Malphite Build Guide

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Malphite, the Immovable Monolith

written by Electrode

Malphite Build

Table of Contents

  • Abilities

    Granite Shield
    Not the best passive around but this is still a very good one. It grants Malphite a way to jungle, assists in tanking, and helps him hold his own very well against early harassment. Even late game this is fairly useful. It is very important you utilize this. When combat starts this passive often can be what, in the end, gives an advantage. Anytime this shield is removed from you try to back off from combat and let it recharge during the laning phase. By keeping this up this will make you very hard to harass and provide you with a strong laning presence.

    Seismic Shard
    Malphite's harassment skill in early game if he is laning. Its fairly good damage and steals speed from your opponent. The stolen speed makes a big difference for Malphite at times but it is somewhat circumstantial. It offers him a method of escape even if his opponent pops ghost to chase him down. I will mention though that this is not to be depended upon as an escape skill; that is simply an added bonus that may save you from time to time. It also doubles as an ability to chase for short distances when his low speed would otherwise prevent him.

    It's especially helpful when your opponent has some sort of speed skill up. For example if a Rammus used Powerball to catch up to you and you use your Seismic Shard on him you will actually shoot up in speed enough so that he cannot catch you even while in Powerball. The same stands for characters that use Ghost to catch you.

    Brutal Strikes
    This is last on your priority list. It helps with destroying towers and with farming. I, however, usually take one rank of this skill in early game. It's very easy to spam with its low energy cost (Plus, you look really cool when it's on! ^_^) It unfortunately does not scale well with your level so if you are taking more then one rank you're cutting yourself short. This is because its based on percentages. If you have it early game you wont have the attack damage or armor to make the 20-40% bonus worthwhile. It's better saved to take late game.

    Ground Slam
    Ground Slam works very well in conjunction with Unstoppable Force. This give him very good ganking potential during fairly early game. At level 6 if your jungling this is nearly always going to net you a kill as the attack will probably be unexpected and you should be level 6 by the time your opponents are levels 4 or 5. It also allows Malphite an effective way to farm, jungle, or beat other physical attacking champions thanks to the decent area damage and the attack speed reduction it grants.

    This skill is what will at least help give you the edge over other physical dps attackers.

    Unstoppable Force
    A well placed Unstoppable Force can change outcomes of games. It could be the sole cause your team scores an ace or the sole cause your team gets aced. A premature detonation of [text_skill=Unstoppable Force] is so very damaging but with great risk comes great reward. If you work well with your team this is by far one of the deadliest skills in the game. Great initiating skill and really applies pressure on the enemy team during group fights. Like I always say player psychology is important. Even if you don't have this skill up your opponents will be weary of it and be hesitant.

  • Introduction

    I am an avid Malphite player with more then 400 wins under my belt with Malphite alone. I am not a top elo player but I am a player with a lot of experience as a tank and I would like to believe I am above the general populace of this game when it comes to skill. This is my way of playing Malphite and it has worked out very well for me. Hopefully, it will work for you as well. This guide is subject to change and I will do my best to keep up with the updates and the ever changing meta-game.

    I made this guide to help new players and even players that have been around for a while. I have noticed several new guides that have "borrowed" from my guide recently. I mind. I would like credit. Either way I just hope that I succeed in my mission of helping my fellow players. If you would like to ask me any questions then ask via comments or in game. My name is Electrode, like the pokemon, so feel free to add me. I am quite personable and will help if I can.

  • Pros/Cons

    - The sole owner of the absolute best initiation skill in the game, Unstoppable Force. Perfect for a tank.
    - Malphite has a really great passive (Granite Shield) when used effectively.
    - Great farmer.
    - Capable of jungling.
    - Good early harass skill with Seismic Shard.
    - Great armor per level ratio.
    - Probably the coolest champion in League of Legends. ^_^

    - His skills depend on varied stats which limits him to only really utilize two effectively.
    - His speed could be a little bit better but isn't terrible.
    - Malphite doesn't exactly have a plethora of energy to play around with which makes his great harassing abilities limited if not managed correctly.
    - Can be an effective tank or dps but is still outclassed by many other characters for either role, he fits a more situational niche.

  • Mechanics

    Before I get started I would like to offer you some important understanding about the mechanics of this game for the purposes of supporting my item choices. I borrowed this from the forums as it had helped me a lot when I first started.

    Q: How does armor and magic resistance work? (Credit to Garek + Smile on the LoL Forums)

    Every 1 armor means the damage it takes to kill you is extended by 1% of your hit points. At 100 armor, it takes 100% more damage to kill you, ie it requires double damage, ie you're taking half-damage. At 300 armor you're taking 25% damage, etc.

    Is this diminishing returns? Not really. The damage it takes to kill you is scaling linearly. If you have 1000 hit points, then each point of armor means you can take 10 more damage before dying. And this is true no matter how much armor you have (aside from rounding errors). So in that sense, it's linear, and there are no diminishing returns.

    Magic resistance works in the exact same fashion, except it does so against spells only. There is no overlap between armor and magic resistance at all. (Ex. Having 500 Armor would have no impact on spells, having 500 Magic Resistance would have no impact on physical attacks)

    Note: They did not mention that items with UNIQUE abilities do not stack the UNIQUE abilities. For example if you buy two Banshee's Veil you will not be able to block two spells every 30 seconds. It is still only one spell that is blocked. However, the other stats will stack, as in the additional magic resistance and the health. I just want those not aware of this to become aware.

    Opinion: It's best to aim for about 150 Magic Resistance/Armor AS FAST AS POSSIBLE! Do not bother with hit point items until you attain at least 150 MR/Armor depending on what your fighting. This is very important. After you have this amount you can begin investing in hit points if you choose. To truly tank however your going to need around 300-450 Magic Resistance/Armor again depending on your opponents. If you invest in hit points prior to this your just making yourself a really big stick of butter. You will still be easy for your opponents to cut down.

    Malphite has a good Armor per level ratio but like most other characters starts with a flat 30 magic resistance that does not increase as you level up. This weighs heavily in my item decisions. As a tank it is usually best to stack either armor/magic resistance as high as possible. You should not buy any HP items until you have at minimum 150 magic resist and armor. Buying HP items before this is essentially turning yourself into a big stick of butter. In actuality you get more out of armor and magic resist earlier.

    Here are some links for if you seek to further your knowledge of the game beyond what I have incorporated within this guide.

  • Items

    Note: If you wish to skip the explanation and see what I build without knowing why I built it that way then scroll to the bottom of this section to find my lists.

    How to build your tank

    What not to do:

    Often I see people offering Doran's Shield and + 1 Health Potion as starting items. I would suggest that Doran's Shield is not a good buy. If you are new to the game and are playing at much lower elo then Doran's Shield is a good item to use until you understand how the game works. It will help you have a decent start but it loses its effectiveness as the match goes on. I feel like it slows item progression to much.

    Regrowth Pendant gives 900 hp within the first 7 minutes of the game while Doran's Shield + Health Potion gives more burst survivability because of the HP bonus and armor as well as 800 hp regenerated over the same period on the assumption you're never full hp after minute 2:00. So, I do suggest [item_text=Doran's Sheild] before a Regrowth Pendant for new players while they are learning how to play the game. I don't suggest this unless you feel you feed the other team every game.

    I also see many players offer Chalice of Harmony to new Malphite players. It is not necessary. If you have mana issues take a Doran's Ring and mana regeneration per level runes. I do this more often then not now because the players I play with most often depend on me to harass via Seismic Shard. At half the cost of Chalice of Harmony and with almost as much staying power as Doran's Shield it gives you enough mana regen to keep you in the lane and often harass enough to possibly net a kill between your Seismic Shard and Ignite.

    Another thing I see bought rather often is a couple of [item_text=Heart of Gold]'s. They give armor and HP for cheap and they pay for themselves after sitting on them a while and selling them back. I've tried this and I found it wasn't for me. I felt weaker each game I'd tried it, although, I can see how its a viable strategy. I prefer sticking to what is comfortable for me. Plus, I don't like to monitor the time to know when to sell them.

    Many new players want to but I do not suggest stacking flat health items like Leviathan, Warmog's Armor, and Frozen Mallet. Late game, assuming your opponents aren't terrible, you will be melted nearly as fast as the rest of your team. Without investing in armor or magic resistance you are just making yourself big and soft like a big stick of butter. At most I suggest only one item like this and only after you have at least 150 armor/magic resist.

    What you should do:

    All games are different and so item builds should adapt to the environment they are going to have to fit into. No one build will work in all situations. I am simply offering you a way to do at least moderately well in all situations. I now repeat, I seek to simply help your understanding of the game and your ability to see the bigger picture. If you seek to jungle see the Creep Jungling section for your item build.

    I have found that Doran's Ring + Health Potion have been very effective starting items. I used to suggest Boots of Speed and three Health Potion's but I realize now I was mistaken. Doran's Ring has, for me, become a favorite starting item because it makes me much more tankish and helps drastically with my mana regeneration. I can keep the lane heavily harassed.

    Once you have your starting items grab Mercury's Treads as soon as you can. Boots should be one of the first things you buy on every character. Malphite needs a lot of Magic Resistance to tank and the +25 MR Mercury's Treads offers are welcome; but the real gold behind it is the 35% resistance to snares. Its like a crappy cleanse without a cooldown. I rarely bring Cleanse despite its usefulness. After you have Mercury's Treads your faced with a decision. You should begin working on your Banshee's Veil/[item_text=Thorn Mail]. This depends on who your fighting. Another item I at times grab is a Guardian Angel; though very rarely now. At this stage you still have to take into account the opposing team as a whole. Look at their items and what characters have them. Making educated decisions are a big part of being a tank.

    If your wondering at what point you should begin investing in hit points rather than armor I suggest you hit at least 150 armor or magic resistance. One of the best items to consider for additional hit points will be Sunfire Cape. Generally, HP items will be about your third one. If they have a lot of casters make sure you rush Banshee's Veil as your second or third item. It is a shame the last patch weakened Banshee's Veil. XD Even after the patch it is a great item.

    When fighting multiple casters magic resistance is very important. Mercury's Treads, Guardian Angel, Abyssal Scepter, Banshee's Veil, and [item_text=Force of Nature] are the main choices for this role as a tank. I generally start every match with Mercury's Treads. The only time I get Ninja Tabi is when I am faced against all physical attackers and sometimes not even then.

    Guardian Angel is a great safe way to get magic resistance if your not sure you need it. Occasionally, I do find myself stumped on what to get and little time to decide. Especially against mixed teams with both casters and high dps physical attackers. So I work on a Guardian Angel because its magic resistance combined with Mercury's Treads is enough to give you a fair amount of staying power against casters and its armor combined with your natural armor is enough to give you fair staying power against the physical dps characters.

    When deciding between Banshee's Veil, Abyssal Scepter, and [item_text=Force of Nature] you need to really consider a few things. If your fighting some sort of disabler like a Ryze, Fiddlesticks, or even fear a stun from something like Annie its better to grab the Banshee's Veil. This is because they often begin their spikes with a disable and this could very well shut down their entire chain. I find this especially true when fighting against a Ryze. The Veil also grands additional Hit Points as well as Mana Points; which, can be very helpful even against physical attackers. You also need to consider how much HP you have. The passive of [item_text=Force of Nature] is much better utilized if you have at around and extra 600 hp granted by items. If you feel like your damage is falling behind then grab an Abyssal Scepter. Its passive will help not only with all of your skills, aside of Brutal Strikes, but also with your Sunfire Cape.

    [item_text=Force of Nature] grants higher magic resistance, a speed boost, and a fairly helpful healing factor. Because magic resist scales best with the more HP you have it is better to get this item once you have additional hp; this is especially true when considering its passive which is also effected by your overall health. This makes [item_text=Force of Nature] a better late game item; it is generally better when you have breached 3k hit points. Banshee's Veil is the better choice against ganks and in team battles because of its passive and the health bonus it grants. Negatron Cloak gives a respectable 48 magic resistance for very cheap. Occasionally, I will simply invest in the cloak and sit on it while I build up other items. You need to get a feel for when you should be doing this. It comes with practice.

    Often for my second item I will get some sort of armor item which include things like Sunfire Cape, Thornmail, Frozen Heart, and Guardian Angel. Each one has its uses. I often gravitate towards Thornmail first. Thornmail is super powerful against auto attacking physical dps champions. It grants 100 armor for a moderate cost and gives a great passive. Tanks need damage and this item gives damage against auto attackers. Because its a flat 100 armor it also significantly increases the damage of your Ground Slam and the effect of Brutal Strikes active ability. I feel now that it has earned an irreplaceable place on my line-up during any game that there are auto attackers like Master Yi, Warwick, Ashe, or whatever else.

    Frozen Heart is a great item but it does cost a good amount. Its got very respectful stats and the cooldown reduction it offers is very welcome for your super which at times can seem to have an abysmally long recharge time. I honestly love this item but I don't generally get it very early during any game because it is quite expensive. I no longer think its stats make up for its cost. I now believe its slot has been taken by Thornmail or even Sunfire Cape. It would be a last item choice if I need more armor late game.

    Something I didn't mention regarding armor or magic resistance is Aegis of the Legion. It is actually quite a good item early game. It does however somewhat lose its luster late game. The problem with it now is after a recent update its aura effect offers both less armor and less magic resist. It just isn't worth the money anymore for a tank. It is better and more geared toward someone that is a support character not the designated tank. There are better more focused items that would be of better use to a tank.

    I know this is a lot of information. It's ok if it doesn't sink in yet. Just give it time. This is all stuff you will learn on your own with time. Use your judgment. You'll be OK.

    What I generally do:

    Electrodes' Mixed Opponents Build:
    Mercury's Treads
    Banshee's Veil
    Sunfire Cape (Grab Giant's Belt first.)
    Guardian Angel
    Abyssal Scepter or [item=Force of Nature]

    Electrodes' All Physical Opponents Build:
    Mercury's Treads
    Sunfire Cape
    [item=Randoin's Omen]
    Guardian Angel
    Frozen Heart

    Electrodes' All Caster Opponents Build:
    Mercury's Treads
    Banshee's Veil
    (I generally start building a Negatron Cloak before starting on Sunfire Cape.)
    Sunfire Cape
    Abyssal Scepter
    [item=Force of Nature]
    Guardian Angel

    Note: Depending on what opponent is getting set up fastest or who your laned against your going to need to edit the order you purchase your items on each build. My mixed build is my most reliable and I sometimes just grab a [item_text=Chain Mail] then rush a Banshee's Veil before I finish my Thornmail if a caster is giving me alot of trouble.

  • Masteries + Runes


    I currently use two sets for my runes.

    Set 1:

    Greater Quintessence of Fortitude x 3

    Greater Seal of Resilience x9

    Greater Glyph of Warding x9

    Greater Mark of Warding x 9

    I am aware that the Rune's that give per level benefits outclass these particular runes. However, early game these runes allow you a lot more staying power and with my current item choices additional magic resistance and armor aren't really necessary when you reach the higher levels. The items are enough.

    Set 2:

    Greater Quintessence of Insight x1
    Greater Quintessence of Fortitude x2

    Greater Seal of Resilience x9

    Greater Glyph of Clarity x9

    Greater Mark of Insight x9

    The reason for this rune build is to suppliment my damage early game. If I plan to lane with a high damage character or a character that has a reliable stun/hold; for example a Ryze or Sion, I am going to take this rune set to really punish whomever is laned against me. It is a great rune build if you plan on attempting to underlevel your enemy. I like to bring this build whenever they have a jungler. I decimate solo lanes. Not much feels better then underleveling a solo lane.


    Full Defensive Tanking Build:
    Defense: 21 Points / Utility: 9 Points

    3/3 Resistance
    3/3 Hardiness
    3/3 Strength of Spirit
    2/2 Defensive Mastery
    3/3 Harden Skin
    4/4 Veteran's Scars
    1/1 Willpower (optional,if you use cleanse)
    2/4 Evasion
    1/1 Tenacity

    3/3 Perseverance
    1/1 Haste (if you use ghost)
    4/4 Awareness
    1/1 Insight

    This is the build I use. The extra 60 hp and 6 Armor and MR are quite useful for early game; especially in combination with your runes. If you use Cleanse then I suggest you lose a rank in Evasion and replace it in Willpower. Likewise, I use Clarity rather often in my clan so I use Insight from the Utility tree. If you do not like Clarity then replace that rank in something else. Their are other builds for masteries on Malphite and many change according to play style, this is mine. Also, I might mention that many players suggest you take two ranks in Utility Master if your jungling for the lengthened neutral monster buffs. I, however, have never felt the need for it. I find the buffs last long enough already; but to each their own. It's up to your play style or preference.

  • Skilling Order

    For laning:

    For Jungling:

  • Summoner Abilities

    Your best option is Ghost/ Ignite.

    This is because Ghost is the best escape skill there is for a tank. Flash is better suited to softer characters or characters with higher burst damage. Cleanse is a great option for Malphite but I take [item_text=Mercury Treads] every game which cuts the necessity out of this skill. I think that Ignite is the better option to fill the second slot. If you are doing your job as Malphite your lane should be heavily harassed and Ignite will give you and extra burst of damage that can often be unexpected. The majority of my kills come from Ignite during early game.


    Ghost / Smite or Flash / Smite: this is only used if you are jungling. See the creep jungling section for details. I have had success with both.

    Flash / Ghost: great for escaping deathly situations; although its generally believed only one escape skill is necessary.

    Ghost / Clarity - A viable option but not necessary. This is more of a support skill. If you plan on heavily harassing and have no IP to afford the runes necessary to keep your energy up then take this. I used this combo when I first played to level up to 30 but have not used it since. If you do take it make sure to grab the mastery in the Utility tree to help your lane mate.

    Ghost/ Cleanse - This will allow you to get out of very sticky situations much to the frustrations of your enemies. Most often suggested by other players for a tank, but not me, despite how great Cleanse is.

    Heal / Ghost - ONLY use this if your new and have no other options. Its a poor combination but allows for some survivability. You should definitely change these out once you're high enough in level.

    I wouldn't suggest using the other summoner spells but everyone has their own play style. If you find a spell that works better for you then by all means go for it. I would suggest however that you always have at least 1 escape spell, either Ghost or Flash. Teleport is a viable option but I don't recall that often or die so I have little use for it outside of helping my team in ganks. But, like I said everyone has their own play style. If your friends are hard gankers then maybe you should grab it. Once you find your own style tanking will come easy.

  • Creep Jungling

    Not often will you see a jungling Malphite but he is quite capable of it. This is a brief mini-guide on how to jungle with Malphite should you like your team to gain levels on your enemies. I have actually had a lot of success as a jungle Malphite. Hopefully, you will too.
    Here is my mini-guide for jungling.

    The Pros/Cons of Jungling

    Before I get started here I will mention that jungle Malphite can be a bit rough at times. To jungle with Malphite it's imperative that you hold the Golem buffs. If you don't you will not have the energy to jungle properly. Another downside is enemy teams will often ward their side of the jungle near the Golem/Lizard so that they might gank you. Also you must always be wary of a gank at level one before you even start jungling.

    This is especially true when playing against an enemy Shaco/Warwick. Shaco's often drop Jack In The Box to kill the Golem at level 1. A little trick is to go on the opposite side of the trees so he can't see you and to smite the Golem before he finishes so you steal his buff. Generally, at least in my experience, when facing another jungler I find that 1 on 1 combat I will generally come out on top of with the exception of Warwick or when I am dumb enough to follow a Shaco into his Jack In The Box trap he has set up. Despite this do not be hesitant to run. Better to be sure you do not net them a kill then to possibly get one yourself. Situations like that are simply judgment calls. The final problem with jungle Malphite is that its harder to solo dragon then it is for many other champions. It is necessary to have the buffs to do it and usually at slightly higher levels. I usually just have someone from bottom lane help me. Careful when doing this however as Dragon is a very common place for opponents to ward and without flash you're very easy to trap there.

    Some bonus's to jungling is that you will likely make more money jungling than you would have found yourself making in a lane, its much easier to gank, and it allows your team to get a level advantage. I personally feel like the pros outweigh the cons when deciding if I should jungle or not. Honestly, I very rarely lane anymore with Malphite; despite the fact that he has a respectable laning presence. I've found this strategy to work well for me.

    The Basics

    Recommended Summoner Spells:

    Spell Slot 1: Choose a damaging spell to make jungling easier.

    Option 1: Smite - Great damage against Golem/Lizard makes Jungling very easy. However, it loses use as the game progresses. You can basically use it against super minions at high levels. Another bad thing about it is that it is a definite red flag that your jungling and may very well cause you to be ganked.

    Note: If your NOT fighting another jungler then use smite early to restart the cooldown. It makes jungling just a little bit faster. If you are fighting another jungler then you should save smite to finish the kills. You don't want to risk the enemy jungler stealing your buff by using their smite. At level 1 smite deals about 450 damage. Keep that in mind when you are ready to finish the kill.

    Option 2: Ignite - When players see Smite your enemies will often assume that you're in the jungle and will attempt to gank you. If you have ignite they surprisingly often assume your AFK (away from keyboard) at your base. This allows you better ganks at start. Its also great for post level 9 when you pretty much stop jungling or don't need smite anymore to do it. Unfortunately, its kind of a hindrance prior. You NEED a damage spell to finish Golem/Lizard at level one and this can serve the purpose but its not as powerful against Golem/Lizard so your going to take a lot of extra damage. It also has a longer cooldown then Smite which is actually a problem. I still strongly suggest Smite.

    Note: I find jungling considerably easier and faster when bringing Smite. I believe it is the better option. Ignite is more useful for a surprise effect and heavier burst damage when you gank. Although, its longer cooldown also means that it will not be available when you gank.

    Spell Slot 2: Choose an escape skill.

    Option 1: Ghost- Ghost can fulfill this role as well as help you chase down enemies but you lose the ability to flash through terrain which is very helpful in the jungle.

    Option 1: Flash If used correctly this can be a pain for your opponents. If they set up a gank in the jungle flash over the trees and flee to safety. Flash is an all around great skill. If your opponent also flashes through the trees make use of Seismic Shard to slow them and cover your escape. Hopefully, that will be enough.

    Recommended Skill Selection:

    Take Ground Slam at level 1 because of its effect. If added up the damage would be more then had you taken Brutal Strikes first or about the same as your shard would have dealt anyway. Ground Slam first is so important because it slows the rate of attack from the jungle creeps. Take your first rank of Brutal Strikes at level 2. For level 3 and further prioritize Ground Slam followed by Seismic Shard. Of course take Unstoppable Force as soon as you can as well - it is your top priority.

    The reason you only take one rank in Brutal Strikes is because it has a very low mana cost which will help you jungle and can be used effectively against enemy champions and towers even at its low rank. Seismic Shard will hit champions with no magic resist investment fairly hard and is good for a spike when combined with Malphites Unstoppable Force and Ground Slam.

    Items of Choice:

    Note: I suggest you to have at least 40-60 armor at level 1 when jungling.

    Starting Items:
    1x Cloth Armor
    5x Health Potion

    After this just set up the usual build.

    Basic Jungle Procedure:

    Head toward a Golem first. Before you get to close to it hide in nearby grass. Once at least 4 opponents are seen on the minimap then you can commence jungling. If you don't wait there is a good chance that you're going to be ganked. Before the game starts enemy teams often set up ganks near the Golems because they are the most common place to start jungling. Try to move around every game when you hide. This way it won't become common from enemies to start checking the most used hiding spots.

    Spam Ground Slam each time it cool-downs and keep your hit points up. That's why you got the potions. I start healing when I see about 5% off my life; or basically when Granite Shield breaks off and you receive your first bit of damage. Brutal Strikes is useful when you have the mana; so make sure you grab it at level two to make jungling easier. A very important part of jungling is remembering to keep up your passive Granite Shield as much as you can. Simply waiting on your Granite Shield can save you a lot of headache and trips back to heal. It should be up before any creep camp you kill off.

    Your going to want to jungle until about level 6-7. At this point your going to want to gank by rushing in with Unstoppable Force and hitting R,E,Q,W on 1 or 2 opponents then letting your teammates clean up the mess if you didn't finish the kills.

    Note: If you are having trouble holding the Golem buff then take a Chalice of Harmony so that you can help keep your mana up.

  • Denying Experience

    This is easier then it sounds. What you need to do is allow the enemy creep waves to push while you hog the grass at earlier levels. When the creep wave is in the middle of the lane harass your enemy hard. Push them out of experience range. At this point don't let them come back within it. Stand between the enemy champion and the creeps. When he tries to get closer cast your Seismic Shard on him. You should have your lane mate working with you or this will not work.

    Malphite is especially good at this because is Seismic Shard hits quite hard even at level one and his passive makes him incredibly difficult to harass in return. Make sure not to kill creeps until they have reached your tower. Don't push. Just make sure your opponent cannot get within experience range.

    This is especially important when the enemy team has a jungler.

  • Working in the team

    If your not jungling then at the match's start you want to stay in a lane as long as possible, usually around lv 6-7 its acceptable to go back to heal/buy items. It's best to attempt to lane with a disabler of some sort. I've had a lot of success playing with a Ryze. I often help set him up rather quickly. Any high damage ally as well will work well with Malphite be it Annie, Shaco, or whatever. Just avoid laning with other tanks. (You probably shouldn't be playing a tank Malphite if there is another tank anyway.)Also, when fighting against one or two stealthies get vision wards; your carry/lanemate shouldn't slow his item progression if he doesn't have to. Your a tank and supporting the team. When placing the wards its usually best to place them in a nearby patch of grass. This is because the ward allows you to see nearby stealth characters or anyone that attempts to gank you by sitting in the grass; its also less likely the opponents will notice you dropped the ward in the first place.

    Around lv 6 you will find many opponents going MIA (missing in action)they are likely killing Golems, Lizard, or Dragon in the forest to get the buffs they offer or they are going to attempt gank you or your team. Be wary.

    When whole teams start ganking around level 10 this is your chance to really upset the balance. Not all situations are the same and this may not always be the case but if the teams are having a standoff break away and farm a lane. I know leaving your team may seem like defeating the purpose of being a tank but you need to understand something. If you gain 2 levels on your enemies its a bigger deal then many people realize and it shouldn't take very long to attain this. Be very careful however as being a solitary figure during this stage of the game is VERY dangerous. You especially gain a lot of attention if you take down a tower so be on your guard. After one tower I suggest switching lanes. Actually, I suggest switching lanes after you kill off about two creep waves.

    I generally meet up with my team for a short time, break off for two creep waves, return to the group; then again hit a new lane for two creep waves. This will allow you to farm a little bit of money, as your not going to get all to much by kills, and help you level quick.

    Late game your a juggernaut. Act like it. Player psychology is important. I'm not saying throw your life away; you're still mortal but it will take at least 2 opponents to take you down. Your purpose as a tank is to absorb as much damage as possible and this is the most critical part of the game. If you have several teammates with you and no enemies around don't be afraid to have them help you rush a tower without creeps for meat shields. If your above half life you'll be fine to tank the towers; just be prepared to escape when the other team inevitably rushes to the tower to stop you. Teamwork is very important in this game. Utilize it. Be the aggressor. If you fail to initiate group fights your enemies will interpret this as a sign of intimidation or weakness.

  • Farming

    Your Ground Slam late game will make farming very easy but earlier on takes a bit more work. Early on Ground Slam shouldn't even really be used to farm creeps as you'll need your mana to harass your opponents with Seismic Shard. Try to kill at least three creeps per wave - this isn't critical but helps a lot. With the coming of late game you shouldn't have any trouble killing all creeps in a wave with the simultaneous use of Ground Slam and the passive damage of Brutal Strikes.

    Also, to farm easiest, do not attack the minion your minions are attacking they have a nasty habit of taking your kill/gold. I usually attack the caster minions in the back first. Also, a lot of players actually let the minions do all the work on an enemy creep and they just last hit it.

  • Summary

    Here is a recap of the guide to review some of my main points. Malphite should do his best to harass and set up his lane-mate at the beginning of matches. He should attempt to keep up Granite Shield as much as possible and reach around 150 Armor/MR; after he should focus on his hit points. You should get at least 400 additional hit points and then again focus on your armor and magic resistance; prioritize one or the other based on the enemy team composition and by who is becoming set up the quickest. Malphite should always try to absorb as much damage as possible in team fights so that his team doesn't have too, your a tank after all. As Malphite it's up to you to initiate team battles via Unstoppable Force; but remember timing is everything.

    If you have two characters able to solo and no jungler, you should be jungling. If there is an enemy jungler and you are in a lane then do your best to deny experience to your enemies. Take away their level advantage. Communication with your team is also very important.

    I will accept questions, suggestions, compliments and well written criticism. I will try my best to respond when I notice them. I really hope I helped you guys. Good Luck and Have Fun. I look forward to pwning you in LoL sometime soon. ^_^

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