Runes
  • 6
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 3
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 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 Attack Damage (+2.25 attack damage)
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

Hello I'm RagingStormX, your host for this guide. I'm not a super high ranked player, but I consider myself well versed in the way of Malphite. I don't play ranked often, but I play normals a lot. I do not think Malphite is the best for Solo queue. There have been times I had fed kills with my ult and red buff just to have my team mate say "Sorry bro didn't see you" after I pinged and typed I was ganking. Solo at you own risk. With a premade on the other hand you can definitely rake in the kills. Here is my impression on most (not all, most) solo queuers: [img=champ/drmundo.png] Duuuurr This guide for AD Malphite focusing on jungling. AD Malphite hits like a truck and can take a huge beating due to his Armor and AD steroid. Malphite is a great pick against AD heavy teams and late game can rach 400+ AD with his steroid active. His main goal is to disrupt the enemy team and demolish the squishy. His ganking ability with his ult and red buff is extraodinary, quickly going to his target and debuffing then with both [imgsmall=skills/malphite/q.png] and [imgsmall=skills/malphite/e.png]. Why tanky DPS? Well pure tank Malphite is a great counter to AD heavy teams and can do damage and debuff with [imgsmall=skills/malphite/e.png] as well as disrupt and initate with [imgsmall=skills/malphite/r.png]. Once those are on cooldown he doesn't do much damage. Tanky DPS Malphite does huge constant damage as well as doing the above. I choose to jungle because his passive and Wriggles clear the jungle EXTREMELY fast allowing you to constantly gank and stay on levels with those laning. This build is tons of fun with a coordinated team and I have carried with this build many times (he is not a carry). He is also very good at pushing a lane fast if you need to give solo top time to back and heal/buy, then head back to the jungle. Lvl 6 ganks with red are extremely strong. Now Malphite IMO is much stronger in the jungle than lane. His ganks post 6 are amazing and almost ensure a kill 100%. He is reliant on kills and assist to have a good mid game, though once you hit late game you should be good. Malphite takes some skill to use as you have to know when and when not to ult. Too premature can lose you a fight, but the same if you hold off on using it. Do not expect to have a 21/0/19 score with this build. You are here to disrupt and jack some shit up. Expect to have a positive score, but don't be mad if the carry gets your kill. You are not a carry (evn though I have) so don't expect to be. You want your carry to be fed, though you can use the gold just as much. You are not the tank so don't act like one either. The main goals with this build: 1. Disrupt and kill the carry 2. Save your carry if your tank sucks 3. Do as much damage as possible in a team fight With that said welcome to my guide :)

Which is the best? Imo Tanky DPS is by far his best role as his [imgsmall=skills/malphite/w.png] give him tank armor and carry AD. It's down to preference, but I'll weigh the pros and cons. [highlight]TANK[/highlight] Pros: - Great Initiator - Passive allows him to take a beating - Can save allies with [imgsmall=skills/malphite/r.png] - [imgsmall=skills/malphite/e.png] sclaes off armor and can do big damage Cons: - [imgsmall=skills/malphite/r.png] is his only hard CC so once it's gone all he can do is spam abilites - [imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/w.png] and [imgsmall=skills/malphite/e.png] both have long cooldowns and is his main source of damage. Once on cool down he just sorta...auto attacks. Not good enough damage to not ignore. - If [imgsmall=skills/malphite/r.png] is on cooldown he has nothing to protect his carries. [highlight]ABILITY POWER[/highlight] Pros: - [imgsmall=skills/malphite/q.png] has a decent AP ratio (.6) and will do decent damage. - [imgsmall=skills/malphite/r.png] has a amazing AP ratio (1.0) and will ROFLstomp. Cons: - High cooldowns and nuke will not compare to other mages. - [imgsmall=skills/malphite/r.png] is best used in a team fight so 1v1 you have [imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/q.png] which will do minimal damage. - [imgsmall=skills/malphite/e.png] scales off armor not AP. - To do non-laughable damage you must go glass cannon. You will die. - Worthless in teamfight for 8 second after you nuke. - Only real AoE is [imgsmall=skills/malphite/r.png] - Tanky AP not viable, no damage. [highlight]TANKY DPS[/highlight] Pros: - Great damage with all abilities. - [imgsmall=skills/malphite/r.png] is a great initiator/disruptor and lets you get to melee range to do your damge. - You damage will NOT be ignorable. - [imgsmall=skills/malphite/e.png] will have great damage. - [imgsmall=skills/malphite/w.png] will give you temporary tank/carry stats (except magic resist). - You will be able to take a huge amount of damage while dishing it out. - If focused your carries will be raping. Cons: - You do not have tank stats and can fall faster than a tank would. - Haters gon' hate. "Jungle Malphite WTF trolololol" [imgext=http://i112.photobucket.com/albums/n186/jeffhizzle/trollfacehdtransparent.png] [highlight]GLASS CANNON DPS[/highlight] Pros: - [imgsmall=items/phantom-dancer.png][imgsmall=items/phantom-dancer.png][imgsmall=items/phantom-dancer.png][imgsmall=items/the-bloodthirster.png][imgsmall=items/the-bloodthirster.png][imgsmall=items/infinity-edge.png][imgsmall=items/last-whisper.png] ROFLSTOMP DAMAGE!!!! LIFESTEAL!!! Cons: - Good luck stay alive when no gap closer or escape or even getting enough money early game without dying 9 times. - You gonna die.

Runes are optimized for [highlight]jungling[/highlight]. Armor penetration and AD for taking down neutral camps fast as well as armor for defense against them and champions. Magic resist per levels are just some of the best runes in the game period. [imgext=http://i112.photobucket.com/albums/n186/jeffhizzle/Malphiterunes.png] [highlight](3) Greater Mark of Strength: +0.95 AD.[/highlight] These are to combine with your masteries and Quintessences to give you 12.6 addtional AD to help jungle faster and hit champs harder. [highlight](6) Greater Mark of Desolation: 9.96 Armor Penetration.[/highlight] With masteries give you 16 armor pen for those neutral camps and deal a bit more damage to champions [highlight](9) Greater Seal of Resilience: 13 Armor.[/highlight] Flat armor is better early game for jungling and fighting off those silly [imgsmall=champ/xinzhao.png]'s. [highlight](9) Greater Glyph of Shielding: 24 Magic Resist at level 18.[/highlight] Some of the best runes hands down. Helps out late game especially if you invest in only 1 magic resist item. [highlight](3) Greater Quintessences of Strength: 6.75 Attack Damage.[/highlight] Combines with your marks and masteries for 12.6 additional AD for taking out those jungle camps and champs. [highlight]Total Lvl 1 Stats:[/highlight] [highlight]HP:[/highlight] 505 [highlight]HP Regen per 5:[/highlight] 8.11 [highlight]Physical damag health:[/highlight] 745 [highlight]Magical damage health:[/highlight] 670 [highlight]Effective health:[/highlight] 707 [highlight]Mana:[/highlight] 255 [highlight]Mana Regen per 5:[/highlight] 6.95 [highlight]Attack Speed:[/highlight] 0.666 (Malphite such a devilish beast) [highlight]Attack damage:[/highlight] 73 [highlight]Armor Penetration:[/highlight] 16 [highlight]Critical chance:[/highlight] 2% [highlight]Critical damage:[/highlight] 210% [highlight]Armor:[/highlight] 47.4 [highlight]Magic Resist:[/highlight] 32.6 [highlight]Cooldown Reduction: [/highlight]3% [highlight]Movement Speed:[/highlight] 310

[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] One of the best tanking passives in the game. This allows you to stay at good health early in the jungle and mid/late game lets you take 200-400 damage before it affects your actual health. Even better it refreshes every ten seconds. Early/mid game this is 1-2 to 2 tower hits which is huge when you wanna dive the turret taking minimal damage. SCALES WITH ARMOR/MAGIC RESISTS!!! [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] Great for chasing/escaping. Does good damage when maxed, but I tend to max this last do to constantly having red buff and eventually [imgsmall=items/frozen-mallet.png]. If being chased by multiple enemies use this on the fastest champion to maximize it's effectiveness. Usually when going for ganks early the movement buff/debuff isn't the best since it wont be maxed anyway. If they are not pushed they will more than likely get away if you did not have a ult and if they are pushing then they aren't getting away anyway. It's is just my preference, but most people tend to max this first (when laning anyway). [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] This is what makes AD Malphite such a hard hitter. 40% bonus AD and Armor is HUGE. This lets you takes huge punishment and dish out damage like no ones business. I max this ability first for faster clearing of the jungle and do the most AoE damage in team fights. Basically this is a free enhanced [imgsmall=items/tiamat.png] at rank 4. This also is key to fast clear of the jungle and minion waves. Always activate prior to using [imgsmall=skills/malphite/e.png] I max this prior to [imgsmall=skills/malphite/e.png] since it hits hard either way with this ability activated, and you get more dps out of this than doing E then waiting 8 seconds for it to cooldown (assuming you don't have blue buff). [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] Another great move. Does great AoE damage as well as debuffing AS to all hit. This can really change a fight if you hit the carry (which is what you should be doing. Use after [imgsmall=skills/malphite/w.png] since the 40% armor increase adds to this. Spam this whenever off cooldown when in a teamfight, you probably will only get a few off which is why I tend to max [imgsmall=skills/malphite/w.png] first. Great also for 1v1 situations. [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] One of the best initiating ults in the game and what makes Malphite. [imgsmall=skills/malphite/r.png] is exactly that. During the ult he is immune to ALL disables until he reaches his target. This ult can also be used to save allies or yourself. You can use this thru a wall then flash thru another if in a really bad spot. Remember, it's better to waste your ult to escape than feed the enemy team a kill. If using this to escape Q the closest or fastest champ then ult AWAY from them. Ulting the team then walking away will not give you an escape. Basic skill order in teamfights [imgsmall=skills/malphite/r.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/e.png] then [imgsmall=skills/malphite/q.png] the carry/support. This skill CAN MISS since it goes to the targeted area, therefore it will actually go thru champions if not in the targeted AoE. My personal opinion on using this ultimate (since you are NOT the tank) is to use after the opposing team has wasted their CC. Also saving this for when things go bad in a team fight isn't a bad idea, saving your team from a bad teamfight and not getting aced is huge. That being said you must know when to use this. You do not want to ult one person, your gaol is to ult at a minimum 3 champs (easier said than done at times). Works great with other champs such as [imgsmall=champ/amumu.png][imgsmall=champ/alistar.png][imgsmall=champ/galio.png][imgsmall=champ/annie.png][imgsmall=champ/chogath.png][imgsmall=champ/morgana.png] for extremely long cc times if chained properly and [imgsmall=champ/brand.png][imgsmall=champ/annie.png][imgsmall=champ/cassiopeia.png][imgsmall=champ/fiddlesticks.png][imgsmall=champ/kennen.png][imgsmall=champ/nunu.png][imgsmall=champ/wukong.png] for great AoE damage.

[imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/r.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/r.png][imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/r.png][imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/q.png] This is all preference and what I do for my playstyle. This is what works for me and is my recommendation. Try and and if it doesn't work try your own way. Thi is a guide and is meant to guide you to success, but is not a all knowing this is what works and only this. Mess around and ultimately do what you feel is best. [img=skills/malphite/q.png] I put one point into this at level 5. The reason for this is because it has low base damage and it uses are non existent in the jungle. It is very slightly useful for ganks which you will be lvl 4 by the time the opportunity arises (unless the enemy team is being really careless). The buff it provides you with movement speed which is nice but minimal at rank 1. Even when maxed it isn;t the greatest slow, but the movement speed additon you get is nice. I don't think you stealing movement speed from golems is gonna help that much. Just saying. The main reason points are put into this in other builds is because it is great harass in lane. You are not lanign therefor no need to max points in it first. [img=skills/malphite/w.png] Beautiful skill. I love it. The reason malphite jungle like a beast. It increases your armor and attack damage, which greatly helps you in the jungle. This give you a free tiamat letting you clear jungle fast in conjucntion with [imgsmall=skills/malphite/e.png]. Great in ganks to take less damage and deal more. Nothing bad about this skill, always be sure to activate prior to using [imgsmall=skills/malphite/e.png]. Max this first for more AoE damage and increase armor and attack damage increase when activated. [img=skills/malphite/e.png] Great AoE debuff. Scales off armor and slows attack speed. This skill does good damage due to building beefy as well as [imgsmall=skills/malphite/w.png] increase its effectiveness of bonus damage by 40%. I max this second as I find [imgsmall=skills/malphite/w.png] to be more effective in both damage and survivability. This along with [imgsmall=skills/malphite/w.png] let you clear camps and minions fast due to it being a AoE attack. [img=skills/malphite/r.png] Always take a point into this when able. This increases the duration of the knock up which is why you always get a point in this. The damage increase is minimal, but the knock duration at rank 3 (2 seconds) will win you a teamfight, especially if you hit the whole team. Just as devastating as [imgsmall=champ/amumu.png][imgsmall=champ/annie.png][imgsmall=champ/cassiopeia.png][imgsmall=champ/morgana.png] ultimates when used correctly, although the AoE is smaller.

Always build based on the enemy team comp first and foremost. If you are having a bad game get survivability. No point in getting AD if you are melting cause a lane fed. Malphite is a tank so going survivability early is never bad. That being said I'll go over items which are best, it's up to you to build correctly as there is never one build that works every match. This is why there is a core build then expand upon it. [.]Core: [imgsmall=items/ninja-tabi.png] or [imgsmall=items/mercurys-treads.png][imgsmall=items/wriggles-lantern.png][imgsmall=items/atmas-impaler.png] From the enemy team composition you will know which boots you need. Heavy CC/AP go Mercs. Heavy AD go Ninja Tabi. Ninja Tabi synergize the best with is kit, but do not build it because of that. Build based on needs. Wriggles is standard on any jungler to clear it as fast as possible. With Malphites passive on [imgsmall=skills/malphite/w.png] you will clear the jungle incredible fast (Wriggles not not proc on passive only unit being struck). [img=items/atmas-impaler.png] This will be a mid game goal. Atmas give 40 AD per 2000 health. Base health on Malphite is 1899 so you get almost 38-39. This combined with Frozen mallet let you hit HARD. Malphite also benefits from the armor which transfer to his [imgsmall=skills/malphite/e.png] and makes his [imgsmall=skills/malphite/w.png] more effective as well. The crit chance is nice to have also. [highlight]My Recommended Items:[/highlight] [img=items/frozen-mallet.png] After Atmas you will want to build this. This will allow you to get on the carry and stay there. The 700 health adds to your tankiness and gives more AD with Atmas as well as the 20 on the item. [img=items/trinity-force.png] If you are having a really good game this item is next. Gives you a bit of everything and all you abilities proc it nicely. Adds another 118 to your attacks as well as adding more tankiness and damage. [img=items/warmogs-armor.png] If the game goes extremely late this items make you a monster. It is a luxury item and should be purchased last. Fratmas is better than rushing a Warmogs. [img=items/banshees-veil.png] This is a must for heavy AP teams. Give you life which enhances the effectiveness of you armor as well and the passive is great. Do not hesistate to build this if you are getting bullied by casters. [img=items/aegis-of-the-legion.png] Great item. Gives you a total of 270 health, 30 armor, 39 magic resist, and 8 attack damage. This items is great because it gives you every stat you need and a aura for the team :D. Great item for balanced teams. [img=items/guardian-angel.png] Another great items for balanced teams. The unique revive passive is nice to have if you get focused down fast and brings you right back in the fight ready to dish out more pain or retreat. [img=items/randuins-omen.png] Life, armor, great passives. All around awesome armor item. I grab this vs a balanced team if the AD is giving me a bit more trouble than the AP carries. Now there are you items which are most effective with this build. How you build them should be based on how the match is going. Do not try to build Atmas after core if magic is destroying you. Buy a [imgsmall=items/negatron-cloak.png] then work on a [imgsmall=items/phage.png]. From there you can work on a [imgsmall=items/sheen.png] or [imgsmall=items/frozen-mallet.png]. One thing no guide can teach you is when and what to buy. Always take into consideration how the game is going. [highlight]Other Viable Items:[/highlight] [img=items/ionian-boots-of-lucidity.png] Cooldown reduction is nice. You want your [imgsmall=skills/malphite/r.png] up as often as possible. If it is a AD heavy team you can afford to get these instead of [imgsmall=items/ninja-tabi.png]. [img=items/boots-of-mobility.png] Malphite is slow and you should be in the jungle constantly and looking for ganks. Malphite is slow with a base speed of 310. With speed 2 boots you are at 391 with Quickness masteries and 380 without. Granted your [imgsmall=skills/malphite/q.png] boosts your speed, but in the jungle you will be slow getting form point A to point B. These boots will get you to where you wanna be and when hit in combat you have your [imgsmall=skills/malphite/q.png].These boots give you a speed of 440 out of combat and 453 with Quickness Mastery. This goes up to 506 with a finished [imgsmall=items/trinity-force.png]. Not too shabby. [img=items/cloak-and-dagger.png] Cloak and Dagger gives you more critical strike chance and attack speed as well 35 Tenacity. Not a bad item but I prefer to have survivability in my items. Merc treads are still the best Tenacity items as it give magic resistence which is needed more likely that not. Still, if you are looking for more umph when you hit and you do not want Mercs and need tenacity, this items isn't bad. You won't get much use out of attack speed. [img=items/eleisas-miracle.png] Another item thats grants Tenacity. Definitely not a bad item, but I do not care for Philosopher Stone as I have good sustain just with Wriggles. The 25 health regen and 20 mana regen and 35 Tenacity is nice to have though in between fights to faster recover without having to back to base. If you are the money builder type then this can work for you, but I feel it hurts your survivability in team fights. Not a bad item though. [img=items/force-of-nature.png] FoN is never a bad item. Increases movement speed as well as great magic resist and health regeneration. I tend to get Banshees Veil for 3 reasons: 1. Banshees's grants life and mana. 2. Banshee's augments your armor. 3. Grants more magical health defense. Since Banshee's gives life it naturually makes you tankier than FoN. The extra life increases not only you magical effective health, but also physical health defense. I find this more useful since Trinity Force adds movement speed and [imgsmall=skills/malphite/q.png] gives you speed you need in fights. Note that the amount of magical life defense Banshee's vs FoN grants is not a huge margin. If you have an enemy on the opposing team building [imgsmall=items/madreds-bloodrazor.png] I would actually recommend this items over [imgsmall=items/banshees-veil.png]. Less life plus more magic resist is going to make [imgsmall=items/madreds-bloodrazor.png] less effective opposed to getting more life and less magic resist. [img=items/last-whisper.png] If you find yourself going against a team with all tanky DPS or mostly tanky DPS this is needed is they go above roughly 120 armor. Even if you get your AD to 432 you won't be doing any damage, granted the won't either if they get no armor pen. [img=items/frozen-heart.png] Great all around items and make you even more scary 1v1. Slowly their attack speed with [imgsmall=skills/malphite/e.png] and this passive will usually have them attacking around the same speed as you or slower. It also makes [imgsmall=skills/malphite/e.png] stronger and makes you even more tanky. Good item vs attack speed champions and heavy AD teams. The CDR it grants is great also letting your ult back up quicker. Only downsideis it grants no health for your [imgsmall=items/atmas-impaler.png], but otherwise not a bad pick. [img=items/the-black-cleaver.png] Same as with [imgsmall=items/last-whisper.png]. If you find the opposing team all tanky DPS, but with LESS than approximately 120 armor you can grab this. The attack speed is a nice addtion also, although your are not focused on attacking fast. At 120 armor this shreds roughly the same amount as [imgsmall=items/last-whisper.png]. Last Whisper is the more cost effecient item (for penetration), but if you feel you need attack speed and a bit more damage this is for you. [img=items/thornmail.png] Really hard counter to a AD heavy team with lifesteal. This will let you 1v1 even better and increasing damage on [imgsmall=skills/malphite/e.png] by 50. Note it is almost impossible (if possible?) to out lifesteal [imgsmall=items/thornmail.png]. They 30% damage return is the damage they would deal before armor comes into play. So if [imgsmall=champ/tryndamere.png] has a [imgsmall=items/the-bloodthirster.png] and crits for 1000 before armor is a factor he is taking 300 damage while healing for 250. [highlight]The No-No List (or extremely situational):[/highlight] Now note that in extreme cases that you are just wrecking and the team you face is horrible then I feel Bloodthirster and Inifinty Edge can be bought, but not to delay you core build. They are extremely luxury and if you can buy these, more than likely you are gonna win regardless. Halts your core build and survivability. Melee DPS must be tanky. Same goes for Phantom Dancer. Overall the cost greatly hinders the build too much to be viable for most games. [img=items/berserkers-greaves.png] You are not focusing on attack speed, a waste of a slot as you will not be hitting too fast even with these until you get [imgsmall=items/trinity-force.png]. Even then it is not really worth it in comparison to [imgsmall=items/boots-of-mobility.png][imgsmall=items/ionian-boots-of-lucidity.png] on this build. [img=items/the-bloodthirster.png] Great damage and lifesteal. Expensive item that requires farm. In general you want your carries to farm and you farm whenever you can. Therefore it not the best item for Malphite. You already get lifesteal from Wriggles and when you die you lose all stacks. Not bad item just not efficient for this what this build focusing on. Delays your other items. I would not get this as a last item over [imgsmall=items/warmogs-armor.png], but that's just me. The cost also hinders your core build. [img=items/infinity-edge.png] Same as above. The extra crit damage is good, but no one should get away from you once you have your [imgsmall=items/frozen-mallet.png] as they will die to you or you team anyway. Late game you can kill the squishies [imgsmall=champ/annie.png][imgsmall=champ/ashe.png][imgsmall=champ/caitlyn.png][imgsmall=champ/lux.png] etc in 4-5 hits depending on how many crits you get. The cost also hinders your core build. [img=items/madreds-bloodrazor.png] Not a item for this build, your attack speed is not fast enough to justify the purchase of this item. Also it is affected my magic resist items such as [imgsmall=items/banshees-veil.png][imgsmall=items/force-of-nature.png] making it even more non effective on Malphite. [img=items/youmuus-ghostblade.png] Great items and stats, but I prefer to get my armor pen from [imgsmall=items/last-whisper.png] and the active is wasted since you get movement from your [imgsmall=skills/malphite/q.png] and your [imgsmall=skills/malphite/r.png] is a gap closer. Not a bad item, but doesn't synergize with the build. [highlight]When to build how to build:[/highlight] Mid game against AD heavy I usually have: [imgsmall=items/ninja-tabi.png][imgsmall=items/wriggles-lantern.png][imgsmall=items/phage.png] or [imgsmall=items/atmas-impaler.png] Vs Heavy AP it might look like this: [imgsmall=items/mercurys-treads.png][imgsmall=items/wriggles-lantern.png][imgsmall=items/phage.png] or [imgsmall=items/negatron-cloak.png] Ultimately if thing are going real bad you can just buy survivability first then add damage when you can afford it. You aren't the greatest tank, but not a horrible one either. Ok here comes the fun part!!! [highlight]Statistics don't lie:[/highlight] [highlight]Vs AD[/highlight] [img=items/ninja-tabi.png][img=items/wriggles-lantern.png][img=items/atmas-impaler.png][img=items/frozen-mallet.png][img=items/trinity-force.png] and if possible [img=items/warmogs-armor.png] First number is with the 5 item build. The number after the slash represents if the next (6th) item is built. In the case of [imgsmall=items/warmogs-armor.png] assume it is fully built. If their is a slash after that 6th item it is the alternate 6th item choice. One number means the stat is the same for all builds and additions. [highlight]HP:[/highlight] 2,849[highlight]/[/highlight]4,219 [highlight]Physical damag health:[/highlight] 9,355.34[highlight]/[/highlight]13,854.05 [highlight]Magical damage health:[/highlight] 4,344.72[highlight]/[/highlight]6,433.98 [highlight]Effective health:[/highlight] 6,850.03[highlight]/[/highlight]10,144.01 [highlight]Mana:[/highlight] 1,185 [highlight]Attack Speed:[/highlight] 1.198 [highlight]Attack damage:[/highlight] 260[highlight]/[/highlight]287 [highlight]Armor Penetration:[/highlight] 16 [highlight]Critical chance:[/highlight] 35% [highlight]Critical damage:[/highlight] 210% [highlight]Armor:[/highlight] 193.19 [highlight]Magic Resist:[/highlight] 53 [highlight]Dodge:[/highlight] 12% [highlight]Cooldown Reduction: [/highlight] 3% [highlight]Movement Speed:[/highlight] 423 [highlight]Total cost: 12,125/15,125[/highlight] [imgsmall=skills/malphite/p.png]: 280[highlight]/[/highlight]420 HP Shield [imgsmall=skills/malphite/q.png]: 288 damage [imgsmall=skills/malphite/w.png]: 364[highlight]/[/highlight]401 AD and 270.466 Armor when active [imgsmall=skills/malphite/e.png]: 316.959 damage (355.233 with [imgsmall=skills/malphite/w.png] active) [imgsmall=skills/malphite/r.png]: 430 damage [highlight]Vs AP[/highlight] [img=items/mercurys-treads.png][img=items/wriggles-lantern.png][img=items/atmas-impaler.png][img=items/frozen-mallet.png][img=items/banshees-veil.png] and then [img=items/warmogs-armor.png] or (ALTERNATIVE [img=items/force-of-nature.png] if crazy AP) [highlight]HP:[/highlight] 2,974[highlight]/[/highlight]4,344[highlight]/[/highlight]2,974 [highlight]Physical damag health:[/highlight] 7,975.97[highlight]/[/highlight]11,650.17[highlight]/[/highlight]7,975.97 [highlight]Magical damage health:[/highlight] 6,765.85[highlight]/[/highlight]9,882.6[highlight]/[/highlight]9,026.09 [highlight]Effective health:[/highlight] 7,370.91[highlight]/[/highlight]10,766.39[highlight]/[/highlight]8,501.03 [highlight]Mana:[/highlight] 1310 [highlight]Attack Speed:[/highlight] 1.006 [highlight]Attack damage:[/highlight] 232[highlight]/[/highlight]260[highlight]/[/highlight]232 [highlight]Armor Penetration:[/highlight] 16 [highlight]Critical chance:[/highlight] 20%[highlight]/[/highlight]20%[highlight]/[/highlight]20% [highlight]Critical damage:[/highlight] 210% [highlight]Armor:[/highlight] 193.19 [highlight]Magic Resist:[/highlight] 168.19[highlight]/[/highlight]168.9[highlight]/[/highlight]204 [highlight]Dodge:[/highlight] 0 [highlight]Cooldown Reduction:[/highlight] 3% [highlight]Movement Speed:[/highlight] 380[highlight]/[/highlight]380[highlight]/[/highlight]411 [highlight]Total cost: 11,120/14,120/13,730[/highlight] [imgsmall=skills/malphite/p.png]: 290[highlight]/[/highlight]430[highlight]/[/highlight]290 HP Shield [imgsmall=skills/malphite/q.png]: 270 damage [imgsmall=skills/malphite/w.png]: 324.8[highlight]/[/highlight]364[highlight]/[/highlight]324.8 AD and 270.466 Armor when active [imgsmall=skills/malphite/e.png]: 316.959 damage (355.233 with [imgsmall=skills/malphite/w.png] active) [imgsmall=skills/malphite/r.png]: 400 damage [highlight]Vs Balanced[/highlight] [img=items/mercurys-treads.png][img=items/wriggles-lantern.png][img=items/atmas-impaler.png][img=items/frozen-mallet.png][img=items/aegis-of-the-legion.png] then next items are based on what is giving you the most trouble [img=items/banshees-veil.png] or [img=items/randuins-omen.png] and if even[img=items/guardian-angel.png] [highlight]HP:[/highlight] 2,869[highlight]/[/highlight]3,244[highlight]/[/highlight]3,169[highlight]/[/highlight]2,869 [highlight]Physical damag health:[/highlight] 8555.05[highlight]/[/highlight]9,673.38[highlight]/[/highlight]11,826.39[highlight]/[/highlight]10,505.49 [highlight]Magical damage health:[/highlight] 6,908.55[highlight]/[/highlight]9,433.55[highlight]/[/highlight]7,630.95[highlight]/[/highlight]7,998.77 [highlight]Effective health:[/highlight] 7,731.81[highlight]/[/highlight]9,553.42[highlight]/[/highlight]9,728.67[highlight]/[/highlight]9,252.38 [highlight]Mana:[/highlight] 935 [highlight]Attack Speed:[/highlight] 1.006 [highlight]Attack damage:[/highlight] 238[highlight]/[/highlight]246[highlight]/[/highlight]232[highlight]/[/highlight]238 [highlight]Armor Penetration:[/highlight] 16 [highlight]Critical chance:[/highlight] 20%[highlight]/[/highlight]20%[highlight]/[/highlight]20% [highlight]Critical damage:[/highlight] 210% [highlight]Armor:[/highlight] 198.19[highlight]/[/highlight]1.98.19[highlight]/[/highlight]266.19 [highlight]Magic Resist:[/highlight] 191[highlight]/[/highlight]168.9[highlight]/[/highlight]204 [highlight]/[/highlight]179 [highlight]Dodge:[/highlight] 0 [highlight]Cooldown Reduction:[/highlight] 3% [highlight]Movement Speed:[/highlight] 380[highlight] [highlight]Total cost: 10,330/13,045/13,730/12,930[/highlight] [imgsmall=skills/malphite/p.png]: 280[highlight]/[/highlight]320[highlight]/[/highlight]310 HP Shield[highlight]/[/highlight]280 [imgsmall=skills/malphite/q.png]: 270 damage [imgsmall=skills/malphite/w.png]: 333.2 AD[highlight]/[/highlight]344.4 AD[highlight]/[/highlight]324.8 AD[highlight]/[/highlight]332.2 [imgsmall=skills/malphite/e.png]: 319.095/// [imgsmall=skills/malphite/r.png]: 400 damage

Early game you want to clear the jungle and try to gank. It is not your responsibility to babysit any lanes, but on that note help any lane that needs it. You want to keep your jungle clear at all times to keep up on level with the lanes. Once you clear the jungle look for a gank with red buff. If no gank is available (some people just love to push) go back and buy and reclear jungle. Early game goals is to clear the jungle as much as possible to get level 6 and to gank which is going to be covered more later. When in doubt farm, farm, farm. End game I usually out farm my team by quite a bit with well over 230-240 CS depending how long the game went. I have even outfarmed Morgana's and Karthus. You want a carry [imgsmall=champ/caitlyn.png][imgsmall=champ/missfortune.png][imgsmall=champ/tristana.png] type attitude when it comes to CS. All game always ensure your jungle is clear.

Mid game generally when the laning phase is near over or a tower has been taken. By this time you should have some kills or assists under your belt. You want to continue ganking if the team is split pushing or if towers are not down yet. Keep good map awareness and farm as much as possible while pushing when you know you can. Do NOT push top tower if you cannot see more than 3 people on the map. You should be durable, but late game is when you shine unless fed. If the laning phase IS over you should split push to counter the enemy if they are grouping. you can clear minion waves extremely fast and you can use the farm. Ensure your team does not engage if the enemy team pushes and immeadiately go rally up. AFK farming is beast on Malphite, but do not be like those Irelia's who AFK farms only to have her team get raped and ultimately lose because she was never in the fight. Congrats on you [img=items/trinity-force.png] Irelia, too bad you was never around to use it!!!! Mid game when teams are pushing I like to hide near my team. Your ult has huge range and if they choose to dive you can get quite of few kills. They will never see you coming til it is too late, similar to smart [imgsmall=champ/fiddlesticks.png] ult's. Except the team is knocked up in the air for 2 seconds. If things are going bad convince your team to defend and farm. The longer the game goes on the more beastly you become. During this stage of the game you might not have [imgsmall=items/frozen-mallet.png]. If you don't keep getting red buff and blue buff. Both buffs are great on Malphite as the CDR is great for his ult and abilities and red helps secure kills. On that note be smart, if your AP/AD carry is raping let them have it so they are more dominate. Remember this is a team game. Once again to emphasize ensure your jungle is clear. This is not only because you want farm, but to make sure the enemy team is not getting any of you buffs or neutral camps.

Here's you will be killing any glass cannons fast. You are pretty mcuh gonna do huge damage and rape most in a 1v1 situation. The goal here is to stay with your team and psuh towers, 1 ace will lead you to victory. Your build should be finished and you will strike fear into any non tanky dps (you even hit them hard). Priorites late game are about the same, except protect you carry at ALL times. If they are fed they will be taking down everyone fast. Go kill the enemey carry, but keep a eye on yours. Malphite can smartly split push extremely fast as well to counter the enemy grouping, as well as escape with [imgsmall=summoners/flash.png] and [imgsmall=skills/malphite/r.png] if possible.

Malphite can make or break a team fight. Know when to [imgsmall=skills/malphite/r.png] since it is a amazing hard cc. Don't use it premature, yet don't do it too late. I usually try to use it once the enemy team using there hard cc to counter and give us a slight advantage. Hopefully your tank initiates letting you have some time to find a crucial moment to use your. If you have a good opportunity to use you ult as initiation by all means do it. If you see 3 people bot lane and there are two top and you out number them toss them some [imgsmall=skills/malphite/r.png] aka the Swagga smash. Once you have used your ult, next step is to [imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/e.png] then target the squishy and [imgsmall=skills/malphite/q.png]. Continue to beat on them til they die and use your abilities to get as much AoE damage as possible. If thing go bad use your ult to save your team. Many time a really good gank my the enemy team could have aced us, but I sacrficed myself for the team. It is a team game and late game 1 ace is a win. Sacrificng yourself for the team is huge. Keyword team. If your [imgsmall=champ/caitlyn.png] overextendng to Mexico and your team is in Canada, don't waste your ult on the enemy team so save her and have yourself killed. Just rally up and defend. I like to hide near my team so it seems like 4v5, as soon as the enemy initiates/dives run at them [imgsmall=skills/malphite/r.png] and proceed to roflstomp.

Jungling is a breeze. First items to grab is the standard [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png]. Grab [imgsmall=skills/malphite/e.png] and start at Blue with a leash. You can do it without, but having a leash will not hurt your mid laner and you will have more health and [imgsmall=items/health-potion.png]s. Hit [imgsmall=skills/malphite/e.png] and finish with [imgsmall=summoners/smite.png] and leveling up [imgsmall=skills/malphite/w.png]. After the Blue breaks your shield pop a potion. Head to wolves, but do not attack until your passive is up. Center on the wolves and hit [imgsmall=skills/malphite/w.png] then [imgsmall=skills/malphite/e.png] whenever it is up while attacking the big wolf. Next head to wraiths, center yourself and attack the big wraith and activate [imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/e.png]. If positioned right you will take them all out by the time [imgsmall=skills/malphite/e.png] is back up. Proceed to red (ensure passive is up) and do the same as with wraiths, finish with [imgsmall=summoners/smite.png]. Go to Golems once again ensure [imgsmall=skills/malphite/p.png] is active. After finshing you should have 1-2 health potions left and the proceed to gank if you can. Otherwise head to base and buy [imgsmall=items/boots-of-speed.png] or [imgsmall=items/vampiric-scepter.png]. You goal is to finish your [imgsmall=items/wriggles-lantern.png]. If you was able to get [imgsmall=items/madreds-razors.png] due to successful gank you will beging to take out creeps fast. Once [imgsmall=items/wriggles-lantern.png] you can do dragon. You have all the sustain after Wriggle's and should have so much time to work in ganks. Once you hit level 6 you should be able to secure any kill especially with red buff. Make sure to ward with [imgsmall=items/wriggles-lantern.png] key points or for any lanes that are being picked on heavily by the opposing jungler. Here are some key spots that I ward: [imgext=http://i112.photobucket.com/albums/n186/jeffhizzle/Summonerswards.png] Do not place wards directly on Dragon/Baron until later to where it's safer to smite steal. Laning phase you should be able to gank safely. Place it on choke points and areas that cover multiple pathways so you know exactly where the enemy is going. If you only ward the bush in river you still give yourself a blind spot as to slightly farther down you can see if they approach your bush or your jungle or even up river etc. Ward buffs, the reason is so you and your team can gank a jungler invading to take your buffs or gank him in his own jungle. It also gives map awareness letting you push if you know some enemies backed to base and th jungle is on the far end of his jungle. Warded is not your responsibility, it is a team effort. Use your [imgsmall=items/wriggles-lantern.png], but go ahead and buy a couple here and there. It only benefits the team more.

It's ok. It happens. That being said you don't have to start at blue. You can start at Golems-> Wraiths-> Wolves-> Blue (If not stolen/lost in teamfight)-> Red. So it is not the end of the world. Simply let your team mates know you have to jungle a bit longer, and once you have wriggles you'll catch up real fast. If your wraiths are taken just go to golems then red. All you need is lvl 3 and smite. Example: I was getting blue and Vlad/Chogath who was top lane showed up. They chased me off (team mates did not come help) so I had to back and then I went back. Guess who showed up AGAIN. Once more team mates did not help. I was 2-3 levels behind, I went to Golems alt path, got wriggles and caught up by level 9 and STILL ganked with my ult and got kills. So just be patient and jungle. If it goes really bad just lane til lvl 3/4 then jungle. Malphite himself is not a good counter jungler so don't try it.

Always gank when the opportunity arises. If lanes are pushed and your team complains on no ganks oh well. You are there in the jungle to give top lane more xp and give that fear of a gank. If both lanes are pushed because [imgsmall=champ/morgana.png][imgsmall=champ/mordekaiser.png] are taking creep sout in a few second it' their own fault you are not ganking. Let them know prior to starting to last hit only. That being said their are, in my opinion, two successful ganks. If the ganking resulted in: 1. Killing the enemy with minimal losses (so 1 team mate or less), preferably both. 2. Forced the enmey to burn [imgsmall=summoners/flash.png][imgsmall=summoners/ghost.png][imgsmall=summoners/exhaust.png]. Bad ganks are: 1. You have more casualties. 2. You lose the gank and are forced to use your summoners to escape. Know the capability of the team when going for ganks and try to have map awareness. If you team is bad and put no damage champ bottom lane [imgsmall=champ/janna.png][imgsmall=champ/taric.png], more than likely you won't get a kill if the enemy champs are [imgsmall=champ/alistar.png][imgsmall=champ/xinzhao.png] especially if you have no idea where the jungler is such as [imgsmall=champ/warwick.png]. Things could go south fast. Also if the lanes are having trouble even after ganking be sure to at least have a presence to hopefully have them back off a bit. You early game heavily relies on kills/assists as well as farming for a good mid game, making ganking very important. [highlight]Failed Ganks[/highlight] Ok so say by some grace of a higher power you waste your ult and have red buff, but they got away without a summoner. It's ok go back to jungling. One thing [highlight]TO NOT DO[/highlight] especially [highlight]solo lane[/highlight] is to stay and kill some creeps. Only do this when you are relieving them. Pushing then lane when relieving is fine, gives you XP as well as buys them time to walk back. Win/win. If you stay after a fail gank you are failing as a jungler and you team mate. This is because: 1. You are soaking up XP that the solo lane need. 2. You are taking gold your solo top needs. 3. You are pushing the lane making the soloer more vunerable to ganks. As you can see, killing some creeps might not be bad at first glance, but after several times it could hurt the top as that makes the enemy soloer slowly out level them.

That's my Malphite in a nutshell. Thank you for reading this guide and please give me suggestions and comments to improve it. I would like to hear other options for rune/masteries and build from other experienced users. If you have any questions feel free to comment below and I will get back to you asap. Now go out there and be a [img=skills/malphite/r.png].

This section will be based on discussion from the comments section, alternate playstyles, etc. Not everyone can make or want to make a guide and have it approved. This way other Malphite community members can have their voice heard.

Share your Malphite tips and tricks, you will be credited with the information. - [imgsmall=skills/malphite/w.png] will empower [imgsmall=skills/malphite/e.png] - [imgsmall=skills/malphite/r.png] cannot be disabled (think [imgsmall=champ/olaf.png]'s ultimate) while active. - [imgsmall=skills/malphite/r.png] can go through most walls on Summoner's Rift. - Before team fights ensure your [imgsmall=skills/malphite/p.png] has refreshed. - If you are going to take any type or AD burst ensure to activate[imgsmall=skills/malphite/w.png]. - It's best to not use [imgsmall=skills/malphite/r.png] point blank as sometimes it will not work (glitch?). - When retreating always [imgsmall=skills/malphite/q.png] the fastest champion.

Change log: - 9/29/11 Released - 9/30/11 Updated Balanced build stats to be accurate, skills stats still need udating. - 10/20/11 Guide has been APPROVED. Thank you Solomid, definitely the best LoL community out there. Added: Tips and Trick quick reference chapter as well and a community section. - 10/22/11 Updated Force of Nature explanation vs Madred's Bloodrazor champions. - 10/24/11 Added small section on being counter jungled. Notes: - Looking into Masteries being fully highlighted, is not that way when previewed. - Masteries fully highlight in Google Chorme, but not Internet Explorer. Not sure why. - 3rd build skills stats incomplete due to being incorrect and having to rework it. - Looking into tankiness late game with AD items (IE/BT/PD) vs AD heavy teams.

Comments coming soon!
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