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Well, I consider MS quints to be pretty bad on Malph..
""Toshabi took thy **** and strucketh Hotshot in his face 'thou art no god'" Toshabi 3:16" - Toshabi
"And then, TheJohn said something so Brazilian that it made all the Brazilians in Brazil turn to look at him" - Toshabi
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"And then, TheJohn said something so Brazilian that it made all the Brazilians in Brazil turn to look at him" - Toshabi
"abloobloo ur triggering me" - Toshabi
xLiqur wrote:
Ya malph shouldnt need it with his speed steal.
Yeah, and Fiddlesticks doesn't need Abyssal b/c of his passive.....
Granted, the bonus is multiplicative, but it's still compounding one of Malphite's strengths. It basically makes him super-mobile and near-impossible to outrun.

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Just played Malphite against noobswillownu as Kog'Maw. I got Boots of Swiftness (don't have quints yet) since they didn't have a ton of CC anyway. Believe me when I say it was NOT useless in lane. All of a sudden I could dodge every E and 75% of his ults, plus he couldn't harrass me with his W range b/c I could just skip out of range.
Speed is also important for dodging skillshots and outrunning champions with temporary steriods (Kog's W). As soon as a gank is ready, it's great for fast initiation and quickly exiting tower range after a dive. This isn't even mentioning the simple mobility you get for moving around the map.
The day I get QoS I will be a happy camper.
EDIT: Forgot one thing. Like CDR and defense pen runes, MS quints are one of the best late-game runes. They're nice to have early, but they give you quite a big bonus late game, especially compared to fortitude or potency runes.
Speed is also important for dodging skillshots and outrunning champions with temporary steriods (Kog's W). As soon as a gank is ready, it's great for fast initiation and quickly exiting tower range after a dive. This isn't even mentioning the simple mobility you get for moving around the map.
The day I get QoS I will be a happy camper.
EDIT: Forgot one thing. Like CDR and defense pen runes, MS quints are one of the best late-game runes. They're nice to have early, but they give you quite a big bonus late game, especially compared to fortitude or potency runes.

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Talking about QoS.
"Moral justification is a powerful disengagement mechanism. Destructive conduct is made personally and socially acceptable by portraying it in the service of moral ends." - Albert Bandura
"Ultimately, if people lose their willingness to recognize that there are times in our history when legality becomes distinct from morality, we aren't just ceding control of our rights to government, but our futures." - Edward Snowden
"Ultimately, if people lose their willingness to recognize that there are times in our history when legality becomes distinct from morality, we aren't just ceding control of our rights to government, but our futures." - Edward Snowden
You're missing my point, but I'm too lazy to write it --.--
Play as you like, you may notice that QoS/BoS are bad/worse later.
Play as you like, you may notice that QoS/BoS are bad/worse later.
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"Oh forget it, I have nothing to hid, I admit it, 12 hours of every single day of my life ever since I was eleven years old have been anal sex with canoes" - MrCuddowls
I assume you mean at higher levels quints of fortitude or resilience are more necessary for laning phase. That may be the case (I list them as options), but in my experience so far speed has been superior. My guide is always open to changes however.

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Trojan: That's a nice suggestion. Force of Nature is my second main item, which is far too late for MS for my liking. I need Sunfire Cape earlier for the armor, health and aura.