Malzahar Build Guide

GP10-zahar: How to get 15k gold in <30 minutes

Updated 4 years ago
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 3
    Greater Quintessence of Gold (+1 gold / 10 sec.)
  • 9
    Greater Seal of Gold (+0.25 gold / 10 sec.)
Skill Order
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9 9 9 9
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11 11 11 11
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Hello, Throatslasher here, with my second guide on SM. [imgext=] Lets start with some basic questions: A recent trend has really started interesting me lately, and that is the concept of gp10 mid. I've seen people run it on champions like Anivia, Morgana, and Veigar, all to ill effects. I've tried out gp10 Malzahar and am writing this guide to encourage the community to try, and rape with, gp10-zahar. [highlight]What is gp10 mid?[/highlight] [.]"GP10 mid" is a term referring to an ap mid champion that stacks gp10 items ([imgsmall=items/heart-of-gold.png][imgsmall=items/philosophers-stone.png]) [highlight]What is so good about it?[/highlight] [.]I personally thought it was terrible until I tried it. Once you see the gold start rolling in, it starts to make sense. Getting a 20 minute rabadons consistently while having still having a full inventory of gold making machines to continue snowballing you is powerful stuff. [highlight]Can anyone do it?[/highlight] [.]Yes and no. Anyone can do it, but not everyone can excel at it. The concept behind it is as follows. If an ap mid excels at farming and pushing, why not stack gp10 early game to snowball you extremely hard? Some champs cannot afford to go gp10 items due to many restrictions, some of which I'll illustrate in the "Who can do it and why" section. [highlight]Is Malzahar the best gp10 ap mid?[/highlight] [.]Yes, yes, one thousand times yes. More in the "who can do it and why" section [highlight]Will this work in high elo?[/highlight] [.]Potentially. Malzahar as a champion has a lot of weaknesses. No mobility, single target ult and nuke, and a very difficult to hit skillshot just to name a few. Going gp10 weakens your early game slightly, and if you get snowballed, no amount of gp10 items will ever bring you back.

6/06: [.]Guide conceived 6/13: [.]Guide started 6/14: [.]Guide finished and made public 6/15 [.]Fleshed out skills [.]Fleshed out summoner spells [.]Added ap karma and sion to "who can do it" section [.]Fleshed out matchup section [.]Added mid game [.]Added late game [.]Added team fights [.]Fleshed out masteries 6/18 [.]Fixed some grammar, capitalization [.]Fixed some spacing issues [.]Removed some small images [.]Added more champions to matchup section [.]Added info on 'call of the void' 6/19 [.]Touched up item build (Thanks trbOpn) [.]Split up who can/can't do it into 2 chapters [.]Added Heimerdinger to gp10 candidates [.]Fixed spacing in matchup section (finally, sry trb) [.]Removed catface at the end [.]Added special thanks [.]Fixed capitalization errors [highlight]******************GUIDE APPROVED YAAAAAAAAAAY******************[/highlight] [.]Added quicksilver sash section 6/20 [.]Changed 20k to 15k to be more realistic. [.]Removed kage's lucky pick from preferred build order. (THIS MIGHT TAKE A WHILE o.0) [.]Added veigar to list of people who CAN do it 6/21 [.]Added difficulty ratings in matchup section. 6/22 [.]Mentioned skilling 'q' at level 1 for level 1 fights 8/18 [.]Mentioned gp10 nerf [.]changed katarina in matchups section, increased difficulty from 2-5 [.]Mentioned malz buffs [.]changed "who can do it?" morgana section. [.]ryze difficulty increased to 8

I am not a numbers guy. To see a lot of valuable information about gp10/mid and you, please read Sverd's fantastic gp10 guide:

Marks and glyphs are standard for any caster. The magic penetration will make you penetrate their magic. The quints and seals however... [center][highlight]AVARICE RUNES AND YOU: ARE THEY GOOD?[/highlight][/center] Yes. Avarice runes are extremely efficient on champions other than support. Starting with approx. 7 gp10 at level 1 is prety silly, and will help you snowball your 1st gp10 items. Lets see what we would be taking instead of avarice runes: [highlight]Mana regen seals[/highlight] Reasons why avarice is better: [.]Malzahar can sustain his mana with malefic visions [.]Philo stone in conjunction with malefic visions and blue buff is all the mana sustain you need. [highlight]AP quints[/highlight] Reasons why avarice is better: [.]15 ap? That's a pittance. That's 3/4ths of an amp tome in ability power. Amp tome 435g (20ap) - 435 x .75 = 326g 326g for 15 ap AP quints: 3gp/10 - 30 minute game x 60 seconds = 1800 seconds 1800 seconds / 10 = 180 x 3g = 540g You will earn more than an amp tome in a 30 minute game from your quints alone. [.]Avarice quints will snowball your early game into your 1st gp10 items. [.]15 ap typically won't 'make or break' your early game. [.]As I said before, you will have more ap than you know what to do with mid game.

[title][img=skills/malzahar/p.png] Passive: Summon Voidling[/title] [number]After casting 4 spells, Malzahar summons an uncontrollable Voidling to engage enemy units for 21 seconds. Voidlings have 200 + 50 x lvl Health and 20 + 5 x lvl Damage. Voidlings Grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed).[/number] [title]Explanation:[/title] Great for pushing, another tool in his arsenal to be the best pusher/farmer in the game. This skill can determine a great Malzahar from a fool. If you try to execute your combo on somebody with no stacks of summon voidling, you will miss out on a good chunk of your damage potential. It's important to remember that when comboing someone with malefic visions and nether grasp, and possibly even null zone, generating a voidling to beat in their face can mean the difference between securing a kill and letting them escape with less than 100 health. Voidlings, especially frenzied voidlings, are fantastic for harassing. When they're about to frenzy, toss a malefic visions on your opponent. If they're foolish enough to try and trade, they will take hundreds of points of damage from your voidling if they're not paying attention or are inexperienced with their matchup with Malzahar. [title][img=skills/malzahar/q.png] Q: Call of the Void[/title] [number]Malzahar opens two portals to the void. After a short delay, they fire projectiles which deal 80 / 135 / 190 / 245 / 300 (+80% of ability power) magic damage and silence champions for 1.4 / 1.8 / 2.2 / 2.6 / 3 seconds. Cost 90 / 100 / 110 / 120 / 130mana Range 900[/number] [title]Explanation:[/title] INSANE damage mid/late game. I typically use this skill once I get some ap or rank it to level 3-5 to help me push waves. You use it one the caster or melee minions as you cast malefic visions. Once you get some AP, you can one shot large waves of caster minions. This is one of the hardest skillshots to hit in the entire game, unless your opponent is immobilized from cc. The massive delay and deceptive hitbox add up to a wonky spell. With sufficient practice, you can unleash this on unsuspecting foes that either commit to a direction, or move in a predictable fashion. You can also cast this spell AT THE VERY INSTANT [imgsmall=skills/malzahar/r.png] ENDS and it's almost a guaranteed hit. [highlight]*NOTE: THIS SPELL DOES DOUBLE DAMAGE IF THE TARGET GETS HIT BY BOTH SIDES OF CALL OF THE VOID. PRACTICE THIS SPELL AS MUCH AS YOU CAN, BECAUSE LATE GAME THIS IS A LARGE PORTION OF YOUR DPS. MISSING THIS SPELL CAN POTENTIALLY LOSE YOUR TEAM A TEAMFIGHT.[/highlight] [title][img=skills/malzahar/w.png] W: Null Zone[/title] [number]Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 4/5/6/7/8% (+0.01%) of their max health each second (damage to Monsters is capped). Cooldown 14 seconds Cost 90 / 100 / 110 / 120 / 130 mana Range 800 [/number] [title]Explanation:[/title] This is an amazing skill. Even at rank 1, it still packs a punch in late game. Riot engineered the AOE to be tiny because this skill is TOO STRONK. Early game, the damage on this spell is neglible. It's not entirely essential to put this into your nether grasp, malefic visions, ignite, call of the void combo if there is a chance that they can walk out of it. It's easier and more consistent to just cast malefic visions before nether grasp. You can use this late game to zone your enemies. You can put a pool in choke points, or around towers that your team is trying to push to dissuade your enemies from crossing it to stop your team from pushing. [title][img=skills/malzahar/e.png] E: Malefic Visions[/title] [number]Malzahar infects his target's mind, dealing 80 / 140 / 200 / 260 / 320 (+80% of ability power) magic damage over 4 seconds. If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 10 / 14 / 18 / 22 / 26 mana. Cost 60 / 75 / 90 / 105 / 120mana Range 600[/number] [title]Explanation:[/title] Bread and butter. Once you hit level 5 and rank this to level 3, spam this until your fingers bleed. This is the lynch-pin to gp10 malz. It allows you to push and secure most of the cs, as well as sustaining your mana in the process. At rank 5, it costs 120 mana, but if it jumps through all 6 minions, you should gain back 156 mana for a net GAIN of mana. It doesn't have the longest casting range, so just raw-casting this on your lane opponent can be dangerous, as you typically won't win trades with champs that can combo their spells like Annie and Orianna. A sneaky way to get this on your opponent is to wait until they approach a small creep wave, maybe 1-2 minions. If one of the minions is less than 50 health and about to die, you can cast malefic visions on it and hope that it will jump to the champion. Never cast this in lane on your opponent if they have extremely cheap shields ([imgsmall=champ/orianna.png][imgsmall=champ/janna.png][imgsmall=champ/galio.png]), as they will shield all of the damage and you will run yourself out of mana. [title][img=skills/malzahar/r.png] R: Nether Grasp[/title] [number]Malzahar channels the essence of the Void to suppress the target (stuns and disables summoner spells), dealing 250 / 400 / 550 (+130% of ability power) magic damage over 2.5 seconds. Cost 150 mana Range 575[/number] [title]Explanation:[/title] Atropos, anyone? This is the spell that makes Malzahar who he is. He'll shoot you a look so dirty that you'll cease to move. This is an all purpose spell. It can be used to initiate a 5v5 if someone walks out of position. Nether grasp has surprisingly long range, so make sure you experiment with it to get a feel for the range. It is a channeling spell, however, so the only thing you can do while channeling it is cast ignite or else you will break the channel. To maximize your damage, try to nether grasp someone right after you cast null zone while they are still in the aoe. You can cast malefic visions after the channeling ends, but you risk them flashing away, which is why I prefer to cast malefic visions before nether grasp. With this build, even if you land all of your skills perfectly, you might not be able to 100-0 someone. With a jungle gank though, stunning them for 2.5 seconds is guaranteed a kill. Wait for a jungle gank to use nether grasp in early game, or if they're low, you can flash, ignite, malefic visions, followed by nether grasp.

[center][highlight]GP10, LET THE CONTROVERSY BEGIN[/highlight][/center] It's hard to explain how or why this is so effective. I really just want this guide to be a big sign that says GO TRY IT! But I can't do that, so here goes. [highlight]***NOTE***[/highlight] GP 10 recently got nerfed. Heart of gold was reduced to 200 hp, and the hp regen on philo was reduced slightly. I still believe that gp10 stacking is very viable on many mages mid. First, lets talk about a typical Malz build: [img=items/boots-of-speed.png][img=items/catalyst-the-protector.png] [highlight]-->[/highlight] [img=items/sorcerers-shoes.png][img=items/rod-of-ages.png][img=items/rabadons-deathcap.png] OR [img=items/boots-of-speed.png][img=items/dorans-ring.png][img=items/dorans-ring.png][img=items/dorans-ring.png] [highlight]-->[/highlight] [img=items/sorcerers-shoes.png][img=items/dorans-ring.png][img=items/dorans-ring.png][img=items/dorans-ring.png][img=items/rabadons-deathcap.png] These are 2 pretty standard Malz builds. One forgoes tankyness for damage, and vice versa. Lets break down some items/numbers, shall we? [imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png] [highlight]VERSUS[/highlight] [imgsmall=items/heart-of-gold.png][imgsmall=items/philosophers-stone.png] [imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png] = 1425 gold, 240 hp, 15 mrp5, 45 ap [imgsmall=items/heart-of-gold.png][imgsmall=items/philosophers-stone.png] = 1625 gold, 250 hp, 18hp/5, 8mp/5 Catalyst is less expensive than dorans, but all it gives us besides health is sustain and base mana we don't need. The effective health from 18hp/5 and the sustain from malefic visions is all you need, and the hp from heart of gold is a passable amount. [title]So, what does that tell us?[/title] For 200 more gold, you can build 2 gp10 items. You gain 18hp/5 (not a small amount) at the cost of 10mp/5 and 45 ap. When you have both gp10 items completed, you will passively gain 60 extra gold a minute, on top of your passive gold gain and your runes/masteries. [title]What does that mean for Malzahar?[/title] The stats you lose by not going dorans rings are inconsequential. 45 ap is a small amount of damage, but it is not negligible. However, if you're really missing the damage, you can rush a blasting wand after the 2 gp10 items. With the 200 gold you save and all the extra gold you generate, you can pick up that ap you're missing fairly quickly. 10mp/5 is negligible as malefic visions will sustain your mana. You do greatly benefit from the 18hp/5, even against burst casters. [highlight]Why rush [img=items/rabadons-deathcap.png] right after gp10?[/highlight] The gp10 build is designed to snowball you into late game items during mid game. Dollar for dollar, no item gives you the ap that rabadons does. To ensure you become a factor after your 15-20 minute farm-fest, rushing rabadons will ensure you mid game damage is among the highest, if not the highest, on either team. If you would consider other items, you would realize that items like [imgsmall=items/rod-of-ages.png] and [imgsmall=items/rylais-crystal-scepter.png] will gimp your mid game and make the gp10 build pointless. Your gp10 items also function as a form of "diet" Catalyst. Gp10 gives you a small portion of health and sustain. A well played Malzahar can be played like an assassin of sorts. With excellent map awareness/wards, you can camp bushes you know someone will run through. With rabadons before the 20 minute mark, you are almost guaranteed to completely burst someone 100-0 if they walk into a bush that you lie in wait. W, E, R, ignite will kill everyone except Gangplank. Oranges OP.

I have seen people experiment with all sorts of champions that typically don't go for gp10. Some champions seem to have a knack for functioning early-mid game with gp10 items, while others do not. I'll outline the problems/advantages with gp10'ing these champs. [highlight]Gp10 candidates that can work:[/highlight] [img=champ/morgana.png] [highlight]PROS[/highlight] [.]Morgana is the only other champ that can kind of be effective at gp10. [.]Excellent pushing abilities, and she can sustain her health [.]Philo stone and one dorans ring should sustain her mana [.]Great base damage on her spells [highlight]CONS[/highlight] [.]She has no cons. I have recently played a lot of gp10 morgana in ranked, and found that there is no downside at all to building gp10 on morgana. [imgext=] [img=champ/karma.png] (AP KARMA MID) [highlight]PROS[/highlight] [.]With a few levels, can push a wave easily [.]Decent base damage on her spells [.]Dorans ring and philo stone is enough to sustain her mana [highlight]CONS[/highlight] [.]Heavily reliant on mantra charges [.]Lends no cc to jungle ganks [.]Squishy, with poor escape [.]I actually love karma to death. She's my 'secret op' champ. But, it's hard to deny that her kit is somewhat underwhelming right now. [img=champ/veigar.png] [highlight]PROS[/highlight] [.]A passive farmer. Benefits greatly from just farming [.]Kage's actually builds into his core item, Deathfire grasp [.]An early philo stone is quite helpful to his laning phase [highlight]CONS[/highlight] [.]Really poor pusher. Has to push with w, which can't secure all of the cs unless he has high ap. [.]Veigar's early game is his weak point. Going [imgsmall=items/philosophers-stone.png][imgsmall=items/kages-lucky-pick.png] will make him extremely vulnerable to pressure. [img=champ/sion.png] [highlight]PROS[/highlight] [.]Can push easily, regardless of items. Level 4-5 shield OP [.]Good escape (cryptic gaze) [.]Philo/dorans ring enough sustain [.]With [imgsmall=items/boots-of-mobility.png] can shove the wave and go gank [highlight]CONS[/highlight] [.]You are not getting any ap early, which will hinder his mid game. If you can still secure kills in this time while holding 2-3 gp10 items, you and your team are golden gods. prepare to snowball [.]With 2 offensive spells, sion's kit is again underwhelming. Once you finish [imgsmall=items/deathfire-grasp.png] and [imgsmall=items/rabadons-deathcap.png] OR [imgsmall=items/lich-bane.png] and [imgsmall=items/rabadons-deathcap.png], THEN you will see your damage increase ten-fold. [img=champ/heimerdinger.png] [highlight]PROS[/highlight] [.]Probably the best pusher in the game. [.]Can sustain enough from his passive, philo stone, and one dorans ring. [.]Stronk poke. [.]FANTASTIC dragon and baron control. This cannot be expressed enough. Securing every dragon is what makes Heimerdinger, Heimerdinger. [highlight]CONS[/highlight] [.]Squishy, no escapes, terrible cc [.]You're playing heimerdinger. [.]Your global taunt will get you killed. If you choose, feel free to try gp10 on any of these champions. Don't forget that Morgana is constantly banned in a wide elo range, and she's not nearly as fun as Malzahar.

These champions don't have a kit that is able to succeed by rushing gp10 items for various reasons. [highlight]This (probably) won't work on:[/highlight] [img=champ/anivia.png] [.]She uses too much mana. Philo is not enough. [.]Her mana pool is too small. None of the gp10 items give her a bigger mana base to spam [.]She's a bird. Birds are lame. Just go warmogs, apparently that's good on her now :P [img=champ/galio.png] [.]Like Anivia, Galio uses way more mana than philo stone can provide [.]He's melee, so it's hard to farm early levels with your auto attack [.]His spells' base stats are not strong enough to insta-gib a whole wave. Keep in mind these and the ones in the previous section are the only champs I've tried to gp10 on. Some can be effective with it, and some cannot.

[center]In this chapter, I will talk about common mids you might face, and how Malzahar will probably fare against them.[/center] [highlight]1st off, here are champions you never want to pick malzahar against:[/highlight] [img=champ/brand.png] Brand eventually can push just as hard as you. The key difference is, he actually has the potential to kill you quite easily. It is doable, but I would suggest almost 0 aggression on your part. The last thing you want to do is be sent back to base multiple times, and much less die. [img=champ/cassiopeia.png] Casseopia gives malz trouble for the same reason. She has very strong pushing power, but she can actually kill you in lane quite hard. Again, this is doable, but you will probably have to give up some cs levels 1-4. Once your malefic vision is 5, you can push the wave from afar. It's never worth it to take a huge chunk of damage for 1-2 cs, so play safe. [img=champ/leblanc.png] Counter to most ap mids, and Malz is no exception. She can't push waves easily, but she can certainly eat your lunch at almost any level. You cannot handle Leblanc's raw burst. I would never pick Malzahar against this matchup. [img=champ/talon.png][img=champ/pantheon.png] Ad assassins like Talon and Pantheon are extremely problematic for Malzahar. He has no tools at his disposal to handle strong physical harassment. If they run an ad assassin mid, chances are they have an ap champion top, like Vlad or Cho'gath. Ask for a lane change if your top is a bruiser that can handle Talon/Pantheon. Malzahar can go top, but be extremely wary of jungle pressure. Never go back to top from base without purchasing 1-2 sight wards. [highlight]Champions you can actually beat/kill in lane[/highlight] [img=champ/karthus.png] Karthus can push quite hard, but his 1v1 at level 6 is paltry compared to yours. The only thing you have to be scared of is his wall. If he walls you, he's almost guaranteed a lot of damage, and if his jungler is there, you're probably dead, even if you flash. [img=champ/morgana.png] She can push, but she can't touch you. You can push harder, and you can even harass at low levels with your auto attack. I've actually made Morganas chug all 3 potions just from auto attack harass from levels 1-5. You can also kill her at level 6 with your ultimate and summoners if you need to. [img=champ/sion.png] There are not many ap Sions mid anymore, but you do very will in this matchup. Be careful of stun/jungler gank. You can push quite hard to prevent his roaming. When he charges you to stun you, either run away, or malefic visions him and throw a q right in front of you. He's gonig to want to charge you, so he'll take the full force of your level 1 q (not a small amount of damage) while malefic visions ticks away. This should be more than enough to break his shield at early levels, and you can follow up with auto attacks as he runs away with his tail between his legs. [img=champ/anivia.png] She pushes slightly harder than you, but it requires a ton of mana. You can sustain your mana, so without blue buffs, you will eventually force her back and out earn her with gp10. If you can dodge flashfrosts, you're golden. [center][highlight]Other typical mids[/highlight][/center] [imgsmall=champ/ahri.png] - She will probably max her Orb, and the lane will devolve into a push war. She will really want to roam, so make sure you ward and call your MIA's. Nether grasp completely counters her ultimate, so she should be more afraid of you than you are of her. Shove the waves into her tower to prevent her from roaming. a 1/1/0 Ahri is not very scary late game. [imgsmall=champ/annie.png] - Beware her burst. You dont' want to trade with her early, as she can stun you and finish her burst before you have a chance to even retaliate. Just shove the waves into her tower and wait for a jungler gank. Beware flash tibbers. Difficulty: 6 [imgsmall=champ/fizz.png] - Tough lane, but extremely winnable. With your boots and 2% movespeed, I believe you have more movespeed than he does. If Fizz maxes his pole vault, he can push as well. You should play extremely passive and shove waves into his tower. Your nether grasp completely counters his mobility. One dirty look and that's a dead fish. Difficulty: 6 [imgsmall=champ/gragas.png] - He can push and sustain your damage. He is melee, however. At low levels, you should be punishing him for trying to cs with his auto attack by popping him a few times with YOUR auto attacks. Once you get rank 4 of malefic visions and [imgsmall=items/heart-of-gold.png][imgsmall=items/philosophers-stone.png] you can match his sustain and start to harass with your malefic visions. Shove waves into his face and you will outearn him. Your nether grasp counters his mobility. Difficulty: 3 [imgsmall=champ/galio.png] - Farm war. His bulwark counters your malefic visions. Shove waves into his tower and outearn him. Difficulty: 2 [imgsmall=champ/katarina.png] - Your kit counters her. You should probably start pushing with rank 2 of malefic vision, but only if you have a voidling ready. With Katarina's rework, she can easily clear waves with a few ranks of bouncing blades and her w. If she tries to ultimate you, drop a null zone beneath her feet. Then, malefic visions/nether grasp/ignite. I doubt she'll be stupid enough to try to ult you in a 1v1 situation, though. Difficulty 5 [imgsmall=champ/kennen.png] - Push. Your ultimate counters his mobility, but you never want to be close to this electrified yordle. His ultimate is too dangerous to handle. Stay back, shove waves. You push way better than he does. If he takes too much damage from creeps or malefic visions bounces, feel free to execute the flash/ignite/e/r combo if you know you can secure a kill. Difficulty: 4 [imgsmall=champ/mordekaiser.png] - Farm war. Just push, he can push just as hard as you can. The only way you can kill him is with a jungler gank and nether grasp. Malzahar's ultimate completely counters Mordekaiser, but laning against him still can be tough. Take as little harass as possible. Difficulty: 5 [imgsmall=champ/ryze.png] - I wouldn't recommend this matchup. He does have small range, but his burst combo will heavily outrade any of your damage output from level 1-5. Just wait for level 5 and push with level 3 malefic visions. Consider an early null magic mantle after heart of gold and philo stone. Difficulty: 8 [imgsmall=champ/swain.png] - Just push. He will outtrade you pre 6, and if you nether grasp him while he has his ultimate on and is around creeps, you will do 0 damage. Just shove waves into his tower and make him farm with his spells. He'll soon be forced to spam spells to keep the wave from reaching his tower. Once he uses his AOE snare to dps the wave, you can try to sneak in some harass in the form of malefic visions and an auto attack. I don't recommended you do this, just farm, and wait for jungle ganks. When you do get a gank, nether grasp + ignite will make quick work of him. It is very important to ignite him in teamfights while he is getting focused. Difficulty: 7 [imgsmall=champ/zilean.png] - Zilean will attempt to forge an early game lead by bombing you until you are forced to retreat to your fountain. Unfortunately for Malzahar, his weakest levels are Zilean's strongest. Your goal should stay inside xp range of the wave, but outside of his harass range. If he tries to get fresh and zone you out of xp by standing inbetween you and your own creeps, spam your jungler for assistance, as he is extremely out of position. Once you get heart of gold and philo stone, you should pick up a null magic mantle or even a negatron cloak if you are securing enough cs. You will scale into mid-late game while he will not. Your nether grasp will prevent him from casting his ultimate, so make sure to only cast nether grasp AFTER you've cast whatever spells you want on him, including null zone, ignite, and malefic visions. If you can survive to mid game+ without being very behind, you've won your lane. Difficulty: 7 [imgsmall=champ/kassadin.png] - This is a wierd matchup for Malzahar. Both champions do similar things, and both champions can counter each other. Your nether grasp will completely cripple his mobility, but his null sphere will interrupt your ultimate. As with zilean, try to punish him for harassing you with his q. Retaliate with an auto attack when he null spheres you, and attempt to chase. When the silence ends, malefic visions him and hit him with another auto attack. If he attempts to farm without harassing you, auto attack him. It's recommended that you prioritze farming rather than harassing him with an auto attack. Unless you know a few auto attacks will help you secure a kill in the near future, stick to farming. Survive the q spam as best as you can, and finish philo and heart of gold, then purchase a null magic mantle and push hard to prevent him from roaming. Call your mia's! Difficulty: 5 [imgsmall=champ/akali.png] - You are considerably stronger than her pre-6. Post 6, whoever has the advantage from early game will usually win the 1v1 fight. When she uses her shroud in lane, step outside of her q range. Once her shroud ends, you can harass her with auto attacks and malefic visions, but only use malefic visions if you have a voidling ready. Post 6, be wary of her ultimate. You may call for a jungler gank at this time and bait her into jumping on you with her ultimate. When she does, null zone, malefic visions, and nether grasp, combined with a jungler gank will secure the kill. Consider a null magic mantle once you hit level 6+ Difficulty: pre-6, 1 / post-6, 7 [imgsmall=champ/lulu.png] - Push war. If you play safe, she will start to max her glitterlance so she can handle the amount of push you can put out. Her mobility is tough in a 1v1 situation, so stick to farming until your ultimate+jungle gank. Difficulty 1 [imgsmall=champ/orianna.png] - Avoid trading with Orianna. Her auto attacks and burst pack a punch. Shove the wave with level 3+ malefic visions and prevent her from roaming. Call your mia's, and stay away from her ball. If she catches you by surprise with her ultimate, it could spell your death. Difficulty 3 [imgsmall=champ/vladimir.png] - Push war. Your best chance of killing him if he's intelligent requires your ultimate. Nether grasp > jungler gank must be timed when his pool is off cooldown, unless your jungler can close the distance and burst him down while your ultimate remains on him. If he pools away, flash+malefic visions+ignite to secure the kill. Difficulty 5 [imgsmall=champ/xerath.png] - Push war. He outranges you, but he can have trouble sustaining his mana with less than 2-3 dorans rings. Dodge Xerath's arcanopulse, and shove waves into his tower. You will outearn him fairly quickly. Merc treads are my recommended boots in this matchup. Difficulty 5 [title]The difficulty ratings correspond to how challenging a lane can be if you face an opponent that knows the matchup. If you face an extremely passive zilean for some reason, the difficulty rating would go from 7 (appropriately aggressive zilean) to a 1 (passive zilean). Most of these difficulty ratings will shift up or down when both people hit level 6. For example, Xerath's burst potential practically doubles when he gets his ultimate.[/title]

Farm. Certain matchups you have advantages over early, like Morgana. Last hit with your auto attacks until you hit level 5, and use level 3 malefic visions to push the wave combined with well-timed auto attacks to secure the last hit. It takes a bit of practice, but it's quite easy. [highlight]If your team is planning on attemption some big plays at level 1, it might be a good idea to skill call of the void 1st if you are skilled with it. It does crazy level 1 damage, and the silence is sick as well.[/highlight] Your main goal is to secure [highlight]75-100 CS PER 10 MINUTES(especially the cannon minions)[/highlight]. Malzahar has no natural escapes, so you want to only last hit with your auto attack until your malefic vision is strong enough to burst a wave down with auto attacks and maybe a voidling. You never want to walk past the river, especially if they have an aggressive jungler like Nautilus and Lee sin. If they have a passive that depends on 6 to gank like Warwick and Malphite, you can play a little braver until you know he is 6. [highlight]Should you go for harass?[/highlight] If it is safe, then definitely. I'll use the Morgana matchup again for reference, since you are stronger pre-6, and sometimes after. You have a much longer range auto attack than she does. If there are no last hits developing for you to snipe, you can attempt to throw 1-2 auto attacks her way as she goes in to last hit. I would avoid blowing malefic visions on her unless it is level 3+ or she is out of hp potions. Malzahar has great base damage on his spells, so don't be afraid to toss some harass on your lane opponent if you can stay safe. Even with the 2 gp10 items, your spells do way more than tickle. [highlight]Should you ask your jungler to gank for you?[/highlight] Definitely not pre-6, unless you're 100% sure you can secure a kill. You should probably tell your jungler to focus on other lanes and counterjungling. This will certainly take a bit of pressure off of your jungler, as he knows he doesn't have to work hard to secure you kills for you to win your lane. As long as you are csing harder, holding onto gp10 items longer, and not getting blown up in teamfights, you will outearn your lane opponent by as much as double. Don't be surprised to see in the end game lobby that you doubled their mid's gold, even when they did OK.

Mid game usually rolls in around the 13-18 minute mark when the laning phase ends. You should definitely have both of your gp5 items and sorc shoes at this point, maybe even more. Once either side has taken a few towers and maybe the 1st dragon, they will begin to roam around and look for small skirmishes. GP10 Malzahar's mid game is uneventful, compared to other mids. You should definitely still have your tower alive and healthy. Your job mid game is the same as early game: [highlight]Farm, keep your lane opponent mid, try to take his tower, and farm some more.[/highlight] You should be extremely aware of any fights happening in your own jungle, anywhere in the river, near dragon, or slightly inside their jungle. If a skirmish is happening 15 seconds away from you and your presence could help in the fight, you should defeinitely go and aid your team. Be aware of common places the other team might have warded. You do not want to sit in a bush trying to assassinate someone with your [imgsmall=skills/malzahar/w.png][imgsmall=skills/malzahar/e.png][imgsmall=skills/malzahar/r.png] while you're standing on a ward. They see you, and they will smash you. A great tactic to use with Malzahar is what I like to call 'surprize buttsecks.' That dasterdly attack refers to camping a bush with Malzahar while you know that an enemy will walk by it or through it. If you see your lane opponent go top and succeed or fail in a gank and you watch them come back down, don't be afraid to hide in a bush along their path. .5 seconds before they enter the bush, lay down null zone, malefic visions them, and ult them before they even knew what hit them. This combo is guaranteed a kill if you have already farmed your [imgsmall=items/rabadons-deathcap.png]. To recap: [.]Continue farming [.]Remember: [imgsmall=items/sight-ward.png][imgsmall=items/sight-ward.png][imgsmall=items/sight-ward.png][imgsmall=items/sight-ward.png][imgsmall=items/sight-ward.png][imgsmall=items/sight-ward.png][imgsmall=items/sight-ward.png] You generate a ton of gold, so don't be stingy. Buy wards! [.]Be aware of fights in your proximity

This will occur when one team starts threatening baron, or one or both teams start roaming as 5. The laning phase is long gone, and 5v5 teamfights are around the corner. At this point, your build should look like this: [img=items/sorcerers-shoes.png][img=items/heart-of-gold.png][img=items/philosophers-stone.png][img=items/void-staff.png][img=items/rabadons-deathcap.png][img=items/rylais-crystal-scepter.png] [highlight]Item choices[/highlight] Once you complete rabadons, you have many options. I personally prefer to rush rylais immediately after. It will give you a large amount of base health and over 100 ap (bonus % from deathcap) as well as an amazing slow. Malzahar benefits quite well from the slow. Your null zone gains a HUGE utility boost when it slows enemies as well. You can use it to peel for yourself or your carries by placing it inbetween you and your aggressors as you run away. Another item choice before or after rylais is void staff. I typically don't go void staff unless 2 or more of your opponents have 100+ magic resist. I will complete this item 90% of the time after rylais, and sometimes slighty before if I have a team that can keep me safe and I need the penetration. If I go it before rylais, I will sometimes pick up the giants belt 1st. If you find that you are too squishy, you have some great options after deathcap: [.]Dying to ad? After rabadons go [imgsmall=items/chain-vest.png] -> [imgsmall=items/giants-belt.png] -> [imgsmall=items/needlessly-large-rod.png] -> [imgsmall=items/zhonyas-hourglass.png] -> [imgsmall=items/rylais-crystal-scepter.png] [highlight](ACTIVATING ZHONYAS WILL INTERRUPT YOUR ULTIMATE)[/highlight] [.]Dying to ap? After rabadons go [imgsmall=items/negatron-cloak.png] -> [imgsmall=items/giants-belt.png] -> [imgsmall=items/abyssal-scepter.png] -> [imgsmall=items/rylais-crystal-scepter.png]

Rylais is an important item to have in late game teamfights. While sieging towers or getting sieged, a well placed call of the void on their carries can immediately start a fight. It has fantastic range, and with ap and rylais, it's a fantastic poking tool. If you are fighting out in the open, always look for good targets to nether grasp or flash + nether grasp. Be wary though. I'd say about 80% of champions have some way to break your channel, so make sure nobody in the immidiate vicinity would be able to break your channel before your team can jump the person you're targeting. Malzahar is excellent at bursting any champion down, due to the fact that he has great ratios and his null zone does % damage. Malzahar is also fantastic in "protect the carry" comps. Is their fed Udyr charging your Vayne? Null zone into nether grasp will ensure that he melts quite quickly. In an ideal situation, you would get the entire duration of your ultimate off on a carry with low magic resist, but this isn't a perfect world and you have to choose your targets wisely. It's also not advisable to throw your ult away at the beginning of a teamfight. It can be extremely effective to wait until a teamfight is winding down and using it towards the mid/end of the teamfight to secure a kill on a fleeing enemey or turning around a losing fight. If both sides' tanks die, you will have a great opportunity to blast one of their carries with malefic visions and your ultimate, assuming nobody left can break it. [center][title]Below are people you need to be wary of[/title][/center] These champions can very easily break your channel. You need to either wait for them to use their disruptive spells, or you can ult the person directly, as they can't do anything while they're suppressed. There are way too many to mention, so below is a small list of people that will make you look foolish: [imgsmall=champ/alistar.png](headbutt) [imgsmall=champ/amumu.png](ult) [imgsmall=champ/annie.png](stun) [imgsmall=champ/ashe.png](arrow) [imgsmall=champ/blitzcrank.png](ult, powerfist) [imgsmall=champ/chogath.png](silence, knockup) [imgsmall=champ/fiddlesticks.png](fear) [imgsmall=champ/galio.png](ult) [imgsmall=champ/gangplank.png](oranges) [imgsmall=champ/gragas.png](ultimate) [imgsmall=champ/janna.png](tornado, ult) [imgsmall=champ/kassadin.png](silence) [imgsmall=champ/kennen.png](stun) [imgsmall=champ/leblanc.png](silence) [imgsmall=champ/leona.png](cc) [imgsmall=champ/lulu.png](silence) [imgsmall=champ/leesin.png](kick) [imgsmall=champ/malphite.png](ult) [imgsmall=champ/maokai.png](knockback) The list goes on and on. There are people with less reliable forms of interrupt, like people who require a skillshot to stun ([imgsmall=champ/brand.png][imgsmall=champ/jarvaniv.png]) but there are too many to mention. Just be wary, and please don't ult someone while blitz is in melee range of you :D [highlight]Quick mentions:[/highlight] It is extremely effective to malefic visions someone that your team is currently bursting down. That guarantees it will jump to another champion when they die. If you cast it on someone who is full health and is not getting bursted, malefic visions might end before they die, causing it no to bounce to another champion. Maximizing damage on malefic visions is moderately important. If the teamfight is static (meaning that nobody is chasing, the teamfight is occuring start to finish in the same spot) make sure you null zone as many people as possible. You buy your team some time to get in free damage while your opponents scramble to get out of the purple puddle of doom. If each sides' tanks are standing and trading without moving locations, definitely null zone their tanks. Your tanks can probably cc them and hold them in the pool, and the % damage is maximized by hitting higher hp targets. Don't put yourself in danger to cast any of your spells. Try to call of the void their back wave. Silencing their ap and chunking their support/ad for a lot of damage can easily win a teamfight by itself. At the very least, you will force them to move, reducing their damage per second. If nobody else has ignite, or they are not using it, or they used it improperly, make sure you ignite high sustain targets like Vladimir, Swain, or Irelia as they're being bursted. *Stay alive, and spam your spells to generate as many voidlings as you can!*

If you pick malzahar, they will pick quicksilver sash. If you did not know what quicksilver sash does, it is an extremely cheap item that provides good magic resist, and more importantly, a free cleanse. And not just any cleanse, it's a super cleanse. It cleanses suppression. Just for reference, here it is: [img=items/quicksilver-sash.png] You should avoid picking malzahar when your team has another suppression champion, such as warwick or skarner for the same reason you shouldn't pick a team with double stealth. If you do, then your opponents only have to purchase 1 item to counter 2 people. Once mid-late game rolls around, the enemy carries will probably pick up a quicksilver sash after their 1st major item if you are a threat. That means that [highlight]you should never ultimate someone that has their quicksilver sash active off cooldown.[/highlight] If the high priority targets have quicksilver sash, you can still hit them with your non-ultimate abilities. However, you can fall back into a great secondary function during teamfights: peeling for your other carries. Since malzahar does an intense amount of single target %hp damage, if blowing everything on their udyr (while you yourself are in a safe place) will save your vayne's life, then you definitely should do it. Peeling for your ad carry also gives a bruiser or a tank from your team a little breathing room. They have more freedom to go chase down the enemy ad carry. [highlight]Take note of quicksilver sash cooldowns. If you see someone use their sash to break another ability, you can ultimate them if it is the correct play and you are in a safe place.[/highlight] If your team is extremely lacking in magic damage and you force 2+ people on the enemey team to purchase quicksilver sash, then congratulations. You made their carries waste 1500 gold. [highlight]tl;dr[/highlight] If their carries have [imgsmall=items/quicksilver-sash.png], just melt their tanks.

Try this guide out. If you love Malzahar as much as I do, you will see that this build breathes new life into an otherwise underpowered champion. Please do not downvote without leaving a comment explaining why. Also, don't downvote unless you've tried the build. I'm not some troll telling you to run clarity on Tryndamere. This is a legitimate build that legitimately works. Especially on Malzahar. THANKS!

Special thanks go to -Sverd and TGIFrat for inspiration -SM for hosting my guide -trbOpn for invaluable advice and helpful edits to my layout -chronic for giving my guide a once-over and showing me grammatical/layout errors -lasty because he comes in last -team backwards time machine because who wants to go forwards in time? [title]40,000 views broken 8/10! What a huge honor. Please keep your eyes peeled for GP10 MORGANA!!! In all seriousness, THANKS THANKS THANKS![/title]

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