Malphite Build Guide

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Tank all the way!

written by 1Ns4n1ty

Malphite Build

Table of Contents

  • Introduction

    In this guide i will try to show new Malphites, and Malphite wannabes, how to help their team in best way possible.
    I'm not high Elo player, nor do I think of myself as a pro or something, so guys just relax and read ;)

  • Abilities

    Granite Shield
    - Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If Malphite has not been hit for 8 seconds, this effect recharges.

    Not the best passive in game, but using this build with 845hp at the beginning you will be safe from 90% of harassing spells around...

    Seismic Shard
    - Using his primal elemental magic, Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing movement speed for 4 seconds.
    Deals 70/120/170/220/270 (+0.6) magic damage and steals 10/15/20/25/30% movement speed from the target for 4 seconds.

    70/75/80/85/90 Mana

    This is your main harassing spell, it also steals percent of the movement speed of your target for 4 seconds, so whenever you are chasing someone, or being chased by someone this should be the first spell you use. This effect also works with enemies with ghost or some movement speed boost spell.

    Brutal Strikes
    - Malphite hits with such excessive force he deals damage to units around his target. He can also call upon his strength to increase the damage he does for a short time.
    Passive: Malphite's attacks hit units near his target for 30/38/46/54/62% of his attack damage.

    Active: Malphite's armor and damage increase by 20/25/30/35/40% for 6 seconds.

    55/60/65/70/75 Mana

    I tend to maximize this spell last, but it gives you percentage of your armor, attack and splash damage.
    Really useful when attacking turrets or going against high AD champion.

    Ground Slam
    - Ground Slam - Malphite slams the ground sending out a shockwave that deals base damage plus half his armor as damage and reduces the attack speed of enemies for 4 seconds.
    Malphite slams the ground dealing 60/100/140/180/220 plus (70% of his Armor) in magic damage to surrounding enemies, reducing their attack speed by 30/35/40/45/50% for 4 seconds.

    60/60/60/60/60 Mana

    This is your highest damage spell, and when used in combination with Brutal Strikes it can really deal great amount of damage while slowing attack speed of enemies caught in it.

    Unstoppable Force
    - Malphite ferociously charges to a location, damaging enemies and knocking them into the air.
    Malphite charges towards the target area, dealing 200/300/400 (+1) magic damage and knocking enemies into the air for 1.5 seconds.

    100/100/100 Mana

    What should I say about greatest initiating spell in game?
    It gives you ability to close the gap between you and enemy quickly, while dealing them decent amount of damage and disabling them for 1,5s.
    When u master the combo u should be able to throw shard and activate w before they land, so there is no way to escape well placed Unstoppable Force.

  • Masteries + Runes

    For masteries i go 10/19/1, putting points in Ignite and Ghost
    External Image

    External Image

    3x Greater Quintessence of Fortitude

    9x Greater Mark of Might

    9x Greater Seal of Vitality

    9x Greater Glyph of Clarity

  • Summoner Abilities

    I use Ghost and Ignite

    Ghost for running / chasing and Ignite for finishing of enemies.

    Other ability u can use is Heal.

    Teleport only if you are going solo lane and Smite when jungling.

  • Skilling Order

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    At early game Ground Slam is not so powerful there for take it on lvl3, so go for the Seismic Shard for slow, and Brutal Strikes for boost in damage and armor first, after that prioritize Seismic Shard and Ground Slam, get Unstoppable Force whenever u can and maximize Brutal Strikes when you have no other choice.

  • Items

    1. For start u should buy Ruby Crystal.
    With this rune page it gives u 840 health points, and that basically means that your granite shield can absorb most of the harass spells during the laning faze.

    2. From there you should go for Boots of Mobility, Philosopher's Stone and [Item=Heart of Gold], if you have enough gold.
    I use boots of mobility when they don't have a lot of stuns, disables etc. in their team, even if they have disable they will tend to use it on your carry or spell caster. If they have full team of disablers go for Mercury's Treads.
    Because of Philosopher's and Hearth of Gold money will raise extremely fast, and that's basically what you need as a tank, 'cause after this point you SHOULD leave as much minions to dps/ap/ad characters that are laning with you. Philosopher's will also grant you enormous lane holding capability with mana regen and health regen.

    3. Next time you return to base you should get Randuin's Omen and Glacial Shroud (if you can't buy Glacial at least buy Sapphire Crystal)
    Randuin's Omen is item of GREAT importance for every Malphite, it gives u cd reduction, armor, health regen,health chance of slowing enemies that attack you and most importantly it gives you that great combo with ultimate, I shell talk about that latter.
    Glacial Shroud gives you mana, armor, cd reduction and helps you build Frozen Hearth.

    4. After that u should buy Guardian Angel.
    It gives u magic resist, armor and revive if their team make the mistake of focusing you in team fight.

    5. Next item is really up to you, I tend to buy Banshee's Veil instead of [Item=Force of Nature], but it depends on the situation.
    Banshee's gives u magic resist, mana, health, and great passive, while Force of Nature gives u HP regen+ hp regen from passive, moment speed and a little more magic resist.

    6. At the end upgrade your Glacial Shroud into Frozen Heart.

    If game is not over yet u should upgrade your Philosopher's Stone into Shurelya's Reverie and start stacking elixirs ;)

    There is no guide that will replace your in game intuition, so while playing try to figure out which enemy champion deals the most damage, which champions creates you most problems and adjust item buying order to fit given situation.

    Most enemy champions deal physical damage:

    Ruby Crystal Philosopher's Stone Boots of Mobility[Item=Heart of Gold] Randuin's Omen Guardian Angel[Item=Force of Nature] or Banshee's Veil Frozen Heart

    Most enemy champions deal magic damage:

    Ruby Crystal Philosopher's Stone Boots of Mobility[Item=Heart of Gold][Item=Force of Nature] or Banshee's Veil Randuin's Omen Guardian Angel[Item=Force of Nature]or Banshee's Veil(depends on which u bought first, in the end you should have both)

  • Working in the team

    First thing you must understand when you play Malphite is that you are TANK, you don't need kills for stacks or expensive items, every time you can save your carry or someone with snowball item you should, ultimate is up about every 60s and you shouldn't save it out of fear that you will need it latter.
    One more thing, you MUST START every team fight, your ultimate ability is made for that and Malphite is best in initiating fights.

    Now that we put that behind us lets continue...

    Laning faze:
    While in lane u should save your mana, do not harass until you get your philosopher's, you should wait for 6-th lvl and philosopher's before you even initiate a fight.
    That is the perfect scenario ofc, but if they attack first hit them with all you got.
    After you acquired Unstoppable Force it's party time!
    Be sure to tell your lane mate that you will initiate, our everything will go to waste.
    When you are both ready try to hit both of enemy champs with Unstoppable Force, then, while they are still in the air, activate your Brutal Strikes and then activate Randuin's Omen when they fall (if you have it), than do Ground Slam and hit the squishy enemy with your Seismic Shard and throw Ignite if you think they'll escape.

    Late game:
    When you initiate a team fight you should do exactly the same combo but aim at range squishy champs behind enemy tanks.
    Disabling them with Unstoppable Force and slowing their movement and attack speed with Randuin's Omen and Ground Slam will greatly reduce their teams damage, because their damage dealers will be, first stunned for a few seconds, then slowed and pwned with so much damage that they will focus you because that is basic human reaction ;)
    If you are able to survive their focus that's great, but you will probably die, your goal is to throw your combo and at least kill one of them while dealing great damage to the others, making them easy to kill by your teammates. (If you have Guardian Angel you will survive, and if you have finished the build written above you will be extremely hard to kill.

    Other tips:

    -If they have Nunu, Miss Fortune, Katarina etc. in their team, u should try to save your Unstoppable Force for stopping their ultimate. (this is only when you are the only one with disable in your team, otherwise use Unstoppable Force like i explained above)

    - Ground Slam adds percentage of your armor as damage, so by activating Brutal Strikes before doing Ground Slam will boost your damage.

    - Ground Slam doesn't have very big range, so when chasing someone try to hit them with Seismic Shard and get close to them and activate Brutal Strikes before doing Ground Slam.

  • Stats after the build is finished

    Going Banshee's Veil instead of Force of Nature:

    Health(without runes and masteries)
    Hit Points: 2904
    Health Regen (per 1): 14.47
    Health Regen (per 5): 72.35
    Physical Damage Health: 12414.6
    Magical Damage Health: 6984.12
    Effective Health: 9699.36

    Mana(without runes and masteries)
    Mana: 1810
    Mana Regen (per 1): 5.04
    Mana Regen (per 5): 25.2

    Damage: 139

    Resistances(without runes and masteries)
    Armor: 327.5
    Magic Resist: 140.5

    Cooldown Reduction: 40%

    Range: 125
    Movement Speed: 435

    Going with Force of Nature:

    Health(without runes and masteries)
    Hit Points: 2529
    Health Regen (per 1): 31.32
    Health Regen (per 5): 156.6
    Physical Damage Health: 10811.48
    Magical Damage Health: 6739.79
    Effective Health: 8775.63

    Mana(without runes and masteries)
    Mana: 1435
    Mana Regen (per 1): 5.04
    Mana Regen (per 5): 25.2

    Damage: 139

    Resistances(without runes and masteries)
    Armor: 327.5
    Magic Resist: 166.5

    Cooldown Reduction: 40%

    Range: 125
    Movement Speed: 463

    3. This is what your stats will look like if you go for more magic resist option:

    Health(without runes and masteries)
    Hit Points: 2904
    Health Regen (per 1): 32.63
    Health Regen (per 5): 163.15
    Physical Damage Health: 9539.64
    Magical Damage Health: 9191.16
    Effective Health: 9365.4

    Mana(without runes and masteries)
    Mana: 1310
    Mana Regen (per 1): 5.04
    Mana Regen (per 5): 25.2

    Damage: 139

    Resistances(without runes and masteries)
    Armor: 228.5
    Magic Resist: 216.5

    Bonuses(without runes and masteries)
    Cooldown Reduction: 23%

    Range: 125
    Movement Speed: 463

  • Updates

    I'll try to update this guide after every major buff/nerf, and I will maybe add some jungle and solo laning advices, it depends on your comments ;)

    Update No1:
    Added more information about spells, item / rune / spell pictures, build examples, ending statistics for all build choices and changed glyph runes.

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