- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Armor+4.26 armor
Greater Mark of Hybrid Penetration+0.9 Armor Penetration / +0.62 Magic Penetration
Greater Seal of Armor+1.41 armor
Greater Glyph of Scaling Magic Resist+0.15 magic resist per level (+2.7 at champion level 18)
The new reds are very powerful and are buiit perfectlly for jungle giving him armor pen for the creeps and magic pen for damage to champions.
9 Greater Seals of Resilience = +13 Armor
Pretty standard for all junglers. Scales with Brutal Strikes active ability as well as Ground Slam to make for great survivability and nuking potential.
9 Greater Glyphs of Shielding = +24 Magic Resist at level 18
Gives a good amount of magic resistance late in the game. Allows you to focus on armor and health items early/mid game.
The new jungle is very powerful so it's harder to jungle, you need to now run Armor quints.
- Points Available: 30 / 30
These masteries will make you tankier and you will get the crucial extended buff duration mastery in the utility tree.
SmiteDeals 460 + (lvl x 30) true damage to target enemy minion or pet.
FlashTeleports your Champion to target nearby location under your mouse cursor.
Standard for every jungler. Allows you to control buffs and map objectives such as Dragon and Baron much easier.
I think flash is the best choice for Malphite. You can use it to set up ganks as well as escape over walls. You can travel very long distances with Flash + Ult.
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