Malphite Build Guide

How to Rock - With AP Malphite

Uploader Moyuba
Updated 5 years ago
295,993
67%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
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

Malphite is a champion who can be played in many ways. Currently he is mostly played as a counter pick to attack speed / autoattacking heavy teams, played top lane or in the jungle, and built by massing armour. However it is also very effective to build AP and magic penetration on him and focus on the huge burst potential his abilities have when you unleash his full combo. Unstoppable Force is one of the best initiations in the game and by building him AP with a side of armour you won't be relying on your team to finish people off!

For runes you have a couple of options. You could replace the Magic Penetration Marks for some Attack Speed to help with the first few levels of Jungle clearing or maybe flat armour as this would both make you more tanky and increase the damage on your Ground Slam. Flat Armour is the best option for Seals. For Glyphs I like to take Magic Resist per level but you could swap these for flat MR, Scaling Ability Power or Flat Cooldown Reduction. I think Flat AP Quints are the best choice but they could be swapped for Armour very easily. Movespeed might also work well but I have not tested that.

[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] Great passive for both lane and jungle. This allows you to sustain very well without any life steal or spell vamp. If you are worried about being invaded in your jungle early game you can simply wait a couple of extra seconds before starting your next camp, get your passive up and maintain almost full health all the time. Also amazing for trading damage in lane. [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 ganking tool. Slows the enemy while speeding you up. Since the jungle changes this also applies the red buff slow. In lane this will be the spell to max first as it has the highest base damage and provides some much needed ranged harass. [title][img=skills/malphite/w.png] W: Brutal Strikes[/title] [number]Passive: Malphite's attacks hit units near his target for 30 / 38 / 46 / 54 / 62% of his attack damage. Active: Increase Malphite's armor and attack damage 20 / 25 / 30 / 35 / 40% for 6 seconds. Cooldown 14 seconds Cost 50/55/60/65/70 mana Range 400[/number] [title]Explanation:[/title] This is a really good steriod, however, when playing AP Malphite you won't get a lot of benefit from it until very late in the game when you have built an armour item or two. For this reason I don't take any levels in Brutal Strikes until I have no other choice whether in the lane or jungling. You can take one point in it at level 2 to give you some extra aoe for clearing camps, but I don't think it makes enough difference to warrant taking it over Seismic Shard. [title][img=skills/malphite/e.png] E: Ground Slam[/title] [number]Malphite slams the ground dealing 60 / 100 / 140 / 180 / 220 (+50% of his Armor) magic damage to surrounding enemies, reducing their attack speed by 30 / 35 / 40 / 45 / 50% for 4 seconds. Cooldown 7 seconds Cost 50/55/60/65/70 mana Range 400[/number] [title]Explanation:[/title] You need to take two or three levels of this spell early when jungling as without it your clear time is painfully slow. After that switch your attention to leveling Seismic Shard as you will be building AP before you build armour. If you somehow do not take out the enemy AD carry with your combo this skill will ensure they do very little damage to you as their Attack Speed will be slowed A LOT. Great in combination with Randiun's Omen or Frozen Heart. [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] Oh how I love this ultimate. This skill gives you a lot of kill potential at level 6 as well as any time your ultimate is up after that. Great used as both initiation and in bad times, an escape. Deals huge AoE damage till fairly late in the game as well as being an AoE knock up. Anyone caught in this is pretty much certain to die. The sound effect when it lands is also amazing.

Laning: Q E Q E Q R This skill order will give your level 6 combo the highest burst possible. Use Q in lane to wear your opponents health down to set up a kill as soon as you hit 6. Jungling: E Q E Q E R With 3 points in Ground Slam you will clear camps in no time, this will help you get to level 6 as quickly as possible. If you're running attack speed reds you could take one point in Brutal Strikes at level 2, however you will lose some damage on your combo going this route. From there max: [img=skills/malphite/r.png]> [img=skills/malphite/q.png] > [img=skills/malphite/e.png] > [img=skills/malphite/w.png]

Starting Items: For Laning [item=boots-of-speed] [item=health-potion3] You could also start with a Doran's Ring if you have a very easy lane match up, but Boots is usually the best way to start. For Jungling [item=regrowth-pendant] [item=health-potion] This allows you to rush an early Philo stone which helps you sustain in the jungle and gives you a nice additional gold income. You want to keep clearing camps and / or ganking until you have enough gold to buy your Philo Stone, Boots and a ward or two. Jungle Core: [item=philosophers-stone] [item=sorcerers-shoes] [item=dorans-ring] [item=abyssal-scepter] Laning Core: [item=sorcerers-shoes] [item=dorans-ring] [item=dorans-ring] [item=abyssal-scepter] Once you have your Philo and Boots of Speed you will want to pick up a Doran's Ring and upgrade to Sorc boots as quickly as possible. Your next goal is Abyssal Scepter, you can choose to build either Negatron first or Blasting Wand, depending how the game is going. If you're having a rough time you could also choose to pick up a Chain Vest before finishing Abyssal, but I would recommend completing it as soon as possible as it will give you a big boost in damage. Once your core items are finished you have a lot of options depending on what you need to bring to your team. The key stats you are looking for are: AP, Armour, Magic Pen, Health, Magic Resist and Cooldown Reduction. The next major item i build will usually be an armour item. One of the great things about Malphite is that building armour gives you more damage as well as harder to kill. There are a few good options for armour items: [item=zhonyas-hourglass] This item is amazing on Malphite. The AP boosts the damage on your Q and R, the armour boosts the damage on your E and the active makes you invulnerable. As you are going to be jumping right into the middle of team fights to deal your damage this can and will save your life. [item=randuins-omen] Randuin's Omen is another armour item with a fantastic active on it. If AD carries are causing you problems this item combined with Ground Slam will shut them down. The additional health is also nice as Malph doesn't have huge base health. [item=sunfire-cape] Although most people think this is a weak item, if you can buy it fairly early in the game it will make you very hard to kill and give you some nice additional damage. It does get outshone in the late, late game but is still a good buy early to mid. [item=frozen-heart] Although this is the strongest Armour item in the game I don't build it on Malph as often as the other items. The reason for this is I really value extra health on Malphite and if I don't get it on my armour item I would have to make some other compromise somewhere else. If you don't feel like you need extra health then go ahead and build this. The CDR and extra mana are both very nice. From here you can round your build out depending on what your needs are. Possible end game builds: [item=shurelyas-reverie] [item=sorcerers-shoes] [item=abyssal-scepter] [item=randuins-omen] [item=zhonyas-hourglass] [item=force-of-nature] This is a good balance between damage and ensuring you are tough enough to stick around in team fights after you have ulti'd into the middle of it. If the game just will not end you could sell your Shureliya's for a Deathcap. [item=sorcerers-shoes] [item=abyssal-scepter] [item=zhonyas-hourglass] [item=rabadons-deathcap] If your game goes really well you can snowball like crazy and build something like this, you will deal ridiculous damage but may have to be a little more careful diving into groups of 5. [item=sorcerers-shoes] [item=abyssal-scepter] [item=sunfire-cape] [item=zhonyas-hourglass] [item=frozen-heart] [item=rabadons-deathcap] If the enemy AP is not much of a threat this build will maximize your damage vs tanking ratio.

You can lane either top or mid lane but mid is generally where you want to be. If you do find yourself top against a super tanky and / or sustaining champ try to push your lane once you get your ult and gank mid or bottom. Early game focus on farming as much as possible. Don't be afraid to trade damage with whoever you're laning against as your spells have high base damage and your passive shield will make sure you come out ahead in hp. Try to harass your opponent till he is around half health, then once you hit level 6 your full combo should net you a sure kill. After this point you want to try and kill someone or force a fight every time your ultimate is off cooldown. Most of the time your opponent in mid will start playing passively once they see the amount of burst you can put out. Just keep playing aggressive, gank other lanes whenever you can, don't be afraid of getting ganked yourself as you can easily turn being ganked into getting a kill. Keep farming!

When you get your core items you are very strong. You should be able to burst squishies for most if not all of their health. Keep your lane pushed and roam. Try to catch people out of position and jump on them with your ultimate. You can then use this opportunity to take free dragons, towers and enemy buffs. Keep your farm up and make sure to build according to how the game is going / the enemy team.

Unless your game has gone very well and you have gone for a full damage build your damage and ability to one shot people will drop off a little in the late game. Your ultimate can still change the course of a team fight or even the game. If you can catch someone way out of position do not hesitate to jump on them, however sometimes it is better to save your ult for counter initiation, resetting unfavourable fights or breaking any channeling ults like galio's. These decisions can only be made depending on how you have built and how the game is going so far.

Jungling with AP Malphite is slightly more risky than playing it in lane as you need a good amount of farm to be effective. You have a number of options for which route to take. The standard route is starting at wolves then blue, from here you can decide to level 2 gank or just keep clearing camps. I don't tend to gank a lot before I hit level 6 unless the lane I am ganking has a decent amount of CC or burst damage. If I'm on the red side and my bottom lane is something like Taric + Sivir or Ali + Trist I will often gank at level 2, before the enemy support has placed any wards. Getting an early kill or assist will really help you to snowball into the mid game. If there are no good chances of ganking early just focus on clearing out camps and counter ganking / holding lanes whenever necessary. Aim to have around 750g on your first back so you can upgrade your philo stone and get some boots. The other, slightly more risky starting option is to go wraiths > red then level 2 gank or continue on golems > wraiths > wolves > blue. I don't advise using this route unless you are fairly certain you will get a kill out of your early gank as any aggressive enemy jungler will see you ganking without blue and go straight in and take it. You can survive without blue but it slows you down A LOT, and as you want to be getting to level 6 as quickly as possible I would recommend securing your blue buff as first priority. Much like when you're laning, after you hit level 6 you want to try and kill someone every time your ult is on cooldown.

If you have any questions or comments about my guide just let me know.

Comments coming soon!
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