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Malphite
By Malunoo
This build guide for Malphite is for jungle, by Malunoo a 2500 player.Malphite is crazy tanky, has one of the best initiates in the game. His jungling took a huge hit in Season 3, but it's still viable.
+0.15 magic resist per level (+2.7 at champion level 18)
Greater Glyph of Scaling Magic Resistx9
Masteries
Points Available:30 / 30
Summoner Spell
Smite
Deals 460 + (lvl x 30) true damage to target enemy minion or pet.
Smite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Seismic Shard
Seismic Shard
Deals 70/120/170/220/270 (+0.6*AP) magic damage and steals 14/17/20/23/26% Movement Speed from the target for 4 seconds.
Cost
70/75/80/85/90 Mana
Range
0
Cooldown
8/8/8/8/8 Seconds
Seismic Shard
Deals 70 (+0.6*AP) magic damage and steals 14% Movement Speed from the target for 4 seconds.
Seismic Shard
Deals 120 (+0.6*AP) magic damage and steals 17% Movement Speed from the target for 4 seconds.
Seismic Shard
Deals 170 (+0.6*AP) magic damage and steals 20% Movement Speed from the target for 4 seconds.
Seismic Shard
Deals 220 (+0.6*AP) magic damage and steals 23% Movement Speed from the target for 4 seconds.
Seismic Shard
Deals 270 (+0.6*AP) magic damage and steals 26% Movement Speed from the target for 4 seconds.
Brutal Strikes
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 30/38/46/54/62% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 20/25/30/35/40% for 6 seconds.
Cost
50/55/60/65/70 Mana
Range
0
Cooldown
14/14/14/14/14 Seconds
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 30% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 20% for 6 seconds.
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 38% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 25% for 6 seconds.
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 46% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 30% for 6 seconds.
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 54% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 35% for 6 seconds.
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 62% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 40% for 6 seconds.
Ground Slam
Ground Slam
Malphite slams the ground dealing 60/100/140/180/220 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 30/35/40/45/50% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
Cost
50/55/60/65/70 Mana
Range
0
Cooldown
7/7/7/7/7 Seconds
Ground Slam
Malphite slams the ground dealing 60 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 30% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
Ground Slam
Malphite slams the ground dealing 100 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 35% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
Ground Slam
Malphite slams the ground dealing 140 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 40% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
Ground Slam
Malphite slams the ground dealing 180 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 45% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
Ground Slam
Malphite slams the ground dealing 220 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 50% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
Unstoppable Force
Unstoppable Force
Malphite charges toward the target area, dealing 200/300/400 (+1*AP) magic damage and knocking enemies into the air for 1.5 seconds.
Cost
100/100/100 Mana
Range
0
Cooldown
130/115/100 Seconds
Unstoppable Force
Malphite charges toward the target area, dealing 200 (+1*AP) magic damage and knocking enemies into the air for 1.5 seconds.
Unstoppable Force
Malphite charges toward the target area, dealing 300 (+1*AP) magic damage and knocking enemies into the air for 1.5 seconds.
Unstoppable Force
Malphite charges toward the target area, dealing 400 (+1*AP) magic damage and knocking enemies into the air for 1.5 seconds.
W
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 30% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 20% for 6 seconds.
E
Ground Slam
Malphite slams the ground dealing 60 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 30% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
Q
Seismic Shard
Deals 70 (+0.6*AP) magic damage and steals 14% Movement Speed from the target for 4 seconds.
E
Ground Slam
Malphite slams the ground dealing 100 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 35% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
E
Ground Slam
Malphite slams the ground dealing 140 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 40% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
R
Unstoppable Force
Malphite charges toward the target area, dealing 200 (+1*AP) magic damage and knocking enemies into the air for 1.5 seconds.
E
Ground Slam
Malphite slams the ground dealing 180 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 45% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
Q
Seismic Shard
Deals 120 (+0.6*AP) magic damage and steals 17% Movement Speed from the target for 4 seconds.
E
Ground Slam
Malphite slams the ground dealing 220 (+0) (+0) magic damage to surrounding enemies, reducing their Attack Speed by 50% for 3 seconds.
This ability gains damage equal to 30% of Malphite's Armor.
Q
Seismic Shard
Deals 170 (+0.6*AP) magic damage and steals 20% Movement Speed from the target for 4 seconds.
R
Unstoppable Force
Malphite charges toward the target area, dealing 300 (+1*AP) magic damage and knocking enemies into the air for 1.5 seconds.
Q
Seismic Shard
Deals 220 (+0.6*AP) magic damage and steals 23% Movement Speed from the target for 4 seconds.
Q
Seismic Shard
Deals 270 (+0.6*AP) magic damage and steals 26% Movement Speed from the target for 4 seconds.
W
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 38% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 25% for 6 seconds.
W
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 46% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 30% for 6 seconds.
R
Unstoppable Force
Malphite charges toward the target area, dealing 400 (+1*AP) magic damage and knocking enemies into the air for 1.5 seconds.
W
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 54% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 35% for 6 seconds.
W
Brutal Strikes
Passive: Malphite's basic attacks hit units near his target for 62% of his Attack Damage.
Active: Malphite's Armor and Attack Damage increase by 40% for 6 seconds.
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Items
Starting Build
Hunter's Machete
Health Potion
x5
Standard End Game Build
Mercury's Treads
Ninja Tabi
Frozen Heart
Randuin's Omen
Shurelya's Reverie
Runic Bulwark
Enchantment: Alacrity
Ruby Sightstone
Jungle Route
Blue Side (Bottom Half of Map)
Wraiths
Lizard Elder
Wolves
Ancient Golem
Gank Top
Gank Mid
Purple Side (Top Half of Map)
Wolves
Ancient Golem
Wraiths
Lizard Elder
Gank Top
Gank Mid
Pros and Cons
Pros
Tanky
Lots of CC
Lots of AoE
Shuts down auto-attackers on enemy team
Great initiator
Cons
No huge damage output
No hard CC until 6
Counters and Walkthroughs
Complete walk-through of Jungle Malphite by Saintvicious
Pls Update: Force of Nature is no longer a available Item, and Saint wants to build something out of Negatron in his Jungle Vid of Malph maybe take that. Thx
So.... I normally refrain from getting on here and saying anything about these guides. Too often you see people saying "No, it should be like this!!!" or "This is dumb". These people are experts, or as much as one can be on this game; and additionally you have come to this site ot see their opinion(s).
HOWEVER ... Xin Zhao is a pretty difficult counter. I am not writing this to tell the admins / experts to change it; but more as a warning to those who would play against him. Here is why - his passive (Challenge) reduces your armor - and your armor is supplemental to your damage. Whereas with most champs; your armor goes down your survivability goes down. With Malphite - your survivability AND your offense goes down. He also can heal in the lane; and you can't.
The tips and tricks section mentions Frozen Heart + Atma's Impaler, but these items aren't mentioned anywhere else in the guide. When do you get these items, and which items do you replace with them?
How comes in either guide Malphite isn't abusing Warmogs to make his Passive stronger? I build everything here -the Banshee's and make it a Warmogs and I like it a ton. Curious why Mog's isn't used?
You want to find the balance between raw HP and armor / MR that maximizes your effective health.
Same goes for your passive - more base HP will make it a bigger shield, while more armor / MR will make it a tougher one.
Both work fine towards the same goal, and it ends up coming down to personal preference / situational factors, but oftentimes tank items come with some HP along with defensive stats, as well as some utility, making them the superior choice over just a big chunk of HP.
Best champ in the game vs 3 AD. J/w am I right to target the AP caster first (if I have to choose they bunch up sometimes lol) while armor stacking to be invincible or do I need to consider my team's needs more? I like to be unkillable but does this actually work in higher level play?
Call me crazy, but I always start wraiths/red since the opposing team always tries to invade it thinking Malphite demands blue. Red buff lets you clear really fast and so long as you don't actually use the W active, you will have plently of mana for blue buff after a full clear of wraiths>red>dubs>wraiths>wolves>blue by only using E to clear camps. Red buff also lets you level 2 gank if you want to mess with the other lanes early since no one expects a level 2 Malphitegank. I usually start boots too since I can get around to camps faster, his passive and base armor keep him healthy, and ganking without boots isn't exactly easy since Malphite's Q is not the best gap closer. With boots AND Q you can gank just about anyone with the help of your teammate. Red buff and E are a lot of damage vs a level 1 champ.
So why would it not be better to start jungling at the wraiths, then wolves so that you have both W and E available for the blue camp, then just head back to the wraiths since they should have respawned?
In my opinion the second jungle path could be done differently.
Wolves →Blue Buff → Wraiths -->Wolves → Red Buff → Mini Golems → Wraiths → Wolves → Buy
This saves you waiting for respawn on the 2nd time you do wolves, and it also cuts on the walking time needed between the last 3 camps. Can cut a good 30 seconds on the second path mentioned in the guide.
Why do all that? If you go wolves, blue, wraiths, red, golems back to wraiths and wolves. You have 700 gold and should have 1 hpot left. It's fast and lets you hit level 4 before you back.
I also really dislike this build.
Wiggles, Wit's End, Merc Treads, Sunfire Cape, Randuin's Omen and Frozen Heart. You get a gold per 10 item, enough attack speed and life steal to live and deal damage. Using W right as you use ulti lets you go in with around 380-400 armor, 3k hp and around 160 MR. You'll hover around 200 damage and decent attack speed while having insanely fast clear times in jungle. Wiggles can proc off his W passive, so you can 1 hit kill 2 jungle minions with it. Use R.O. to slow movement speed and attack speed even more then your E and Frozen Heart do.
Ulti onto an AD carry and watch them try to burst anyone down with a .7 attack speed b/c you debuffed them so hard. Malphite hard counters Vayne in my opinion because she'll attack so slow that her Silver Bolts never really proc.
AoE massive slow debuffs are OP. Flat math comes out to a 105% attack speed slow. How the math actually works out, not too sure.
EDIT: Just checked the stats with the runes/items I use:
2922 HP 495 armor 156 MR 196 AD 1.36 AtkSpd 33.1% CDR 399 MvmSpd
You don't need all the extra HP b/c the people that do deal true damage attack too slow to be a threat. Once AD carry drops, you can get onto AP carry which shouldn't be too hard. Turrets are a joke and easily tanked.
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Posted 3/8/2013 9:45:42 AMPls Update: Force of Nature is no longer a available Item, and Saint wants to build something out of Negatron in his Jungle Vid of Malph maybe take that. Thx
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Posted 1/24/2013 1:36:34 PMi'm wondering if anyone has tried doing a manamune build on him to try and take advantage of some of the nice armor+mana items he uses:
something like tabi/merc treads- frozen heart - iceborn gauntlet- runic bulwark- manamune - randuin's omen?
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Posted 12/14/2012 4:43:51 PMI really miss force of nature :(
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Posted 11/25/2012 10:23:51 AMHe can carry so hard!!
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Posted 8/13/2012 3:25:31 PMSo.... I normally refrain from getting on here and saying anything about these guides. Too often you see people saying "No, it should be like this!!!" or "This is dumb". These people are experts, or as much as one can be on this game; and additionally you have come to this site ot see their opinion(s).
HOWEVER ... Xin Zhao is a pretty difficult counter. I am not writing this to tell the admins / experts to change it; but more as a warning to those who would play against him. Here is why - his passive (Challenge) reduces your armor - and your armor is supplemental to your damage. Whereas with most champs; your armor goes down your survivability goes down. With Malphite - your survivability AND your offense goes down. He also can heal in the lane; and you can't.
You've been warned :-)
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Posted 7/31/2012 7:01:21 PMThe tips and tricks section mentions Frozen Heart + Atma's Impaler, but these items aren't mentioned anywhere else in the guide. When do you get these items, and which items do you replace with them?
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Posted 5/20/2012 11:35:03 AMWhy get Enlightenment masteries? Not necessary as your build already has 40% cdr...
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Posted 5/1/2012 4:12:27 PMHow comes in either guide Malphite isn't abusing Warmogs to make his Passive stronger? I build everything here -the Banshee's and make it a Warmogs and I like it a ton. Curious why Mog's isn't used?
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Posted 5/12/2012 2:04:31 PMYou want to find the balance between raw HP and armor / MR that maximizes your effective health.
Same goes for your passive - more base HP will make it a bigger shield, while more armor / MR will make it a tougher one.
Both work fine towards the same goal, and it ends up coming down to personal preference / situational factors, but oftentimes tank items come with some HP along with defensive stats, as well as some utility, making them the superior choice over just a big chunk of HP.
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Posted 4/22/2012 10:18:09 PMBest champ in the game vs 3 AD. J/w am I right to target the AP caster first (if I have to choose they bunch up sometimes lol) while armor stacking to be invincible or do I need to consider my team's needs more? I like to be unkillable but does this actually work in higher level play?
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Posted 4/12/2012 3:14:26 PMCall me crazy, but I always start wraiths/red since the opposing team always tries to invade it thinking Malphite demands blue. Red buff lets you clear really fast and so long as you don't actually use the W active, you will have plently of mana for blue buff after a full clear of wraiths>red>dubs>wraiths>wolves>blue by only using E to clear camps. Red buff also lets you level 2 gank if you want to mess with the other lanes early since no one expects a level 2 Malphite gank. I usually start boots too since I can get around to camps faster, his passive and base armor keep him healthy, and ganking without boots isn't exactly easy since Malphite's Q is not the best gap closer. With boots AND Q you can gank just about anyone with the help of your teammate. Red buff and E are a lot of damage vs a level 1 champ.
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Posted 3/20/2012 1:18:29 AMSo why would it not be better to start jungling at the wraiths, then wolves so that you have both W and E available for the blue camp, then just head back to the wraiths since they should have respawned?
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Posted 3/22/2012 8:18:04 PMIn my opinion the second jungle path could be done differently.
Wolves →Blue Buff → Wraiths -->Wolves → Red Buff → Mini Golems → Wraiths → Wolves → Buy
This saves you waiting for respawn on the 2nd time you do wolves, and it also cuts on the walking time needed between the last 3 camps. Can cut a good 30 seconds on the second path mentioned in the guide.
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Posted 3/23/2012 11:07:50 AMI've been going wraiths, wolves, blue, wraiths, golems, red. I just feel much more comfortable taking on the blue at level 2 with brutal strikes
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Posted 3/25/2012 5:12:43 PMWhy do all that? If you go wolves, blue, wraiths, red, golems back to wraiths and wolves. You have 700 gold and should have 1 hpot left. It's fast and lets you hit level 4 before you back.
I also really dislike this build.
Wiggles, Wit's End, Merc Treads, Sunfire Cape, Randuin's Omen and Frozen Heart. You get a gold per 10 item, enough attack speed and life steal to live and deal damage. Using W right as you use ulti lets you go in with around 380-400 armor, 3k hp and around 160 MR. You'll hover around 200 damage and decent attack speed while having insanely fast clear times in jungle. Wiggles can proc off his W passive, so you can 1 hit kill 2 jungle minions with it. Use R.O. to slow movement speed and attack speed even more then your E and Frozen Heart do.
Ulti onto an AD carry and watch them try to burst anyone down with a .7 attack speed b/c you debuffed them so hard. Malphite hard counters Vayne in my opinion because she'll attack so slow that her Silver Bolts never really proc.
AoE massive slow debuffs are OP. Flat math comes out to a 105% attack speed slow. How the math actually works out, not too sure.
EDIT: Just checked the stats with the runes/items I use:
2922 HP 495 armor 156 MR 196 AD 1.36 AtkSpd 33.1% CDR 399 MvmSpd
You don't need all the extra HP b/c the people that do deal true damage attack too slow to be a threat. Once AD carry drops, you can get onto AP carry which shouldn't be too hard. Turrets are a joke and easily tanked.