Malphite Build Guide

Go Hard

Uploader LOD
Updated 5 years ago
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Armor (+4.26 armor)
Skill Order
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2 2 2 2
3 3 3 3
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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
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Hi, my name is LOD, I am an avid Malphite player who is currently rated 1901 (WOO FAKE PLAT). My highest rating is 1970 (a little bit under 2k), although I stopped playing ranked after getting gold (never cared for colour of badge that much). All this is slightly irrelevant though, considering I'm going to teach you malphite, an extremely underplayed champion. I've been playing him for a long time, through his ups and downs. He has been in and out of the spotlight, but he always has and always will be a fun, and somewhat strong champion. Malphite is a very disruptive champion who is able to fuck an unlucky AD carry's day up if played properly. He's similar to other champions who are basically able to do everything. Be disruptive, high damage, and seemingly invincible at times. [img=champ/chogath.png] [img=champ/gragas.png] [img=champ/irelia.png] [img=champ/jarvaniv.png] [img=champ/maokai.png] I play a very defense-oriented malphite, because I believe he is stronger this way rather than AP-oriented (9/0/21, ap runes, magic pen, etc). I think he used to be very strong when played like this, but after all the Q nerfs people tried playing him the same way and failed, so they gave up on a powerful champion. It should be noted that this is to be played solo top, although mid can work too.

This is my preffered rune setup: Armor Pen Reds - More useful overall than magic pen on malphite imo because you end up doing a lot of autoattacking. Flat Armor Yellows - More damage on E as well as extra defense early on. Flat Magic Resist Blues - You can run MR/lvl blues on Malphite if you feel that you want a better lategame, but I like flat MR early on so that if your up against a bursty caster they can't break your shield as easily, making you much more intimidating. Armor Quints - You can run either hp/5 or health quints, though these aren't quite as strong.

[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 great passive as it allows you to regenerate health under it as well as farm against ranged without getting harassed early game. Lategame it adds about 300 health. Pretty OP (not really). [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] Pretty good, used to be OP. Not worth maxing anymore, but still useful. Use sparingly in the laning phase. I don't care for the fairly low single target damage, I abuse the movement speed buff/debuff. If someone overcommits and you have a creep advantage, you can use this to make them take more damage than they anticipated. Use this on high movement speed champions (janna, singed, lightning rush kennen, etc) to give yourself a huge movespeed increase in teamfights. [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] Pretty useless early on, which is why I don't get it until I have to. Really strong lategame. Used to be better back when it gave +80% attack damage or so for 6 seconds. [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] This skill es #1. You can push waves, shut down AD champions, harass, scale poorly, and much more with this skill. Actually has pretty large nuking power all game. See that enemy tryndamere eating your carry's face with 2.5 AS? Not for another 4 seconds you don't. [title][img=skills/malphite/r.png] R: Unstoppable Force[/title] [number]Malphite charges towards the target area, dealing 200 / 300 / 400 (+100% of ability power) magic damage and knocking enemies into the air for 1.5 / 1.75 / 2 seconds. Cooldown 130 / 115 / 100 / 110seconds Cost 100mana Range 1000[/number] [title]Explanation:[/title] This is what makes Malph who he is. The only reason this is even slightly good is because of its massive range. Aside from that its an alistar Q. Still, a lot of malphites use this skill incorrectly. Yes, you can use it to initiate a teamfight, but in most cases you won't be able to catch the enemy carry in an ult you initiate with. So, if you want to be useful when ulting with malphite, abuse your ultimates long range and initiate on their carry from over a wall or fog, otherwise they can flash it/dodge it, etc. Also, don't be afraid to use this skill instead of your flash to escape ganks in situations you would otherwise be absolutely fucked in. You can combine this WITH your flash for extra rage on the enemy's part. Also, don't be shy to initiate under towers with this early on (if your team's there, of course). With your high armor, you'll be able to dive full health champions under towers and come out with half health.

[imgsmall=skills/malphite/e.png][imgsmall=skills/malphite/q.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/w.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] Basically, Q used to be best to max, but after the nerfs, E is overall a better skill plus it is AOE. W is not worth getting until later levels because you have little armor/ad early game anyways and can't make use of the autoattack cleave.

1. [img=items/dorans-shield.png] 2. [img=items/philosophers-stone.png] 3. [img=items/boots-of-speed.png]=>[img=items/sorcerers-shoes.png] or [img=items/mercurys-treads.png] or 4. [img=items/sunfire-cape.png] 5. [img=items/negatron-cloak.png]=>[img=items/force-of-nature.png] whenever you feel its necessary 6. [img=items/sheen.png]=>[img=items/trinity-force.png] 7. [img=items/cloth-armor.png] or [img=items/null-magic-mantle.png]=>[img=items/aegis-of-the-legion.png] if your team doesn't have one at this point. Get early game cloth armor or null magic mantle to deal with a hard lane and tell your team you will be getting an aegis. I don't get aegis in all games, but in some, it can be very useful. 8. [img=items/atmas-impaler.png] 9. Other good items: Something that builds from [img=items/vampiric-scepter.png]-[img=items/hexdrinker.png]-[img=items/last-whisper.png]-[img=items/wits-end.png]-[img=items/warmogs-armor.png] Note: Lifesteal is actually not a bad stat on malphite as it does proc from his W, but it's not always effective.

So, early on malphite, you don't need a [imgsmall=items/heart-of-gold.png], or a [imgsmall=items/dorans-ring.png]. You want to get a combination of armor, health, and regen. This is what this build does for you. I use the above build with little variations EVERY game on malphite, because I know what works. You'll be able to stay in lane forever with [imgsmall=items/dorans-shield.png] + [imgsmall=items/philosophers-stone.png] (as long as you ward). You want to focus on farming with autoattacks, and use your E when your opponent gets close to you. After you have your philo+ward, you want to push the wave with your E by using it on the ranged minions. By the 6 minute mark, you should have about 1k gold. Alternatively, if you wait till about the 7:30 mark, you'll have about 1200 gold. You want to teleport back with either philo+boots+ward+pot or philo+ward+pot. Once you have them, you can win your lane by a landslide (pun intended). Continue to farm, using only your E and the occasional Q for harass. Goals of the early game: [.][img=items/dorans-shield.png] [.][img=items/philosophers-stone.png] [.][img=items/boots-of-speed.png] [.]Good CSing

So, now you're entering midgame. You've farmed up your sunfire, have had your lane warded, your opponent is getting to the point where he can't deal with you anymore. Continuously harass him until he leaves his lane (or he's an idiot and stays with half health, giving you a free kill with your ulti), and then you can start pushing the tower with a ward on the river and your [imgsmall=skills/malphite/w.png]. Your next goal will boots 2 + sheen (and a negatron if you need it). Fed / Really farmed AP: Mercs => Sheen => Negatron Fed / really farmed AD or threatening amounts of AD (or [imgsmall=champ/vayne.png]): Ninja Tabi => Sheen => Triforce Balanced teams, you're the strongest force on your team: => Sheen => Sorc boots => triforce Mid Game Goals: [.]Top tower [.]Dragon (if bottom is doing well - You can teleport for a 5v4 at dragon) [.]Finish Triforce [.]Push harder (turtle team) [.]Team fight (less of a turtle team)

Lategame, you will be tanky enough to ult in on the enemy carry and either instantly kill them or burn their flash. If they don't flash, stick to them with E/Q, if they do, switch back to your carry and protect him/her with your E/Q. You do a lot of damage, and your wasting time if your getting kited / travelling somewhere. If your getting slowed/stunned, attack who's near you. If the support or AP carry wanders your way, switch to them. Your E is AOE, and your Q is a fairly decent range, after all, so you don't necessarily need to waste skills on somebody to focus them as malphite. Your autoattacks at this point do a LOT of damage. If you can't teamfight, then just push. Late Game Goals: [.]Full build [.]Shutting down enemy AD carry/protecting yours [.]Leading your team to victory [.]Carrying the team on your rock hard back Note: I kind of explained teamfights in this chapter, so there will be no teamfight chapter.

Thanks for reading this guide, I will be putting in a video section as well as a mini jungle guide soon, but for now I give you solo top malphite.

Comments coming soon!
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