IntroductionHello and welcome to this AD Malzahar guide. This is not meant to be a troll guide : AD Malzahar CAN be viable, and is quite potent in the right hands.
Why AD Malzahar, you may ask ? Well, Malzahar has the well-known passive of summoning voidlings. They do some damage and, when used right, can be a real help for Malzahar. And here lies a little secret : Voidlings get the same bonus AD and ArPen than Malzahar. You can therefore bring easily two voidlings unto the battlefields, each dealing more than 200 damage at quite a high attack speed.
"But, you may say, that's great and all, but that does not seem to be that much !"
That's what I thought at first. So, I bought Malzahar, and went AD for the lulz, not expecting that much.
Since then, I never played him AP. I always, always play him AD. And it's devastating.
AD Malzahar is best suited top, against typical bruisers (apart from Gangplank). His attack range allows him to farm with at least some safety, and you can duel quite well once you reach level 6. Your voidlings can harass well, and you can quickly push and back into safety with ease. Top is also easy to gank and to ward, for the worst and the best.
Mid lane is a bit harder, since your early trades are not in your favor. Moreover, it is harder to deny your opponent, and kiting is not as easy. However, being the shortest lane, you can push quite quickly and destroy the turret whenever you feel it.
What is AD Malzahar role ? First, he is a pusher. A pusher without good escapes, so you need to get a good number of wards, but a pusher nonetheless. Malzahar and his voidlings can take down towers really easily. Second, you're a great duellist, so if you're alone pushing and one person comes, you can kill him or forces him to back and continue pushing with ease.
In teamfights, you harass a bit with E and voidlings, you use your W on the right spot and deal a ton of damages, then you ulti the right champion and just let your team and voidlings do the rest. Then, your E should jump to someone else, and your voidlings will continue to attack enemies again and again and again. Don't get scared for them : with their good health pool and base stats, they're comparable to the Super Minion in terms of tankiness. The time they finish to kill one, you bring another into the battlefield.
12 Feb 2012 : Release of the guide.
19 Feb 2012 : Some corrections, Last Whisper tested and seems to work with Voidlings, added Guardian Angel. I've got an "okay" replay, I don't know if I will use it.
18 Apr 2012 : BAM. UPDATE 2 MONTHS LATER. HELL YEAH. Changed the build, added a Dominion & Twisted Treeline (short) chapter.
24 May 2012 : Added the Glitches and bugs chapter. Some minor corrections (grammar, syntax). Pending for approval.
29 May 2012 : Approbation declined. Sad face. Going to improve the guide then.
14 June 2012 : Finally updating the guide. New masteries considered, new runes added, corrected the "Magic penetration marks" mistake (thanks thresholden !).
31 July 2012 : Updating again quickly. The buff is so great ! Voidlings fix and easier time casting spells ? Hell yeah !
This is the mastery page I use most of the time with AD Malzahar. Some explanations :
- By going deep into offense, you grab much needed stats : Armor penetration (flat and percentage), some attack damage, cooldown reduction, and the "not-so-terrible" Executionner mastery. The Magic penetration gives you a very little boost in damage, especially on your ultimate. The Demolitionist mastery is really good for you, given your pushing power, and the Butcher allows easier last hitting in the beginning.
- Utility offers you mana, mana regeneration and movement speed, three things you'll need. The movement speed is not that much, but allows you to kite a bit more.
You can also consider other masteries. Here are some examples :
- Neglecting Butcher and Demolitionist and ignoring the Magic Penetration, Deadliness provides you with some cheap AD. It's good if you know you'll get a strong lead in levels, because it only gets as good as Brute Force at level 6 (and twice as good at level 12).
- "Offense is completely overrated !" By going 0/21/9, you still get CDR (although later in the game, but still), and become way more tanky. You lose the armor penetration and AD, meaning you'll do less damage, but the survivability in the early game might be worth it. Note that you don't need the three points in CDR, given that you're building 35% CDR with your items, and you might as well grab a point into Tough Skin. Also worth noting : Siege Commander is a way better mastery than Demolitionist, increasing the damage of the minions and your voidlings on the towers.
Runes(Images done with lol.fanrealm.net, if you're wondering)
Marks : Armor Penetration
Seals : Flat Armor
Glyphs : Flat Magic Resistance
Quints : Movespeed
It's a basic rune setup I use. I don't have that much IP and lack rune pages and runes, so it may not be the best for AD Malzahar. Feel free to fool around and change according to what you think is best. The movespeed quints are debatable, but given you will likely be overextended all game long, a bit more movespeed is great. Also, you'll be kiting a bit, trying to get charges and summoning voidlings until you're ready to go, so the movespeed is great.
Other rune pages (and runes) you might consider :
Marks : Flat Attack damage
Seals : Flat Armor
Glyphs : Magic Resistance per Level
Quints : Flat Armor Penetration
A good mix that give you the most "killing potential" at level 6. Also pretty generic.
Marks : Flat Attack Damage
Seals : Flat Mana Regeneration
Glyphs : Flat Magic Resistance
Quints : Flat Attack Damage
Best used against mages, this rune setup should give you the early dominance against someone who can't trade well with you and lacking armor, making attack damage so much better.
- Ignite can be used while ultying and gives you that little edge to win a fight. Great summoner spell for Malzahar, AP or AD.
- Flash is just too good to be put aside. Also, flash+ulti.
What about the other summoner spells ?
Why ? To prevent ganks ? Just ward those bushes, damn it.
Right now, it is considered one of the weakest summoner spells. It still could be used on Malzahar if Ignite and Flash were not such better options.
You should not be suppressed, you should be the one suppressing !
A good choice, the reduced armor and magic resist is great, and the slow lets your voidlings tear down your opponent with ease. Would work well instead of ignite, but using it during your ulti won't be really useful. Afterwards, it might be too late.
WHAT IS THIS THIS DOES NOT EXIST ANYMORE.
WE'RE NOT TALKING ABOUT DOMINION THERE SILLY.
You don't need to follow your targets most of the time. If you need to catch up, flash and ulti, please.
HEAL THOSE VOIDLINGS, I COMMAND YOU. You should have no need for heal, since you're ultying your target. Unless he bursts you down before you can combo... ? Still bad.
WHAT THE HELL DUDE.
I MEAN IT, RALLY.
You... just... no, ok ? There are very few uses for this summoner spell, and AD Malzahar is not one of those. Ever.
Jungling AD Malzahar does not work. Jungling Malzahar does not work at all, in fact.
GET THIS ATTACK SPEED AND AP PIMPED UP, YAY. SO USEFUL.
Arguable. Could have his uses. But meh.
Passive: Summon Voidling
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).
Check this out : http://leagueoflegends.wikia.com/wiki/Malzahar#Summon_Voidling (or check the Voidlings chapter further down)
Basically, Voidlings have really good base stats, last for 21 seconds, and get stronger and stronger. After 7 seconds, their base damage is increased by 50%, meaning they get 30 + 7.5 * lvl + Bonus AD damage. After 14 seconds, they attack at the funny rate of 1.496. Which is... kinda fast. Yeah.
Q: Call of the Void
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.
Cooldown : 9 seconds
Cost : 90 / 100 / 110 / 120 / 130 mana
Range : 900
Useful to get some far away last hits, to silence boring people, and to get those passive charges up. The cooldown is 9 seconds : with 40% CDR, it's 5.4 seconds. That's good.
W: Null Zone
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
A great scaling damage skill, it is terribly good to deal massive AoE damage, even without AP. The cooldown is quite long, with 14 seconds, but can be lowered to 8.4 seconds with max CDR.
E: Malefic Visions
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.
Cooldown : 15 / 13 / 11 / 9 / 7 seconds
Cost : 60 / 75 / 90 / 105 / 120 mana
Range : 600
That, my friend, is your way to tell your voidlings "Kill that thing". Voidlings will try to attack targets affected by Malefic Visions, even if they are quite far away. Also, this spell gets a reduced cooldown with each level (15 to 7), deals good damage on his own, can get you a lot of farm even without AP, resplenish your mana... It's simply great. It is, however, hard to spam while pushing, because you tend to kill waves in less time than the cooldown duration.
R: Nether Grasp
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.
Cooldown : 120 / 100 / 80 seconds
Cost : 150 mana
Range : 575
Dat ulti. So stronk. At level 3 with max CDR, you can cast it every 48 seconds. But for the sake of all that is good and holy, do NOT use your ulti if :
- You don't have voidlings
- Your voidlings are not attacking your target / are attacking another target affected by E
- Your allies are nowhere near by to help you get the kill (if you don't have voidlings that is)
- Your opponent can eat oranges.
Until level 6
> > >
Q has a lower cooldown than W, costs less and gets much more utility, that's why you grab it first.
R needs CDR and the base damage is very strong, so getting it every time you can is quite normal.
E is your "Mark the target" and helps you charge your passive quite well while laning, and needs to be strong and with a short cooldown quickly, so you max it as soon as you can. Note that with max CDR, you end with a 4.2 seconds cooldown, the shortest of your kit.
W deals incredible damage even without AP.
Q is useful, but hard to land most of the time and does not get a better cooldown with each level, so it has no use to get it maxed as soon as you can.
Item BuildsOk, let's get funky.
We need to understand how AD Malzahar is supposed to work. Given that our voidlings need to be out as quick as possible and we want AT LEAST one of them out, we will need mana regeneration and mana so we can spam spells (even without opponents, just... SPAM). We also need damage and armor penetration, but that's it, since auto-attacks are not the focus of this build. And it would be better if we didn't go squishy, because Malzahar will probably needs to kite a bit and needs some seconds to pull off a good combo. Also, he is quite close-ranged and can be focused while using his ultimate. Moreover, we really need cooldown reduction to make this work.
Does it ring a bell ? Yeah, that's basically Urgot. So we build a Malzahargot, sort of. It plays differently, but the items are quite the same.
Boots is my personal favorite, take meki if you think you'll stay longer in lane and be a bit more passive than usual.
Grab boots if you went for meki. Wards will be needed because you'll start pushing and harassing trough voidlings, leading to overxtending and possible ganks.
Manamune gives you a good AD boost, and the brutalizer gives you all those other stats you didn't have yet : Armor Penetration and Cooldown Reduction.
What next ?
As soon as you can. Too good to be ignored, and best choice given your kit and build.
If you need armor, if you want CDR, if you don't feel threatened by magic damage and don't really need HP. It's usually what I get after my Mercury's Treads (starting with armor or mana, depending on my needs).
The logical follow-up to glacial shroud. Great to shut down bruisers and carries, and to give you a bit more survivability while you're kiting and trying to spam voidlings.
If you need HP more than ever, forget the shroud and get catalyst first. Try to get the Glacial Shroud next, then finish your Banshee if needed. If not, grab the negatron cloak if needed. If still not, finish Frozen Heart.
You can get the hexdrinker before getting a negatron cloak if you only care about surviving a single burst. It's also great all around, because seriously, it's cheap and synergizes very well with your role. And the upgrade... well...
This item is a must have on Malzahar. You'll get approximately 280 damage with a fully stacked manamune and your full build at level 18 while at full health. The two passives are great for you, and the magic resist was a must have. This item truly fulfill his role on you, so grab it in 90% of your games with AD Malzahar.
Only get this one if you're wrecking faces. Maw of Malmortius is now vastly superior to this item, giving you better stats overall.
Other items ?
As someone pointed out to me, Guardian Angel is a decent last item : your voidlings don't die while you come back to life, which means you still do damage. This can prove to be useful. Consider this item when facing a lot of physical damage dealers focusing you, and you need this little edge to get rid of them.
Too costy, with many stats that you won't use. Also, you're not attacking most of the time, but kiting and letting voidlings, those fast little bastards, tear your opponents.
With Frozen Heart, it really feels useless. But it can have his uses.
Why not. Situationnal, as always.
NO. NO. NO. You're not relying on your auto-attacks to do damage, goddammit !
Funny, can be useful, but too costy for what it does and what it gives you.
HELL YEAH. After testing, it appears the voidlings will get the penetration from last whisper, which is great. However, only get this if they are stacking a LOT of armor. Otherwise, it's not really worth it.
Don't laugh : it is, in fact, quite useful. The speed boost is still great, and the stats of the brutalizer get upgraded, so we won't complain. However, I only get this last, it's too costy for what it brings otherwise.
No. You don't really need slow or hp, even if it seems so. But if you really want, eyh, who am I to stop you.
Before going further : A voidling guideSo... Voidlings. They're great and all, but what do you know about them ? This chapter will try to explain the strengths and weaknesses of voidlings, how to use them, and how you can expect them to behave during the game.
All of the information you can find here comes from the League of Legends Wiki.
Health : 200 + (50 × Malzahar level) health
Damage : 20 + (5 × level) + (+1.0 per bonus attack damage) [30 + (7.5 × level) + (+1.0 per bonus attack damage) after 7 seconds]
Armor : 30 (45 after 7 seconds)
Magic resistance : 50
Attack speed : 0.831 (1.496 after 14 seconds)
Movement speed : 451
Passive : After 7 seconds, the voidling grows, getting +50% base damage and armor. After 14 seconds, the voidling gets Frenzy, increasing his attack speed.
Passive : Voidlings get the same Armor Penetration as Malzahar.
Example : At level 6, without any bonus attack damage, a Voidling deals 75 damage per hit when fully grown. That is comparable to an AD carry, more or less, at the same stage of the game than you. With two voidlings, one frenzied and the other not grown yet, you have a Voidling dealing 75 damage per attack at a rate of 1.496 attack per second, and a Voidling dealing 50 damage per attack at a rate of 0.831.
If we imagine you are using your ulti and your voidlings can fully attack during those two and a half seconds, we can theorycraft a bit :
Frenzied voidling DPS : 75 * 1.496 = 112.2
Not grown voidling DPS : 50 * 0.831 = 41.55
Damage from ultimate : 250 over 2.5 seconds
Total damage over 2.5 seconds : 112.2 * 2.5 + 41.55 * 2.5 + 250 = 280.5 + 103.875 + 250 = 634.375
This is without any AD or AP. It's not a real situation, but I really want you to understand what this means.
Without any AD or AP, you still do 634 damage if you manage to get two voidlings out attacking your target while using your ulti. At level 6.
Even if Malzahar AD was not really viable, learning to get two voidlings out attacking the target you're using your ultimate on is a valuable lesson, in my opinion.
Spamming spells and managing voidlings
Once you get your Tear of the goddess / Manamune, mana becomes less and less an issue. From then on, you should strive for one thing : always have a voidling out when laning, especially if you're pushing and overextended. The more items and mana you get, the easier it gets.
You should aim for these simple goals :
- When you come back to lane, be ready to get a voidling (3 charges).
- When you're laning, always have one voidling out by following a simple chain-spell routine : W > Q > E > E or Q, for example.
- Do not throw spell after spell unless you know exactly how many charges you will end up with and how many voidlings that will get you.
W and Q are great spells for getting charges while pushing : you can still use them even if there's no minion or champion in range. If your voidling happens to be frenzied or will soon be and you do no have enough charges, just W and Q. Yes, they are "wasted", but you have a crazy good mana pool. Also, this gives you more mana thanks to tear / manamune, so it's still fine.
While laning, try to use spells aggressively when trying to get charges. Don't be too cocky, though, and remember : pushing a lane quickly and suddenly can be as boring as being harassed. Minions deal good damage, and will target the champion if he does not back fast enough.
IMPORTANT NOTE : There is a BUG with Malzahar passive. When you get a voidling, quickly spamming spells right after the "summoning" spell will NOT give you charges. Try to delay just by half a second if you can all your following spells. Yes, it's boring, but it's not gamebreaking.
Following with that, you MUST kite while fighting, especially during a duel. Kiting will give you enough time for your voidlings to do damages (Remember : they have 451 movespeed, way higher than most of the heroes) and for you to summon some more. Note that, while doable, having three voidlings on the battlefield is almost impossible to do in a practical way. You should, however, be able to always have one by your side and two when fighting. If not, keep training until you do : this build won't work if you don't manage to keep voidlings up.
If you ever played Malzahar, you should have noticed how strange the Voidlings behave. Besides "I attack targets if they have Malefic Visions", it's hard to understand how they work. That sucks for AD Malzahar, since you need voidlings to do the damage. BUT FEAR NOT, MY FRIENDS ! I have "approximately" understood the Voidlings behaviour, and I'm here to teach you all that I learned.
1. Leash Range and aggro
Voidlings are leashed to Malzahar by approximately 1100-1200 units. This is quite long, as you may notice. However, Voidlings will only go to their max range if they are targeting top priorities target OR noticed someone in their short aggro range (comparable to that of a minion). Most of the time, this will be a target afflicted by Malefic Visions. This is boresome, because they get stuck at their max range, nervously trying to attack their target then backing off to come back to you. They'll get stuck there unless you manage to change their target (new priority) or just back off. It's tiresome, but better than looking at a voidling getting stuck at the same point until he dies, wondering what to do.
Notice that the leash is quite long, therefore, your voidlings will often rush all by themselves right into the turret range when you're pushing. While this can be useful, most of the time you do not want them to die to the turret. Learn to use your leash to force back your little pets.
Don't forget that they work with the same aggro as minions, meaning that if you summon one and he sees an enemy champion all alone, he will rush on his face and attack him. Even if you don't want to.
2. Priorities order
With the last buff to Malzahar and his Voidlings, it is now much easier to understand how Voidlings behave. Here is a list to help you understand which target voidlings will attack :
1. Target of Nether Grasp
2. Target afflicted by Malefic Visions and attacked by Malzahar
3. Target with the closest Malefic Visions (if two Malefic Visions are in play)
4. Target attacked by Malzahar
5. Nothing / Target in aggro range (may or may not attack) / Champion attacking Malzahar
So, what you must understand are the following points :
- When you feel a fight (laning or team) might arise, do NOT waste E. You could be killed while your voidlings are busy attacking the wrong target.
- Voidlings will try to protect you, the same as minions. However, they have the usual downside : they need to be in aggro range to notice you're being attacked. This also comes with a plus side : if you back off enough, the leash will force them to come back to you. They will finally notice the enemy while trying to catch up, and attack him.
- Voidlings are confused if you happen to have two malefic visions on two different targets. Most of the time, they'll target the most recent one.
- When summoned, a Voidling may often try to attack near the targeted area of your spell (I'm talking about Q and W there). This is totally not reliable, but you can notice sometimes while laning and harassing a bit an enemy in the back of his lane that your voidling will often be happy to run up to the targeted champion. You can correct this with E if needed.
This should help you at least a bit with your voidlings. If you didn't get half of this, just remember this : Malefic Visions takes priorities over anything else. Use this to your advantage.
Glitches and bugsDespite the buff to Malzahar that fixed the "Voidlings are stuck and not moving" bug,
The counter won't go up after summoning a voidling
Description : Whenever you summon a voidling, quickly casting spells afterwards won't give you any charges towards summoning another voidling.
Workaround : The passive appears to have a short cooldown (between 0.5s and 1s, roughly 0.75s). Try to wait just a bit before casting other spells ; it's boring, but you can live with it.
The ultimate cannot be casted
Description : Your ultimate appears to be ready to cast, but you cannot cast it.
Workaround : Some claim that dying or reconnecting will fix this one ; sometimes, it's a UI glitch (spell is in fact reloading). I never had this bug or I don't remember it, so I can't really help you with this. If it's a UI glitch, you'll notice it quickly : when pressing R, a message should appear telling you it's on cooldown.
Early GameWe're now going a bit deeper into the practical side of this guide.
First thing first, the early game. Mid lane or top lane, both play the same : play passively by focusing on last-hitting with your attacks. Do not even consider wasting your E : it deals insignificant damages in the early game, at least until you reach level 3 or 5. Focus more on farming. If you're in top lane and feel you can deny your opponent, do so. Don't forget that harassing with your auto-attacks is quite useful. In mid lane, the enemy may often come to trade. AD malzahar does not allow you to trade on early levels, so you should back off or focus on doding/auto-attacking/using E, whatever feels better. You could lose some farm, but not so much in the end, and you should come back with way more farm in the midgame.
Whenever you reach 1100 gold, approximately, back and get your early game items : Tear of the Goddess, Wards, and Potions. You should be close or already be level 6 when reaching that point. If you happen to back before being able completing the Tear, start with the Meki Pendant, grab some potions and wards, and farm as you can.
Once back in lane, if you have your Tear, start pushing your lane and/or harassing your opponent as you can, be it with E or Voidlings (preferably both). Don't forget to ward when pushing. Do not burn too much mana. If your opponent tries to kill you, kite how you can, summon a voidling, keep kiting until you feel "OK THAT'S ENOUGH DUDE" then ulti his face. Don't forget ignite. If you did well, you grab a kill. If you underestimated enemy damages, well, too bad.
You should now enter midgame.
Mid GameThis is where you shine.
When midgame arrives, you should at least have :
Best outcome is that you managed to farm and/or get fed and got your core items :
Now, what do you do ? You push and win 1v1. You ward like a mad support on drugs. And you farm. Farm. Farm. If someone on either team is outfarming you, YOU'RE NOT DOING WELL. You should have the top CS, hands down. If someone tries to duel you, unless he is fed/a direct counter/you are not in a good shape, you should be able to get rid of him, forcing him to back or just outright killing him. Remember : With always a voidling out, you can quickly go W>Q>E>R and get another voidling, no matter how many charges you have. If they still manage to get out of it alive and with enough health, you may consider kiting and running, and hoping for some help (you'll probably die though). If they are still alive but running, just auto-attack them and E, and hope it'll be enough.
You should avoid teamfights if possible, and prefer split pushing. Malzahar was designed to be an AP caster strong in duels but weaker in teamfights. This holds true even with an AD build : you still rely on your ultimate to deal a great deal of damage (trough voidlings, but still), but it is double edged. Channeling a spell during 2.5 seconds can be easily stopped.
If you still have to be in teamfights, try focusing one champion at a time. If someone tries to forces you out of the teamfight, it's better for you : you can then take him 1 on 1. Your influence on teamfights is not great, unless you manage to VOIDVOMITONYOURFACE a high-priority target. You still have some utility (AoE Silence, AoE damage based on health pool, suppression), but it's very insignificant.
On a sidenote, you can win 1v2, but it may be hard. Do not commit unless you know you will at least take one of your opponents with you.
If midgame goes well, you should have incredible farm, a lot of towers down in the enemy team, and most of your stuff should be finished. If you didn't win yet, you should be close to it.
Late GameSometimes... Sometimes the game drags on. Be it you were just plain bad, your opponents better or your team full of morons, sometimes you have to play the late game. You're still quite strong, but the longer the game goes on, the weaker you are : as people catch up with your gold advantage and items, you should feel less and less threatening. Fortunately, you're freaking tanky and do a lot of damage around you, and your spells are still great, but you get ouclassed. If you didn't manage to win during midgame, hope one of your allies will do the difference during the late game and carries the team.
Team FightsAs explained earlier, you should not really focus on teamfights. However, you HAVE to teamfight sometimes. Spam your spells eagerly and try to not get caught while using E all around, use your ultimate on the right target and you should be fine. Back off and don't engage if you don't have your ultimate ready, because you're nearly useless without it. If your team has enough poke power and range, you can use your ultimate on someone even slightly out of position and hope your team will react fast enough. This should work from time to time.
Dominion and Twisted TreelineI have to do this chapter, because frankly, AD Malzahar is way too good on Dominion and Twisted Treeline.
Get a level in Q, W and E at the spawn, buy a tear and boots and spam your spells.
You should go bot lane, soloing and pushing like a boss. Don't try to fight under the tower : you lack the burst. Just push and use your voidlings to kill the minions as soon as they spawn. Soon enough, the point will become neutral and from there, you have won your lane. Keep an eye on the map though, and don't hesitate to fall back if you feel someone might come to gank you (especially if your opponents get the windmill easily and without too much opposition).
Take the Odin's Veil instead of the Banshee's Veil. You can also skip the Brutalizer and grab the Last Whisper instead (as soon or as late as you want).
Here is a great video from the comments (a bit old, but you get the deal) : http://www.youtube.com/watch?v=G2S9knJ5qo8
Go solo if you can and just push, push, push. Don't take inhibitors if you can't take the nexus though, and make sure boths lanes are pushed before going for a fast win. You can solo the dragon easily with some stuff, but don't forget to buy a LOT of wards. Vision is key.
Your pushing power and great strength in skirmiskes and ambushes are devastating ; however, your lack of mobility can be your doom, so take care of those favored champions with a great mobility. Note, however, that they will hardly escape you thanks to your Nether grasp.
What ? That's all ?
Yup. It's just some basics to get you started : I don't play enough of those modes to give you more advice, and most of the tips I could give you are already in the others sections.
Usual countersAD Malzahar is great, but there are counters. Most of them are the same counters as AP Malzahar : how you deal with them is just different. I won't review every champion, just some that gave me a hard time while laning against them.
Despite what I said in the first version of this guide, this item will completely breaks your ulti, stopping the damage part and the suppressing part altogether. They should change that to only breaking the suppression, but eyh, that's only my opinion.
Counters your ultimate if you don't take care. Counter your E if you're unlucky. Apart from that, not very dangerous, just boring because you have to pop it with E (or Q if you have a good aim).
Not really a counter. Sure, it reduces the damage from your voidlings and they get damaged by quite a good amount, but it's barely notable.
Despite what I said before, it actually reduces the attack speed of your voidlings. Not by much, but still. Nothing you can do, it is the best counter to your voidlings, truly.
Champions countering AD Malzahar
Not really a counter, but she's very hard to play against. You have to keep in mind that your ulti has a little casting delay (about half a second), meaning you should NOT use it at the last second : your opponent might throw a spell or an attack between the cast and the suppression. This is very true with Ahri, and her really strong burst and mobility against your short range and little kiting means will win if you don't focus. When she reaches level 6, try to keep minions between her and you and use your voidling to protect yourself from the Charm.
His silence and high health pool makes it the bane of your existence. However, if you manage to kite him and avoid ruptures, it becomes a breeze. Not really a counter, in fact, just boring.
FUCK YOU. I HATE YOU.
With his ranged harass, his CC remove that COMPLETELY breaks the ultimate (you don't keep channeling), his high health pool, his fast movement speed, he is one of the favorite top laners right now. You can't kite him, you barely outfarm him (thanks, parrrley gold !), you can't chain combo him. This match-up sucks. The only way you can win this is by taking advantages of mistakes he may do. Without help, you'll lose.
The main issue is his deadly early game, with his Q>E in your face. Fortunately, your range and boots start should give you enough space and speed to still kite him. Ward a bush if needed, and you should do pretty well. If he manages to silence you, cry.
Silence, burst, run away. The only way to deal with Kassadin is to E him right before he silences you, and let the voidlings trade for you while you auto-attack him. If he doesn't back, wait until the end of the silence and VOIDVOMITONHISFACE. He should die or get seriously hurt. Note that his passive is not really good against you, given you mostly do physical damage, so you at least get that. But his crazy burst and decent health pool (especially with catalyst) is hard to deal with until you get yourself some better items.
Can be a pain, but not as much as Kassadin. Don't underestimate her burst though, and let your voidlings farm for you with your E jumping from target to target. Only engage if you know you can survive the silence burst and VOIDVOMITONHERFACE.
Freaking shield. Apart from that, easy.
Freaking shield.² Apart from that, easy.² Ok, she's a bit harder to kite than Morgana.
Final CommentsI hope you enjoyed the read or at least learned two or three things on the voidlings. I will try to update and upgrade this guide as much as I can, and I hope you'll try to keep an open mind and at least try this build once or twice in normals before going all "THIS BUILD SUCKS DIE IN HELL MORON".
There must be syntax and grammar faults, but I'll fix it if I can. For some videos of full games, you'll have to wait until I get enough motivation to properly record one.
Thank you for your reading, and good luck on your future games.