a kill or a flash.

Later on, Aatrox might be looking to split push, which is bad news for you because he is better in the solo sidelanes later on in the game, and your team would be losing more value than his team because you are way better in teamfights than Aatrox and him pressuring you to respond to him would weaken your team’s teamfighting power if no one else in your team matches his sidelane, forcing you to deal with him.

Look to play for your team in this matchup.

You can take Ignite in this matchup instead of Teleport if you went Grasp of the Undying and are looking for solo kill angles.






Akali, the Rogue Assassin
Overall difficulty: 2.5/5
Suggested runes: Arcane Comet
Suggested items: Mercury's Treads, Jak'Sho, The Protean, Radiant Virtue, Force of Nature, Turbo Chemtank, Anathema's Chains, Gargoyle Stoneplate, Abyssal Mask
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)
This is an even match up for Malphite.

You mostly want to sit back and farm in the first few levels, especially before you have some magic resist items, as she has kill pressure on you especially if she took Ignite.

Her Q Five Point Strike poke stings a bit, which is why I would suggest taking Doran's Shield and Second Wind to stay healthy against an Akali lane.

Be careful of her passive Assassin's Mark empowered auto and move away if she has it up after Q’ing Five Point Strike or E’ing Shuriken Flip on you.

One of the time windows you can afford to trade aggressively in this matchup is when her W Twilight Shroud is down and if she doesn’t have energy to cast her spells. You can and should look to trade hard or possibly even all in her during her shroud’s downtime, but be careful when trading, as your abilities are AoE and may mess up the wave, forcing you to push into her.

We take Arcane Comet in this matchup as Akali doesn’t have lane sustain outside of runes and items, making poke pretty effective against her, and also since we’re mostly looking to just poke her with Q Seismic Shard during the first few levels.

Look to buy Negatron Cloak on your first back, which gives you a high amount of magic resist for a component item. You can then build towards a Force of Nature first item or Jak’sho, the Protean for a first item after buying Negatron Cloak depending on the enemy team comp and the most fed player on their team.

You can also buy Anathema's Chains and mark her as your nemesis if she is the sole magic damage dealing champion on the enemy team. Anathema's Chains, Jak'Sho, The Protean/ Radiant Virtue and possibly a Gargoyle Stoneplate should pretty much make her a non-threat towards you. Buying these hybrid resistance items is better than buying a dedicated magic resist item just to deal with her alone.

Later on in the game, she’s gonna look to dive your team’s carries when she realizes she can’t kill you, so you’d be looking to play as a warden in this case, peeling for your team’s carries if they are fed, or if they are the win condition of the game.

Akali can’t split push, and once you have magic resistance, side laning against her shouldn’t be a problem.

Malphite has better teamfighting power than Akali, but you’d have to decide whether to use your ultimate offensively or defensively, which involves a few factors such as your team’s win condition, the enemy team’s win condition, positioning, team composition,game state, ult cooldowns, and vision.






Akshan, the Rogue Sentinel
Overall difficulty: 2.5/5
Suggested runes: Arcane Comet
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Frozen Heart/ Randuin's Omen, Thornmail, Sunfire Aegis
Key Abilities and combos to beware of: Q-AA-AA, Q-AA-E-AA,
This lane is very difficult in the early game, especially before you start to stack any armor.

Take Doran's Shield and Second Wind in this matchup.

Akshan is a very oppressive lane bully. He is mobile with the use of his E Heroic Swing which acts as both his engage and disengage ability, meaning he doesn’t just get easily countered by ganks if it's available, but that also means that he is reliant on his E Heroic Swing for mobility as such, there is a window of vulnerability for Akshan when his E Heroic Swing is down, so you can look to trade there if you are healthy enough, going in with a Q Seismic Shard for the slow and movement speed buff so he can’t just kite you out.

You need to play carefully in this lane and try not to die to prevent him from snowballing and taking over the game.

One thing you need to know with Akshan is that his E Heroic Swing can be canceled when he bumps into an enemy champion, which is one of the ways you can play against him. Once you have a few armor items you can trade back against him when he uses his E Heroic Swing, use your ultimate, or just walk in the trajectory of the swing to cancel Akshan’s E Heroic Swing, then go for an all-in.

You can block his Ultimate Comeuppance using minions, allies and current towers(untargetable towers behind your current tower can’t block the damage for you and will go through).

Buy control wards and place in river pixel brush to give vision and reveal him for when he roams with W Going Rogue invisibility, also make sure to ping your team when he’s missing.

You want to farm safely in this matchup and be willing to sacrifice CS to stay alive and soak EXP.

Rush Plated Steelcaps and Warden's Mail, then either upgrade the Warden's Mail into a Frozen Heart as your first item, or build Iceborn Gauntlet after Warden's Mail.

Malphite brings more value to teamfights, and has more teamfighting power than Akshan.

Look to protect and peel teammates who are tagged as Scoundrels by Akshan’s W passive Going Rogue to prevent him from resurrecting teammates, or be a frontline engage tank depending on a few factors such as your team’s win condition, the enemy team’s win condition, positioning, team composition,game state, ult cooldowns, and vision.

Later on in the game, Akshan might look to split push especially if he’s behind, which Malphite can deal with pretty well since you’d have a pretty big amount of armor by this time, though your team would be losing a bit of teamfighting power without you there so it’s still preferred that someone else in the team deal with him rather than you.






Camille, the Steel Shadow
Overall difficulty: 3/5
Suggested runes: Arcane Comet/ Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Radiant Virtue, Thornmail, Sunfire Aegis, Randuin's Omen, Anathema's Chains
Key Abilities and combos to beware of:AA-Q, Q2, E, W (Outer edge), R, E2-Flash, E2-W-AA-Q
This is an even matchup for Malphite. Though this is a skill matchup, the difficulty of laning depends a lot on the skill of the Camille player, as she is not the easiest champion to play. During laning, you have to pay extra attention to the cooldowns of her abilities, and be able to space and play around her important abilities(Passive Adaptive Defenses, W Tactical Sweep, and E Hookshot). Her passive Adaptive Defenses and Q Precision Protocol is very strong in early game short trades, so you want to play around those abilities’ cooldowns. Do not poke her with your Q Seismic Shard when she has her Passive Adaptive Defenses shield up, unless you somehow proc’d it with your auto attacks or W Thunderclap to turn it into a physical shield. Her Q precision protocol is an auto attack reset, and has a second part that deals true damage if she waits 1.5 seconds after using the first Q Precision Protocol, look to walk back and wait for her Q2 to go on cooldown before fighting her. With regards to spacing, you want to kite her around when she has her W Tactical Sweep up, because she will be looking to hit you with the ability’s outer edge which heals her, slows you, and deals additional max HP% damage. If you are near her and can’t dodge the outer portion by running away, then you can run forward to get hit by the less powerful inner part of the ability. Look to press E Ground Slam just as she’s about to land her E Wall dive on you in order to lessen her damage output and trade back a little while you’re stunned. Post-6, if you have ultimate Unstoppable Force, you can use it to avoid being CC’d by her E Hookshot or Ultimate Hextech Ultimatum when she goes in on you, as you are unstoppable during the casting of your ult. You wanna take either Grasp of the Undying or Arcane Comet in this matchup depending on whether you want to match her damage and sustain on Grasp of the undying(she also takes this keystone most of the time), or if you want to just stay back and poke. I would recommend taking the Arcane Comet keystone if you aren’t too familiar with this matchup, or if you aren’t confident in your cooldown tracking and spacing, as this rune set up and playstyle is way easier to play into camille than the Grasp of the Undying setup, but is the better rune tbh not only due to the keystone, but also the defensive sub runes in the resolve tree which synergizes with Malphite better than the ones in the sorcery tree. Look to build health items against her, due to her Q Precision protocol dealing true damage on the second part, which ignores your armor. Sunfire Aegis is a good 1st or 2nd item against her, as it gives quite a big amount of health(500HP) while also giving 50 armor to mitigate at least a small amount of her damage outside of her Q2 true damage. Thornmail is also important for its anti-heal due to her strong sustain through her W Tactical Sweep, Divine Sunderer spellblade heal, and Ravenous Hydra lifesteal which are her two core items. She has a very strong 1 item power spike with the purchase of Divine Sunderer, which sucks because it deals HP% damage on the spellblade auto attacks and synergizes with camille’s abilities very well and are good against tanks and HP stacking champions. You can build Anathema’s Chains if she’s becoming too big of a problem, or if she is getting your carries killed every time she dives. Buying Anathema’s chains also makes you stronger in the solo sidelines against her. You will start losing trades to Camille when she gets her Divine Sunderer power spike. Camille excels in split pushing and solo laning later on in the game, which is where her power is, in order to compensate for her semi-weak teamfighting. You will never get to beat her in solo in sidelane so better join and win in teamfights, and if possible send another person from your team to deal with her split push, since she’d be gaining more value taking you away from your team, reducing your team’s teamfighting power significantly, while wasting your time and possibly solo killing you in the side lanes.






Cho'Gath, the Terror of the Void
Overall difficulty: 4/5
Suggested runes: Grasp of the Undying
Suggested items: Mercury's Treads, Radiant Virtue, Jak'Sho, The Protean, Force of Nature, Turbo Chemtank, Abyssal Mask, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3
This is an unfavorable matchup for Malphite due to him dealing magic damage, having strong lane sustain and being so tanky you wouldn’t be able to solo kill him. In the laning phase look to dodge his abilities, and just focus on farming properly, occasionally contesting his CS with a grasp of the Undying empowered auto attack, or W thunderclap and E Ground Slam trade. Take Doran’s Shield and second wind in this lane, as Cho’gath has strong poke and lane sustain, so you want to try to match his sustain and survive his poke with your items and runes. Cho’gath will out-sustain you in lane due to his passive Carnivore which heals him and restores mana for every CS, so make sure not to take too many unfavorable trades and occasionally punish him/contest his CS. Take Teleport in this matchup to help survive laning phase, as ignite doesn't really give you that much kill pressure against cho'gath then he will just farm and outscale you. Once Cho’gath has a few resistance and health items, together with a few ultimate Feast stacks, you will never kill him without the help of your team, the only exception is when he goes AP cho’gath. Try to cast your E Ground Slam and W Thunderclap immediately after his Q Rupture knockup while he’s walking towards you, since he will most likely follow up with his silencing ability W Feral Scream. Take Grasp of the Undying because Cho’gath will just sustain through your Arcane Comet poke, and you already have your Q Seismic Shard for mobility so Phase Rush is not needed since Cho’gath is immobile. Don’t stand behind minions when Cho’gath has his E Vorpal Spikes up, as it goes through units and damages anything behind the main target. You can use your ultimate to go through Cho’gath’s CC as you are unstoppable during your ultimate Unstoppable Force. Cho’gath is a tank that deals AP damage, so you need to build magic resist/hybrid resistances against him. Jak’sho the Protean/Radiant Virtue are good first items since you don’t really need a fully dedicated magic resistance item since his damage in the early game isn’t really that strong. You can consider buying full MR items if against an AP Cho’gath. In teamfights, Cho’gath plays as a disruptor/peel tank. He doesn’t have strong engages like Malphite, but has low cooldown disruptive soft CC abilities, with his Q Rupture being his only displacement ability. In teamfights, Cho'gath will be there to just annoy you and soak a ton of damage, CC and abilities, allowing for his carries to dish out their damage. Do not underestimate cho'gath as he still deals a substantial amount of damage even while building full tank because he has health scaling on a few of his abilities. Watch out for when he gets too close to your squishy backline carries, as he will be able to kill them.
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.






Darius, the Hand of Noxus
Overall difficulty: 3.5/5
Suggested runes: Phase Rush
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Sunfire Aegis, Dead Man's Plate, Randuin's Omen/ Frozen Heart
Key Abilities and combos to beware of:Passive, Q (outer edge), AA-W, R, E-AA-W-Q-AA
This is a very difficult matchup in the early game for Malphite. Take Doran’s shield and Second Wind to ensure you survive the laning phase. The matchup becomes easier later on when you have a few armor items. Be careful of your positioning and do not fight him level 1, he will just run you down with ghost and auto attacks. Darius will beat you 1v1 when you don’t have any resistances yet. Be careful of his level 6 power spike. Run away once he starts getting 3-4 stacks of hemorrhage on you, also be careful when he gets 5 hemorrhage stacks on you or your ally as it will result in him getting another passive Noxian Might which gives him extra AD and immediately applies 5 stacks of hemorrhage on his auto attacks and decimate’s outer edge. Take Phase Rush to help you run away when he gets in range of you and tries to fight. Buy armor items to counter darius. Rush bramble vest to counter the healing on his Q Decimate’s outer edge. Gargoyle’s stoneplate is a good item to bait out his ultimate Noxian Guillotine as the shield active blocks damage from the ability, causing you to survive what would have been an execute, and putting his ultimate ability on cooldown. In teamfights you want to make sure he doesn’t get too close to your team’s backline carries, as he can quickly burst them down and get an execute chain with his ultimate Noxian Guillotine resets. Look to peel if your team can’t sufficiently deal with him without your help. Darius is pretty strong in the side lane dueling, as he can take on multiple people on his own when ahead and with proper spacing. You can’t kill him, but he will also have difficulty in killing you.






Dr. Mundo, the Madman of Zaun
Overall difficulty: 2/5
Suggested runes: Grasp of the Undying
Suggested items: Boots of Swiftness/ Mercury's Treads, Jak'Sho, The Protean/ Radiant Virtue, Thornmail, Gargoyle Stoneplate
Key Abilities and combos to beware of: Q, E, R, AA-E
This is a poke matchup. Dr. Mundo is always looking to chunk you down by spamming their Q Infected Bonesaw and E Blunt Force Trauma minion execute on you. Take Doran’s Shield and Second Wind in this matchup. Ignite is recommended in this matchup for the anti-heal to cut his healing post-6 when he has his ultimate Maximum Dosage up. Dr. Mundo’s passive Goes where he pleases is pretty useless in the early game as Malphite doesn’t have any hard CC on his basic abilities, though post-6 there is no way for you to remove his passive and make him drop his canister without the help of your allies due to you only have 1 form of hard CC which is your ultimate Unstoppable Force so if you use it on him, his passive will simply block it. Try to let your teammates unload their CC on him before engaging with your ultimate unstoppable force. Take Grasp of the Undying for stronger trades against Mundo, since he has lane sustain so Arcane Comet poke set up won’t work too well. Rush Bramble Vest, then tier 2 boots to help with dodging his Q Infected Bonesaw. Dr. Mundo deals a mix of AP and AD damage, so you’d want to build hybrid resistances in your items. During teamfights Dr. Mundo really doesn’t do much outside of poke, absorbing damage and CC. He plays more of a disruptor tank, looking to annoy and poke you and your carries, though beware of his damage, as he can still take down a squishy carry if allowed to slither through your backlines. Dr. Mundo can’t really do much in the sidelines other than try and take towers with his pretty big demolish damage(scales off of max HP), but he doesn’t really take towers very fast either ways. You want to do a W maxing sequence in this matchup as he can sustain through your Arcane Comet poke with a Q max.






Fiora, the Grand Duelist
Overall difficulty: 4.5/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Radiant Virtue, Thornmail, Anathema's Chains
Key Abilities and combos to beware of:Q poke, AA-E-AA, Q-AA-E-AA, W
This is a hard matchup for Malphite. During early laning, she might not be so oppressive due to her damage mainly coming from her Q Lunge damage, and you’d actually beat her for a little while after your first back with a bramble vest purchase, but soon after she will beat you for the remainder of the game after she gets her first item(especially divine sunderer, it’s really strong against Malphite).






Gangplank, the Saltwater Scourge
Overall difficulty: 3/5
Suggested runes: Arcane Comet
Suggested items: Plated Steelcaps/ Boots of Swiftness, Iceborn Gauntlet, Randuin's Omen, Thornmail, Sunfire Aegis, Dead Man's Plate
Key Abilities and combos to beware of: Q poke, E-Q-E (ghost barrel), E-AA-E-Q
This is a poke lane. You have to treat Gangplank like a ranged hero due to the spammability of his Q Parrrley. Take Doran's Shield and Second Wind in this matchup.






Garen, the Might of Demacia
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps/ Boots of Swiftness, Iceborn Gauntlet, Sunfire Aegis, Dead Man's Plate, Randuin's Omen/ Frozen Heart, Gargoyle Stoneplate
Key Abilities and combos to beware of: AA-Q-E, AA-Q, E, R
This is an even matchup for Malphite.






Gnar, the Missing Link
Overall difficulty: 2.5/5
Suggested runes: Arcane Comet
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Frozen Heart, Sunfire Aegis, Dead Man's Plate, Gargoyle Stoneplate
Key Abilities and combos to beware of: W-E-AA-Q, E-R, E-Flash
This is an even matchup for Malphite.






Gragas, the Rabble Rouser
Overall difficulty: 4/5
Suggested runes: Phase Rush
Suggested items: Mercury's Treads, Radiant Virtue, Jak'Sho, The Protean, Force of Nature, Turbo Chemtank, Abyssal Mask, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: Q3, E-Q3, W-Q3, W-Q2-Q3
This is an unfavorable matchup for Malphite.






Gwen, the Hallowed Seamstress
Overall difficulty: 4/5
Suggested runes: Phase Rush
Suggested items: Mercury's Treads, Radiant Virtue, Jak'Sho, The Protean, Force of Nature, Turbo Chemtank, Abyssal Mask, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: Q, E-AA,
This is an unfavorable matchup for Malphite.






Heimerdinger, the Revered Inventor
Overall difficulty: 5/5
Suggested runes: Arcane Comet
Suggested items: Mercury's Treads, Radiant Virtue, Jak'Sho, The Protean, Force of Nature, Turbo Chemtank, Abyssal Mask, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: Q, E, R-Q, R-W, R-E
This is an unfavorable matchup for Malphite.






Illaoi, the Kraken Priestess
Overall difficulty: 3.5/5
Suggested runes: Phase Rush/ Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis, Dead Man's Plate
Key Abilities and combos to beware of: Q, AA-W, E, R, E-R-AA-W-Q
This is an unfavorable matchup for Malphite.






Irelia, the Blade Dancer
Overall difficulty: 2/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis
Key Abilities and combos to beware of: Q-Q-Q-Q-AA, E-E-Q-AA
This is a semi-favorable matchup for Malphite.






Jax, Grandmaster at Arms
Overall difficulty: 2/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis
Key Abilities and combos to beware of: E, E-Q-AA, AA-W-AA
This is a semi-favorable matchup for Malphite.






Jayce, the Defender of Tomorrow
Overall difficulty: 1/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis
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)
This is an easy matchup for Malphite.






K'Sante, the Pride of Nazumah
Overall difficulty: 1.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis
Key Abilities and combos to beware of: Q3, E-Q3, Q3-AA-W-AA, R,
This is an easy matchup for Malphite.






Kayle, the Righteous
Overall difficulty: 2/5
Suggested runes: Arcane Comet/ Grasp of the Undying
Suggested items: Plated Steelcaps, Jak'Sho, The Protean/ Radiant Virtue, Force of Nature, Frozen Heart, Abyssal Mask, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: R, E, AA-E, Q-AA-E
This is an easy matchup for Malphite in the early game, with the difficulty getting progressively harder the later the game goes on.






Kennen, the Heart of the Tempest
Overall difficulty: 4.5/5
Suggested runes: Arcane Comet
Suggested items: Mercury's Treads, Radiant Virtue, Jak'Sho, The Protean, Force of Nature, Turbo Chemtank, Abyssal Mask, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: R, Q-W-E, R-Flash
This is an unfavorable matchup for Malphite.






Kled, the Cantankerous Cavalier
Overall difficulty: 2.5/5
Suggested runes: Phase Rush
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Frozen Heart, Sunfire Aegis, Dead Man's Plate, Gargoyle Stoneplate
Key Abilities and combos to beware of: W-E-AA-Q, E-R, E-Flash
This is a difficult matchup for Malphite in the early game, though will become way easier with a few armor items. Just make sure the Kled doesn't snowball the early game.






Maokai, the Twisted Treant
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying
Suggested items: Mercury's Treads, Jak'Sho, The Protean/ Radiant Virtue, Force of Nature, Thornmail, Abyssal Mask, Gargoyle Stoneplate
Key Abilities and combos to beware of: E, Q-W, R
This is an even match up for Malphite. You usually won't get to kill each other often.






Mordekaiser, the Iron Revenant
Overall difficulty: 5/5
Suggested runes: Phase Rush
Suggested items: Mercury's Treads, Radiant Virtue/ Jak'Sho, The Protean, Force of Nature, Turbo Chemtank, Abyssal Mask, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: Passive, isolated Q, R
This is a very diffcult matchup for Malphite.






Nasus, the Curator of the Sands
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps/ Boots of Swiftness, Iceborn Gauntlet, Thornmail, Sunfire Aegis, Dead Man's Plate, Gargoyle Stoneplate
Key Abilities and combos to beware of:Q, AA-Q, W, E, R-Q
This is an even match up for Malphite.






Olaf, the Berserker
Overall difficulty: 4/5
Suggested runes: Phase Rush
Suggested items: Plated Steelcaps/ Boots of Swiftness, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: Q, E, R
This is a very diffcult matchup for Malphite in the laning phase. Difficulty slightly decreases as the game goes on, when you have a few armor items.






Ornn, the Fire below the Mountain
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps/ Mercury's Treads, Jak'Sho, The Protean/ Radiant Virtue, Sunfire Aegis, Force of Nature, Gargoyle Stoneplate
Key Abilities and combos to beware of: Passive, R, W-AA, Q-E-AA-W-AA,
This is a semi-difficult matchup for Malphite. You don't usually get to solo kill Ornn, but he does have kill pressure on you when you don't have magic resist items yet.






Pantheon, the Unbreakable Spear
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Frozen Heart/ Randuin's Omen, Sunfire Aegis, Thornmail, Gargoyle Stoneplate
Key Abilities and combos to beware of:Passive, W-Q-AA-E
This is an even match up for Malphite. Make sure not to give too many kills early to prevent Pantheon from snowballing.






Poppy, Keeper of the Hammer
Overall difficulty: 1.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis
Key Abilities and combos to beware of:Q(especially the second part), E, R
This is an easy matchup for Malphite.






Quinn, Demacia's Wings
Overall difficulty: 1.5/5
Suggested runes: Arcane Comet
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Frozen Heart/ Randuin's Omen, Sunfire Aegis, Dead Man's Plate
Key Abilities and combos to beware of:E, Q-AA-E-AA, E-AA-Q-AA, R
This is an easy matchup for Malphite. Just don't give too many kills early on to prevent her from snowballing the other lanes post-6 when she starts to roam.






Renekton, the Butcher of the Sands
Overall difficulty: 2/5
Suggested runes: Grasp of the Undying/ Phase Rush
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Gargoyle Stoneplate
Key Abilities and combos to beware of: Q, E, R, AA-E
This is a difficult matchup in the early game for Malphite until you have a few armor items.






Riven, the Exile
Overall difficulty: 3.5/5
Suggested runes: Phase Rush
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: R, Q3, R2, Q3-AA-W-AA-E
This is a difficult matchup for malphite.






Rumble, the Mechanized Menace
Overall difficulty: 5/5
Suggested runes: Phase Rush
Suggested items: Mercury's Treads/ Boots of Swiftness, Radiant Virtue/ Jak'Sho, The Protean, Force of Nature, Turbo Chemtank, Abyssal Mask, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: Passive, Q(overheat empowered), E, R
This is a very difficult matchup for malphite.






Sett, the Boss
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis
Key Abilities and combos to beware of: Q-Q-Q-Q-AA, E-E-Q-AA
This is a difficult matchup for Malphite in the early levels until you have a few armor items. Later on in the game, you generally win against Sett in a 1v1, though he still has certain kill pressure on you especially with Black Cleaver/ Blade of the Ruined King, and if you get hit by the center portion of his W Haymaker which ignores your armor.






Shen, Eye of Twilight
Overall difficulty: 3.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps/ Mercury's Treads, Jak'Sho, The Protean/ Radiant Virtue, Sunfire Aegis, Force of Nature, Gargoyle Stoneplate
Key Abilities and combos to beware of: Passive, Empowered Q(passed through you), W, E, E-Q-AA
This is a difficult matchup for Malphite in the early levels, Shen has one of the strongest early laning in the entire game, and he deals mostly magic damage.






Singed, Mad Chemist
Overall difficulty: 1.5/5
Suggested runes: Arcane Comet/ Phase Rush
Suggested items: Mercury's Treads/ Boots of Swiftness, Jak'Sho, The Protean/ Radiant Virtue, Force of Nature, Turbo Chemtank, Gargoyle Stoneplate
Key Abilities and combos to beware of: Q, E, R, E-Q, W-E(fling root)
This is an easy matchup for Malphite even though Singed deals magic damage. He will be annoying and become a bit of a threat later on, so make sure to build some magic resist.






Sion, the Undead Juggernaut
Overall difficulty: 3/5
Suggested runes: Grasp of the Undying
Suggested items: Mercury's Treads/ Boots of Swiftness, Jak'Sho, The Protean/ Radiant Virtue, Sunfire Aegis, Force of Nature, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: Bush Q, No vision fog of war Q, E, R, E-Q
This lane is pretty easy in the early game, becoming progressively more difficult the longer the game goes on due to Sion's infinite health scaling turning him into a tank raid boss in the late game.






Sylas, the Unshackled
Overall difficulty: 5/5
Suggested runes: Phase Rush
Suggested items: Mercury's Treads, Jak'Sho, The Protean/ Radiant Virtue, Force of Nature, Abyssal Mask, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: R, W, E-E2-AA-Q-AA-W
Consider dodging. This is Malphite's most difficult matchup. Sylas is a hard counter to Malphite. He wins against Malphite due to him dealing a lot of magic damage, which is bad enough by itself, but his ultimate Hijack is a major threat especially if he stole your ultimate Unstoppable Force and uses it in a teamfight.






Tahm Kench, the River King
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying
Suggested items: Mercury's Treads, Jak'Sho, The Protean/ Radiant Virtue, Force of Nature, Turbo Chemtank, Gargoyle Stoneplate, Abyssal Mask
Key Abilities and combos to beware of:Q, W, E, R, Q-R
This is a semi-difficult matchup for Malphite.






Teemo, the Swift Scout
Overall difficulty: 3/5
Suggested runes: Arcane Comet
Suggested items: Mercury's Treads, Jak'Sho, The Protean/ Radiant Virtue, Force of Nature, Turbo Chemtank, Gargoyle Stoneplate, Abyssal Mask
Key Abilities and combos to beware of:E, R, Q, AA-Q-AA
This is a difficult matchup for Malphite, especially in the early game before you have any magic resist. Rush Force of Nature which is really good due to the item's passive interaction with Teemo's E Toxic Shot. You can also find some solo kill angles with the use of Arcane Comet and Q Seismic Shard max.






Trundle, the Troll King
Overall difficulty: 4/5
Suggested runes: Phase Rush
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Thornmail, Frozen Heart, Sunfire Aegis, Anathema's Chains, Gargoyle Stoneplate
Key Abilities and combos to beware of: Q, AA-Q-AA, W, R
This is a difficult matchup for malphite.






Tryndamere, the Barbarian King
Overall difficulty: 1/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Frozen Heart/ Randuin's Omen, Thornmail, Sunfire Aegis
Key Abilities and combos to beware of: Passive, Q, E, R
This is a very easy matchup for Malphite.






Urgot, the Dreadnought
Overall difficulty: 2.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Frozen Heart, Sunfire Aegis
Key Abilities and combos to beware of:E, R, W, E-AA, Q-E-AA-W
This is a semi-difficult matchup for Malphite in the laning phase that gets a bit easier after a Warden's Mail and Plated Steelcaps purchase. This is a poke matchup, so make sure to bring Doran's Shield and Second Wind to survive laning.






Vayne, the Night Hunter
Overall difficulty: 2/5
Suggested runes: Arcane Comet
Suggested items: Plated Steelcaps, Frozen Heart/ Randuin's Omen, Iceborn Gauntlet, Sunfire Aegis, Thornmail
Key Abilities and combos to beware of: Q, W, E
This is a difficult matchup for Malphite in the laning phase, but you beat her post-6 after chunking her down with Q Seismic Shard and Arcane Comet poke. After purchasing Warden's Mail and Plated Steelcaps you should be mitigating a lot of her damage even with her W Silver Bolts true damage, as long as you didn't give too many kills in the early game.






Volibear, the Relentless Storm
Overall difficulty: 4/5
Suggested runes: Phase Rush/ Arcane Comet
Suggested items: Mercury's Treads, Jak'Sho, The Protean/ Radiant Virtue, Thornmail, Force of Nature, Dead Man's Plate, Gargoyle Stoneplate
Key Abilities and combos to beware of:Q, W, E, R, E-Q-AA-W-AA
This is a difficult matchup for Malphite throughout the entire game. Volibear deals hybrid damage, so you can't itemize against him by just building either armor or magic resist, you have to build both. He also beats Malphite whether he builds tank, AD, or AP, since he either shreds through your resistances, or can out-sustain your damage with his W Frenzied Maul. Though you are better than him in teamfights, he is a way better sidelaner with very strong split pushing power.






Warwick, the Uncaged Wrath of Zaun
Overall difficulty: 3.5/5
Suggested runes: Phase Rush/ Grasp of the Undying
Suggested items: Mercury's Treads/ Plated Steelcaps, Jak'Sho, The Protean/ Radiant Virtue, Thornmail, Sunfire Aegis, Dead Man's Plate, Gargoyle Stoneplate
Key Abilities and combos to beware of:Passive, Q, W, E
This is a difficult matchup for Malphitein the early game. Buy Bramble Vest on your first back to counter Warwick's lifesteal. Warwick also deals hybrid damage so build mixed resistances to counter this.






Wukong, the Monkey King
Overall difficulty: 3/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Frozen Heart, Thornmail, Sunfire Aegis
Key Abilities and combos to beware of:Q, AA-Q, E-AA-Q-W, W-AA-Q-E-AA, R, W-R
This is a difficult matchup for Malphite in the early laning phase. Wukong has a very strong early game, and the armor shred on his Q Crushing Blow is also annoying to play against, since it can counter the armor your building. Wukong's itemization can also counter Malphite as he'll be build Black Cleaver which can further shred your armor.






Yasuo, the Unforgiven
Overall difficulty: 2/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Frozen Heart/ Randuin's Omen, Iceborn Gauntlet, Thornmail, Sunfire Aegis
Key Abilities and combos to beware of: Q3, R, Q3-R, E-Q3-AA-R
This is an easy matchup for Malphite. Though be careful in the late game, as his ultimate Last Breath grants him bonus armor pen and the anti-tank items such as Blade of the Ruined King, Lord Dominik's Regards and Black Cleaver synergizes well with him .






Yone, the Unforgotten
Overall difficulty: 1.5/5
Suggested runes: Grasp of the Undying
Suggested items: Plated Steelcaps, Frozen Heart/ Randuin's Omen, Iceborn Gauntlet, Thornmail, Sunfire Aegis
Key Abilities and combos to beware of: Q3, E, R, E-Q3-AA, E-Q3-R-AA-Q-AA-W
This is an easy matchup for Malphite. Similar to his brother Yasuo, Yone scales into a late game monster, but unlike Yasuo, Yone doesn't have built in armor penetration in his kit, which Yasuo does have via his ultimate ability Last Breath which makes him an easier opponent for Malphite.






Yorick, the Shepherd of Lost Souls
Overall difficulty: 2.5/5
Suggested runes: Arcane Comet
Suggested items: Plated Steelcaps, Iceborn Gauntlet, Frozen Heart, Sunfire Aegis
Key Abilities and combos to beware of:E, W, R, E-W-AA-Q, R-E-W-AA-Q
This is an easy matchup for Malphite early on. Later on he will just focus on split pushing and taking down towers.






This is the end. Thank you for reading my guide.
Now go and smash some Yasuo players' heads in on your ranked games with your newfound Rock Solid Malphite knowledge.

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