• 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 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 Armor Penetration (+2.56 armor penetration)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Malphite has one of the best skill sets in the game. His kit is very powerful in the jungle, and his ganks both pre- and post-6 can be devastating. I have been playing Malphite for awhile now, both in jungle and in lane. In jungle, he is a high-health, fast jungler. He can gank immediately after getting red and blue buff, and his Q both slows enemies and speeds him, making his ganks that much more likely to succeed. Post level 6, his charge in, ground pound, and shard combo will slow enemies to a crawl (even slower if he has red buff!) allowing for quick and easy kills. Where his weakness was once his speed, after the jungle changes, his AoE and strength of post-6 ganking takes off where he once was--He has again become a strong jungler with strong ganks, a beast lategame, and a powerful and UNSTOPPABLE force to be reckoned with.

[highlight]Fizz Patch[/highlight] [highlight]Malphite[/highlight] [.]Base armor increased to 21.75 from 16.75 [.]Brutal Strikes cooldown reduced to 14 seconds from 16 seconds [.]Ground Slam cooldown reduced to 7 seconds from 8 seconds Very good buffs-- The base armor and [imgsmall=skills/malphite/e.png] cooldown buff are both very nice and part of the reason the clear is much stronger. Obviously the [imgsmall=skills/malphite/w.png] buff is very nice too, unfortunately, I still feel like Malphite is not a viable jungler. With some more buffs, we'll see, but these are a very nice start. [highlight]Jungle Remake[/highlight] After the jungle remake, AoE junglers have become significantly stronger. The ability to clear camps quickly and efficiently allows for fast farm and repeated ganks. Malphite, being a very strong AoE jungler, has only excelled. Additionally, with the weakening of the jungle mobs, [imgsmall=items/wriggles-lantern.png] is no longer necessary or even optimal for Malphite. Before, it was mainly to keep up in speed of other junglers, but the AoE is so much stronger now that it isn't needed. Additionally, since the jungle mobs are now really weak, the cloth armor is also no longer necessary. Taking a regrowth pendant to rush a philosopher's stone is very strong now; since you will be clearing camps repeatedly, the philo can help a lot with mana issues after giving away blue to the AP caster. Look in the items section for more information.

[imgext=] I've also recently changed up my runes-- They're mostly the same, but with better masteries, the attack speed blues are no longer necessary. Magic resist/level scale very well here, although alternatives include [.]CDR [.]Attack Speed [.]Armor (Not recommended, but hey, more damage on [imgsmall=skills/malphite/e.png]) The reds can be swapped for: [.]Armor [.]AD [.]Armor Pen Although I personally like attack speed the most. The yellows can also be [.]Health [.]Health / level [.]Mana regen (not recommended) Jungle Rework: I still run these, although there is even [highlight]more[/highlight] flexibility here since the jungle mobs die to [imgsmall=skills/malphite/e.png] and [imgsmall=skills/malphite/w.png] fast.

[title][img=skills/malphite/p.png] Passive: Granite Shield[/title] [number]Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If he has not been hit for 10 seconds, this effect recharges. [/number] [title]Explanation:[/title] This is a very powerful passive while jungling. Make sure that between camps, you keep it up. After killing blue or wolves, wait a few seconds for the shield to come back. this will allow you to be very high health the whole time in the jungle. Since it's 10% of your health, it also scales very well-- with armor, magic resist, and more health. This essentially gives you 110% of your maximum health (obviously) in a teamfight. Update: If you kill wolves then blue (as is suggested), wait for your passive and between every other camp. If you kill blue then go wolves, you don't need the passive to kill wolves. [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] Malphite's "gap closer". He doesn't have a dash (save his ultimate) like Xin or Irelia, but this both slows the opponent and speeds up Malphite. Max this second because the damage and slow are very low even at max level. However, the longer the game goes (around level 13) the slow becomes more relevant -- catching opponents alone, this almost ensures a kill. [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] A VERY powerful skill endgame. It also allows Malphite to jungle much faster. Endgame, it allows you to increase your AD from around 180 to 250. THIS IS HUGE. His armor can easily jump from 200 to almost 300. While the benefit is great, the best time to level it is at the end of the game, when the percentage scaling does best. [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] I max this first because it does the most damage. While [imgsmall=skills/malphite/q.png] has a higher base damage, this skill adds in a full HALF of your armor. Malphite has a very high base armor, and your damage goes up, because of this skill, by buying more armor. The attack speed reduction is very relevant in teamfights, and this is one of Malphite's best consistent and constant damage sources. [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 / seconds Cost 100mana Range 1000[/number] [title]Explanation:[/title] This is, in my opinion, one of the best spells in the game. It deals massive damage, is a large AoE knockup, and has a large range. At max level, the cooldown is pretty short, and catching someone alone almost ensures a kill with this. It makes you an awesome initiator, gives you incredible burst potential, and a key team player.

[img=skills/malphite/r.png] > [img=skills/malphite/e.png] > [img=skills/malphite/q.png] >[img=skills/malphite/w.png] Or, more blatant: [imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/r.png][imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/r.png][imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/q.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/r.png][imgsmall=skills/malphite/w.png][imgsmall=skills/malphite/w.png] Malphite's E scales the best (it uses armor), deals the most damage because of this, and has a shortish cooldown, allowing for quick and consistent damage. His Q slows enemies and speeds him, and his W is a one-point wonder for the jungle that scales very well into the end of the game. Level up [imgsmall=skills/malphite/r.png] whenever you can.

[highlight]To Jungle[/highlight]: [item=regrowth-pendant][item=health-potion] [highlight]Other Jungling choices[/highlight]: [item=boots-of-speed][item=health-potion3] OR [item=vampiric-scepter] OR [item=long-sword][item=health-potion] (for lolGanks, not recommended) OR [item=cloth-armor][item=health-potion5] OR [item=dorans-blade] Any of those work and keep you at full/high health (except the two swords, not recommended). If you start [item=long-sword] or [item=cloth-armor], you can build it into [item=wriggles-lantern], but it is far from necessary (although Wriggles has many good stats for bruisers, the choice is yours.) [highlight]Core[/highlight]: [item=boots-of-speed][item=philosophers-stone][item=randuins-omen] Starting a [imgsmall=items/regrowth-pendant.png] in the jungle is very strong now, since Malphite hardly needs the armor (he's bulky enough for the nerfed mobs), and allows for a fast [imgsmall=items/philosophers-stone.png], giving great mana sustain after giving away the blue buff to AP casters. Rushing Randuin's Omen on Malphite is very strong. The armor it gives is incredible, and is usually all the armor you need from there. Ulting + Randuin's can almost ensure a free win on a team fight. After Randuins, look at the enemy team. If they have a lot of AP damage, I recommend either getting a negatron cloak and start on Force of Nature or picking up a handy-dandy [imgsmall=items/wits-end.png]. Otherwise, building Frozen mallet or Sunfire cape will increase your DPS. Also, the boots can be either [imgsmall=items/ninja-tabi.png] or [imgsmall=items/mercurys-treads.png]. Past the Randuin and philo stone, really, the world is your Oyster. If your team needs damage, grab a [item=phage], or [item=sheen], [item=wits-end], or even a [item=the-bloodthirster] if you're doing disgustingly well. If your team needs someone bulky, I reccommend some MR to go with that Omen. [item=wits-end] works well here too, as well as going for a [item=banshees-veil] or [item=force-of-nature]. Health is also good, in which case build a [item=frozen-mallet] In short, [highlight]you can build just about anything you want. Your role is as you see fit so long as the team needs it.[/highlight] If your team already has 2 major sources of AD (For example, [imgsmall=champ/caitlyn.png] and [imgsmall=champ/talon.png]), focus on being bulkier. If your team lacks AP, [item=wits-end] is fine for adding a bit of magic damage to soften such a weak spot. [highlight]Boot Choices[/highlight]: [item=ninja-tabi][item=mercurys-treads] Get Ninja's when the other team is AD heavy or doesn't have much CC. Get Merc treads every other time. Don't get anything else. [highlight]Defensive Items vs AD[/highlight]: [item=frozen-heart][item=sunfire-cape][item=thornmail][item=guardian-angel] All of these are good items for Malphite. Sunfire cape gives a large health boost and some armor with dps, Frozen Heart and Randuin's both give CDR (which is always pleasant), and Thornmail is great against right-clickers like Yi or Tryndamere. [highlight]Defensive Items vs AP[/highlight]: [item=force-of-nature][item=quicksilver-sash][item=banshees-veil][item=spirit-visage] Obviously there are more, but these are the ones I would usually get. FoN is the one I get the most consistently, and I get QSS against WW and Malzahar with suppression abilities. Banshee's veil is always a good item. Spirit Visage gives cdr, MR, AND health. It's an item I always overlook that is extraordinarily good. [highlight]Damage Items[/highlight]: [item=wits-end][item=frozen-mallet][item=atmas-impaler][img=items/trinity-force.png] Wit's End is another item I get a lot. It increases your DPS by a good amount and gives Malphite some good MR. Tri Force is very powerful in general, and Atma's/Frozen Mallet is a very powerful combo. I personally love me some Atma's. [highlight]Good Mixed build[/highlight]: [item=mercurys-treads][item=shurelyas-reverie][item=atmas-impaler][item=trinity-force][item=randuins-omen][item=force-of-nature] There are a lot of other things you can go, forgoing the Shurelya for Guardian Angel or Sunfire Cape, getting rid of Randuin's for Frozen heart, etc. I like playing Malphite as a tanky DPS bruiser -- his W allows him to scale this way very well and it makes him a bigger threat. Malphite has a lot of roads to travel down, but this is one I would not take lightly. [imgsmall=items/trinity-force.png] is also good, but it's an item I don't personally get. I don't like it because I feel like Malphite's cooldowns are too long for the sheen proc to be entirely useful. Other than that, he likes all of the stats on it and is very efficient for its price. [imgsmall=items/shurelyas-reverie.png] is a new item I've added because of the [imgsmall=items/philosophers-stone.png] rush. The active is [highlight]very[/highlight] strong in team fights -- a slow from [imgsmall=items/randuins-omen.png] and a speed boost from [imgsmall=items/shurelyas-reverie.png] means easy team fights. The alternative is [imgsmall=items/eleisas-miracle.png], which is good if you bought [imgsmall=items/ninja-tabi.png] and are quickly regretting it. [highlight]Do NOT get:[/highlight] [img=items/chalice-of-harmony.png][img=items/tear-of-the-goddess.png]: You will have some mana issues early game, but they should go away quickly. These just don't provide much benefit to you. [img=items/warmogs-armor.png]: It's generally a good tank item, but for the most part, it's not worth it. While you farm a lot and it's easy to get fully stacked, a fully stacked Warmog's only adds 137 health to your shield. Armor or Frozen Mallet is just better. [img=items/rod-of-ages.png]: It's a decent item on Malphite, but its biggest problem is how long it takes to farm up, especially while jungling. Getting it before the 30 minute mark is painful. [img=items/tiamat.png]: It stacks with W. Clearly it's awesome. In all seriousness, it makes some semblance of sense since the splash is strong, but the awkward item choices and overpriced AD makes it lackluster and subpar.

While I understand that my item choices are a bit different from the standard Full-Tank Malphite, bare in mind that both Armor and AD scale very on with Malphite. Benefits with Armor: [.][imgsmall=skills/malphite/p.png] [.][imgsmall=skills/malphite/w.png] [.][imgsmall=skills/malphite/e.png] [.]General Tankiness. Armor just makes a better Malphite. Like with other shields, his passive has his armor bonus, and therefore having more armor makes you more tanky. [imgsmall=skills/malphite/w.png] increases his armor by 20-40%, so more armor means this skill scales better. More armor means more damage from [imgsmall=skills/malphite/e.png]. Benefits with AD: [.][imgsmall=skills/malphite/w.png] [.]More general damage While getting AD is not as useful as armor, it is still very good. The scaling on [imgsmall=skills/malphite/w.png] is quite powerful at later levels. Getting Malphite to 180-200 damage will make [imgsmall=skills/malphite/w.png] increase his AD to near 300. Nom nom. This is one of the strongest AD steroids in the game--abuse it. Malphite is a very good diver for enemy carries, and can zone them from team fights easily. [highlight]Where did AP Malphite go?[/highlight] The more time I spent thinking about it and playing Malphite, the less appealing AP has become. Since Malphite already wants a lot of stats (Health, Armor, AD, attack speed, magic resist), one had to go, and AP tended to be the most useless.

Ask your mid and/or top to get some damage on wolves, then kill wolves first (so they spawn faster afterward). Get a leash on blue and pop your potion when it breaks through your shield. Kill wraiths and then double back and kill wolves. Get red. Now look at the map. If a gank is possible, level [img=skills/malphite/q.png]. If there's nothing possible, just level [img=skills/malphite/e.png] as you normally would and finish up jungle. You can gank again after double golems, you should be at full or near full health. An alternative route starts the same as above, but after killing wraiths, just finish off Red without smite (or kill golems, then use smite on red), and wait for wraiths to spawn afterward. The clear time is very similar but you don't have to double back. A note about smite: NEVER open up with smite on buffs. Save it for when the creep (Lizard or Golem) has about 400 health. This is to ensure that YOU get the buff. If you open up with smite, it can be easily smite stolen by the enemy jungler. Use this same idea for dragon and baron, just remember it scales by level. The three biggest things to note: 1) Make sure you use [imgsmall=skills/malphite/e.png] inbetween attacks to maximize damage output. 2) Let your shield charge inbetween camps. 3) Use smite to last-hit the buffs. 4) Always make it so that your splash hits all of (or as many as possible) of the jungle creeps. These two things will help you be at very high health throughout the jungle. I have a replay of me doing the jungle path with no leash here: It's not perfect, but it's pretty close to it. The time spent waiting at blue buff is where someone would leash so you get your shield back. As you can see though, it's far from necessary.

With the changes to the jungle, stealing wraiths is a breeze. Taking the enemy wraiths whenever possible is easy since you generally are tanky enough to survive even if they catch you, and if not, you should still be okay. Taking buffs doesn't take as long as it used to with the nerfed creeps. Have at it. [highlight]This next note applies to almost any jungler, not Malphite alone[/highlight]: If you see the other jungler on the opposite side of the map when his buffs are up, TAKE THEM. I know it sounds obvious, but it's amazing how often people fail to do this. Timing buffs (such as the enemy blue buff) can be very beneficial. Generally, the blue buff respawns around 7:10 - 7:20. If you can steal it from an AP that desperately needs or relies on blue ( like [imgsmall=champ/anivia.png][imgsmall=champ/karthus.png][imgsmall=champ/kassadin.png]), you can keep a lockdown on the power of that AP. A good way to shut down the opponent from getting blue is by taking the second one, then timing it to take the next, and so on. A reminder on buff times: Red or Blue buff: 5:00 Dragon: 6:00 Baron: 7:00 Just saying the timer in chat (like TheOddOne does, if you've ever seen his stream) can help a lot with when dragon, Nashor, and enemy buffs spawn.

Enemy team stole your blue? Red? Entire red side of the jungle? Well, fortunately, the jungle changes made it so that that hardly matters. Yes, you're going to be a bit mana hungry, and behind in gold and experience, but you can aoe camps down so fast you'll catch up quickly. Levelling [imgsmall=skills/malphite/q.png] at level 3 and trying to pull off a gank is generally the a decent way to catch up, or leech lane experience. [highlight]CAUTION:[/highlight] If you levelled Q and the gank failed, [highlight]YOU WILL BE BEHIND.[/highlight] A better method would be to just farm your jungle. Again, mana hungry, but clearing the jungle once will net you enough gold for the philosopher stone. If mandatory, leech lane experience, but this should not be something you choose to do a lot. Laners like their experience, just like you like your wraith camp.

Malphite has a couple options on how to gank after jungling. The most obvious way is to run from river, chuck a shard, and go in for the kill. This will not always work, and this is okay. Bare in mind that burning a summoner spell like flash or ghost is still considered a successful gank (provided no one died and none of your teammates blew a SS either). The other way is to just walk up to an opponent while you have red buff and just beat on them. If they flash or escape some how, then throw your shard. This is the most efficient way to gank provided they don't see you coming in time. The easiest way to do this is when a lane is pushed to your turret, come in from river behind them. This doesn't usually work very well against skilled players, but when it happens, you're almost guaranteed a quick and decisive kill. Also, Bush ganks + [img=skills/malphite/r.png] = Guaranteed success. If your lane has an Alistar or Taric, or anyone that can stun, even more hearts. Free kills, free kills everywhere. After the Volibear patch and the jungle rework, single-target damaging spells now apply red buff. This is very good for ganking with [imgsmall=skills/malphite/q.png], since it now applies its own slow as well as red buff's. Use this to your advantage. If you have trouble ganking (say bot lane wards 24/7 no matter what), [highlight]stop complaining about wards and buy an oracle.[/highlight] You're tanky enough to survive with it (although it does mean you need to play more carefully, 400g is a lot), and you can easily clear wards around the map since you're doing a lot of roaming as a jungler. I have a replay of me as Udyr literally getting farmed on wards (I killed upwards of 15 wards before losing my oracle). It's free money that supports lay out for you.

Malphite's duelling skills are subpar compared to some of these newer kids on the block, namely [imgsmall=champ/leesin.png], [imgsmall=champ/skarner.png] and/or the recently buffed [imgsmall=champ/shaco.png]. AD junglers like [imgsmall=champ/nocturne.png] or [imgsmall=champ/tryndamere.png] aren't as hard to fight with massive armor and an attack speed debuff. [imgsmall=champ/olaf.png]'s true damage hurts, [imgsmall=champ/fiddlesticks.png] is generally scary for anyone without an interrupt (although after the changes, he's appearing less and less), and you should just avoid [imgsmall=champ/amumu.png]. He's a weak jungler, but his damage is better than yours. Also, if you're fighting Mummy, the fight probably takes so long his team comes. Kite between brushes, try to have some type of leg up on the opponent. Be a higher level, more items than the opponent, have him tanking creep aggro, kite, anything. Malphite's duelling is far from the best, but it is farther from the worst. Also: Don't fight [imgsmall=champ/gangplank.png][imgsmall=champ/udyr.png][imgsmall=champ/trundle.png]. That's just silly. GP is easy-ish to fight, but his passive will tear you apart after very long. Catch him at low health and you might get a free kill. Trundle and Udyr are the gods of 1v1ing in the jungle, however. Don't fight them unless you've got a huge leg up (more health, more fed, your team is near, etc).

Your early game is jungling and then ganking. Gank strategies are provided above, and so is the jungling. After your first gank or two, go reclear your jungle and hit level 6 as fast as possible. Malphite's post-6 ganks are [highlight]godlike[/highlight] if your laner has any type of cc or kill potential.

I consider mid game for a jungler to be when they hit level 6 and ganks become absolutely devastating. For Malphite, his ultimate almost ensures a kill. Don't waste it if an opponent has flash, however, unless you are sure you can get the kill. While 130 seconds < 240 seconds (the CD of Malphite ult vs CD of Flash), this is one opponent who no longer has flash. The knockup lasts for a full second at level one, so if you can combine this with stuns/silences, this is a very deadly combination even on those with flash. Most of midgame should be roaming and looking for ganks whereever possible. If there are no opportunities, just farm in the jungle. When you hit about level 10-11, after the first turret goes down, we proceed into what I see as Late Game.

Roam with your team. Initiate team fights when you can and you'll have a good advantage. Ulting onto one person is okay if they're a carry or someone who can't get away easily. Killing them quickly will put your team at an (obvious) 5v4 advantage, allowing you to set up Barons, Dragons, and general team fights. Otherwise, using your ult on 2 or more people is generally optimal. It deals tons of damage and is a good mass CC. It sets up time for your AP carries to burst down the opposition, your AD carries to melt people, and for Mundo to throw cleavers and whatnot. Fighting in the jungle is generally in your favor, since cramped quarters allow for more opponents to be hit by [imgsmall=skills/malphite/r.png]. Baiting Baron fights when you're stronger than the other team is another good way to get a good ult off.

Your main role is to initiate. Malphite's ultimate is a great initiator (as described above). Ulting then using Randuins will devastate the other team and put your team very far ahead. Other than that, spam E and have W on as much as possible. E provides consistent damage and slows the attack speed of all nearby opponents, using this on AD carries will help your team immensely. Using Q to slow down running opponents is also very good. Since it "steals" the movement speed (Takes it from them and gives it to you), it is a great skill to chase down runners after they burn escapes (think [imgsmall=champ/corki.png][imgsmall=champ/ezreal.png][imgsmall=champ/shaco.png]). Remember that you can take one of two roles in a team fight: [.]You can dive for that carries using [imgsmall=skills/malphite/e.png] to keep their dps down, or zone them from your carries (this is what I reccommend) [.]Or you can be a peeler and protect your carries. Generally the tanks are the ones who help protect the carries, but Malhpite's peel is [highlight]terrible[/highlight]. With your bulky stats and tons of armor, diving for the enemy carry is pretty easy to tank through CC and damage. Make the wise choice, analyze the game state and move from there. Diving for the carry is almost always optimal, you can easily zone them from the fight and shut down the AD damage and if your team can insta-gib their AP, the team fight is already won.

Malphite is a unique and powerful champion if played well. While the current meta all but forces him out of top lane, where people like [imgsmall=champ/fizz.png][imgsmall=champ/rumble.png][imgsmall=champ/renekton.png] dominate, his jungle is still very much rock solid. And after the jungle changes, he's become one of the faster junglers.

[highlight]Thursday, September 8 2011[/highlight]: Created/Released. [highlight]Friday, September 9 2011[/highlight]: Fixed some spelling errors and a few other item-related bugs. [highlight]Sunday, September 11 2011[/highlight]: Approved! [highlight]Wednesday, September 14 2011[/highlight]: Updated items to include Trinity-Force, included some not to get, explained AD/AP/Tank items. [highlight]Tuesday, October 4 2011[/highlight]: Added stonewall008's video showing path. [highlight]Tuesday, November 15, 2011[/highlight]: Updated runes, NEW MASTERY TREES, took off AP items since they're less relevant. Updated some items, fixed a bit of grammar, implanted ideas of starting a Fascist dictatorship into your mind, cleared up confusing information in the "jungling". Also: Added "Malphite's Changes". [highlight]Monday, December 12, 201[/highlight]: I changed a [highlight]lot[/highlight] here. I changed my items a little since Wriggle's is no longer needed, the jungle changes, updated Duelling, Counter Jungling, getting Countered, and Jungling chapters. Looks like Malphite is really shaping up to be a [highlight]ROCK SOLID[/highlight] jungler again! Also added a replay of the jungle path. Fixed typos and cleaned up some older wording. [highlight]Sunday, December 18, 201[/highlight]: Fixed a couple typos and made it look nicer (imo), added a couple items and fixed the wording on a couple chapters.

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