Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Mana Regeneration (+0.41 mana regen / 5 sec.)
  • 9
    Greater Glyph of Magic Penetration (+0.63 magic penetration)
  • 3
    Greater Quintessence of Magic Penetration (+2.01 magic penetration)
Skill Order
Q W E R
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 destroying mid lane as Malphite. Most people think that Malphite should go top because of his armor scaling E and W. However I noticed that his passive is a lot easier to get up in the mid lane, this combined with Q and R make him quite the bully in the lane. This is a build focusing on magic penetration to increase the damage of nearly all of Malphites abilities. You lose out on tankiness for a lot of damage. When Malphite battles people mid, he battles them in a war of attrition; One which with perfect play will nearly always end in Malphite's favor. Malphite is a potent mid laner that does not have many bad match ups and absolutely devastates a lot of mid laners. I am constantly testing new items, new masteries, and new runes to see their effectiveness. What I have compiled here are the builds, runes and masteries that I have so far found to be the most optimal.

There are two ways that Malphite mid can be played. Leaning more towards a tank or a high burst damage carry. Now with the masteries, runes and the core items your Malphite will work well in the laning phase and is able to do heavy damage. However based on the make up of your team they might require you to get items that give both tank and damage OR they might need you to go all in ap carry. NO MATTER what you need to do remember that Malphite is always an initiator but not necessarily a tank. An important part of Malphite is recognizing the situations where you can pull off which build or a hybrid of them. The builds I list may not be the ones that you build in your game, but it will be a combinations of the items that I list are good for him. Only the core is necessary the rest is just mix and matching

Pros: Post-6 I think he has some of the best ganks in the game. If you are skilled enough to land your ult then the gank has a VERY high success rate. Especially if there is a stun in that lane. Scaling MR High base damage(easier last hitting) Mix of physical and magical damage in the lane(Do not underestimate [img=skills/malphite/w.png]) Tankier than most mid laners Top tier initiation Cons: Melee Ability ranges aren't that high(other than ult) Small mana pool early game Pre-6 No escapes(do you really want to use your ult to run?)

[img=items/chalice-of-harmony.png] Early game this is the item that allows [img=champ/malphite.png] to become a true terror in the lane. The mana regen allows you to use [img=skills/malphite/q.png] every time its up and the additional magic resist added to [img=skills/malphite/p.png] lets you win nearly all trades. [img=items/sorcerers-shoes.png] Magic Pen [img=items/haunting-guise.png] Magic pen and the health scales with [img=skills/malphite/p.png]. [img=items/abyssal-scepter.png] Increases your damage and MR. Once you get this item any AP mids no longer stand a chance in a 1v1 fight. One of the best items for Malphite [img=items/sunfire-cape.png] All the magic pen you are stacking increases the damage of the burn. The health scales with [img=skills/malphite/p.png] and the armor adds extra damage on [img=skills/malphite/e.png] [img=items/rylais-crystal-scepter.png] Added cc. Health scales with [img=skills/malphite/p.png]. More AP. [img=items/zhonyas-hourglass.png] AP and armor combo adds a damage boost to [img=skills/malphite/e.png]. The active is extremely useful after initiation so you can survive long enough to get a second round of your burst off. [img=items/rabadons-deathcap.png] Adds a huge damage boost, but I wouldn't build this until endgame or perhaps if fed early. [img=items/elixir-of-brilliance.png] is a great item to buy if you have athenes and no blue. It will give you a nice damage boost and 29% cdr. They can also be useful earlier to try to win some harder lanes by force. Debatable Items - [img=items/rod-of-ages.png] - A decent item to build if you need more health. I would get it after a negatron cloak but before you finish abyssal. But other items take precedence [img=items/lich-bane.png] This item is debatable. It is one of the only items left that both increases MR and the damage of your abilities. However even if the opposing team is heavy magic damage you may still want to get Zhonya's for the active. Or maybe even just stack more health. [img=items/will-of-the-ancients.png] - If you have an AP top and he is getting WoTA, you may want to consider getting one yourself so that both of you get extra ap and spell vamp.

This is the order in which I buy my items against a balanced team. The builds for the other kinds of teams have the same core and merely a few items substituted. If you read this then you should have no trouble figuring out what to buy against other teams. First Buy ---------------------------------- No matter if the enemy team is ad heavy or ap heavy, as long as there is an ap mid(and most likely even if there isn't) your first item bought will be [img=items/chalice-of-harmony.png]. I almost always go back right when i have enough for it. Once the chalice is obtained you can spam q on your opponent, never run out of mana, and take little damage from trades. Second Buy ----------------------------------- [img=items/sorcerers-shoes.png][img=items/ruby-crystal.png]OR[img=items/amplifying-tome.png] The next items that you need are your core [img=items/sorcerers-shoes.png][img=items/haunting-guise.png] On your second buy purchase sorc boots and either a ruby crystal for HoG or an amp tome to turn into HG, the choice is yours. It really depends on how much gold you have at that point and your own preference. I usually purchase [img=items/sight-ward.png] as well right about now to put at their blue. It is entirely possible to buy sorc boots, amp tome, and ruby crystal at this time if you're really fed. Third Buy ------------------------------------ This is where it starts to get a bit complicated. (1)Third buy is [img=items/haunting-guise.png] OR (2)If you desperately need some defensive items early for whatever reason [img=items/ruby-crystal.png][img=items/negatron-cloak.png]OR[img=items/chain-vest.png] Fourth Buy ------------------------------------ [img=items/haunting-guise.png] Work on finishing [img=items/sunfire-cape.png]OR[img=items/abyssal-scepter.png] The abyssal will increase your damage and survivability versus magic damage and the sunfire for physical damage. Choose what to build depending on the enemy team. I prefer Abyssal first if you can get away with it as it gives you more damage than sunfire. Fifth Buy ------------------------------------ Buy the other parts for [img=items/sunfire-cape.png]OR[img=items/abyssal-scepter.png] or finish them if you have enough money Around now [img=champ/malphite.png] is tanky enough to warrant buying an oracle if you need it. The rest of the buys ------------------------------------ Build towards [img=items/rylais-crystal-scepter.png]OR[img=items/zhonyas-hourglass.png] as your last item. I prefer Zhonyas. Endgame you can sell [img=items/haunting-guise.png] for [img=items/rabadons-deathcap.png] I know i only mentioned buying wards twice, but I didn't think that buying wards was something that had to be mentioned. If you have spare gold try to buy 1 every time you b

Magic Pen, Magic Pen, Magic Pen. Magic Pen raises the damage of Malphite's abilities by obscene amounts. Runes and Boots will give you 41 pen, add haunting guise to get 61 and add abyssal for a whopping 81 magic pen. This increases the damage on your E with minimal armor and it has great synergy with Sunfire Cape and other magic damage dealing items. Render the popular magic resist glyphs and masteries worthless. Mana Regen because you need it to spam Q's before you get chalice. Flat because chalice can be gotten very early and the mana problems only last a few levels. Magic resist blues and/or yellows can be taken if against an especially hard lane.

In this build I focus on magic pen in runes, masteries and in my item build. [img=skills/malphite/q.png] has a 0.6 AP ratio meaning if you take AP glyphs and quints you will start with an additional 19 damage on it (32 AP). At base magic resist AP runes will hit for literally 1-3 more damage than magic pen runes will. However magic resist glyphs are pretty popular. If the opposing mid laner has these then magic pen runes will deal more damage than AP runes. This is further amplified if the opposing laner also took the magic resist mastery. Taking AP runes also does nothing for [img=skills/malphite/e.png]. Magic pen is also a lot harder to get in your items compared to AP. Magic pen also helps to nullify any early magic resist items they may buy. (With magic resist glyphs)42 MR+ 48(negatron cloak)=90 MR With haunting guise 41+10% of this is negated.(MPEN REDS BLUES QUINTS) Compared to 28.5+10% magic pen.(MPEN REDS AP BLUES QUINTS) ---------------------------------------------------------------------------------------------------- Compared to a pure ap build magic pen does not fall off hard late game. What do i mean? Mid-Late game your targets are primarily squishy ad carries, squishy ap mids and squishy supports. For the most part those types of characters do not have scaling magic resist. Meaning even if they took MR runes and the MR mastery their base MR would be around ~48. Let's say all 3 of those players took those runes and masteries Now lets pretend that their ap mid is building [img=items/chalice-of-harmony.png] and [img=items/abyssal-scepter.png] like you, that's an additional 87 MR, so that target would have 135 MR. Now lets pretend that their ad carry built [img=items/mercurys-treads.png] and [img=items/banshees-veil.png]. They would have 123 MR. And as for their support they built [img=items/aegis-of-the-legion.png][img=items/mercurys-treads.png] bringing their total MR to 112. So because of the [img=items/aegis-of-the-legion.png] their totals are now 150, 138, and 112. My build features as mentioned before 81 magic pen. This means when you target these heroes with your abilities you will actually be hitting them as if their MR was 69, 57 and 31. You've brought one target to near base MR and 2 others to less than half of what they originally had. I also off the top of my head can't think of an ap mid who would build those items other than perhaps Galio(who you shouldn't be targeting because he's not squishy). And this scenario is also very situational in that all 3 targets are affected by the Aegis aura. In reality you will probably be hitting targets that can have up to 15-87 less MR due to lack of Aegis aura, perhaps lack of merc treads, lack of magic resist masteries or runes and different items for the ap carry. This is just an example I came up with against targets that built heavy yet viable amount of MR. Long story short you will be slapping very hard. Especially if the targets neglect to build MR at all.

[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. At level 1 the shield is worth 51 health. Having a grasp on how much damage your shield can take at any level is a big part of winning the lane. [/number] [title]Explanation:[/title] This is pretty much what allows Malphite to be such a bully in the lane. Because most mids do burst damage the shield is more effective than against the sustained damage that a lot of tops bring. You can usually have it up every trade to make sure that you win. This is the key early game. [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] The bread and butter. This is whats going to be terrorizing the opposing mid laner all day. The damage is abysmal at level 1 but once it hits level 2 or 3 it starts taking chunks of life from your enemy. If they get close Q them, pretty simple. [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 14 seconds Cost 50/55/60/65/70 mana Range 400[/number] [title]Explanation:[/title] I think this is an underrated skill. It doesn't scale with the magic pen but it can be used to last hit under the tower and win nearly all auto attack trades in mid should they occur. The armor gains are nice for that burst tankiness and to further increase E damage. [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 7 seconds Cost 50/55/60/65/70 mana Range 400[/number] [title]Explanation:[/title] Although the focus of this build is not stacking armor to raise the damage on this ability, with magic pen it still deals a surprisingly formidable amount of damage [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 might be my favorite skill in the game. Every time this is up its basically a free kill. Casters can do nothing as they are knocked into the air and dealt with before they even come back down.

R>Q>E>W max in that order of importance [img=skills/malphite/r.png] - Offhand I can't think of a champion that would take a level in a basic skill over a level in your ultimate. Take this at 6, 11 and 16. [img=skills/malphite/q.png] - Max this first all day every day. With some good play you should be able to Q your enemy and run away while only taking minimal counter harassment. If they auto attack you in the lane this will help keep them in range of minion slaps for a little longer. [img=skills/malphite/e.png] - With magic pen, starting at around level 2 or 3 of the skill, ground slam deals a decent amount of damage. Especially if you W before you E(always do this). [img=skills/malphite/w.png] - This skill can be taken as early as level 3 or as i commonly do it at level 4. Taking the skill at level 3 might be necessary to help last hit under the tower if you are being shoved especially hard. If not, taking it at level 4 means that you have a level 3 [img=skills/malphite/q.png] at level 5. This greatly increases your killing power pre 6 and i usually do this if i think that I can easily set up for a kill on my opposing laner.

You absolutely need to start with boots in order to be fast enough to hit enemies with Q. When you first come into the lane trade abilities with the other mid, this will set the tone for the beginning of the match. If they take substantially more damage than you do, wait for your passive to come up(if taken down) and continue to use your mana to Q spam your enemy. If you take more damage your Q is probably better put toward trying to farm your chalice. Chalice of Harmony is the very first item that you should rush every game. The mana regen completely eliminates his mana troubles, the magic resist lets you trade with mid even easier and it turns into an item that Malphite can use very well. After you have your chalice and about level 2 or 3 Q start trying to hit your opponent every time it is up. At this point your Q should be taking whole bars from targets with 40~ magic resist. You will either send their mid back, make them waste mana trying to heal(depending), or they will stick around and they are easily set up for you to ult them when you hit 6. After the chalice the two most important items that you need are sorc boots and haunting guise. These two items increase Malphite's damage by an insane amount. No mid is safe, you will combo them from 3/4 health. Early game is basically; Is your passive up?>If yes press Q>if not wait then press Q

Mid game mid Malphite is amazing. Farm mid hard with E. Q the enemy mid all day. Gank the side lanes with your ult and huge burst. At this point you should be running around getting kills, but this is where you start to get squishier. This is why you get the next 2 items(most of the time). Abyssal Scepter and Sunfire Cape both have excellent synergy with each other, my build and Malphite's kit. They simultaneously increase your tankiness and killing power. At this point(and perhaps a little before then) you can easily both force and win teamfights for your team. Cooperate with your teammmates to try to capture map objectives every time your ult is up. You will secure objectives and if you come up on enemies you have the ultimate initiation. Focus your ult on the squishies. In the best case scenario you half health all their squishies with your ult+E and you will finish one off with Q+ignite and auto attacks.

Because of all the magic pen and the items you built, as mentioned earlier, your damage will not fall off hard late game. However now is when you will notice that you are not as tanky as other pure tanks. To fix this late game you get Zhonya's Hourglass. After you initiate a teamfight and your initial RQWE+ignite burst is done, you activate Zhonya's after a few seconds of auto attacking to buy time until your abilities are back up. It may not sound like much but endgame a single Q is usually upwards of 350 damage. Another rotation of spells could be the difference between victory and defeat. Zhonya's also adds excellent damage to your E. By this point you should probably have your Athene's if you're going to get it. If you have blue(which you should) the 20% cdr from it, the 15% from Athene's and the 4% from masteries puts you at 39% cdr. Basically max. You can probably get it near the end of midgame.

**In lane only harass when you have [img=skills/malphite/p.png] up, unless you have an obvious advantage. This is VERY important.** Unless the opposing mid has a low cooldown high damage targeted spell with a decent range that they can spam without worrying about mana (Ryze) your opponent only has 3 ways to get through your shield. 1.When you go into to trade with [img=skills/malphite/q.png] they try to out damage you with their spells. 2.They outplay you or punish you with skill shots and high burst when you are out of position. 3.They auto attack you. These 3 methods are the only method your opponent has to either try to break your shield, or prevent you shield from coming back up. The first scenario is the easiest to avoid. Don't keep trading with an opponent that you cant out harass if you don't have your ult up. The second comes with experience at the game. The third can be turned into a method to get some extra damage on your opponent. When you see that the enemy wants to auto attack you run back towards your minions so that if they do connect with auto attacks your minions will counterattack. If they don't chase you and connect with auto attacks then you can try to use this time to get your passive back up or try to get a quick [img=skills/malphite/q.png] in. ----------------------------------------------------------------------------------------------------- At level 1 your passive gives you an extra ~40 health as a shield. This will block about half the damage of a spell from most level 1 AP mids while they take ~70 damage in return. Malphite gains +90 health per level so its +9 health to your shield every level. At level 6 your shield will be worth ~90 health. [img=items/haunting-guise.png] adds a flat +20 to your shield. This item can be obtained when you are about level 9-11. With your base health, combined with the health from Haunting Guise, your shield at these levels will be worth: ~140 - ~150 - ~160 health. Proper use of the shield in lane allows you to win nearly all trades due to the power of [img=skills/malphite/q.png] and outside of lane makes Malphite deceptively tanky.

In this section I explain the nuances of Malphite's ultimate [img=skills/malphite/r.png] EARLY GAME Right when you hit level 6 your ultimate is a potent killing tool. Waste no time in trying to acquire a kill on the opposing laner right away, you can nuke most mids down from 75% health. If trying to secure a kill with your ult try to make the enemy use any blink skills they may have before you use it. Try not to make it obvious if you're trying to use your ult in the lane, try to bait the enemy into attacking or thinking you are farming. MID GAME-LATE GAME Mid game and late game your ultimate's primary focus changes from a single target killing tool to an aoe initiation/burst damage tool. The damage from all your abilities is usually enough to melt one champion but you want to try to aoe as much of their team as you can, optimally while killing their carry. One of the most important things about Unstoppable Force is that it can go through all terrain. Use this to your advantage when trying to initiate ganks/teamfights. Hide over walls such as the wall near wraiths if you want to gank mid. The more creative you get the less likely the enemies are going to react to your ult. HARD CC CAN INTERRUPT YOU MID ULT BE CAREFUL

[img=skills/malphite/q.png] gives you move speed and removes move speed from the enemy. Use this in combination with [img=skills/malphite/p.png] in order to avoid taking damage from counter harassment. Abyssal before sunfire increases the burning damage. Malphite's best team match ups are against balanced or more ap heavy teams. With scaling magic resist, Athene's* and Abyssal are great items for Malphite and they will help you outlast mid easily. If you find yourself in a sticky situation using [img=skills/malphite/q.png] on a nearby target may be the speed boost you need to escape. Ganks from the jungle or from other lanes are extremely potent in malphites lane. [img=summoners/flash.png][img=skills/malphite/r.png] can be used to easily reposition yourself and set up for kills. If the ganker is someone like Udyr with hard cc and you do it right your opposing laner has a 100% death rate. Don't waste mana on level 1 [img=skills/malphite/e.png] its simply not worth it. Before chalice the only thing you should be using mana for is [img=skills/malphite/q.png] (or [img=skills/malphite/w.png] if you truly need it to get cs). In order to land [img=skills/malphite/q.png] against targets with either, high range, high damage, or hard cc you have to be kinda sneaky. Try to Q them when they are trying to get a last hit on a minion Athene's is not an item that I find to be core on Malphite after some thinking and things that people mentioned to me. It is expensive and I think it is better to get the straight deathcap if you wanted an athenes. Only the chalice is necessary.

Below is a list of a lot of common mid picks, a level of difficulty indicating how hard of a time Malphite has with them and some reasons as to why they are or are not a good match up. The difficulty ranges from LAOZ to Medium to Hard. I will be gradually updating the list. ------------------------------------------------------------------------------------------------------- [img=champ/ahri.png] - Medium Ahri's skillshots are notoriously easy to dodge. Ahri's E will not break granite shield and the first hit of her Q should not break it either. As long as you assume control of the lane and don't get baited into fights by her you will be fine. She is easily melted my malphites combo. You need to catch her by surprise so she does not blink out of your ult. [img=champ/anivia.png] - N/A [img=champ/annie.png] - LAOZ Both of Annie's Q and W have the exact same range as [img=skills/malphite/q.png]. This means that if you land your q first if she tries to counter harass with an unstunned Q+W combo you will most likely get be out of range for her to land both spells because of the slowing/speeding up nature of [img=skills/malphite/q.png]. Make sure that if you go for the kill to do so when she does not have molten shield active. Annie packs no surprises and so she stand no chance against Malphite. [img=champ/brand.png] - Medium Brand is capable of attacking you when your granite shield is down because he can splash his burning off of your minions. However brand lacks a reliable harassment method other than this. Because of this and his lack of escapes if you can dodge pillar and sear easily then you can easily deal with Brand. [img=champ/cassiopeia.png] - Medium Before 6 Cass lacks sustain. If she is decent then she will land a few Q's on you while you try to Q her. Though because of your granite shield she should lose out to your overwhelming harass once at level 3 of [img=skills/malphite/q.png]. She can also be bursted relatively easy post 6 due to her lack of escapes. [img=champ/fizz.png] - LAOZ Before 6 none of fizz's attacks have a longer range than [img=skills/malphite/q.png] and fizz will be forced to eat rock after rock or try to dodge them with playful/trickster. However the cd of [img=skills/malphite/q.png] is much lower than that of playful/trickster and attempting to dodge every one will soon run a fizz oom. Post 6 fizz finally has some range and although he has some killing power as long as you make sure that he does not dodge your ult or q when you go for the kill there isn't much he can do. [img=champ/gragas.png] - Hard He outranges you, out sustains you, and his W reduces all damage taken by a flat amount. The only hope you have is that your q is on a much lower cooldown than his is until max level. Try to dodge barrels or take the damage with [img=skills/malphite/p.png]. If you dodge a barrel try to harass him right after while it is still on cooldown. All your skills will hurt a lot more than anything his E and auto attacks could do. [img=champ/heimerdinger.png] - Medium Early game just try to farm. Heimer completely outranges you and you aren't going to be able to kill him early unless he is really bad. However Heimer is EXTREMELY squishy.Once you hit level 4-5 your [img=skills/malphite/q.png] will begin to chunk his health. Once you hit 6 if you have some mr(via chalice) to survive heimers attempts at kiting you should be able to easily deal with him. [img=champ/kassadin.png] - Medium Kassadins passive annoyingly lowers all your damage and his silence can really mess you up he can also kite you with e auto attack with w and his ult makes him extremely annoying. One of the only reasons why kass doesn't completely demolish you is 1 second. Kass' Q is on a 9 second cooldown versus [img=skills/malphite/q.png] at 8 seconds. This means that you have 1 second between every kass Q (assuming he uses it on you) where you can Q him without fear of silence. Your [img=skills/malphite/p.png] will also most likely be up. Kass' lacks damage early game and the mana to spam spells in lane. Use this to your advantage. [img=champ/katarina.png] - LAOZ Kat's q is a smaller range than malphs q. Meaning that the only way she can hit you without you hitting her is from her bouncing the blade off of minions to you. This is not only easily avoided but if she didn't activate Killer Instincts most likely her BB wont even break [img=skills/malphite/p.png] by the time it gets to you. The only other methods of attack other than her ult are auto attacks and her e, both of which put her in immediate danger if she tries them. Make sure not to use your ult unless she ults or you are sure you can burst her before she does. There is basically nothing that kat can do to you without you handling her first. [img=champ/kennen.png] - Medium I have heard that it is not possible to lose a lane as kennen. Whoever said this has not gone up against a malphite mid. As with all skill shots dodging Thundering Shuriken is relatively easy. This means that the only reliable methods of harassment kennen has are auto attacks W and E. Kennen will never E W you unless he has a death wish or he is trying to ult you. However kennen has incredible range with q. It may not be possible to hit him with q without getting hit with one yourself. So try to harass him right after he throws a shuriken or when [img=skills/malphite/p.png] is up. Kennen has multiple stuns when he hits 6 but he is also very squishy. It may take only 1-2 [img=skills/malphite/q.png] then you can ult in and execute him. [img=champ/kogmaw.png] - LAOZ I know that AP kog is not a common mid pick but I have faced it before. Kog Maw's E is generally easy to avoid. If you run in to harass with [img=skills/malphite/q.png] Kog may return fire with auto attacks laced with his W. He will most likely be able to get in 1-2 hits if he did not use his e. With [img=skills/malphite/p.png] Kog will be taking a lot more damage than you will. At level 6 zero-mobility kog will be done. [img=champ/leblanc.png] - Medium At level 1 I believe your [img=skills/malphite/q.png] can be used to out harass level 1 lb Q with your shield up at least. As she approaches level 2 and 3 She will outpoke you and silence you if you try to poke her so for now do not trade with her and only focus on farming. Around level 4-5 hopefully you have your chalice. Now start poking her with Q's, it doesn't really matter if you win the trade or not because you're just setting her up for the kill when you hit level 6. Right when you hit level 6 if lb is around 70% health if you ult her you can most likely kill her before she comes back down from the knock up and thus before she can strike back. Try to burn her passive before you go for a kill or ignite LB before she splits so you know which clone is her after you proc her passive. Everytime your ult is up afterwards LB should be a free kill. To combat LB's extreme early game burst you can substitute your seals or glyphs for flat magic resist if you feel the need to. This combined with your early chalice and Malphite's scaling MR should be enough to help you survive laning against her easier. [img=champ/lux.png] - Hard Like [img=champ/gragas.png] early game Lux will out range you and out damage you. Everytime you trade you risk the chance of getting caught by light binding and taking a lot of burst. She also has a shield that can negate a lot of damage from [img=skills/malphite/q.png]. However unlike Gragas Lux lacks health or mana sustain. She will not have mana to be able to harass you with lucent singularity, light binding and keep shielding your [img=skills/malphite/q.png] for very long. At level 6 she can be easily bursted to death with your ult but you need to watch out for her light binding which will catch you mid-ult. In lane try to harass or go in for the kill when her Light Binding is down. [img=champ/malzahar.png] - Medium It's going to be hard to harass Malzahar without eating a Q to the face yourself. Your saving grace is that Malzahars tend not to max Call of The Void from what I've seen. As long as you can keep the Malefic Visions from infecting you from minions then you will avoid the brunt of his damage. Try to keep [img=skills/malphite/p.png] up and trade if he isn't maxing Q. If for some reason Malzahar is maxing Call of the Void and you cannot dodge it then do not trade with Malzahar and just try to farm. At level 6 each of you have additional cc and the potential to burst the opposing mid down from fairly high health. You have to try to get the jump on him and ult him before he ults you. Begin trying to set up for a kill at around level 5 by harassing with Q and hopefully you can ult and burst him down before he does you. [img=champ/mordekaiser.png] - N/A [img=champ/morgana.png] - LAOZ Although it seems like spellshield may seem to tip this match up in Morgana's favor her mana costs will eventually do her in. In the start of the fight she may try to spellshield every single one of your [img=skills/malphite/q.png], but because of the 15 second cd on it you should be able to land every other [img=skills/malphite/q.png]. Unless Morgana levels her shield first even if she manages to use her shield to block your harass your Q will do some damage through her shield. This causes her to have to push the lane with Tormented Soil to try to spellvamp her health back. Try to bait her into using her q on you. After only 1 or 2 rotations of her spells you should notice her mana pool hurting. She most likely won't use her shield to try to block your Q's anymore and you can freely harass her as long as you are good at dodging skillshots(even if you aren't [img=skills/malphite/p.png] should negate a sizable portion of her burst should she snare you. Once you hit 6 Morgana is an easy kill. Just try to make sure her spellshield is on cd or she has no mana before you commit with an ult. [img=champ/ryze.png] - Hard Early his Overload hurts so much and once he gets his rune prison there's no way to trade without taking more damage. At level 1 you can try to trade with Ryze to see if you can outdamage his Overload, but once he hits level 2 you need to focus on farming. If he catches you try to Q and run away. However while ryze has high deeps his burst at level 6 isn't really that high compared to other mid laners. After only 1 or 2 [img=skills/malphite/q.png]'s you should be able to burst him down to death with your combo. If ryze ever uses his overload on a minion you have a few seconds of opportunity to get a [img=skills/malphite/q.png] in without much retaliation. [img=champ/teemo.png] - Hard I heard teemus is a common mid pick nowadays. Early game his blinding dart will trade equally with your seismic shard, any auto attacks teemo gets in afterwards will give him the edge. Take advantage of timing and your movespeed bonus to try to get equal trades. Teemo and Malphite will trade evenly if you do this and at level 3-5 a double ko will most likely take place. However once at level 6 the match up is dramatically in your favor. Teemos mushrooms do nothing to help his burst as you can see and avoid them when he puts them down. You should be able to combo him after some harass. Vlad - Hard You can't push the wave at all with your e otherwise you will take heavy harass from Vlad and because if this he also drastically out cs' you. Trading at level 1 will accomplish almost nothing. Once you have level 2 seismic shard be somewhat aggressive and get a health advantage, then continue trading evenly. Vlad's Q alone will not allow him to out trade you so the most important thing is to not get hit by his E. Once you hit 6 harass him a little and go for the combo. Try to get as close as possible to combo so he doesn't pool dodge your ult. When he pools afterwards he should just die to the ignite. Vlad if allowed will do heavy damage to your tower however.

Now that I've discussed Malphite's various match ups I want to talk about which champions I believe work the best with Malphite. This judgement is based on synergy between their kits, my build and their kits, and overall potential as a character. I have picked 3 champions for each position in the lane in order of descending usefulness. I have also listed some pros as to why they work well with [img=champ/malphite.png] I will be gradually updating this list --------------------------------------------------------------------------------------------------- Top Lane: [img=champ/wukong.png] - High damage. Unmitigatable cc. If you gank his top lane your R can easily set him for his ult or vice versa, high chance of success. If he ganks your lane with his Decoy he has a few seconds of stealth to close in on the enemy, then an instant gap closer, his ult and your ult to seal the deal. In teamfights he can easily EQR onto a group on enemies that you have just knocked up for huge unavoidable damage. [img=champ/swain.png] - Counters a lot of common AD tops. My most typical build includes [img=items/abyssal-scepter.png] the passive strengthens all of swains spells. Swains also tend to buy [img=items/will-of-the-ancients.png] and [img=champ/malphite.png] loves himself some free AP and spell vamp. In teamfights Swain can easily cast his nevermove on targets that malphite has knocked up and then proceed to ult and lay down the law on half healthed cc'd targets. I feel that in teamfights Swain and Wukong are close to equal in usefulness, however Wukongs ganks on your mid lane are a lot more potent than swain ganks and a lot less situational. I also believe that Wukong is a better person to go with if you plan to invade the enemies second blue. [img=champ/kennen.png] Nearly all the reasons that I think Swain is a good addition to the team are the same reasons I think Kennen is. I placed swain above Kennen because I believe that his ganks are better and usually he is built tankier than Kennen is. --------------------------------------------------------------------------------------------------- Jangles: [img=champ/amumu.png] - I believe that Amumu and Malphite have almost perfect synergy. Their ults can easily set up for each others. At max level Amumu's passive makes his auto attacks reduce 35 mr on a target. My typical build has [img=items/abyssal-scepter.png] which further reduces enemy mr so Amumu does more damage and the [img=items/sunfire-cape.png] on [img=champ/malphite.png] will do more damage. If amumu ganks your lane post 6 there is an extremely high chance of success because of all the cc. In teamfights is where their synergies shine. With my build and amumus abilities they will both be increasing each others damage, running around doing constant aoe damage and ccing everyone. As a jungler Amumu can be easily counter jungled but if he makes it past the rough start he starts to jungle very quickly and he has good ganks if he can land his stun. [img=champ/drmundo.png] - IIRC he has the fastest clear now and he is also an amazing counter jungler. Mundos Infected Cleaver and Burning Agony will both do more damage because of [img=items/abyssal-scepter.png] and much like amumu he has a constant aoe damage that can be combined with [img=items/sunfire-cape.png] In teamfights a Mundo with a [img=items/frozen-mallet.png] is a great off tank to go in the front lines with [img=champ/malphite.png]. Because of his Q, movespeed boost from R and passive slow from mallet he is an excellent chaser, he can capitalize on targets slowed by [img=skills/malphite/q.png] quite easily. When running around with Malphite he can output amazing mixed damage to targets that are knocked up. I feel like [img=champ/malphite.png]'s greatest ally in a teamfight is another bruiser with cc, good aoe damage and single target damage. I put Mundo below Amumu because his ganks are very situational and he lacks hard cc. [img=champ/fiddlesticks.png] - Pretty much the exact same reasons as amumu. His passive lowers mr and he has synergy with both abyssal and sunfire. He is lower on the list due to slower clear, only hard cc is single target, and his ganks are situational. He is also not that tanky and usually Fiddles like to buy [img=items/abyssal-scepter.png]. There is no point of having 2 of those. Malphite ults can easily set up for crowstorms. -------------------------------------------------------------------------------------------------- Ranged Carry: [img=champ/ashe.png] - One of the only carries with hard cc. Her ult can easily set you up for your own ult and [img=skills/malphite/q.png] combined with her frost arrows slows people to frustrating amounts. Her volley and ult both do aoe damage which works well with malphites own huge aoe damage. Ganks on ashe's lane have an extremely high chance of success post 6. Hawkshot can be used to check if common hiding spots that you initiate from are clear. In teamfights after the initiation and initial burst Malphite and Ashe make an excellent team for chasing down the remainer of enemies and kiting them to death. Volley is also good poke with added cc that you can easily combo into a [img=skills/malphite/q.png] for more poke on a slowed target. [img=champ/missfortune.png] - MF's ult is potential huge aoe damage that needs cc to lock down targets for maximum damage. What better cc than the unmitigatable kind? At level 16 Bullet Time does a base 1000 damage if all the waves hit, ult lasts 2 seconds. At level 16 [img=skills/malphite/r.png] knocks targets up for 2 seconds. With perfect play you should be able to keep targets locked down for the entire duration of Bullet Time. I believe that even though she lacks hard cc she makes up for this with the highest aoe damage of all carries. She also has pretty good chase with her passive and double up. Although I have Ashe rated higher on the list MF has way higher potential damage, they are useful in different ways and I don't think I can rate one higher or lower on the usefulness meter. [img=champ/varus.png] - One of the only times that I have seen Chain of Corruption spread from the initial target to actually stun other targets was when combined with [img=skills/malphite/r.png]. Because their ults ranges are about the same it is easy to capitalize on a stunned target with [img=skills/malphite/r.png] and if you catch multiple people with your knock up then the chance of the corruption spreading increases. At level 16 your ult knocks people up for 2 seconds which is the amount of time it takes Chain of Corruption to spread. His E applies an aoe slow with the size of the aoe being about the same as [img=skills/malphite/r.png] from a range a bit lower than it. Varus' long range on his abilities make it easy for him to exploit knocked up targets from a safe distance. I feel that Varus kind of a jack of all trades as bring the best of both worlds together (ashe and MF) with both hard cc and aoe damage, although both are more limited, situational and overall less powerful. I still feel that he is a good pick. -------------------------------------------------------------------------------------------------- Sapporto: [img=champ/janna.png][img=champ/janna.png][img=champ/janna.png][img=champ/janna.png] - [img=champ/malphite.png] loves [img=champ/janna.png]. Her passive gives an even larger move speed bonus than the obligatory Swiftness utility mastery. Movespeed is one of the essential things to Malphite in the laning phase, without movespeed he cannot trade harass. Janna's passive allows you to trade with your opponent more easily than ever. Janna's Q is more unmitigatable cc at an extremely high range. Janna sending her q after you initiate with [img=skills/malphite/r.png] is an extremely easy way for her to ensure it hits. The added time of the opponents being cc's is more time for malphite to burst people before he is focused. Janna's ultimate is simply amazing if used properly. I wish there was a Janna every single game that I went Malphite. [img=champ/soraka.png] - Starcall is pretty much the main reason that Soraka is on this list. I don't know if maxing starcall is viable or not in the support role but even at level 1 it reduces MR of enemies by 8 every hit, so at 10 stacks a potential 80 MR reduction. Now realistically I don't expect anything more than maybe 2-3 stacks on maybe 1-2 targets. Even this at level 1 is 16-24 MR reduced and at level 5 starcall 24-36. This reduced MR is combined with my items and runes is going to reduce at least 100 MR with a potential for more because of starcall. Although most of the time the heal is better used on the carry if Soraka heals Malphite then the bonus armor combined with his W will increase his armor to ludicrous amounts and thus also increase the damage on [img=skills/malphite/e.png] Wish is just awesome. Many times I have been saved from death to a tower after I dive mid by the unicorns burst heal from across the map. Soraka's passive is a nice bonus at 16 additional MR. [img=champ/sona.png] - I feel that Sona's heal is outclassed by soraka(although the armor and mr bonuses are nice), her movespeed boost is outclassed by janna(except for in teamfights) and I don't think her Q is that useful outside of lane. However her ultimate is just overpowered, I don't believe aoe lockdown like that should ever be given to a support. Her Crescendo is about the same range as [img=skills/malphite/r.png] so they can be easily combo'd. Sona is extremely useful in teamfights and an excellent support, I just feel like the other two synergize better with [img=champ/malphite.png]. ----------------------------------------------------------------------------------------------------- So based on what i said I believe the most excellent team would be Wukong top, Amumu/Dr. Mundo jangles, Malphite middles and Ashe+Janna bot. That's a lot of cc, 3 of which are unmitigatable.

Here i will put up videos of me (some i put up later may not be of me) playing [img=champ/malphite.png]. I hope that looking at these will help you understand his playstyle a little more. Some of the videos I may put up do not exactly follow the item builds I have on here. This is because this is old footage that I made during the time i was trying to perfect a build ------------------------------------------------------------------------------------------------------- Here is a video of some clips of malphite early game. Sorry for the bad quality I suck. I also messed up the order of the clips LAOZ [youtube]http://www.youtube.com/watch?v=unhUxoP1AFY&feature=youtu.be[/youtube] ------------------------------------------------------------------------------------------------------- Higher quality match against a fizz [youtube]http://www.youtube.com/watch?v=RcnWoFH5YNU&feature=plcp[/youtube] ------------------------------------------------------------------------------------------------------- I finally got to record some footage of some ganking and teamfighting. This video stars Ryze as the opposing mid [youtube]http://www.youtube.com/watch?v=fqyvnhLf4wY&feature=plcp[/youtube]

Comments coming soon!
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