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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Granite Shield (PASSIVE)
Malphite Passive Ability
Malphite's Abilities

Granite Shield
Malphite's skin produces a layer of rock as a shield which absorbs damage equal to 10% of his maximum health. The shield will refresh if Malphite has not received damage in the last 10 seconds.

Seismic Shard
RANGE: 625 COOLDOWN: 8 COST: 70 / 75 / 80 / 85 / 90 MANA
ACTIVE: Malphite sends a shard of the earth through the ground at his target, dealing magic damage upon impact and slowing them for 4 seconds.
MAGIC DAMAGE: 70 / 120 / 170 / 220 / 270 (+ 60% AP)
Additionally, Malphite will increase his own movement speed for 4 seconds by the same amount of flat movement speed that the target lost.
MOVEMENT SPEED STOLEN: 14 / 17 / 20 / 23 / 26%

Brutal Strikes
COOLDOWN: 14 COST: 50 / 55 / 60 / 65 / 70 MANA
PASSIVE: Malphite's basic attacks deal a percentage of his attack damage to enemies within 200 range of the target.
SPLASH DAMAGE: 30 / 38 / 46 / 54 / 62% AD
ACTIVE: For 6 seconds, Malphite increases his armor and attack damage by a percentage.
ATTACK DAMAGE & ARMOR INCREASE: 20 / 25 / 30 / 35 / 40%
RANGE: 200COOLDOWN: 7COST: 50 / 55 / 60 / 65 / 70 MANA

Ground Slam
ACTIVE: Malphite slams the ground, dealing magic damage to enemies within range and reducing their attack speed for 3 seconds.
MAGIC DAMAGE: 60 / 100 / 140 / 180 / 220 (+ 30% armor) (+ 20% AP)
ATTACK SPEED REDUCTION: 30 / 35 / 40 / 45 / 50%

Unstoppable Force
RANGE: 1000 COOLDOWN: 130 / 115 / 100 COST: 100 MANA
ACTIVE: Malphite charges to the target location, and on arrival deals magic damage to enemies within 300 range and knocks them into the air for 1.5 seconds. Malphite cannot be interrupted during his charge by anything except his own death.
MISSILE SPEED: 1500 + Malphite's movement speed at time of cast
MAGIC DAMAGE: 200 / 300 / 400 (+ 100% AP)
Tanky
Offers CC
Snowballs Top lane
Shuts down Carries
Destroys current "META"
Debuffs enemy team
Great in most team comps
One of the best ults in the game
Cons:
Mana hungry early game
Team needs to know when to engage
Doesn't do much damge to other tanks
Horrible taunts. Lame Dance. Riot pls.
Usually you want to go for the level 6 kill. Conserve your mana until level 2-3 depending on who you're against. When they come to harass you do your







So you've killed your laning opponent a few times and you're ready to start team fighting. HOLD YOUR ULT. It's better to hold your ult in a fight and use it at a crucial time. It can be used to initiate but only do that when 100% needed. If you can hold it during a fight it will knock 3-5 people up and COMPLETELY make them stop doing whatever it was that they were doing. Letting your team wreck shop for 1.5 seconds. It's great for getting to the back line where the carries are.
Being tower dived? Using this will usually result in their death. Also good for tower diving your self.
It can also be used as a flash. It's the last thing you want to do but it's a longer range than flash and shorter cooldown.
When chasing a person you should try to save it un till they use their escape/flash then ult them. Your ult has a range of 1000.

It has such a big impact on a game. It will leave champions that rely on AA's and AS in tears. After you've ulted into their entire team try to hir as many peole as possible. Especially the ADC (Marksman or whatever they call it now) and champions like





Use it right away in lane when trading. It just hurts them so much.




It also completes 90% of team comps. Great when you have a squishy team that needs someone to absorb some damage and needs someone to peel for them. My personal favorite combo is Malphite top with Vi/ Master Yi jungle. Never fails.
Remember: SUSTAIN! MANA HEALTH WARDS.
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