Malzahar Build Guide

Your life is Null and Void

Uploader Arbulus
Updated 2 years ago
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Health (+1.33 health per level (+24 at champion level 18))
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Malzahar is a champion that doesn't seem very popular. I feel he is highly underestimated and actually surprisingly strong and effective within the current metagame. As an AP Carry, he has a rather unique kit that provides a mix of damage and utility. He requires getting used to to make the most of. Pros: - Strong 1v1 - Good farmer/pusher - High AP ratios - 3 second AoE silence - AoE % of health damage - self propagating DoT gives mana sustain in lane - 2.5 second target instant supression - not many bad matchups Cons: - Highly circumstancial ultimate that can be countered by certain abilities and items - No escapes - Relatively long cooldowns - Relatively high mana costs - No real CC apart from ult - The composition of both your team and that of the enemy team affect how effective you can be

I prefer Scaling HP Yellow which I believe are one of the most 'cost effective' runes in the game and HP is a great stat on Malzahar. If going against an AD mid though, make sure you have Armor here. AP Quints are some of the best runes in the game compared to how much they give as opposed to their colored syblings. Movement speed quints can be scary on Malzahar because they allow him to catch up to and ult opponents without them, but as I aim to rush catalyst I want some more early AP to take advantage of Malzahar's scaling. MR Blues are probably the best runes you can run in mid lane, against AP based opponents they will always let you trade better. MPen Reds are my preferred runes against any ranged champ, but against melee champions take hybrid pen if you have them, you don't lose a lot of MPen and the Arpen allows you to AA harass more effectively.

Starting Items: [item=dorans-ring][item=health-potion2] 1st back: [item=dorans-ring][img=items/boots-of-speed.png][img=items/sight-ward2.png] [item=dorans-ring] is a great item on Malzahar, it had synergy with his E and all Early Goals: [item=sorcerers-shoes][item=catalyst-the-protector] Sorcerers shoes is one of the best damage items you can get early game due to the good base damage on your skills. Catalyst, combined with his E, gives Malzahar near infinite sustain in lane while providing him with the ncessary bonus HP you need to survive during an ult. First big item: [item=rod-of-ages] On Malzahar, I believe this item is really essential. It provides a big chunk of both HP and Mana, two things Malzahar desperately needs. Malzahar's spells consume a good chunk of mana, and while he can easily manage his mana in lane with his E, spamming spells will make him run out quickly in teamfights following sieges/poke exchanges. It also makes you less reliant on blue buff. Most importantly however, Malzahar really needs the HP. If you ever want to ult somebody in the vicinity of more than one enemy champion, realise that you will not just be stunning your target for 2.5 seconds, but also yourself. You generally don't want to stand around stunned for 2.5 seconds against more than one enemy champion without some HP ;-) And of course, if you are going to build a RoA, you should build it ASAP. Core Items: [item=rod-of-ages] [item=rabadons-deathcap] [item=void-staff] Mana, HP and Tons of Damage-TM RoA is not the quickest item to build and afterwards you generally want to rush Deathcap right after to make use of Malzahar's great AP scaling. After building both RoA and Deathcap, look at the enemy items. typically you will be at the point in the game where you will want a Void Staff. Especially on Malzahar, with his ability to destroy HP stacking tanky champions and general AoE, Void Staff's magic penetration is even more important as it will give you much more options when it comes to target selection. After you have this core, typically you can kill or close to kill almost any champion on the enemy team, allowing you much more flexibility with your ult combo. Void Staffw will sigmassively increase your damage in teamfights but also [img=items/spirit-of-the-spectral-wraith.png] AP, CDR and sustain for a reasonable price. Spellvamp has great synergy with your E, giving back a lot of life and you can even continue to gain life from an E chain on a big wave while you are already roaming/fighting elsewhere. Also the bonus damage against monsters can be helpful when you have to carry your team; it makes taking objectives that much easier. [item=zhonyas-hourglass] This item is not as good on Malzahar as it is on many other champions, but if you need some armor and don't want to sacrifice AP for it this is a very good option. The active can provide for some clutch opportunities to survive while waiting for cooldowns, but it WILL interrupt your ult and as such is not nearly as good as it is on the likes of Fiddlesticks, Kennen or Morgana. [img=items/seekers-armguard.png] is a great build path option when you are having trouble with an AD mid. Typically I will get the Armguard first, finish my core and only finish Zhonya's afterwards. If I'm not against an AD mid, I usually get this as my last item; to put some Armor in front of my HP in late game while still getting a big AP boost and a useful passive. Other options: [item=rylais-crystal-scepter] A good chunk of AP and HP, both stats that Malzahar likes. Even though the slow has the reduced effect, the duration of your E will allow you to kite opponents as well. I typically prefer other items over this, but you can pick it up if you need more HP if you are getting focussed as well as kiting ability. Good against burst, combined with RoA you will have a lot of HP. I hate the build path on this item unfortunately, none of it's components are particularly good on their own and it's an expensive item to complete. [img=items/liandrys-torment.png] This add a lot of damage to your ult combo. It also has pretty ridiculous synergy with Rylai's and your E and will make your E do tons of damage. Frankly I love the Rylai-Liandry combo, but it has a terrible build path. I want more Mana, meaning RoA and will always build that first. Liandry doesn't give a lot of AP and I don't want to delay my Deathcap and after RoA and Deathcap I want my Void Staff more than this. Liandry's can be a good final item if you really need to burst down a tank/bruiser initiator with your combo to win fights. Typical final build: [item=sorcerers-shoes] [item=rod-of-ages] [item=rabadons-deathcap] [item=void-staff] [item=zhonyas-hourglass] [img=items/spirit-of-the-spectral-wraith.png] I consider this the ideal build for Malzahar and this is what I'll go for in most of my games. It provides you with everything you need: AP, HP, magic pentrations, mana, some survivability and sustain. [b]Notes on other items:[/b] [item=deathfire-grasp] I love this item on assassins, but Malzahar isn't really an assasin. The range of DFG is too short and without the ability to dash/flash in and out like an assasin, I feel like there are not enough situations where this would be useful to have. [item=archangels-staff] I don't like this item on Malzahar at all and never build it on him. His skills are not spammable enough, you get the mana you need from RoA [item=mercurys-treads] There is a item and a place for everything. If that was ever the case, it's the case with Mecurys Treads! In certain situations, these can really make the difference. For example, if you are for whatever reason losing lane to someone like Veigar or Ryze this will enable to you still get some farm instead of having to choose between cowering out of XP range and feeding. Also, you can always consider swapping your Sorcerors Shoes for a pair of these badboys after getting your Void Staff when you are up against heavy CC or just that little bit of extra MR.

[title][img=skills/malzahar/p.png] Passive: Summon Voidling[/title] [number]After casting 4 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).[/number] [title]Explanation:[/title] While certainly not one of the best passives in the game, it actually works well in Malzahar's kit and has several uses making it surprisingly versatile. 1. The voidlings enhances your harass and zoning in lane Especially early, hitting your opponent with your E while you have your passive up really boosts harass and can force them to back off and miss CS/XP if they dont want to take notable damage from the voidling while the DoT is active. Against people that don't realise it, or realise it too late, you can actually all-in somebody at level 2 with E+Voidling+Ignite+Autoattacks if they are sufficiently overextended/overconfident. 2. Having your voidling up during a full combo will add notable damage, especially early. Even comboing your opponent with just one voidling, the damage it adds hitting your opponent while suppressed should not be underestimated. Also, especially once your Voidling is frenzied, it will outrun most opponents after your ult and can finish kills you may have otherwise missed after your combo if people run away with just a few HP left. 3. The voidlings can tank towers for you and your team while pushing Underestimated, and when frenzied they can take several hits. 4. The voidlings can tank jungle creeps for you It's easy to solo-blue buff with this without taking damage, as well as clearing wraiths/wolves. 4. The voidlings can block skill shots Not always reliable but can make the difference, especially when running away from someone your voidling will follow you and generally put it self between you and the person chasing you. 5. The voidlings help you push harder when desired Self explanatory. Especially early though, this really helps you keep your E chain going at lower levels. 6. The voidling can tank minions for you before a wave hits tower Can help prevent missing CS, as well as prepare an E chain for the next wave by keeping the minions closer. [title][img=skills/malzahar/q.png] Q: Call of the Void[/title] [number]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 / 130mana Range 900[/number] [title]Explanation:[/title] A very powerfull spell. It takes some getting used to the best way to land it and when to use it. It has a pretty large range though. Try casting it just a little bit behind or in front your opponent for the best chance to land it in lane. Early on, the damage is not really worth the mana cost to use it as constant harass. Later, this spell really starts to hurt and is great at clearing creep stacks. Typical uses for this spell: 1. Going for a easy kill in lane when you have your ult and flash up If you have your ult up and flash up, landing a Q in lane gives you a lot of kill potential. The 1.4 second silence at level one, if you have reasonable reaction speed, is a large enough window to flash in and combo your opponent while they are unable to flash out or CC you due to being silenced. 2. Counter harass / zoning in lane If your opponent is trying to zone you out while you try to last hit, you can cast this in the zone they'd need to be to threaten you as you walk up to CS / restart your E chain. If they walk into the Q, it gives you potential to further harass or combo while they are silenced. If your opponent is really forcing you to do this for last hits, make sure you come out on top in trades or you are at risk of running out of mana if you are not punishing your opponent enough to let him keep forcing you to do this for every 2/3 CS you go for. 3. Harass If you can land a Q, similar to going for a kill, silencing your opponent always sets you up for follow up harass. Just a Q is rarely worth it early, but if you can always put a E + AA on top of it, it will really hurt. 4. Teamfight AoE Try to hit this on as many enemies as possible in teamfights. The silence on this spell is incredibly powerful and landing this on several enemies in a teamfight can really turn the fight around. 3 seconds is a very long time for not being able to use skills and summoners in a teamfight and can really screw your enemies over. 5. Poke Basically the only poke spell Malzahar has, useful in sieges. Cast it just behind tower for a good chance to chunk people clumped up or walkign back. 6. Saving teammates / \"Counter engage\" When a teammate is being chased or the enemy team is running at your team looking to engage, you can cast your Q in front of them so that they are silenced if they continue to chase, which buys precious seconds where they can't use abilities like CC and gapclosers. [title][img=skills/malzahar/w.png] W: Null Zone[/title] [number]Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 4/5/6/7/8% (+0.01%) of their max health each second (damage to Monsters is capped). Cooldown 14 seconds Cost 90 / 100 / 110 / 120 / 130 mana Range 800 [/number] [title]Explanation:[/title] This spell is incredibly strong, especially against HP heavy builds. At rank 5 with 500 AP, this would deal 60% to 75% to anyone who'd be dumb enough to stay in it for the entire duration. Synergizes well with his ult as the supress allows you to lock opponents in place standing in the AoE, making it a vital part of his combo. You will typically get at least 3 ticks during an ult combo. This spell also offers good zone control as it can essentially deny enemies from standing if a fairly significant space for 5 seconds. Dropping this in a choke will really make people thing twice before they walk through. If you can catch several enemies already in a choke together, this spell can be devastating and also forces your opponents to make the choice whether to advance or retreat, potentially splitting their team if not everybody makes the same decision :-) Something to note about this spell is that it has no cast time and that it instantly deals its first tick of damage when cast. Generally, you want to try and hit as many people as you can with this in teamfights for as long as possible. Try to anticpate what the main 'fighting area' will be to maximise damage; it's often good to cast it a little in front of your enemies than on top of them as this will force them to either stop advancing or run into some serious damage. This ability also have great synergy with AoE CC on your team, such as Jarvan, Amummu and Zyra. Follow up their ult with a W and then, if the situation allows for it, follow up with your own ult when the first CC wears off, keeping the enemy locked for the full duration of your W. You generally dont want to use this spell for farming/pushing, because the damage isn't that great against minions, the cooldown is quite long and mana cost fairly high. If you have blue and want to push your lane fast it's totally viable though. I always do use it to farm jungle camps / get blue, to do it faster and spawn voidlings. Finally, if your target is not standing on a Null Zone when you are ulting, you are probably doing it wrong. [title][img=skills/malzahar/e.png] E: Malefic Visions[/title] [number]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 / 120mana Range 600[/number] Your bread and butter farming and harrassing skill. [title]Explanation:[/title] [title][img=skills/malzahar/r.png] R: Nether Grasp[/title] [number]Malzahar channels the essence of the Void to suppress the target (stuns and disables summoner spells), dealing 250 / 400 / 550 (+130% of ability power) magic damage over 2.5 seconds. Cost 150 mana Range 575[/number] [title]Explanation:[/title]

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