Build Guide by Player4
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Not Updated For Current Season
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Firstly, i want to say that malzahar is my main character since level 14, and after that i've been trying to master this character. I want to thank MOBAfire for leading me towards the best build i've ever created, and to show my gratitude, i'm sharing my build with you.
Enough with introductions, lets start this!
I. Malzahar overview
- Pros and Cons
- Spells to get
- Spells not to get
- Why should i make this skill order?
- Why should i get these spells
- Alternative spells
- Why should i get these runes?
- Why should i buy these items?
III. How to play Malzahar
--Tactics and laning
--When to use the skills
V. Alternative Builds
I. Malzahar overview
Pros and cons
-Good Harassing capabilities
-Heavy rotation damage
-Challenging (Hard to master = +Fun)
-Amazing team fighter
-Can solo mid
-Has a stun
-Great against tanks (With this build)
-Spamming spells summons you a voidling to help you fight
-Mana hungry early game
-CoTV Hard to aim
-Hard to escape
-Spell rotation dependant (If the enemy survives to your rotation, you better be sure to have your vodling attacking him)
-Squishy as hell
-Ultimate leaves you vulnerable to gank (small range)
-The voidling makes you visible in some situations (eg. while you are in brush he is out)
Summon Voidling - (SV)
After casting 5 spells, Malzahar summons an uncontrollable Voidling to engage enemy units for 21 seconds. Voidlings have 200 + 50 x lvl Health and 20 + 5 x lvl Damage.
Voidlings Grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).
Like in Pros/Cons, this passive has advantages and disadvantages. Not necessarily a good passive.
Call of the Void - (CoTV)
Malzahar opens two portals to the void. After a short delay, they fire projectiles which deal 80 / 135 / 190 / 245 / 300 (+80% of ability power) magic damage and silence champions for 1.4 / 1.8 / 2.2 / 2.6 / 3 seconds.
Cost 90 / 100 / 110 / 120 / 130 mana | Range 900
Besides NG, this is what damages more if you have good aim. Also the silence makes this skill the first to use when ganking or when fleeing. Practice well your aim with this skill and you are half-way done to kill your opponents.
Null Zone - (NZ)
Malzahar creates a zone of negative energy for 5 seconds. The zone deals 4 / 5 / 6 / 7 / 8% (+1% of ability power)% of the target's max health as magic damage each second, with a minimum of 25 / 35 / 45 / 55 / 65 (damage to Monsters is capped).
Cost 90 / 105 / 120 / 135 / 150 mana | Range 800
NZ is what f***s the tanks, place it well and you got yourself taking half of the hp to tanks. I normally use this with NG, but if it's on cooldown you may want to use it in team fights or when they are attacking minions and are not paying attention.
Malefic Visions - (MV)
Malzahar infects his target's mind, dealing 80 / 140 / 200 / 260 / 320 (+80% of ability power) magic damage over 4 seconds. If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 10 / 14 / 18 / 22 / 26 mana.
Cost 60 / 75 / 90 / 105 / 120 mana | Range 600
This skill is what makes Malzahar interesting. I love to see it jumping from minion to minion and recovering all your mana, and after that jumping to enemy champions. In short, this is your damage over time spell, it's a great harrassing skill and can steal some kills if well placed.
Nether Grasp - (NG)
Malzahar channels the essence of the Void to suppress the target (stuns and disables summoner spells), dealing 250 / 400 / 550 (+150% of ability power) magic damage over 2.5 seconds.
Cost 150 mana | Range 575
It's your ultimate. Although it's your stun and what gets you more kills, it can also be what kills you more. You need to use it only in special situations, like when you make sure you're alone or when you know your team can back you up. Since it has to charge, it can be cleansed or if anyone stuns you the spell is broken. Use this skill well and you killed your opponent. Best use is with other skills for more damage output.
Spells to get
Ghost: Your champion ignores unit collision and moves 32% faster for 14 seconds.
Good for escaping or chasing enemies
Flash: Teleports your champion to target nearby location.
Great for strategical escapes, but i personally prefer ghost for this character
Teleport: After 4 seconds, teleports your champion to target friendly minion or turret.
Use this spell for 5v5. No point in 3v3.
Ignite: Ignite is a damage over time spell that targets a single champion dealing 50 damage plus 25 damage per level over 5 seconds. This damage is not lowered by armor or magic resistance. Also reduces the target healing and regeneration by 50%. 600 Range.
Synergyses very well with NG and all other skills cast in your opponent.
Clairvoyance: Reveals an area of the map for 6 seconds (castable anywhere).
Good to prevent possible ganks when you're farming or to know who will you gank next. I normally use this spell when any other mate in my team has this spell too.
Clarity: Restores 100 + 25 x level mana to your champion and 50% of that to nearby allies.
It's good if you want to stay in the lane longer or when you want to do a quick gank and you're out of mana (oom).
Heal: Restores 140 + 20 x level health to your champion and 50% of that to nearby allies.
Get this only if you know how to make this spell to save you. Otherwise don't.
Exhaust: Blinds the target (100% miss chance) and slows its Movement Speed by 40% for 3 seconds. 550 Range (estimate).
Run, malza, run!!!
Spells to not get
Cleanse: Removes all debuffs from your character.
Silence (CoTV) = Your cleanse
Revive: Instantly revives your champion at your spawning pool, giving you increased movement speed for 10 seconds. 9 minute cooldown.
Rally: Summons a beacon with 200 + 25 x level Health for 15 seconds which increases allied Attack Damage by 10-35 and used to give Health Regen by 15 + 1.5 x level per second. 0 Range Cast, 850 Range Aura (estimate).
Since it gives you AD it doesn't matter for you, unless you want an AD malzahar (xD).
Fortify: Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 7 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions.
No need to waste a spell slot to protect the tower for a few seconds more.
Smite: Deals 420, plus 35 times your level, damage to target enemy minion or pet.
STILL UNDER CONSTRUCTION