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Malphite

Creator: Svingas July 21, 2011 2:40pm
58 posts - page 5 of 6
Svingas
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Yeah you left the most important other Summoner spell for Malp out of your list. Teleport is a great alternative to Clarity. Oh and his passive states that it is only a percentage of his max HP.

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Searz
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Yea, a percentage as a SHIELD. Meaning that it receives benefits from armor and MR.
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wait wait wait where did i say anything about passive? I just said that getting pure armor for start is a bit of a bad idea. I would rather consider MR to go 1st (but this is not included on the frozen heart) becouse magic damage bursters are the biggest threat in early game. Why coz most of the physical carries are dependable on items and you dont have items at start.

I forgot about teleport ofc, stupid me. Yea this is a very valid alternative since you can teleport to base regen the mana like with clarity and teleport back with summoner spell.

This might be a good alternative if some1 realy dont like to go with Clarity.

Well i think i am still over Clarity more than tele since it takes ages to realy get back, and it is less "fight" friendly. It all depends on what you like... I am playing with Clarity with success and it sutes my playstyle. That is it. Som1 can take it or not, we dont force anyone but imho it shouldnt be considered noobish to have it.
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I assumed you meant that armor was a bad idea and that HP was better because of his passive. You made it sound like that.

If you're against a caster Glacial Shroud is a bad idea early on, but that's common knowledge.. Frozen Heart is still a very good item for Malph.
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It is but still rushing it isnt a good idea for 1st item and you need that mana early game most.

That was my idea
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It's a good solution against an enemy with physical damage.
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redeux
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I personally go with exhaust / flash. Yeah, carries aren't a problem for YOU, but unfortunately this is a team game. I do agree with rushing sunfire cape, though I open regrowth pendant and build a philo stone first.
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Exhaust is very good on almost any tank. FACT.
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I used to way back when.

Don't.

Wasting a summoner, trust me.

ALL IT HELPS WITH is being able to spam your Q a bit more early game, big whoop.

I'd rather just save my low mana for when I need it in clutch situations, and having a spell that helps me all game, in teamfights and out (flash, ghost, exhaust, cleanse, all good picks on a tank)

Also consider mana and mana reg runes, and mastery specs for mana and mana reg.


Said All

Clarity is ****: OOM - *Use clarity* *clarity on CD* - *Malphite useless*
Mana regen itens or runes are much better, late game you will probally have mana itens (banshee's and frozen heart)

Philosopher's Stone = God for mana tankers, gold per 10, health and mana regen, ****ING PERFECT FIRST ITEM


Edit: Good summoner spells, as said above are:

Escape spell: Ghost or Flash - MUST HAVE
and the 2th would be Smite if jungling or Teleport/ Exhaust
If your team don't have teleport, get it. If your team don't have exhaust, get it. If your team have both, choose wich you prefer. Or ignore your team and choose wich you prefer²
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Flash+TP.
Rush Chalice with help from Teleport.
Rush Glacial Shroud.
Rush Catalyst.
Upgrade to FH.
Upgrade to BV.

Nuff said. I believe this is core. A lot of rushing, tho :p - the rest is up to you and the game.
Regards

Hamduden // Ezaculatte (EUW)

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