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Malphite, Shard of the Monolith
+ Show Spoiler [Patch Notes] +
V1.0.0.123:
Brutal Strikes: mana cost reduced to 50/55/60/65/70 from 55/60/65/70/75.
Ground Slam:
Mana cost reduced to 50/55/60/65/70 from 60/65/70/75/80.
Radius of AoE increased to 400 from 350.
Fixed a bug where Unstoppable Force sometimes failed to pass through Crystallize, Pillar of Filth, and Cataclysm.
V1.0.0.118:
Granite Shield: recharge rate reduced to 10 seconds from 12.
V1.0.0.113:
Granite Shield reactivation timer upon taking damage increased to 12 seconds from 8.
Ground Slam armor scaling decreased to 50% from 70%.
V1.0.0.107:
Seismic Shard:
Slow and haste changed to 14/17/20/23/26% from 10/15/20/25/30%.
Cast range reduced to 625 from 700.
Ground Slam mana cost increased to 60/65/70/75/80 from 60.
V1.0.0.106:
Seismic Shard damage reduced to 70/120/170/220/270 from 80/135/190/245/300.
V1.0.0.105:
Fixed a bug with Ground Slam where it broke through Spell Shields and still affected the target.
V1.0.0.104:
Magic resistance per level increased to 1.25 from 0.
Fixed a bug where Ground Slam would go through spell shields.
Unstoppable Force:
Fixed a bug where the stun wouldn’t last long enough.
Now stuns for 1.5 seconds up from 1 second at all ranks.
V1.0.0.103:
Seismic Shard cooldown reduced to 8 from 10.
Unstoppable Force cooldown reduced to 130/115/100 from 140/125/110.
Fixed a bug with Ground Slam causing it to look like it had shorter range than it actually did.
V1.0.0.100:
Unstoppable Force can no longer be cast while rooted.
V1.0.0.99:
Seismic Shard:
Cooldown reduced to 10 seconds from 12 seconds.
Duration of the slow reduced to 4 seconds from 5 seconds.
Mana cost reduced to 70/75/80/85/90 from 80/90/100/110/120.
Brutal Strikes:
Changed the active effect to increase Malphite's armor and damage by 20/25/30/35/40% instead of increasing his damage by 30/40/50/60/70%.
Cooldown reduced to 16 seconds from 20 seconds.
Fixed a bug where the cleave percent would take double the amount of bonus attack damage.
Passive cleave percent increased to 30/38/46/54/62% from 30/35/40/45/50%.
The cleave passive will no longer proc while hitting towers.
Ground Slam:
Mana cost reduced to 60 at all ranks from 60/70/80/90/100.
Updated the tooltip to display how much bonus damage Ground Slam gains from armor.
Unstoppable Force is now unstoppable and cannot be interrupted by disables.
Granite Shield:
The shield now recharges after 8 seconds instead of 10 seconds.
The shield will now automatically restore to full after 8 seconds of not being hit. Previously it would not replenish until a new shield activated.
Fixed a bug where the shield particle would not appear for a second after the shield activated.
Fixed a bug where the shield strength would not update after buying a health item until a new shield activated.
Updated recommended items.
V1.0.0.85:
Stats:
Attack range increased to 125 from 100.
Base movement speed increased to 310 from 300.
Fixed a bug with Unstoppable Force where it was sometimes uncastable while Malphite was at low health.
V1.0.0.79:
Updated recommended items to better account for his passive.
V1.0.0.72:
Unstoppable Force animation improved.
V1.0.0.70:
Unstoppable Force no longer affects Baron Nashor.
V1.0.0.63:
Base armor increased to 16 from 7.
Removed cast animation for Brutal Strikes.
V1.0.0.61:
Stats:
Base Armor reduced to 7 from 20.
Armor per Level increased to 3.75 from 3.
Ground Slam:
Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80.
Attack speed reduction modified to 30/35/40/45/50% from 20/30/40/50/60%.
V1.0.0.52:
Seismic Shard now steals the amount of movement speed that the target has lost instead of increasing Malphite’s movement speed by the equivalent percentage lost.
Unstoppable Force:
Stun duration reduced to 1.5/1.75/2 from 1.5/2/2.5.
Cooldown increased to 140/120/100 from 120/100/80.
V0.9.25.34:
Updated secondary / critical strike animations.
V0.9.25.21:
Changed Malphite's Ability Hotkeys.
Seismic Shard Range reduced to 700 from 790.
Obduracy Cooldown Increased to 20 from 16.
Unstoppable Force:
Updated Area of Effect to sync up with indicator.
Cooldown increased to 120/100/80 from 105/90/75.
Range reduced to 1000 from 1300.
Land Slide Armor to Damage Ratio increased to 70% from 50%.
V0.9.22.16: Added
Ground Slam: Malphite slams the ground sending out a shockwave that deals damage based on his armor and reduces the attack speed of enemies for 4 seconds.
Seismic Shard: Using his primal elemental magic, Malphite sends a shard of earth through the ground at his foe, dealing damage and stealing movement speed for 6 seconds.
Brutal Strikes: Active: Malphite's damage is increased by a large %. Passive: Malphite's attacks deal damage to units around his target.
Unstoppable Force (Ultimate): Malphite ferociously charges to a location, damage enemies and knocking them into the air when he reaches that location.
Granite Shield (Innate): Malphite summons a shield of rock that absorbs 10% of his maximum health. If Malphite has not been hit, this effect will recharge after 10 seconds.
Brutal Strikes: mana cost reduced to 50/55/60/65/70 from 55/60/65/70/75.
Ground Slam:
Mana cost reduced to 50/55/60/65/70 from 60/65/70/75/80.
Radius of AoE increased to 400 from 350.
Fixed a bug where Unstoppable Force sometimes failed to pass through Crystallize, Pillar of Filth, and Cataclysm.
V1.0.0.118:
Granite Shield: recharge rate reduced to 10 seconds from 12.
V1.0.0.113:
Granite Shield reactivation timer upon taking damage increased to 12 seconds from 8.
Ground Slam armor scaling decreased to 50% from 70%.
V1.0.0.107:
Seismic Shard:
Slow and haste changed to 14/17/20/23/26% from 10/15/20/25/30%.
Cast range reduced to 625 from 700.
Ground Slam mana cost increased to 60/65/70/75/80 from 60.
V1.0.0.106:
Seismic Shard damage reduced to 70/120/170/220/270 from 80/135/190/245/300.
V1.0.0.105:
Fixed a bug with Ground Slam where it broke through Spell Shields and still affected the target.
V1.0.0.104:
Magic resistance per level increased to 1.25 from 0.
Fixed a bug where Ground Slam would go through spell shields.
Unstoppable Force:
Fixed a bug where the stun wouldn’t last long enough.
Now stuns for 1.5 seconds up from 1 second at all ranks.
V1.0.0.103:
Seismic Shard cooldown reduced to 8 from 10.
Unstoppable Force cooldown reduced to 130/115/100 from 140/125/110.
Fixed a bug with Ground Slam causing it to look like it had shorter range than it actually did.
V1.0.0.100:
Unstoppable Force can no longer be cast while rooted.
V1.0.0.99:
Seismic Shard:
Cooldown reduced to 10 seconds from 12 seconds.
Duration of the slow reduced to 4 seconds from 5 seconds.
Mana cost reduced to 70/75/80/85/90 from 80/90/100/110/120.
Brutal Strikes:
Changed the active effect to increase Malphite's armor and damage by 20/25/30/35/40% instead of increasing his damage by 30/40/50/60/70%.
Cooldown reduced to 16 seconds from 20 seconds.
Fixed a bug where the cleave percent would take double the amount of bonus attack damage.
Passive cleave percent increased to 30/38/46/54/62% from 30/35/40/45/50%.
The cleave passive will no longer proc while hitting towers.
Ground Slam:
Mana cost reduced to 60 at all ranks from 60/70/80/90/100.
Updated the tooltip to display how much bonus damage Ground Slam gains from armor.
Unstoppable Force is now unstoppable and cannot be interrupted by disables.
Granite Shield:
The shield now recharges after 8 seconds instead of 10 seconds.
The shield will now automatically restore to full after 8 seconds of not being hit. Previously it would not replenish until a new shield activated.
Fixed a bug where the shield particle would not appear for a second after the shield activated.
Fixed a bug where the shield strength would not update after buying a health item until a new shield activated.
Updated recommended items.
V1.0.0.85:
Stats:
Attack range increased to 125 from 100.
Base movement speed increased to 310 from 300.
Fixed a bug with Unstoppable Force where it was sometimes uncastable while Malphite was at low health.
V1.0.0.79:
Updated recommended items to better account for his passive.
V1.0.0.72:
Unstoppable Force animation improved.
V1.0.0.70:
Unstoppable Force no longer affects Baron Nashor.
V1.0.0.63:
Base armor increased to 16 from 7.
Removed cast animation for Brutal Strikes.
V1.0.0.61:
Stats:
Base Armor reduced to 7 from 20.
Armor per Level increased to 3.75 from 3.
Ground Slam:
Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80.
Attack speed reduction modified to 30/35/40/45/50% from 20/30/40/50/60%.
V1.0.0.52:
Seismic Shard now steals the amount of movement speed that the target has lost instead of increasing Malphite’s movement speed by the equivalent percentage lost.
Unstoppable Force:
Stun duration reduced to 1.5/1.75/2 from 1.5/2/2.5.
Cooldown increased to 140/120/100 from 120/100/80.
V0.9.25.34:
Updated secondary / critical strike animations.
V0.9.25.21:
Changed Malphite's Ability Hotkeys.
Seismic Shard Range reduced to 700 from 790.
Obduracy Cooldown Increased to 20 from 16.
Unstoppable Force:
Updated Area of Effect to sync up with indicator.
Cooldown increased to 120/100/80 from 105/90/75.
Range reduced to 1000 from 1300.
Land Slide Armor to Damage Ratio increased to 70% from 50%.
V0.9.22.16: Added
Ground Slam: Malphite slams the ground sending out a shockwave that deals damage based on his armor and reduces the attack speed of enemies for 4 seconds.
Seismic Shard: Using his primal elemental magic, Malphite sends a shard of earth through the ground at his foe, dealing damage and stealing movement speed for 6 seconds.
Brutal Strikes: Active: Malphite's damage is increased by a large %. Passive: Malphite's attacks deal damage to units around his target.
Unstoppable Force (Ultimate): Malphite ferociously charges to a location, damage enemies and knocking them into the air when he reaches that location.
Granite Shield (Innate): Malphite summons a shield of rock that absorbs 10% of his maximum health. If Malphite has not been hit, this effect will recharge after 10 seconds.
+ Show Spoiler [Stats] +
Damage 56.3 (+3.375 / per level)
Health 423 (+82 / per level)
Mana 215 (+40 / per level)
Move Speed 310
Armor 13 (+3.75 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 1.49 (+0.11 / per level)
Mana Regen 1.28 (+0.11 / per level)
Health 423 (+82 / per level)
Mana 215 (+40 / per level)
Move Speed 310
Armor 13 (+3.75 / per level)
Spell Block 30 (+1.25 / per level)
Health Regen 1.49 (+0.11 / per level)
Mana Regen 1.28 (+0.11 / per level)
First Impressions
Malphite is a confused sort of champ. Riot claims that he's a "fighter" and not a "tank" but he's a wonky fighter. In my experience he lacks the DPS potential of Garen, Jax, Olaf, etc. He lacks the AP scaling of Cho'Gath, Mordekaiser, Vladmir, etc. And his skills don't have the ability to isolate threats like Blitzcrank, Poppy, Singed, etc. Indeed, despite Riot's classification, I'm convinced that Malphite is a tank -- except he cannot heal his teammates or reduce incoming damage to teammates, or taunt.... like all the other tanks can. As a result, Malphite makes a wanting tank. Don't expect a low health AD hero to stick around and kill your opponents, since you can do very little to protect them. About the only things Malphite does well is initiate, harass, and chase. Because Malphite's role most closely resembles some bastard union of Alistar and Warwick, and because his most recent nerfs have limited his lane presence, Malphite has fallen out of favor. Until he's buffed again, we must make due with what we have.
Abilities
Granite Shield (Passive): 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 10 seconds, this effect recharges.
Malphite's passive is the core reason he can lane at all. Although it scales with HP, and therefore gets better towards the lategame, the time it's most useful is during the early and mid game, while you're still laning. Still, the extra 10% health is always welcome and keeps you from being a favored target of poke damage.
Seismic Shard (Q):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.
Cooldown: 8 seconds
Range: 625
This is Malphite's nuke and should be used to poke your opponents in lane. Since it simultaneously slows your opponent and speeds you up it's quite easy to cast and run away. It can potentially build into a zoning tool if your target doesn't have health regen and you're relentless with it. Beyond the laning phase of the game, it'll be relegated to a chasing and escaping aide.
Brutal Strikes (W) (Passive): Malphite's attacks splash, dealing a percentage of his attack damage to nearby enemies.
Splash radius from target: 250 (estimate)
Splash Damage: 30 / 38 / 46 / 54 / 62 %
(Active): Increases Malphite's armor and attack damage for 6 seconds.
Cooldown: 16 seconds
Were it not for this ability's synergy with ground slam, I'd consider it more a hindrance than a help. If you have this skill and you're attacking a tower with creep help (ignoring your opponent) there's the potential that the splash will hit the enemy champ and suddenly the tower is targeting you. Which is fucking dumb. You can't turn off the splash, either. It's active is good enough, though, that you shouldn't put this ability off entirely.
Ground Slam (E):Malphite slams the ground, sending out a shock wave around him that deals magic damage based on his armor and reduces the attack speed of enemies for 4 seconds.
Cooldown: 8 seconds
Radius of AoE: 400
This is your best teamfight and farming skill and it synergizes with Malphite's ultimate as well as any armor he is wearing.
Unstoppable Force (R): Malphite ferociously charges to a location, damaging enemies in a small range, knocking them into the air, and stunning them for 1.5 seconds. Malphite cannot be interrupted during his charge.
Cost: 100 mana
Range: 1,000
This is Malphite's initiation skill. The damage isn't bad, but neither is it exceptional. It has an impressive AP gain (1.0), but in my experience Malphite doesn't have room for enough AP items to make this matter. Unstoppable Force, thankfully, has a pretty short cooldown so you can use it in situations other than teamfights and it'll usually be back up in time to use it when you need it.
Masteries
9/0/21.
Runes
Thanks to NeoIllusions & Mogwai
Quints -No more than 1x Magic Penetration and any combination of Flat HP, Movespeed, Armor and MRes
Mark -Magic Penetration
Seals -Flat Armor -or- Flat Mp5
Glyphs -Magic Resist per LvL
With 1 Magic Pen. Quint and Sorc Shoes, Malphite's abilities will do true damage to any Mage or AD carry that hasn't specced Mres or bought MR items. Mogwai councils that Flat HP Quints are the failsafe option.
Summoner Spells
Flash and Ignite/Teleport. You will likely run out of mana if you're forced to spam Q. Doran's ring kinda-sorta covers your mp regen needs in a comfortable lane. Bluepill&Teleport for fountain regen, or moderate your use of Q until level 5 (the latter is preferred). Clarity is an unconventional option depending on your mana needs.
Ability Order
In general: Q, E, Q, E, Q, R, -R>Q>E>W. However, if you're in a 1v2 lane or a 2v2 lane versus a stronger champ combo, pump E rather than Q so that you can protect your tower. If you're getting crushed in lane you won't need Q, anyway. Get W when you need it. It's perfectly safe to wait until level 13, but it is part of your initiation combo (W->R->E->Q) and if you're superstitious, it's unlucky. When trying to decide when to get W, ask yourself if the utility of the active is more useful than another level of E or Q.
Items
Start:
Doran's Ring --I've tried multiple mp regen options (including Clarity) and Ring is the bare minimum you can get away with. Your Q spam frequency will determine what you'll need. If you really want to cast Q every cooldown, running Clarity and Doran's Shield is a potential option that I've used with success, tho it's not a popular option.
Mogwai advises: "Dring is good but not the only option. You can opt for regen pendant and back for an early philosopher's stone to handle mana in lane. You can also opt for sapphire crystal + 2 pots and build into catalyst ASAP before progressing to boots + sunfire. Also, and I know I'll get flamed for this, Chalice of Harmony is probably really underrated as an early game option on Malphite (yes, I went there). I think it's worth trying Meki -> Chalice out a few times to see how an early chalice affects your lane presence, especially vs. Mages where the 30 MR counts for a lot."
Core:
Mercury Treads/Sorcerers Boots, Sunfire Cape. --Sorc Boots for more burst damage. Merc Treads are sometimes unavoidable. Sunfire Cape is to assist in farming, and the health and armor synergize with Malphite's skills. Build Sunfire and Sorc Boots according to need.. You're dominating lane? Sorc for continual damage. Giant's Belt first if you need the HP. Chain Vest first if you're facing an AD hero.
Optional items I've found useful:
Randuin's Omen-- It's synergies with your initiation combo are undeniable.
Frozen Heart-- Entirely viable alternative to Randuin's Omen, with a lot more CDR and Mana.
Aegis of the Legion-- It's aura will make you a bit more useful to your team after you use your initiation combo.
Force of Nature-- Most AP lineups will demand you buy this before Randuin's Omen or Frozen Heart. Banshee's Veil may be a better option.
Banshee Veil-- If you built a catalyst earlygame, this is an alternative to Force of Nature.
Abyssal Scepter-- Because of its MR and its synergies with Sunfire and Sorc boots, this probably represents the best option for Malphite when building AP.
Playstyle by NeoIllusions
Play Malphite as a early lane dominator. If you spec mana regen runes, you can spam Q more often. If Flat Armor, you'll need to conserve mana until levels 3-5 where Q can actually do more damage. Zone while your Shield is up, step into the brush when it's down, and of course last-hit as often as possible.
At level 6, you should be able to kill if you have been harassing with your Q from levels 3-5. If the enemy is half life or less, open Q first. If enemy Flashes, you respond likewise. R, E and Q again, finish with Ignite. You have to be aware of enemy summoner spells at all times. Having an enemy Flash out of your ulti is devastating to your lane dominance. This is why you open with Q, instead of straight ulti.
Clarity is unorthodox but I say it's acceptable. I mean more Q's during laning phase. However, understand that you'll end up forcing the enemy to back to base more often and this reduces your chance at killing the enemy at level 6.
TL;DR
Flash/Ignite
9/0/21 for Sorcery and Intelligence. 9/21/0 for Sorcery and better tanking.
Red -Magic Penetration
Blue -Magic Resist per LvL
Yellow -Flat Armor -or- Flat Mp5
Quint - Flat HP
Q, E, Q, E, Q, R,
R > Q > E > W
Doran's Ring, Merctreads/Sorcboots, Sunfire Cape -> whatever.
+ Show Spoiler [changelog] +
Aug. 9 2011 -- Updated guide to reflect recent patch.