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Choose Champion Build:
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Tank Malphite Jungle
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AP Malphite Jungle
Recommended Items
Runes:
+10% Attack Speed
+6 Armor
+65 Base Health
Spells:
Chilling Smite
Flash
Items
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Champion Build Guide
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Table of Contents
•Introduction •Pros / Cons •Summoner Spells •Runes •Abilities •Items •Warding •Jungle Pathing •Ganking •In-Game •Conclusion |
Im Silverman43 and welcome to my Malphite Jungle guide! I am a
Some abbreviations I use in this guide:
-AD=Attack Damage
-AP=Ability Power
-AS=Attack Speed
-MR=Magic Resist
-MS=Movement Speed
-HP=Health Points
-AoE=Area of Effect
-AA=Auto Attack
-CC=Crowd Control (Stuns, roots, slows, fears...)
-CDR=Cooldown Reduction
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Pros
+ Very Tanky + Good teamfighting with AoE ult and E + Very good Vs AD teams + Can easily stick to targets with this build + A lot of utility + Healthy clears with + Easy to play |
Cons
- Weak before lvl 6 - Depends on ult for engage - No real escapes - Not that good vs AP teams - Slow movement |
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Pros
+ High Burst Damage + Still a little tanky + Very good Vs AD teams + Has some CC + Ult can win teamfights + Ult is almost undodgeable + Easy to play + Can solo carry games |
Cons
- Weak before lvl 6 - Depends on ult for burst - No real escapes - Less utility than tank - Teamfighting isn't easy |

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Some extra sustain to help with getting through the early game. A free potion every 3 minutes (until 12 minutes) that restore 15% of missing health and mana AND grant 40 extra max mana. |
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An extra 5% CDR doesn't seem very spectacular, but it means more spell casts, more |
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As second Path, I prefer |
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This rune synergizes a lot with |
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Gain 3 max health for every 8 enemy minions or monsters that die near you. Additionally, when you have absorbed 120 minions or monsters, you'll gain another 2.5% max health. All extra HP further increases |
For stat bonusses, you should always go for the extra AS to use 
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AP |
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I used to play with |
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As second Path, I take |
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This rune is often overlooked by the much more popular option of this row, |
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Maybe the best rune of the whole |
The stat bonusses you should take here are pretty self-explanatory. Take the AP from the first 2 rows and finally take the HP for our passive.A simple shield that helps while jungle clearing or when ganking so you won't get bursted fast. It scales with HP, so your build should always contain some bonus HP.
- If you want to gank after clearing your jungle, wait for the shield to recharge.

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Seismic Shard (Q): Cooldown: 8s Mana cost: 70/75/80/85/90 |
It starts of weak and it's really mana hungry, but when building some AP this ability does great single-target damage. And it steals movement speed, which scales with levels, so it's easy to chase people. Because it's single target we don't max it first as it's not effective in jungle clearing. Max second when building Tank, max it second on AP
- Try to save it until an immobile champion tries to run away. You will catch up with him unless he flashes. When he doesn't it's an easy finish with W + AA.

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Thunderclap (W): Passive: Active: Cooldown: 12s Mana cost: 25 |
An AA modifier. Dealing extra damage in a little AoE. It also passively grants armor, that makes it good to level up at lvl 1. Almost every monster deals physical damage, so armor makes the clear healthier. On Tank
- Like most other empowered AA's like
Empower and
Vorpal Spikes,
Brutal Strikes is an AA reset. So you can activate it right after auto attacking to reset your attack and clear faster.

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Ground Slam (E): Cooldown: 7s Mana cost: 50/55/60/65/70 |
An AoE spell that does less damage than
- Try to hit their ADC asap in teamfights. If you can't burst him immediately for some reason (
Barrier/
Heal or a shielding/healing support), try to hit him at least with
Ground Slam. Even if they don't die, their damage output will decrease with about 50% at max rank of this spell. (Not exactly 50%, depends on crits if they don't have 100% crit chance.

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Unstoppable Force (R): Cooldown: 130/105/80s Mana cost: 100 |
This ult is one of the best teamfighting tools. Even though you are behind, if you manage to hit 3+ enemies at the same time, you have a high chance of winning the fight. It is also the sole reason AP Malphite can work. Besides its high base damage is there an AP ratio of 100%! I could make an compilation of all instant deletes I made with this. The cast animation is fast and the AoE is big, so almost undodgeable. But I have seen people who have managed to
- If possible, ult from out of vision. This will make it way harder to react to.
Unstoppable Force is the perfect setup for an allied
Yasuo's last breath.






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Always start with your jungle item. Talisman gives some mana regen and burns monsters while healing yourself. It's a little better than |
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3 |


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The Standard enchantment on every tank who jungles. It's basically the same passive as |
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A very good item, both the stats and the active. It gives mana, HP, armor and CDR, which is all |
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As Tank |


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This item is the offensive counterpart of It has the spellblade passive, making it quite useful as |
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This is a more offensive tank item. I provides almost the same stats as At 100 stacks, your first auto attack deals bonus physical damage and gives a slow, which unfortunately doesn't activate |
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Another item against AD champions, this item reflects damage from auto attacks and inflicts grievous wounds on the attacker. Because of the grievous wounds, it is an item to counter self healers. Their healing will be reduced by |


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Simply the best MR item on |
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Other examples are: |


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This item is broken. It's super useful in teamfights because of both its passive and its active. With this, you can tank A LOT of damage. A must have vs teams that keep on grouping. |


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Like most junglers you will want to rush your jungle item to clear faster. Runic echoes gives CDR, AP and Mana. This makes a great powerspike. |
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Our second big item, Protobelt grants some HP, AP, CDR and an active for a little extra mobility and burst. You will usually look to get |
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The item with the highest AP, this is ideal vs squishies in a glass canon build. Beware: it grants only AP and it is expensive. Never buy it as a first item. |
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A must-buy when the enemy team has a lot of MR. The magic penetration makes it solid in both melting tanks as destroying carries. Like |
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This item inflicts grievous wounds by damaging enemy champions. This reduces their healing, making it a good choice vs self-healers like |
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A good item stats-wise with AP and health. But the most interesting part is the %max HP burn damage from your spells, which is doubled while they are movement impaired. |
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I love CC. So why not put a slow on every single ability? |
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An item vs AP teams, with a solid amount of AP and a passive which blocks the first enemy ability before going on cooldown. Just like |


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The standard boots for AP |
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Tabi's are great vs full AD teams or when playing against multiple AA-based champions like |
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You should get these boots when vs a Full AP team or when they have a lot of CC. Some tenacity can help a lot. |
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If you want to get around the map faster, these boots are for you. I don't buy them that much though, but they are a cheap option. |

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The red, visible wards can take 4 hits from enemy champions before they are destroyed. These wards cost 75 gold, but it can reveal other nearby wards and stealthed enemies or traps like |
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The last type of ward, |
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As jungler, you will almost always carry at least 1 Where you place a ward depeneds on the situation. When you are playing against
Another situation, when the enemy jungler is camping top, help him ward. When he can avoid/survive a gank in that way, the enemy jungler loses time in which he could have farmed in his jungle, so you will get ahead indirectly.
When you are getting counterjungled, ward your own jungle. When you want to counterjungle by yourself, ward the enemy jungle.
Also make sure to ward
These are all examples and the image above only shows some common warding locations. I don't mention



The most common route I use is to get to level 3. After that you can choose what you are doing next: gank top or mid or farm the remaining camps of your jungle. The easiest start is botlane so you can get a better leash than you would get from your toplaner. That means starting at



This clear allows some early ganking, as you will get level 3 sooner than with the standard clear. However, doing this is risky as a smart enemy jungler has enough time to steal you
You always start

So first of all: what is a gank? Most players know this already, so this is for the newer players.
When someone is laning, so 1v1 top/mid or 2v2 bot, and 1 or more others walk into the lane to create an advantage in numbers. This is called a gank. A jungler will be ganking his lanes frequently (unless you are playing a very farming oriented jungler) to get kills or pressure the opponent. Others can gank too, but it will probably be later in the game as they are bound to a lane. Not every gank will gain you a kill or a turret, but when they have to use a summoner spell like
Sometimes it can be better to leave a kill for a teammate. Some champions, especially assasins, are very snowball oriented and need their kills to not fall off. Some think they NEED to get those kills and some will even flame you when you get the kill instead. But it doesn't matter that much. You won't lose a game from taking a kill instead of the midlaner or ADC. Remember that a kill grants gold to all team members involved in it.
Some lanes will be easier to gank than others. The easiest way to gank is when you are voice chatting with a friend and he can set up for you by starting a fight, or freezing his lane under his turret.
Most of the time top is the easiest lane to gank, because it's a long lane and toplaners tend to have at least some soft CC. Mid is a shorter lane with assasins being harder to gank as they have gapclosers. But some mages like
Be careful with ganking a lane that is behind. Some champions can 1v2 easily when ahead. (Those damn
There are different types of ganks. The easiest way to gank is when the enemy is overextending and you walk down the river to catch them. That's an ideal scenario. You can also get behind the enemy by walking through the tribushes toplane when blue side or through the tribushes bot when red side. Most laners will especially ward river, so in some cases they won't see you coming. Another way is to ask your laner to engage a fight. The enemy will be disttacted and he won't see you as fast.
The hardest, most risky type of gank is a dive. A tower dive. You and your laner(s) surround the opponent while he is under turret. ONLY do this when your ally pushes the wave under the enemy turret. They will tank the turret until you position yourself well and you start to fight. Only try a towerdive against a low-health enemy. And make sure the enemy jungler isn't near. Otherwise it can be an easy cleanup for him.
As
See the images above for the most common gank paths for both blue and red side of the map.
Try to make picks as AP
In teamfights, either engage or peel for your AD and APC. AP
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