This build guide for Malzahar is for mid lane, by Crs Nyjacky a 2600 player.One of the few AP Carries that is effective at killing tanks; heavy harass and great lane clearing potential. AOE silence is just a nice bonus
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Flash
Teleports your Champion to target nearby location under your mouse cursor.
Flash
Skill Order
Call of the Void
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 80/135/190/245/300 (+0.8*AP) magic damage and silence champions for 1.4/1.8/2.2/2.6/3 seconds.
Cost
80/85/90/95/100 Mana
Range
0
Cooldown
9/9/9/9/9 Seconds
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 80 (+0.8*AP) magic damage and silence champions for 1.4 seconds.
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 135 (+0.8*AP) magic damage and silence champions for 1.8 seconds.
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 190 (+0.8*AP) magic damage and silence champions for 2.2 seconds.
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 245 (+0.8*AP) magic damage and silence champions for 2.6 seconds.
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 300 (+0.8*AP) magic damage and silence champions for 3 seconds.
Null Zone
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*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
Cost
90/95/100/105/110 Mana
Range
0
Cooldown
14/14/14/14/14 Seconds
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 4% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 5% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 6% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 7% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 8% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
Malefic Visions
Malefic Visions
Malzahar infects his target's mind, dealing 80/140/200/260/320 (+0.8*AP) 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.
Malzahar's Voidlings are attracted to affected units.
Cost
60/75/90/105/120 Mana
Range
0
Cooldown
15/13/11/9/7 Seconds
Malefic Visions
Malzahar infects his target's mind, dealing 80 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 10 mana.
Malzahar's Voidlings are attracted to affected units.
Malefic Visions
Malzahar infects his target's mind, dealing 140 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 14 mana.
Malzahar's Voidlings are attracted to affected units.
Malefic Visions
Malzahar infects his target's mind, dealing 200 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 18 mana.
Malzahar's Voidlings are attracted to affected units.
Malefic Visions
Malzahar infects his target's mind, dealing 260 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 22 mana.
Malzahar's Voidlings are attracted to affected units.
Malefic Visions
Malzahar infects his target's mind, dealing 320 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 26 mana.
Malzahar's Voidlings are attracted to affected units.
Nether Grasp
Nether Grasp
Malzahar channels the essence of the Void to suppress target champion, dealing 250/400/550 (+1.3*AP) magic damage over 2.5 seconds.
Cost
150/150/150 Mana
Range
0
Cooldown
120/100/80 Seconds
Nether Grasp
Malzahar channels the essence of the Void to suppress target champion, dealing 250 (+1.3*AP) magic damage over 2.5 seconds.
Nether Grasp
Malzahar channels the essence of the Void to suppress target champion, dealing 400 (+1.3*AP) magic damage over 2.5 seconds.
Nether Grasp
Malzahar channels the essence of the Void to suppress target champion, dealing 550 (+1.3*AP) magic damage over 2.5 seconds.
Q
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 80 (+0.8*AP) magic damage and silence champions for 1.4 seconds.
E
Malefic Visions
Malzahar infects his target's mind, dealing 80 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 10 mana.
Malzahar's Voidlings are attracted to affected units.
E
Malefic Visions
Malzahar infects his target's mind, dealing 140 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 14 mana.
Malzahar's Voidlings are attracted to affected units.
W
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 4% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
E
Malefic Visions
Malzahar infects his target's mind, dealing 200 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 18 mana.
Malzahar's Voidlings are attracted to affected units.
R
Nether Grasp
Malzahar channels the essence of the Void to suppress target champion, dealing 250 (+1.3*AP) magic damage over 2.5 seconds.
E
Malefic Visions
Malzahar infects his target's mind, dealing 260 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 22 mana.
Malzahar's Voidlings are attracted to affected units.
Q
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 135 (+0.8*AP) magic damage and silence champions for 1.8 seconds.
E
Malefic Visions
Malzahar infects his target's mind, dealing 320 (+0.8*AP) magic damage over 4 seconds.
If the target dies during this time, the visions pass to a nearby enemy and Malzahar gains 26 mana.
Malzahar's Voidlings are attracted to affected units.
Q
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 190 (+0.8*AP) magic damage and silence champions for 2.2 seconds.
R
Nether Grasp
Malzahar channels the essence of the Void to suppress target champion, dealing 400 (+1.3*AP) magic damage over 2.5 seconds.
Q
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 245 (+0.8*AP) magic damage and silence champions for 2.6 seconds.
Q
Call of the Void
Malzahar opens two portals to the void. After a short delay, they fire projectiles that deal 300 (+0.8*AP) magic damage and silence champions for 3 seconds.
W
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 5% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
W
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 6% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
R
Nether Grasp
Malzahar channels the essence of the Void to suppress target champion, dealing 550 (+1.3*AP) magic damage over 2.5 seconds.
W
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 7% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
W
Null Zone
Malzahar creates a zone of negative energy for 5 seconds. The zone damages nearby enemies for 8% (+0.01*AP%) of their max health each second (damage to Monsters is capped at 120 damage per second).
I start with my Q as I like the silence and building your passive stacks at fountain(2 q's at fountain, gives you one in lane and when you are level two your voidling will clear waves..., But my friend starts with E as he likes the DoT first...
The first two levels comes down to preference though...
1) Q (E)*
2) E (Q)*
3) W
4) E
You max your E first for lane sustain/clearing, Then max your Q for the silence cooldown/damage, and W last.
IGN: Shuix
"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth."
i agree with building with survivability in mind while still getting the ap one would need...i start boots 3...then pick up a dorans ring(with the change to the item i favor it slightly more for clearing waves with E now...) and rush a rod of ages...then go for an athenes holy grail as it provides a nearly endless mana pool as well as magic resist for your lane...then i go with an abyssal scepter for the nice mr reduction as well as added mr...then i consider deathcap etc...depending on how the game is going...malz has the ability to go very tanky and still deal nice damage...
I feel like the build you mentioned relies way too heavily on your team for early game. Rod of Ages is a good item on Malzahar. So is Athene's. But the two combined gives you mana you shouldn't really be needing (one or the other gives you more than you'll need, both just invites you to be a bad player and spam spells carelessly) and it also gives you a lot of health and magic resist. However, you do not need both. Either go for the magic resist (I recommend this on people who build AP items first, like Fizz, Nidalee, etc) or go for the health (For champions like Katarina, who are known to pick up magic penetration then build their own items). Also consider who the enemy jungler is and what their team composition entails.
I'd recommend grabbing one of your items, then going for a deathcap and see how much more damage you do. It is much more than worth it and makes Malzahar a huge terror in teamfights. (If he can sink people 1v1, why load him up like a tank with health and mana? Just take them down.)
This guide has not been updated since February 4, 2012.
All the mechanic, Tips, Tricks, and Strategies are still valid. Abilities would need some work, since Malz got a ability rework on his W. Items...don't bother looking at them. This guide needs to be updated.
Why this guide doesnt include defensive style? You completely pass on items like RoA, Rylai's. When those grant you survivability while still keeping you good DMG on your abilities. That's my personal opinion, but I'm actually doing pretty good with my build - depending on success of my team keeping around 2-1, 3-1 or even 4-1 K/d ratio.
So, u start with one doran's ring, followed by another ring and boots (farm around 850). Then build Catalyst->Rod of Ages. It gives you mana to spam, HP to live and AP to damage. Then get Rylai's, as it does not only give you more HP and AP, but also provides with slow on your abilities - great escape and chasing component. Your DoT ticks also trigger the passive on rylai. Then, if they are smart, they'll build MR - get void staff then rabadon. Else get Rabadon and zhonyas.
Now I made some changes to my style. If you see a slow jungler (that is not gonna gank you right from the lvl 3), u take ring then boots, otherwise vice versa. Quick gank junglers are Lee Sin, Nocturne, so on. Slow ones include Warwick, Rammus.
I think that akali is really strong against malzahar after lvl 6 cause her ultimate has a lot shorter cooldown than yours and without ultimate you cant do much against her you cant get in range for maelfic visions and your only hope is to luckily silence her. If you dont she will just jump on you and do her combo and jump again and again until you are dead. Your only tool is ultimate and if you dont kil her one shot (fulll spell combo) you are done.
To the guide i never accually tried spell vamp but now that i think about it it should be really strong and i ussually buy rylais for hp and sometimes Rod of ages for even more hp and no mana problems.
By lvl 6 you can just push the lane completely from a safe distance and never have to really worry about him bursting you, allowing you to farm his jungle or abuse your low CD ult on side lane ganks, something that most Malzahars I've seen just don't realize they have the potential for. If he wants to keep the lane from pushing to his tower he's gonna be forced to skill up his E and use it to push back, which leaves him exposed, of try and make the most use of his passive and hardtank the lane. And your burst is just as high as his, if not higher pre-lichbane, so he wouldn't be too wise to stick around without all his spells up and some health.
Pre-6 he might try to harass you with his dash, but if you know his range, it's not too hard to predict when he's gonna do it. Then you can bait his Q, throw your own Q on yourself so that it lands on him as he jumps on you, and slap an E on him that silenced as he is he won't be able to dodge. Auto him a couple times while he walks away. Overall you should be doing similar amounts of damage to eachother, but your mana longevity vastly surpasses his, giving you the upper hand.
Also keep in mind that he's melee - abuse your Voidlings! If he wants to farm consistently he is gonna be forced to come close enough for them to take a poke at him. It doesn't seem like much of an advantage, but it really adds up to quite a bit of damage in the end. If the Voidling is on it's latest stage, don't be afraid to tag him with your Visions - he won't be happy about it.
Last edited by user_917254 on 5/15/2012 8:15:57 PM
i registered just to thank you. my elo? laughable, it doesnt exist. mostly i play dominion. I am 39 and have 4 young kids no time to devote to really learning the smallest details i need to get to the next level. mal was my newwest favorite. i tried this build and played with these strategies and now i can pown on 5v5 as well as i do in dominion. thanks a lot!
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Posted 4/23/2013 4:48:10 PMI think you missed a big role in picking your suppression target. After initiators I think you should use it as a peeling tool for your ad carry.
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Posted 12/21/2012 5:12:32 AMskill build?
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Posted 12/22/2012 4:12:08 PMI start with my Q as I like the silence and building your passive stacks at fountain(2 q's at fountain, gives you one in lane and when you are level two your voidling will clear waves..., But my friend starts with E as he likes the DoT first...
The first two levels comes down to preference though...
1) Q (E)*
2) E (Q)*
3) W
4) E
You max your E first for lane sustain/clearing, Then max your Q for the silence cooldown/damage, and W last.
IGN: Shuix
"Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth."
- Oscar Wilde
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Posted 12/18/2012 9:27:52 PMi agree with building with survivability in mind while still getting the ap one would need...i start boots 3...then pick up a dorans ring(with the change to the item i favor it slightly more for clearing waves with E now...) and rush a rod of ages...then go for an athenes holy grail as it provides a nearly endless mana pool as well as magic resist for your lane...then i go with an abyssal scepter for the nice mr reduction as well as added mr...then i consider deathcap etc...depending on how the game is going...malz has the ability to go very tanky and still deal nice damage...
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Posted 3/9/2013 2:55:00 PMI feel like the build you mentioned relies way too heavily on your team for early game. Rod of Ages is a good item on Malzahar. So is Athene's. But the two combined gives you mana you shouldn't really be needing (one or the other gives you more than you'll need, both just invites you to be a bad player and spam spells carelessly) and it also gives you a lot of health and magic resist. However, you do not need both. Either go for the magic resist (I recommend this on people who build AP items first, like Fizz, Nidalee, etc) or go for the health (For champions like Katarina, who are known to pick up magic penetration then build their own items). Also consider who the enemy jungler is and what their team composition entails.
I'd recommend grabbing one of your items, then going for a deathcap and see how much more damage you do. It is much more than worth it and makes Malzahar a huge terror in teamfights. (If he can sink people 1v1, why load him up like a tank with health and mana? Just take them down.)
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Posted 12/13/2012 9:21:47 AMi Carried My Self From 800-1200 Elo :) Good Guide!
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Posted 11/12/2012 10:45:21 PMGuys, calm down, relax, and look at the date.
This guide has not been updated since February 4, 2012.
All the mechanic, Tips, Tricks, and Strategies are still valid.
Abilities would need some work, since Malz got a ability rework on his W.
Items...don't bother looking at them.
This guide needs to be updated.
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Posted 10/31/2012 12:33:26 PMWhy this guide doesnt include defensive style? You completely pass on items like RoA, Rylai's. When those grant you survivability while still keeping you good DMG on your abilities. That's my personal opinion, but I'm actually doing pretty good with my build - depending on success of my team keeping around 2-1, 3-1 or even 4-1 K/d ratio.
So, u start with one doran's ring, followed by another ring and boots (farm around 850). Then build Catalyst->Rod of Ages. It gives you mana to spam, HP to live and AP to damage. Then get Rylai's, as it does not only give you more HP and AP, but also provides with slow on your abilities - great escape and chasing component. Your DoT ticks also trigger the passive on rylai. Then, if they are smart, they'll build MR - get void staff then rabadon. Else get Rabadon and zhonyas.
Try this out, dont be so squishy!
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Posted 12/8/2012 12:33:37 PMStopped reading as soon as I read start with a doran's ring.
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Posted 12/9/2012 11:59:21 AMNow I made some changes to my style. If you see a slow jungler (that is not gonna gank you right from the lvl 3), u take ring then boots, otherwise vice versa. Quick gank junglers are Lee Sin, Nocturne, so on. Slow ones include Warwick, Rammus.
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Posted 10/10/2012 12:58:57 AMHey bro! I made a gameplay of this! I love the build. Keep it up
Video: http://www.youtube.com/watch?v=hh5e28GBwUE
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Posted 8/12/2012 6:08:29 AMI think that akali is really strong against malzahar after lvl 6 cause her ultimate has a lot shorter cooldown than yours and without ultimate you cant do much against her you cant get in range for maelfic visions and your only hope is to luckily silence her. If you dont she will just jump on you and do her combo and jump again and again until you are dead. Your only tool is ultimate and if you dont kil her one shot (fulll spell combo) you are done.
To the guide i never accually tried spell vamp but now that i think about it it should be really strong and i ussually buy rylais for hp and sometimes Rod of ages for even more hp and no mana problems.
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Posted 5/1/2012 7:17:02 PMI think Fizz counts as a counter b/c of his burst once he's lvl 6 and how fast he can close the distance with Malz.
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Posted 5/15/2012 8:13:24 PMBy lvl 6 you can just push the lane completely from a safe distance and never have to really worry about him bursting you, allowing you to farm his jungle or abuse your low CD ult on side lane ganks, something that most Malzahars I've seen just don't realize they have the potential for.
If he wants to keep the lane from pushing to his tower he's gonna be forced to skill up his E and use it to push back, which leaves him exposed, of try and make the most use of his passive and hardtank the lane. And your burst is just as high as his, if not higher pre-lichbane, so he wouldn't be too wise to stick around without all his spells up and some health.
Pre-6 he might try to harass you with his dash, but if you know his range, it's not too hard to predict when he's gonna do it. Then you can bait his Q, throw your own Q on yourself so that it lands on him as he jumps on you, and slap an E on him that silenced as he is he won't be able to dodge. Auto him a couple times while he walks away. Overall you should be doing similar amounts of damage to eachother, but your mana longevity vastly surpasses his, giving you the upper hand.
Also keep in mind that he's melee - abuse your Voidlings! If he wants to farm consistently he is gonna be forced to come close enough for them to take a poke at him. It doesn't seem like much of an advantage, but it really adds up to quite a bit of damage in the end. If the Voidling is on it's latest stage, don't be afraid to tag him with your Visions - he won't be happy about it.
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Posted 4/13/2012 6:54:47 PMi registered just to thank you. my elo? laughable, it doesnt exist. mostly i play dominion. I am 39 and have 4 young kids no time to devote to really learning the smallest details i need to get to the next level. mal was my newwest favorite. i tried this build and played with these strategies and now i can pown on 5v5 as well as i do in dominion. thanks a lot!