Malphite Build Guide

Malphite - Bottom Lane Support

Uploader Teh JAG
Updated 4 years ago
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
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

This is a guide for a support/tank [imgsmall=champ/malphite.png]. Like every support/tank you transition from being support focused early game to tank focused late game. The main goal of this build is to help you to help your team stay alive through a mix of auras and active abilities on items. NOTE: If you like skimming through guides then you're in luck! I'll try to use pictures for abilities/items/whatever to make glancing through this thing a little easier.

Magic pen reds: Your spells and [imgsmall=items/sunfire-cape.png] do magic damage. These runes help to not have that damage ignored by the enemy buying a little MR. A good secondary option is armor reds for[imgsmall=skills/malphite/e.png] damage. Flat armor yellows: Armor helps the damage on [imgsmall=skills/malphite/e.png]. I've tried mana regen/level yellows, but with [imgsmall=items/philosophers-stone.png] there's not a huge need for them. If you feel like don't need the armor (or are running armor reds), you could go with gold/10 yellows. Not my personal preference, but is still a viable option. MR/level blues: There are pretty standard blues to take on a lot of tanks, but there's another reason why I chose these. Your abilities encourage you to build vs AD heavy teams. On the flip side sometimes you'll have to buy so much MR that you don't get the chance to buy armor to increase the damage on [imgsmall=skills/malphite/e.png]. In either case these will help. MS qints: [imgsmall=champ/malphite.png] is slow. Granted with good reason since [imgsmall=skills/malphite/q.png] steals MS from the target, but he's still really slow. And you'll feel it most when running to a team fight or back to your lane. Obviously a little MS boost cuts your travel time down. Two other amazing choices are health quints for [imgsmall=skills/malphite/p.png] and armor quints for [imgsmall=skills/malphite/e.png]. They also make you considerably tankier.

[title][img=skills/malphite/p.png] Passive: Granite Shield[/title] [number]Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If he has not been hit for 10 seconds, this effect recharges. [/number] [title]Explanation:[/title] This passive functions as a shock absorber. It's 10% of your max health and uses your armor and magic resist when calculating damage. Since there's a ten second recharge on it that resets every time you take damage, realistically you'll only get the shield once per fight. However the shield doesn't have to completely break to start recharging. This means in small exchanges during the laning phase the shield may not break for a while so long as you give it time to recharge. [title][img=skills/malphite/q.png] Q: Seismic Shard[/title] [number]Deals 70 / 120 / 170 / 220 / 270 (+60% of ability power) magic damage and steals 14 / 17 / 20 / 23 / 26% movement speed from the target for 4 seconds. Cooldown 8seconds Cost 70 / 75 / 80 / 85 / 90mana Range 625[/number] [title]Explanation:[/title] You'll take this skill at level one and max it first. There are a few reasons for this. The first is that it'll hurt, although you won't notice it until the second rank. You'll be able to use it for harass so long as you don't spam it too much and waste mana. The second it that a slow, while not a "hard" crowd control effect like a stun, is still crowd control. It's important to max it earlier before the enemy team builds movement speed to make the slow more punishing. Third is that the it's long-ranged and is NOT a "skill shot". This means it does not need to be aimed. The skill will land its mark so long as you're in range to use it. It's most important to remember that if an enemy is about to escape and your team is too far away to secure the kill, the damage on this skill may be enough to do so. [title][img=skills/malphite/w.png] W: Brutal Strikes[/title] [number]Passive: Malphite's attacks hit units near his target for 30 / 38 / 46 / 54 / 62% of his attack damage. Active: Increase Malphite's armor and attack damage 20 / 25 / 30 / 35 / 40% for 6 seconds. Cooldown 16 seconds Cost 50/55/60/65/70 mana Range 400[/number] [title]Explanation:[/title] You'll take one point in this skill at level four and max it last. The passive is very nice for clearing out minion waves, but the active is amazing. The massive increase to armor will make you incredibly tanky and increase the damage on [imgsmall=skills/malphite/e.png]. You'll also get a massive increase in total attack damage to increase your auto attack strength. Aside from the obvious advantage in fights you can use it to push down towers faster. [title][img=skills/malphite/e.png] E: Ground Slam[/title] [number]Malphite slams the ground dealing 60 / 100 / 140 / 180 / 220 (+50% of his Armor) magic damage to surrounding enemies, reducing their attack speed by 30 / 35 / 40 / 45 / 50% for 4 seconds. Cooldown 8 seconds Cost 50/55/60/65/70 mana Range 400[/number] [title]Explanation:[/title] You'll take a point in this skill at level two and max it second. It does a large amount of area of effect damage that slows enemy attack speed and scales off of half of your total armor. Still, there are reasons why [imgsmall=skills/malphite/q.png] takes priority over this skill. First is that the range on it is such that you need to be right on top of the enemy for it to hit. So if you can't catch up to them you're going to miss. This makes maxing out the slow from [imgsmall=skills/malphite/q.png] first even more important. Second is that earlier in the game the enemy won't have too much attack speed, so you don't have as big of a need to reduce it. [title][img=skills/malphite/r.png] R: Unstoppable Force[/title] [number]Malphite charges towards the target area, dealing 200 / 300 / 400 (+100% of ability power) magic damage and knocking enemies into the air for 1.5 / 1.75 / 2 seconds. Cooldown 130 / 115 / 100 / 110seconds Cost 100mana Range 1000[/number] [title]Explanation:[/title] This skill is an area of effect knock up that deals a large chunk of damage. It can be used to initiate a fight or counter-initiate a fight started by the enemy team. A common thing to do is use [imgsmall=skills/malphite/e.png] as your targets are knocked in the air to create a one-two punch for more damage. It should be noted that a knock up is a non-reducable form of crowd control, so it isn't lessened in any way by Tenacity.

STARTING ITEMS [imgsmall=items/cloth-armor.png] and any combo of [imgsmall=items/health-potion.png], [imgsmall=items/sight-ward.png], and [imgsmall=items/vision-ward.png]. You start with 475 gold. [imgsmall=items/cloth-armor.png] costs 300 gold, so that's 175 to spend on other stuff. With the current metagame, you'll be supporting an AD carry on bottom lane as the support. The other team will also have an AD carry and support. Having more armor works for you against the AD carry, which is who you're here to counter. The other items are standard support items. A little bit of map control in the river above your lane goes a looooong way. EARLY GAME [imgsmall=items/boots-of-speed.png][imgsmall=items/emblem-of-valour.png][imgsmall=items/heart-of-gold.png][imgsmall=items/philosophers-stone.png] The order for these is obviously based on what you need, but building at least one of your gold/10 items first is great. [imgsmall=items/emblem-of-valour.png]'s aura may not be the most noticeable thing is the world, but believe me, it's working wonders to sustain your lane. All of these items serve to curb your slow movement speed, start your support through auras, take care of your health/health and mana regen needs, and rack up gold for later in the game. MID GAME ([imgsmall=items/mercurys-treads.png] or [imgsmall=items/ninja-tabi.png]) [imgsmall=items/locket-of-the-iron-solari.png][imgsmall=items/philosophers-stone.png] At this point you'll have your second level boots. [imgsmall=items/mercurys-treads.png] for facing heavy magic damage or two to three big crowd control effects, and [imgsmall=items/ninja-tabi.png] otherwise. Also you'll have [imgsmall=items/locket-of-the-iron-solari.png], who's active is well worth getting rid of one of your gold/10 items early. This is a shield for all nearby allies, so it can be invaluable for surviving a big burst in a team fight. You should also be building parts of your end game items now. The reason to start with these parts is that they're incredibly effective at this stage of the game. [imgsmall=items/glacial-shroud.png][imgsmall=items/giants-belt.png][imgsmall=items/negatron-cloak.png][imgsmall=items/kindlegem.png][imgsmall=items/catalyst-the-protector.png] LATE GAME CORE ([imgsmall=items/mercurys-treads.png] or [imgsmall=items/ninja-tabi.png]) [imgsmall=items/locket-of-the-iron-solari.png][imgsmall=items/shurelyas-reverie.png] The reason these are "core" items is that you'll have these no matter what. I went over the the first three items in the paragraph above this, so now to explain [imgsmall=items/shurelyas-reverie.png]. Again, the active applies to all allies. It ensures that you can always catch/run away from the other team. That and 15% cool down reduction is nice. Vs AD [imgsmall=items/frozen-heart.png] builds out of [imgsmall=items/glacial-shroud.png]. It effectively solves all of your mana needs, adds a TON of armor, and has the added benefit of capping out your cool down reduction. The most important part is the aura debuff that slows the enemy team's attack speed. Obvious counter to opponents who favor attack speed. [imgsmall=items/sunfire-cape.png] builds out of [imgsmall=items/giants-belt.png]. Compared to the rest of your build, I'd consider this a "selfish" purchase. There isn't one bit of support on it, but everything about it helps your damage or durability. [imgsmall=items/randuins-omen.png] does build out of anything in the MID GAME paragraph above because none of the components are worth building early except maybe [imgsmall=items/heart-of-gold.png]. But even then it won't return much on your investment. Great active to debuff the enemy team with a slow, and comes close to capping out your CDR. The health regen is appreciated, but minor. Vs AP [imgsmall=items/force-of-nature.png] builds out of [imgsmall=items/negatron-cloak.png]. Every aspect of this item in important to you. It allows you to live through the magic burst of a team fight, quickly get to another lane to clear minions, and the whole time you're regenerating health like crazy. The only downside is that it's a "selfish" purchase in that it gives no direct support element. [imgsmall=items/abyssal-scepter.png] also builds out of [imgsmall=items/negatron-cloak.png], but actually has a support element. This comes in the form of an aura defuff to reduce the enemy team's magic resist. It's important to note here the difference between LOWERING and PENETRATING defenses. Penetrating is what you'll see more often. A good parallel is the +20 magic penetration on[imgsmall=items/sorcerers-shoes.png]. This ignores 20 magic resist of your target and stops ignoring when the magic resist reaches 0. Reduction will continue to lower it into the negatives, cause spells to actually do more damage than listed to the target. This is more of a fun fact than anything that you'll be able to count on, but is still worth mentioning. Also has a lot of ability power to compliment the aura. [imgsmall=items/banshees-veil.png] is built out of [imgsmall=items/catalyst-the-protector.png] and [imgsmall=items/negatron-cloak.png], and is here mainly as a way to annoy teams that rely on a handful of really big spells. Again, another "selfish" purchase, but the defensive/mana bonuses make up for it. FOR MORE HEALTH [imgsmall=items/warmogs-armor.png] is built from [imgsmall=items/giants-belt.png] and is THE health item. All it is is health... oh, and health regen. And thanks to [imgsmall=skills/malphite/p.png], this is worth an additional 10% health. And while the benefits of this much bulk are obvious, remember that it's much more effective at taking hit from big bursts and recovering. And hey, you can always couple this item with [imgsmall=items/force-of-nature.png] and [imgsmall=items/randuins-omen.png] and watch your health instantly recover during team fights. [imgsmall=items/frozen-mallet.png] builds from [imgsmall=items/giants-belt.png]. The main reason for getting this is to turn your auto-attacks into a continuous single-target slow. Now you can hit targets with [imgsmall=skills/malphite/q.png] from a distance, catch up to them, and have your auto-attacks pin them down for the rest of your team. Has a nice compliment of additional attack damange. [imgsmall=items/atmas-impaler.png] fits here better than it does in the Vs AD paragraph. Your queue to build this is at about 3,000 health, but you can justify this at 2,500 health if you plan on getting 3,000 health later. It is a HUGE damage increase for you. FOR ADDITIONAL SUPPORT [imgsmall=items/aegis-of-the-legion.png] is easily the most cost-effective item in the game, even without the aura. It's dirt cheap for what it does, and even if you build it early in lane you'll give your AD carry 8 AD and a large chuck of resistances. Now remember that this applies to all allied champions near you. It's always worth the buy if you want it. [imgsmall=items/zekes-herald.png] is more for the AD carry or tanky DPS than anybody else. As far as support items go it's strictly aura-based. That is to say you don't benefit much from attack speed or life steal, so it's up to your AD allies to get the most out of it. Go for this purchase only if your team will commit to fights. A team that starts a fight and runs isn't attacking, which means they're not using anything form the aura. If you do get this item it's important to note that it will cap out your cool down reduction.

Hope you've found this guide useful. Any feedback (that isn't flat out insulting) is welcome. And remember to stay [center][highlight]ROCK[/highlight] [img=skills/malphite/r.png] [highlight]SOLID[/highlight][/center]

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