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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. + 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) 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.
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No to Clarity, Doran's Ring should be opener, not shield for dat Q spam. Also he does not need swiftness due to MS increase from Q.
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Clarity is terrible on any champ ever, so definitely don't run it. I haven't played malph in ages so not sure how is mana regen is, mp5 yellows are definitely an option. Run flash+exhaust/tele/ignite instead.
I don't think there's any point of getting an early level of W either in lane, it just reduces your early game burst. I'd probably open regrowth->philo into pure tank items for passive lanes or doran's ring when you think you can get an early kill. Boots for malph depend on the other team, mercs if you need the tenacity, sorc shoes if you don't and want more burst. Core is sunfire+boots into mresist or more armour items.
I used to play a lot of malph, but haven't touched him in ages as he offers very little to a team. He's basically a burst hero who tanks some damage after, but you are just better off with an ap hero or a tanky dps instead. Also, he has a really hard time solo laning against a lot of heroes now.
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Malphite nerfed so bad now D: hes pretty shitty compared to like every solo top laner now. You can jungle him I guess but hes super reliant on blue and there are so many better junglers....
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Thanks for the fast criticisms. Some discussion: I don't use clarity on any other hero but I find it needed on Malphite unless I want to buy mana regen, which doesn't benefit on his lategame role. Exhaust doubles up his Q's role. Tele is nice utility, if philostone opener turns out to be the smart way to play Malphite I'd happily replace Clarity with it. Ignite... meh.
Doran's ring won't help Q spam. You could use it occasionally, but spam? Doran's ring on its own makes you passive. Mp5 yellows is the same as giving yourself -13 armor, but if it makes Philostone opening ok, mmmm... I dunno. You don't really need the hp regen on philostone, right? Are there other cheap mp regen items I'm not thinking of? How about Mana Manipulator? You could turn it into Soul Shroud later on.
I mentioned that W can be delayed as long as you like.
Boots of swiftness makes Malphite as fast as Master Yi w/ Boots2 (no ult) which helps him catch up enough to most champ so you can land a Seismic Shard. I guess I could get better at popping out of the fog of war.... How much do Sorc shoes help his burst exactly? Can you explain?
Thanks again guys.
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Sorc shoes give magic pen which is awesome when combined with the 9 in offensive masteries. It makes your Q hurt like a mofo to any non-tanky champ in lane. I love opening Dring 'cause the bonus AP makes Q hurt more and the mp/5 is pretty good and lets you be more aggressive with Q harass. I never go mp/5 seals. A Dring should be enough. If not, get a philo.
Personally, I never get W until there's nothing else. The reason is because a faster maxed E means you can start farming like a boss much earlier. Also, even just 1 level in W will make you push lanes, which you don't want. If the lane is pushed to your favor, you have a much easier time zoning them with Q harass.
Malphite used to be OP 'cause of his Q and sometimes Q-E harass and his passive and his ult. With his passive nerf, he's much less powerful because champs can actually retaliate and tanks are on the way out. His harass is still pretty painful tho.
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Just tried Doran's ring/sorc boots/sunfirecape with Flash/Teleport. Tried to play the same way I did with clarity and had to fountain for mana twice per teleport (for those math majors out there, that's one time too many, lol). Also didn't get W til level 9 and that felt right (edited OP to reflect). Was 1v1 top vs Xin Zhao and zoned him while I had mana but was useless without mana. Game ended in a 20 minute surrender (yay victory) with me 3-0-3 but I felt cramped for mana. I'll try spamming less and see how comfortable it feels. If anyone leaves advice on builds or playstyle tonight I'll try and test it and update OP when things click.
Edit: Game 2 with ring/sorc flash/tele = Was 1v1 mid (teammates picked bad mids) vs a truly horrible ashe with doran's blade. Walked all over her, and since she wasn't regenning like Xin I felt no need to spam to zone her so all was well. 16-3-15 40 minute game where I got to buy Wit's end and Hextech Gunblade after I finished my Randuins. I really can't tell if I'm cool with Ring's regen with 2 rolfstomps as my evidence, but seems like the majority of folk in this thread approve of Ring, so changing the build.
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I actually have no problem with going fast cata like maokai. There is a very good chance you will be building a bv anyway, and cata is just a really good laning item.
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fotm from like February still works fine. saph crystal->cata->sorcs->sunfire/banshees flash+ignite solo lane q>e>w qeqeqr
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United States37500 Posts
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United States37500 Posts
Ho kay, so excuse my shit post previously but Tadzio made an excellent thread for a champion we didn't have up yet so I want to help a bro out a bit.
A few patches ago, Bryden7 brought Malphite into the limelight. This was the patch where Gragas (as well as Irelia to a degree) was utterly godly with Locket. Gragas and Malphite were common ranked bans then. After the following patch where Locket was removed, Gragas fell into oblivion until Shushei brought him back to FotM status once again after DH. Malphite on the other hand hasn't changed. He's simply fell out of favor on the NA server.
While WW is a superior laner up top due to his life steal, Malphite is still an excellent solo laner due to his passive. You simply have to lane a bit more passively whenever your shield is down.
Masteries 9/21/0 Summoner Skills Flash/Ignite Runes Magic Pen, Flat Armor or Mp5/L, Scaling MR, Magic Pen Quints (HP also acceptable). Skills QEQEQR, R > Q > E > W
Open Ring, Boots, Sunfire <=> Sorc Boots (build Sunfire and Sorc Boots accordingly. You're dominating lane? Sorc for continual damage. Belt first if you need the HP. Chain Vest if you're facing a DPS). From there, build defensively based on the enemy team. Build Armor item as a preference since your E does scale off Armor. Sunfire and Frozen Heart is an excellent combo. You have two of the highest Armor items, HP, Mana, CDR and a sick aura that will affect the enemy DPS for sure.
If you need MR, your choice of Banshee, FoN or both.
AP items isn't a bad choice but select wisely. Rylai's feels like overkill since Q is already an excellent slow. RoA or Void Staff are decent choices for mid/late game.
Play Malphite early as a lane dominator. If you spec mana regen runes, you can spam Q more often. 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 late 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. Ulti, E Q again, finish with Ignite. You have to be aware of enemy summoners at all time. 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.
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Tadzio, you'll find you won't be mana starved if you don't start your Q-harass-spam until level 5, where it becomes mana-cost-efficient. if you use Q at levels 1-4 more than once or twice or to escape a gank, you'll be short on mana. but once you get rank 3 Q, you'll be doing ample damage for your mana and it will only take 3-5 Qs to get someone low enough to ult-E-ignite for the kill
sorc boots are great on champs that have magic damage but don't scale well with AP or don't build AP. malphite falls into the latter.
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OP updated with Neo's advice. Thanks for the explanation on when Sorc boots are useful, gtrsrs :D
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I used to enjoy Malph until discowered Cow. Cow's W/Flash + Q mimics Malph's R , but on way less CD. Meanwhile Cow can still build AP and stay alive with R , while even with good scaling on malphs R (1:1) he canot exactly afford to build Ap to perform as teams tank/initiator.
Same story when compare Malph to Mumu ... IMO mumu has way more utility in teamfight while building full tank.
Sumary : Malph is decent/fun character , but suffers from same problem many LOL characters have - there are always some other characters who are just better overall. PS: Picked up Malph again (since hes 50% off 4eva thnx to Riot) just to have fun with his R dives
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On June 23 2011 17:08 NightWalks wrote: Sumary : Malph is decent/fun character , but suffers from same problem many LOL characters have - there are always some other characters who are just better overall.
Malph is fantastic as an anti-ranged DPS (or to an extent tanky DPS too, most tankies don't use ASPD). His issue is (was?) that ranged DPS is relatively rare these days.
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ok, so I'm just gonna run down some things I disagree with in the guide, do with it what you will.
Skills: W only at level 13. Never delay your burst for it IMHO. Whole point of early -> midgame malphite is to blow people up, it's pretty analogous to advocating Annie grabbing her E before level 13... yes it provides some minor utility, but it sets back your effectiveness at doing your real job and thus is a decision that should only be made when you REALLY need that extra bit of utility.
Quints: MPen Quints come at a high opportunity cost and don't give you a whole hell of a lot. If you're OCD about stuff, you can run 1 MPen quint so that you can hit 30 MPen with Sorc Shoes to deal true damage vs. ranged/mage opponents without any MRes specced, but you honestly probably will do better to run some combination of Flat HP, Movespeed, Armor and MRes. Due to his passive shield, you kinda can't go wrong with just sticking to Flat HP, but those other options all have their merits.
Seals: If you're getting mana regen, get flat. You only really spam in lane, where you need the early regen more than the late regen, so go flat rather than scaling if you're doing that.
9/21/0 is fine, but there's a lot of merit to speccing your masteries like a caster with 9/0/21. In your discussion, you point to sorcery being the big draw of early offensive tree, but Archaeic Mastery is actually the main draw, as 0.75% CDR/mastery point isn't terribly efficient on it's own (see: Intelligence in the utility tree at 2% CDR/mastery point). Utility gives you a lot, mana regen, movespeed, CDR, gold/10, summoner spell CDR, it's all very useful on Malphite, and I think I would recommend 9/0/21 over 9/21/0 for the most part.
Items: 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 (this was the bryden7 build btw). 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.
From there, you basically got the core right with sunfire + appropriate boots. Throw a heart of gold in pre-sunfire if you're not feeling pressured to rush Sunfire for it's power and think you'll want a Randuin's later. If you went cata, aim for banshee's when needed. IMO abyssal scepter is the #1 AP option on Malphite. It synergizes with sunfire + sorc shoes to cover opponents speccing low non-zero amounts of MRes (Mercs only or an ally with Aegis for example) for enhancing your damage output while also providing hefty MR. Frozen Heart and Randuin's are both very good, as is Aegis. Force of Nature is situationally good, but I wouldn't think of using it regularly on Malphite. I would never consider thornmail, and QSS would be super duper rare on Malphite since it's rare that you'll be a worthwhile target for anything useful that it cleanses. Rylai's is an awful idea that is straight up out performed by RoA on Malphite, and I consider RoA a worse use of Catalyst than Banshee's Veil in roughly 95% of situations. Void staff is alright if everyone's stacking MRes, but I usually just care about blowing squishies up, so unless their carries are also sitting at over 100 MRes, I'll usually opt for Abyssal.
So I guess: Core: Sunfire Good Options: Aegis, Randuin's, Banshee's, Frozen Heart (feel free sit on just Glacial for awhile if appropriate), Abyssal Scepter Sometimes Options: FoN, Void Staff Super Rare Options: QSS, RoA Never Options: Everything else
I've also seen random crap when a Malphite gets super fed where he'll grab a Triforce or a Bloodrazor to put more sustained offensive pressure out in teamfights but this is only something to do when you keep accidentally getting a ton of kills instead of your teammates and you need to pick up DPS slack.
Summoner's: Flash/Ignite 99% of the time. Flash needed to Initiate as well as possible, Ignite needed to wtfbbqburst rape someone in lane.
That's what I got on Malphite.
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Malphite's W is not comparable to Annie's E because Annie's E is very good for stun fakes and setting up more stun procs during combat. Meanwhile Malph's W gives you basically nothing in lane (as opposed to jungle where it's quite necessary).
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I still cringe whenever I see an Annie popping her molten shield at level 8 -_-.
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United States37500 Posts
On June 25 2011 02:29 Southlight wrote: Malphite's W is not comparable to Annie's E because Annie's E is very good for stun fakes and setting up more stun procs during combat. Meanwhile Malph's W gives you basically nothing in lane (as opposed to jungle where it's quite necessary).
dunt lie, E sux. QWQWQ all the way. ;p
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On June 25 2011 02:33 NeoIllusions wrote:Show nested quote +On June 25 2011 02:29 Southlight wrote: Malphite's W is not comparable to Annie's E because Annie's E is very good for stun fakes and setting up more stun procs during combat. Meanwhile Malph's W gives you basically nothing in lane (as opposed to jungle where it's quite necessary). dunt lie, E sux. QWQWQ all the way. ;p
And then whiff dat R, Neo style.
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United States37500 Posts
I have some loving words for you on Skype.
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updated OP to conform to the Champion Thread Template
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So I totally started playing Malph on my alt account because I wanted to play a rediculous champion and I found out something. Malphite RAPES noobs. If you can be pretty diligent about last hitting, it's really easy to harass your opponent out of the lane and get really farmed. A really farmed malphite does surprisingly well.
I've been rushing Trinity instead of the standard sunfire cape route, and I've been htinking of trying it in a ranked game or two. He's admitidely not the best at controling a teamfight, but he can be pretty powerful. With the bruiser metagame, I think it might have some success. Are there any highish elo players who play malphite a bit?
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On August 31 2011 16:45 Arisen wrote: So I totally started playing Malph on my alt account because I wanted to play a rediculous champion and I found out something. Malphite RAPES noobs. If you can be pretty diligent about last hitting, it's really easy to harass your opponent out of the lane and get really farmed. A really farmed malphite does surprisingly well.
I've been rushing Trinity instead of the standard sunfire cape route, and I've been htinking of trying it in a ranked game or two. He's admitidely not the best at controling a teamfight, but he can be pretty popular. With the bruiser metagame, I think it might have some success. Are there any highish elo players who play malphite a bit?
Ulti is too long of a cd , im 2.2k + and i have 300 games in which ive seen malphite only once. He was solo top , rushed deathcap and sheen. Instant killed people early to mid game with his ulti/ignite combo but late game it lost them the game because he was completely useless.
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His ult is still the second best initiating skill in the game but his skillset is too radically anti-ranged DPS for him to be effective anymore.
There is essentially no reason to be playing him over Rammus and Amumu, both of whom do what he does, but with more flexibility.
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On August 31 2011 17:07 Southlight wrote: His ult is still the second best initiating skill in the game...
Whose would you consider first, mumu?
I don't know, I think he's definitely not the best tank, I don't think that anyone is going to argue about that, but I think he fills a different roll than Amumu as a "bruiser" sort of champion. I think that Jarvan is probably more comperable to Malphite in terms of his role in a team as a walking initiator that does decent damage. Jarvan obviously is probably a better bruiser tank because of his team utility through banner BUT on a slightly tankier team, I think malphite might be a good choice.
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On August 31 2011 17:24 Arisen wrote:Show nested quote +On August 31 2011 17:07 Southlight wrote: His ult is still the second best initiating skill in the game... Whose would you consider first, mumu? I don't know, I think he's definitely not the best tank, I don't think that anyone is going to argue about that, but I think he fills a different roll than Amumu as a "bruiser" sort of champion. I think that Jarvan is probably more comperable to Malphite in terms of his role in a team as a walking initiator that does decent damage. Jarvan obviously is probably a better bruiser tank because of his team utility through banner BUT on a slightly tankier team, I think malphite might be a good choice.
Ashe obviously , i started playing ~3 months ago and it was just at the time alistar was buffed. So i always used to check alistar is maplhite on steroids.
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New Zealand4445 Posts
I'm having difficulty dredging through the past two GD threads for the bits'n'bobbins of Malphite discussion that have cropped up in light of his recent buffs as well as the S2 mastery/summoner changes - has anyone witnessed any compelling Malphite play as either a solo top bruiser, support bot, or jungler?
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I'll preface this by saying I'm a horrible noob playing against other horrible noobs, but I was playing him lots before the buff and thought he was fine solo top, now i think he's pretty great top or jungle.
I build him pretty much pure tank after philo / HoG but pre level 10 or 12 ish he can still be pretty terrifying. After that his damage falls right off obv but you can become pretty invincible, initiate like a boss and really mess up the enemy's AD carry(s).
Plus he's like twice as fun to play as every other champion imho.
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AP MALPHITE
YEAAAAAAAAAAAH!! ULT -> E -> Q
No but it doesn't work in a serious game ofc, but saw this AP malphite in one game it was HILARIOUS! He'll do his combo and turn right into a golden statue, funniest shit ever.
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On November 20 2011 22:05 evanthebouncy! wrote: AP MALPHITE
YEAAAAAAAAAAAH!! ULT -> E -> Q
No but it doesn't work in a serious game ofc, but saw this AP malphite in one game it was HILARIOUS! He'll do his combo and turn right into a golden statue, funniest shit ever.
AP and Armor. What more could you want in a Malphite item? Also malphite's statue is too OP.
Its sad though what state malphite is in atm. He was my first main, and I hardly play him now because he's so underwhelming. His ult is pretty nifty, but that's not enough of a reason to play him
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DPS Malphite. Now you hardcounter melee dps AND ranged dps thanks to your -aspd, %+armor and %+damage. I'm pretty sure nothing can 1v1 you with Randuins PD BT.
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New Zealand4445 Posts
On November 20 2011 19:00 Haasts wrote: I'm having difficulty dredging through the past two GD threads for the bits'n'bobbins of Malphite discussion that have cropped up in light of his recent buffs as well as the S2 mastery/summoner changes - has anyone witnessed any compelling Malphite play as either a solo top bruiser, support bot, or jungler?
Ha, not long after posting this, I saw some compelling Malphite play by Empire's Darien playing solo top Malphite in their third game against SK at the IEM Kiev qualifiers - seems to have gone double Doran's Ring + Sorc Shoes before transitioning to tank items with Sunfire Cape & Warmogs. There's a clip of him on YouTube of him exploding Ocelote's Xerath, and you can watch the game at http://de.twitch.tv/esltv_studio2/b/300439704 from 1:20ish onwards.
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I've seen some people go triforce -> atmogs, no freaking clue if it works well. Still kinda sad about the nerf of his passive 6-7 months ago
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Malphite used to be nice because people liked to solo with champs like Ashe who you could just spam Q on. Seems like he'll get pushed around by the popular ones nowadays (Riven etc).
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with the perma-ban on Rammus, what do you guys think about Malphite as a pick for a tanky jungler? I ran a few custom games on him in the jungle, and his clears are easy and fast now. Malphite has two AOE attacks for camps, a decent cc nuke, and an excellent ulti for ganking. Your thoughts?
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On December 08 2011 11:34 broz0rs wrote: with the perma-ban on Rammus, what do you guys think about Malphite as a pick for a tanky jungler? I ran a few custom games on him in the jungle, and his clears are easy and fast now. Malphite has two AOE attacks for camps, a decent cc nuke, and an excellent ulti for ganking. Your thoughts?
I went like wit end -> atmogs and pretty good if you hit late game. His problem is the early game isn't that good but he's pretty best late game. His w with 200 ad is hilarious in team fights.
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United States37500 Posts
On December 08 2011 11:34 broz0rs wrote: with the perma-ban on Rammus, what do you guys think about Malphite as a pick for a tanky jungler? I ran a few custom games on him in the jungle, and his clears are easy and fast now. Malphite has two AOE attacks for camps, a decent cc nuke, and an excellent ulti for ganking. Your thoughts?
In the current jungle, Malph is a legit pick. I go Frozen Heart as first big item.
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On December 08 2011 11:54 NeoIllusions wrote:Show nested quote +On December 08 2011 11:34 broz0rs wrote: with the perma-ban on Rammus, what do you guys think about Malphite as a pick for a tanky jungler? I ran a few custom games on him in the jungle, and his clears are easy and fast now. Malphite has two AOE attacks for camps, a decent cc nuke, and an excellent ulti for ganking. Your thoughts? In the current jungle, Malph is a legit pick. I go Frozen Heart as first big item.
How do you play in the late game? Do you just Initiate with ult + glue yourself to their AD?
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United States37500 Posts
On December 08 2011 12:02 Alzadar wrote:Show nested quote +On December 08 2011 11:54 NeoIllusions wrote:On December 08 2011 11:34 broz0rs wrote: with the perma-ban on Rammus, what do you guys think about Malphite as a pick for a tanky jungler? I ran a few custom games on him in the jungle, and his clears are easy and fast now. Malphite has two AOE attacks for camps, a decent cc nuke, and an excellent ulti for ganking. Your thoughts? In the current jungle, Malph is a legit pick. I go Frozen Heart as first big item. How do you play in the late game? Do you just Initiate with ult + glue yourself to their AD?
Ashe Ulti, Amumu, Malph Ulti. Probably the best initiators in the game.
And yes, stick to their squishies after you lead in. EQ ensure their AD can't move and can't attack.
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Does anyone have mana problems as Malphite? I find I run pretty low even with a Philo opening.
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On December 08 2011 16:24 Alzadar wrote: Does anyone have mana problems as Malphite? I find I run pretty low even with a Philo opening. His early game mana is pretty fucking low, what i've done is only use Q when the opponent is getting a little too close for comfort. And use W to help farm (low mana cost allows almost constant use when CD is down). E is nice for farming in mid-game.
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What masteries do you guys run for Malphite?
21 in Defense seems pretty much like a given, but then the other 9 could go into Offense (MPen or ArPen?) or Utility (Mana, Buff duration).
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On December 08 2011 17:03 Alzadar wrote: What masteries do you guys run for Malphite?
21 in Defense seems pretty much like a given, but then the other 9 could go into Offense (MPen or ArPen?) or Utility (Mana, Buff duration). His damage output isn't enough to justify offense tree. The Utility tree on the other hand allow for more sustainable lane.
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imo you should be playing him as jungle now. his clear is pretty fast and his lvl 6 ganks are insane.
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Is this guy making a comeback or what? Been seeing him more and more.
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Yeah, I think so. I've seen a lot of Malphite after his buff. Dude is a prick too, each one I play against seems to wreck my team.
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Malphite is one of the better junglers right now. He clears quickly, has good ganks (Q now applies red buff) and is a strong counter to AD.
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What are the optimal runes for running him in jungle? I run a lot of armor and open regrowth ->philo into HoG usually, and my armor is usally covered until mid game w/ mostly runes. Is there a better way to do it?
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United States37500 Posts
Quints: Armor Marks: Pen of some kind Seals: Flat Armor Glyphs: MR/Level
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You could probably open boots+3pot; I've been doing that on pretty much all my junglers except mao. Jungle is pretty weak now. I usually grab a hog if I'm poor or just straight up belt for warmogs. just constantly farm your jungle unless a gank opportunity opens up. With red buff, your Q, and your ult if you have it, you have a shitton of cc.
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I like having philo after my first trip back, and if get a successful gank at my horrid elo, I can usually grab my HoG and my philo stone on my first trip. I was running armor reds pre nerf, I suppose they're probably a waste at this point. Does armor pen or magic pen work better in his red slot? Is it item dependant, or should I focus on which one is a faster jungle?
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I'm starting to really like Malphite as jungler. Malphite can open with vamp scepter and clear pretty easily. Start with W to utilize the passive, while sustaining with auto attacks. R>E>Q>W. 21/9/0 is just too good for junglers. I also like him as AD. Wriggles, boots2, then Randuins. I'm still testing to see if I should buy an Aegis after boots, or replace Randuins with Frozen Heart.
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Yeah, really enjoying Malphite now.
Doran's Shield - Boots - Philosopher's Stone - Heart of Gold - Warmog's Armour - Randuin's Omen - Force of Nature OR Abyssal Scepter depending on how much of an AP threat they have - Reverie, Frozen Heart
Basically you're an invincible initiation machine and a walking 75% attack speed debuff + a strong slow. Fun as hell, although you do no damage.
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I know not many people play dominion here on TL, but Malph is a top pick there imo. The attack speed debuff shuts down so many other popular picks.
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How do you guys play malphite these days? I used to have a blast playing him, but I haven't really tried him out in months, especially after all the jungle changes and random buffs/nerfs.
How would one go about jungling Malphy these days? Any solid builds someone could link me to? Thanks!
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ult doods then hump an AD's leg so he can't attack/run
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On December 11 2011 01:28 Haemonculus wrote: How do you guys play malphite these days? I used to have a blast playing him, but I haven't really tried him out in months, especially after all the jungle changes and random buffs/nerfs.
How would one go about jungling Malphy these days? Any solid builds someone could link me to? Thanks!
I play malphite in 17XX ELO i play him as a jungler, start regen pendant=>philo+boots=>Build what ever is need to counter enemy team from there...
Start at wolfs, Blue, wraiths, golems, red, wraiths, wolfs=> should be lvl 4 now, u can either shop or go and gank with red+Q, cleans are quite fast, not the fastest but fast enough also your ult is awesome =P
I run AS reds, ArPen Quins, Armor Yellows, CDR Blues, faster jungle, better spawming of skills, some armor just for fun ^^
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What sort of skill order for jungling? I'd imagine like 1 point in W to start, (for the bonus armor/AD/splash), then max E with a few points in Q to gank?
Or open E to spam to clear jungle faster?
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On December 11 2011 04:26 Haemonculus wrote: What sort of skill order for jungling? I'd imagine like 1 point in W to start, (for the bonus armor/AD/splash), then max E with a few points in Q to gank?
Or open E to spam to clear jungle faster? i usually go ewqe(if level 3 gank get q if not get e) and max e then q
e clears really fast and sicne the new jungle is about speed you need it more, w's cleave is nice but it isnt all that much damage
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I probably do it sub optimally but I never saw the point of philo. Apen or mpen reds (apen for faster jungling, mpen for stronger ganks), flat armor yellows, mres blues, flat armor quints (but i think you could probably live with mspd quints too). I go eweq then R>E>W>Q. Usually I don't get Q until 4 because it's unlikely I'll be ganking before then but if the situation arises. I max W over Q because with new red buff you don't need that many points in Q to slow someone down enough to kill them or make 'em burn summoners, especially if you're ulti is up. Whereas W not only gives faster clear, but it's a nice steroid for your AD and armor. Although after thinking about it, Q max before W is probably better for more damage.
For items, I open boots+3 'cause 3 pots is all you need to stay alive and boots make your ganks scarier. Grab a fast HoG. Then I go warmogs. From there I build according to enemy team. Atmas/Randuins/FH for armor, FoN/Abyssal for magic resist, Triforce/Abyssal if I want to hit harder. BT if I'm super fed and rolling the other team/trolling.
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On December 11 2011 02:21 checo wrote:Show nested quote +On December 11 2011 01:28 Haemonculus wrote: How do you guys play malphite these days? I used to have a blast playing him, but I haven't really tried him out in months, especially after all the jungle changes and random buffs/nerfs.
How would one go about jungling Malphy these days? Any solid builds someone could link me to? Thanks! I play malphite in 17XX ELO i play him as a jungler, start regen pendant=>philo+boots=>Build what ever is need to counter enemy team from there... Start at wolfs, Blue, wraiths, golems, red, wraiths, wolfs=> should be lvl 4 now, u can either shop or go and gank with red+Q, cleans are quite fast, not the fastest but fast enough also your ult is awesome =P I run AS reds, ArPen Quins, Armor Yellows, CDR Blues, faster jungle, better spawming of skills, some armor just for fun ^^
I saw that you started at wolves and was interested in trying this path then going to solo blue also. It's 10 seconds slower than just starting at blue in the first place sadly.
I can see maybe kill one of the wolves in the camp then head to get blue, then finishing off the wolf camp could be faster.
I start with a cloth armor +3 health pots-4 health pots, If I know I may be ganking at level 4 or not.
Start at blue, go wolves, wraiths, red, golems, then wraiths for level 4, if you finish at wolves you can go back for your claw for even faster jungling. if you goto wraiths you can gank mid, if I finish at wolves I look to see if top needs help. Attack Sped Runes are always for a faster jungle, but I prefer magic pen for a more solid gank. Everything else is the same, I use 3 quints in health.
If you go cloth + 3 health pots you can afford a ward when you go back and get claw for faster jungling. If you go 4+ pots you will have a safer jungle.
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On December 11 2011 06:29 GertHeart wrote:Show nested quote +On December 11 2011 02:21 checo wrote:On December 11 2011 01:28 Haemonculus wrote: How do you guys play malphite these days? I used to have a blast playing him, but I haven't really tried him out in months, especially after all the jungle changes and random buffs/nerfs.
How would one go about jungling Malphy these days? Any solid builds someone could link me to? Thanks! I play malphite in 17XX ELO i play him as a jungler, start regen pendant=>philo+boots=>Build what ever is need to counter enemy team from there... Start at wolfs, Blue, wraiths, golems, red, wraiths, wolfs=> should be lvl 4 now, u can either shop or go and gank with red+Q, cleans are quite fast, not the fastest but fast enough also your ult is awesome =P I run AS reds, ArPen Quins, Armor Yellows, CDR Blues, faster jungle, better spawming of skills, some armor just for fun ^^ I saw that you started at wolves and was interested in trying this path then going to solo blue also. It's 10 seconds slower than just starting at blue in the first place sadly. I can see maybe kill one of the wolves in the camp then head to get blue, then finishing off the wolf camp could be faster. . no yeah when people say wolves->blue they usualy mean get help with wolves (you personally aggro wolves but use team to get damage on them) and then get a leash on blue at 155, regardless of how many wolves you've managed to kill
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On December 11 2011 20:06 SpiritoftheTunA wrote:Show nested quote +On December 11 2011 06:29 GertHeart wrote:On December 11 2011 02:21 checo wrote:On December 11 2011 01:28 Haemonculus wrote: How do you guys play malphite these days? I used to have a blast playing him, but I haven't really tried him out in months, especially after all the jungle changes and random buffs/nerfs.
How would one go about jungling Malphy these days? Any solid builds someone could link me to? Thanks! I play malphite in 17XX ELO i play him as a jungler, start regen pendant=>philo+boots=>Build what ever is need to counter enemy team from there... Start at wolfs, Blue, wraiths, golems, red, wraiths, wolfs=> should be lvl 4 now, u can either shop or go and gank with red+Q, cleans are quite fast, not the fastest but fast enough also your ult is awesome =P I run AS reds, ArPen Quins, Armor Yellows, CDR Blues, faster jungle, better spawming of skills, some armor just for fun ^^ I saw that you started at wolves and was interested in trying this path then going to solo blue also. It's 10 seconds slower than just starting at blue in the first place sadly. I can see maybe kill one of the wolves in the camp then head to get blue, then finishing off the wolf camp could be faster. . no yeah when people say wolves->blue they usualy mean get help with wolves (you personally aggro wolves but use team to get damage on them) and then get a leash on blue at 155, regardless of how many wolves you've managed to kill Always kill all the wolves. if your teammates are late to lane, it's their fault for not damaging wolves more. but killing the wolves asap makes them respawn faster, which is non-trivial.
Jungle Malphite is a boss right now, love doing philo->HoG-> retarded tanky shit with him.
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I'll leave you without a leash / with a weak leash for spending all day on wolves and not going to blue by 1:55 and I'm not the only one. Keep that in mind.
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I asked you to help damage wolves and then you'll hang me out to dry on blue? real fucking teammate.
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On December 14 2011 03:39 Mogwai wrote:Show nested quote +On December 11 2011 20:06 SpiritoftheTunA wrote:On December 11 2011 06:29 GertHeart wrote:On December 11 2011 02:21 checo wrote:On December 11 2011 01:28 Haemonculus wrote: How do you guys play malphite these days? I used to have a blast playing him, but I haven't really tried him out in months, especially after all the jungle changes and random buffs/nerfs.
How would one go about jungling Malphy these days? Any solid builds someone could link me to? Thanks! I play malphite in 17XX ELO i play him as a jungler, start regen pendant=>philo+boots=>Build what ever is need to counter enemy team from there... Start at wolfs, Blue, wraiths, golems, red, wraiths, wolfs=> should be lvl 4 now, u can either shop or go and gank with red+Q, cleans are quite fast, not the fastest but fast enough also your ult is awesome =P I run AS reds, ArPen Quins, Armor Yellows, CDR Blues, faster jungle, better spawming of skills, some armor just for fun ^^ I saw that you started at wolves and was interested in trying this path then going to solo blue also. It's 10 seconds slower than just starting at blue in the first place sadly. I can see maybe kill one of the wolves in the camp then head to get blue, then finishing off the wolf camp could be faster. . no yeah when people say wolves->blue they usualy mean get help with wolves (you personally aggro wolves but use team to get damage on them) and then get a leash on blue at 155, regardless of how many wolves you've managed to kill Always kill all the wolves. if your teammates are late to lane, it's their fault for not damaging wolves more. but killing the wolves asap makes them respawn faster, which is non-trivial. Jungle Malphite is a boss right now, love doing philo->HoG-> retarded tanky shit with him.
eh with the jungle changes I think it's totally trivial. there is no way you can go clear the other side of the jungle before the wolves respawn now anyways.
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On December 14 2011 03:47 Craton wrote: I'll leave you without a leash / with a weak leash for spending all day on wolves and not going to blue by 1:55 and I'm not the only one. Keep that in mind.
i love when players do this it gives me a reason to never gank their lanes you'd rather gimp a teammate who has a CRITICAL role in the earlygame just for that extra 1, maybe 2 creeps of experience rather than a 20 second faster jungle? ok, since you obviously don't need your teammates' help, enjoy winning your lane by yourself
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If you take them first though it lets you do shit like wolves -> blue -> gank closest lane -> wolves -> red side jungle or wolves -> blue -> wraiths -> small gols -> buy philo -> wraiths -> red -> small gols which lets your wolves bank up a bit.
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Does anyone build madred's on malph? I saw snoopeh or dan dinh do it (he was pretty drunk at the time though...) but everyone's talking about philo. I imagine your biggest bottleneck is mana not speed early on?
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On December 14 2011 04:09 mordek wrote: Does anyone build madred's on malph? I saw snoopeh or dan dinh do it (he was pretty drunk at the time though...) but everyone's talking about philo. I imagine your biggest bottleneck is mana not speed early on? Malphite has good enough base attack speed and bottlenecks hard enough on buff monsters that I understand why you'd go madred's (exactly like rammus tbh) but I feel like it's mostly an artifact from the old jungle. Nowadays I just feel so much better with double gold/10 than going madred's on all the AoE junglers.
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Is philo really necessary? You don't really have mana issues with blue and I prefer to just go hog and then straight for warmogs or w/e big item I'm getting.
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On December 14 2011 03:54 gtrsrs wrote:Show nested quote +On December 14 2011 03:47 Craton wrote: I'll leave you without a leash / with a weak leash for spending all day on wolves and not going to blue by 1:55 and I'm not the only one. Keep that in mind. i love when players do this it gives me a reason to never gank their lanes you'd rather gimp a teammate who has a CRITICAL role in the earlygame just for that extra 1, maybe 2 creeps of experience rather than a 20 second faster jungle? ok, since you obviously don't need your teammates' help, enjoy winning your lane by yourself You can cry about it all you'd like, but it doesn't change the fact that it will happen because people would rather not start their lane at a disadvantage because you couldn't be bothered to stop afk auto attacking wolves.
If you don't understand solo queue psychology, you are doomed to failure.
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On December 14 2011 05:49 Craton wrote:Show nested quote +On December 14 2011 03:54 gtrsrs wrote:On December 14 2011 03:47 Craton wrote: I'll leave you without a leash / with a weak leash for spending all day on wolves and not going to blue by 1:55 and I'm not the only one. Keep that in mind. i love when players do this it gives me a reason to never gank their lanes you'd rather gimp a teammate who has a CRITICAL role in the earlygame just for that extra 1, maybe 2 creeps of experience rather than a 20 second faster jungle? ok, since you obviously don't need your teammates' help, enjoy winning your lane by yourself You can cry about it all you'd like, but it doesn't change the fact that it will happen because people would rather not start their lane at a disadvantage because you couldn't be bothered to stop afk auto attacking wolves. If you don't understand solo queue psychology, you are doomed to failure.
i do understand solo queue psychology, which is why i prefer arranged play aka how the game is supposed to be played
when i play with SG they not only leash blue for me but even stay a whole extra 2-3 seconds so that i can clear it as quickly as possible. good players understand that letting me finish my blue 10 seconds early means i can steal enemy wraiths before they even get there, which not only puts me further ahead, but puts the enemy further behind. good players realize that by slowing down the enemy rammus, i've allowed them to put more pressure on their lane because hey, he's level 2 going into red buff and is gonna have to choose to go to golems or get too low on red to be able to gank. good players realize that 2-3 seconds helping me can be enough to flat out win their lane for them because there will be no more jungle pressure
but, you're right, solo queue players are usually "me first, now is the only time that matters" people so...
and likewise, when i play solo queue in a role that isn't jungle, i do whatever the jungler asks. if he wants me to walk back and leash blue at 2:10 i'll do it. whatever helps him get in his groove so i can rely on him later is a valuable investment. conversely, when i'm jungling and i describe exactly what i need ("dps wolves after i hit, then leash blue, plz don't take exp, ty!") and no one responds and they just sit at their towers, i already know i'm playing with people who refuse to communicate. why take that kind of player to late game. that's when i just afk at blue until someone leashes it for me. rather a 20 minute loss than a 50 minute game where they never communicate and do their own thing for an hour
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If you're dicking around on wolves to kill the entire camp as malphite because "your team didn't damage them enough," you aren't going to get to blue until probably 2:10+, which puts mid behind half a wave in the lane and is obviously a lot more wasted time than two seconds. Sidelanes can afford to stay slightly longer than mid because they have an additional 10 seconds of travel time to work with.
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It always baffles me when I see any jungler start blue without doing wolves first (or wraiths in some specific cases). Why sit on your hands for 15 seconds when you and your team could be doing something useful?
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On December 14 2011 05:14 Ryuu314 wrote: Is philo really necessary? You don't really have mana issues with blue and I prefer to just go hog and then straight for warmogs or w/e big item I'm getting.
Eh, unless you're taking the 2nd blue (and I feel you really shouldn't be), I don't see how you can manage to keep up your mana unless you're going at a sub-optimal speed through the jungle or backing after every clear. My mana will run tight after a full clear + gank, and I run a handful of mp5 runes on top of Philo.
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On December 14 2011 05:14 Ryuu314 wrote: Is philo really necessary? You don't really have mana issues with blue and I prefer to just go hog and then straight for warmogs or w/e big item I'm getting. If the game goes over 30 minutes, you'll regret not buying it. And yea, I give up my blues starting at 2nd.
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What are peoples thoughts behind the new Apen/mpen runes, if you go tforce malphite for his insane mid game damage. Then just getting standard tank items. They add up to 15 apen and 8.52 mpen.
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I don't built triforce Malphite ever, but I guess if you were going for it, it makes some sense. I'ma stick to my ArPen Marks and Armor Quints though.
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On December 14 2011 07:09 Mogwai wrote: I don't built triforce Malphite ever, but I guess if you were going for it, it makes some sense. I'ma stick to my ArPen Marks and Armor Quints though. do you get any damage items on malph then? cause without triforce of other dmg stuff you basically have 1 spell rotation and then you're more or less ignorable.
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On December 14 2011 07:26 Ryuu314 wrote:Show nested quote +On December 14 2011 07:09 Mogwai wrote: I don't built triforce Malphite ever, but I guess if you were going for it, it makes some sense. I'ma stick to my ArPen Marks and Armor Quints though. do you get any damage items on malph then? cause without triforce of other dmg stuff you basically have 1 spell rotation and then you're more or less ignorable. I usually have Sunfire and Frozen Heart and just sit on their carry's face and E him on every CD to keep that attack speed in the fucking gutter. I dunno, it might be different for me if team comps were different than they are right now, but atm, I feel like teams are incredibly high damage and low durability, so I don't feel pressured to deal damage when I have something like kass and trynd as my solos and would rather just be an unkillable rockman up in their ranged carry's grill keeping them at 0.4 AS.
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Smash, you don't get Wriggles? It just seems like the ideal item for him during the first twenty minutes of the game.
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On December 14 2011 07:55 broz0rs wrote: Smash, you don't get Wriggles? It just seems like the ideal item for him during the first twenty minutes of the game. um... why? I just sit on their carry's face and mash E. he doesn't need it to jungle at all.
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On December 14 2011 08:01 Mogwai wrote:Show nested quote +On December 14 2011 07:55 broz0rs wrote: Smash, you don't get Wriggles? It just seems like the ideal item for him during the first twenty minutes of the game. um... why? I just sit on their carry's face and mash E. he doesn't need it to jungle at all.
You should consider wriggles, at least give it a try. You'd be surprised at how much faster the jungle is especially for malphite. Wrigglers with some boots takes off about a minute 20 seconds off jungling speed maybe more.
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I don't understand the point of wriggles when your cleave damage from w and ground slam will aoe kill all the creeps at once. Getting wriggle procs on one minion at a time is only noticeably useful on the buffs, but malph does enough damage anyway that it doesn't justify the 1600 price to me and delaying your godly tank items. The sustain from wriggles also seems unnecessary, as your passive will absorb most of the damage while the dshield (what I like to open on jungle malph) and philo stone will regen the rest to top you off again.
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On December 15 2011 13:35 GertHeart wrote:Show nested quote +On December 14 2011 08:01 Mogwai wrote:On December 14 2011 07:55 broz0rs wrote: Smash, you don't get Wriggles? It just seems like the ideal item for him during the first twenty minutes of the game. um... why? I just sit on their carry's face and mash E. he doesn't need it to jungle at all. You should consider wriggles, at least give it a try. You'd be surprised at how much faster the jungle is especially for malphite. Wrigglers with some boots takes off about a minute 20 seconds off jungling speed maybe more. Imo, with the new jungle you either go double gp/5 or wriggles. You don't go both. If you grab double gp/5 and wriggles you delay any real items for far too long unless you're hoggin lane farm all day. I mean, going double gp/5 and wriggles could probably work if you're trying to be 100% a support-role jungler but that's not going to work in solo q. I doubt it'd even work in arranged play since you're not gonna do damage, which may be okay, but you're also gonna be squishy as fuck.
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yeah, I think I'm convinced now double gp/5 is better than wriggles after a few games. lol
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It's just that most of your jungling speed comes from Ground Slam + Brutal Strikes, so Wriggle's wouldn't help that much. Malphite is slow to clear buffs but you can to start giving them away pretty early on so it's not really a big deal.
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Malphite does a pretty good amount of damage, not just from his abilities. Being a tank, you can often get quite a few number of auto attacks in, and having wriggles really helps malphite. It increases his damage on his E, and makes his auto attacks hit harder. Personally I'm indifferent to going the gp10 route, though I've done it before, I just feel I'm really weak in the mid games, as opposed to opening wriggles first.
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On February 10 2012 02:46 wei2coolman wrote: Malphite does a pretty good amount of damage, not just from his abilities. Being a tank, you can often get quite a few number of auto attacks in, and having wriggles really helps malphite. It increases his damage on his E, and makes his auto attacks hit harder. Personally I'm indifferent to going the gp10 route, though I've done it before, I just feel I'm really weak in the mid games, as opposed to opening wriggles first. instead of wriggle's you could spend that 1600 on glacial shroud and a ward and you'll be better off. at least IMO. I get the wriggle's appeal, I just happen to think you guys are just wrong.
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On February 10 2012 02:46 wei2coolman wrote: Malphite does a pretty good amount of damage, not just from his abilities. Being a tank, you can often get quite a few number of auto attacks in, and having wriggles really helps malphite. It increases his damage on his E, and makes his auto attacks hit harder. Personally I'm indifferent to going the gp10 route, though I've done it before, I just feel I'm really weak in the mid games, as opposed to opening wriggles first. if your problem is feeling weak in the midgame then getting a wriggles is not helping you lol.
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gp10 items are super strong on junglers, especially gank-heavy junglers. Even if you're going to build tanky DPS later (which can be really fun on Malphite thanks to his W) Wriggle's is a questionable choice unless you really need it for buff/dragon control.
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United States37500 Posts
Not all janglers need Wriggle's. In fact, it's a bad buy on some, like Rammus, Amumu, and Malphite.
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Idk how attack speed reductions stack, so should Malphite's E already lowering attack speed influence my decision to get a randuins or frozen heart? I've been following my general Maokai build of double gp5 -> situational defensive items (usually aegis, glacial shroud, or a negatron, or sometimes i skip this) -> shurelya's and randuins. Should I alter my build path?
So far, I've felt nearly useless pre-6 as a jungler. Was I just being needlessly afraid of ganking, or should I be trying to just farm or counter-jungle or something? I wanted to play Malphite mainly because he seemed better suited to my follow-the-enemy-AD carry style I use on Maokai, but his ganks don't seem nearly as strong.
Also, is top lane Malphite primarily a counter pick to attack speed-dependent champs like Tryndamere? When else would you pick him to lane?
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Attack speed reductions stack multiplicatively (with one exception). So Ground Slam + Randuin's Active + Frozen Heart = 74% AS Reduction (A 2.5s AS carry will drop to 0.65s AS). For reference, minimum attack speed is 0.2s.
The exception is Randuin's passive debuff. It subtracts 35% attack speed from the affected enemy before the multiplicative effects are taken into account.
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On February 10 2012 08:13 NeoIllusions wrote: Not all janglers need Wriggle's. In fact, it's a bad buy on some, like Rammus, Amumu, and Malphite.
I like wriggles on Rammus :3
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United States37500 Posts
On February 10 2012 09:16 GeneralStan wrote:Show nested quote +On February 10 2012 08:13 NeoIllusions wrote: Not all janglers need Wriggle's. In fact, it's a bad buy on some, like Rammus, Amumu, and Malphite. I like wriggles on Rammus :3
It's fun. :3 But hardly efficient. Stacking GP10 puts Moose ahead.
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It used to be good, but with new jungle, you don't have enough disposable income.
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I played Malphite for the first time in a long time today and noticed that his ult doesn't seem to knock up the whole targeting circle, only the center. Is this intentional or am I just missing by more than I think I am?
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you're missing by more than you think you are
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Hi, I'm a pretty noob player, < 20 games ever played, but Malphite is one of the free champions this week, and I gave him a try last night. Is the OP up-to-date?
Is he a good jungler character? I tried a non-jungling guide, it seemed to work pretty well. But the last few pages are discussion on him being a jungler.
Is he better as jungler or just regular tank? Which would you recommend I play him as? Thanks.
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He's much better as a solo top against a heavy AD lane like a Trynd. As a jungler, his clear speed is average and his ganks are subpar, decent with ult, but typically he doesn't leave the jungle strong enough to be a bully like he needs to be.
The OP looks a bit out of date. For jungling, I do 0/21/9 with flat armor yellows, mr/level blues, armor quints, and probably attack speed reds. You can probably use magic pen reds and move speed, hp5, or flat hp quints if that's all you have. The item section still works.
I don't lane Malphite, so can't help you there.
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He's fun to jungle, but I feel like maokai is a better choice there. You should probably play him mid or top.
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i'm debating playing him as an AP mid champ. Only problem is he goes through mana like it's nothing.
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His ap ratios are pretty bad, you just go tanky/spell pen/armour. Get like 3 dorans abyssal sunfire that's what alex ich does makes a lot of sense.
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Yeah it looks like it's just going to be a bad version of Galio.
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Your ulti is long range and instant, and it combines well with your E. Galio has skillshots and needs to be in the centre to ulti. Make's it easy to see coming.
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I find malphite to be a counter pick champ and less of a blind pick one. The only time i ever play malphite is to counter pick gangplank. I think there's better tops that can offer more to the team.
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malphite's a great counter pick to a lot of champs that rely on harass to win the lane. he not a great pick against sustainers like WW, Irelia, Yorick 'cause they tend to scale harder than him and can simply ignore him after a while. Malph is also a great pick against champs with weak early games who can't deal with his strong Q harass early on. I also like to pick him if the enemy team is running some janky AD-heavy team comp cause his E just wrecks auto-attackers like none other.
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I just grab a Malph if the enemy team has 2+ champs who love to autottack all day. If they run like Vayne+GP and a Shyv jungle they're completely fucked vs a Malph with Randuins in teamfights.
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You do you plan on slowing them all in a teamfight? They'll all be in different places. Randuins works lots of champions so it's just an additive thing. You can just pick lee sin and do the same thing and a hell of a lot more damage.
I'd get malphite versus a squishy team that feels his burst and then you sit on their AD carry after you burst with your attack speed slow. If you've used your combo and then start slowing their bruisers vayne can totally ignore you since you're a total non threat factor at least until your E is back on cD and she doesn't need to stand close to you.
Also a large amount of shyvanas damage if from her Q and W and E none of which are auto attack reliant. (The passives are, but it's only a percentage increase in uptime.)
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holy shit solo mid malphite is so funny. you can easily smash your lane (spam Q and win ez) and dunk people all day
get like an really abusive early game runepage mpen reds, flat reg yellows, ap/mpen quints, mres blues
get sorc boots really early, 2 dorans or philo and then abbysal scepter into sunfire into trinity
you do a billion damage, are unkillable, the enemy AP can't ever trade with you and you will do many dunkings.
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On February 16 2012 22:16 Slayer91 wrote: You do you plan on slowing them all in a teamfight? They'll all be in different places. Randuins works lots of champions so it's just an additive thing. You can just pick lee sin and do the same thing and a hell of a lot more damage.
I'd get malphite versus a squishy team that feels his burst and then you sit on their AD carry after you burst with your attack speed slow. If you've used your combo and then start slowing their bruisers vayne can totally ignore you since you're a total non threat factor at least until your E is back on cD and she doesn't need to stand close to you.
Also a large amount of shyvanas damage if from her Q and W and E none of which are auto attack reliant. (The passives are, but it's only a percentage increase in uptime.) Gonna have to disagree with you about the Lee comparison. The difference between getting on the opposing back line with Malphite and getting on the opposing back line with Lee Sin is pretty huge. Lee will do more damage, but he has to find a way to cut through the opposing front liners to apply his E to the ranged AD, whereas Malphite can just say "FUCK IT" and ult through a whole team, at which point peeling him off of your ranged AD is fucking impossible. Malphite can also put out a reasonable damage threat on 4-5 big ticket defensive items, whereas Lee puts out a higher damage threat, but needs to commit more slots to damage and thus is considerably easier to kill.
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Yeah actually I've been playing malphite a lot past week and I can feel the difference alright. The shorter CD on E is the real kicker that lets you build full tank and do decently damage wise.
I want to build sunfire but it just seems so weak compared to getting something like frozen or randuins or fon or shurelyas or abyssal.
I've been experimenting with chalice but I'm not convinced it's needed, but it's probably not an awful investment in the jungle where the sustain is always nice. You lose like 0 hp on malph because of passive, maybe I don't even need philo, philo too strong though, would probably rather get it over chalice if I had to choose.
I think people who stopped playing tanks forgot how much god damn damage they do to squishy champions.
Abyssal vs FoN (maybe banshee is good if you want cata for lane malph) seems to be the main question. Abyssal fits with the burst caster side of things but FoN lets you absorb all poke and stay alive in fights, whether that is worth it on malph I'm not sure. I'm a big force of nature fan at around 4th item so probably abyssal is better if I'm even considering it. (Could be bias from m5 triple dring abyssal sorc build.)
I actally am trying sorc boots on malph now as well, at least instead of tabi, seems goofy but it scales well with the damage on his E Q and R. (obviously in a situation where you need mercs you get em)
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I usually go philohog -> giant's belt -> Frozen Heart on Malphite. Then I weigh Sunfire vs. Warmog's and it's usually a question of whether they have 2 or 1 AP (if they have 2 AP and a magic damage jungler, I'm not picking Malphite). Against double AP, I get warmog's and get a FoN, if it's vs. 1 AP, I'll just get Sunfire and Abyssal. Then you get omen and gg.
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I've been doing the build I saw M5 running a while back. 2 Drings into Abyssal/Sunfire and/or other tanky items like FH, Omen, and FoN. I personally like getting drings instead of philo/hog since that gives you sufficient mana regen to spam your Q and a bit of ap is really nice too.
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I would get shurelyas and raduins instead of belt +frozen.
If they have lots of AP damage I wouldn't say malph is straight up a bad pick. You have initaite which vs no/1 tank teams can be pretty strong since your team can follow up on it easy and you can still annoy their AD carry. You'd probably want an abyssal against that team though. Maximize your burst while getting some extra MR/
Drings is fine on lane malph, we're talking jungle here.
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On February 24 2012 08:27 Slayer91 wrote: I would get shurelyas and raduins instead of belt +frozen.
If they have lots of AP damage I wouldn't say malph is straight up a bad pick. You have initaite which vs no/1 tank teams can be pretty strong since your team can follow up on it easy and you can still annoy their AD carry. You'd probably want an abyssal against that team though. Maximize your burst while getting some extra MR/
Drings is fine on lane malph, we're talking jungle here. oh. derp. that's what i get for not reading closely lol
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Initiate with R or use in the middle of a fight...?
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What does Alex run for runes/masteries on ap malph mid? And item builds?
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Let's say you need some more dps on your team, would a dps Malphite be viable, assuming something like: - standard start, philo->boots->HoG - getting to zeal/PD + atmas - endgame you're looking at shurelya/mercs/randuin's/atma's/PD/some MR item ? Randuin's+Shurelya give 900 bonus HP to fuel your atma's, and you're still quite tanky assuming tank runes, the PD and atma's giving AS, crit%, and your W complimenting your AD.
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Randuins Shurelyas gives you 660 bonus hp to fuel your atmas. PD atmas seems interesting, I tried trinity and wits end and it wasn't worth it.
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My chief concern with that build is the lack of MR. Not that you'd grab Malphite against a heavy AP team, but you shouldn't be waiting until you've finished boots + 4 items to think about MR. Unless the enemy AP got crushed you have a high risk of getting melted when you initiate.
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Ah, yes, I had the recipe price and the HP bonus confused for Shurelya, thank you.
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I recently started playing malphite, and I really want to know why he isn't a more popular pick for top. He can completely zone melee champs using pound and shield, his q can help him escape, he has one of the strongest ults in the game, he has an armor steroid. He completely shuts down ad carries (randuins+pound) while being able to get to them with not too much trouble. His ult can be used to get champs off your ad carry, initiate, escape, do beastly ganks.
I know he falls off late game compared to other champs top, but his presence early and mid game is so strong it seems that it's well worth it.
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On June 04 2012 13:22 Dark_Chill wrote: I recently started playing malphite, and I really want to know why he isn't a more popular pick for top. He can completely zone melee champs using pound and shield, his q can help him escape, he has one of the strongest ults in the game, he has an armor steroid. He completely shuts down ad carries (randuins+pound) while being able to get to them with not too much trouble. His ult can be used to get champs off your ad carry, initiate, escape, do beastly ganks.
I know he falls off late game compared to other champs top, but his presence early and mid game is so strong it seems that it's well worth it.
I am only ~1300 player, so take my opinion with a grain of salt, but Malph is one of my favorite tops so I have a lot of experiance with him against all the popular top champs.
The biggest problem with malphite is that you WILL push the wave. The passive on his W makes it impossible not to, sort of like Tristana. This makes him very suseptable to ganks. Admitedly, you are beefy as crap and can use your ult as an escape, but you still don't want to be pushed all the time. Unfortunately, unlike most tops who push well, Malphite doesn't really have much to do with his time while the enemy pushes the lane back. He can gank mid, but unless his ult is up, he probably is not going to have too much success. He is not super fast either, so counter jungling is not very effective.
Second biggest issue? He has little sustain and mediocre damage. It is very easy for another top to stop your passive shield from coming back if they know how it works. You have a little bit of burst (especially your ult), and your E even benifits from the armor you probably are building naturally up there. It is not enough though, you can't really disrupt any top with strong sustain. Once out of lane, he mostly just has very little damage.
The good parts about Malphite is he is damn near unkillable. Most tops are AD and Malphite likes building armor. You can farm by AAing the wave three times and then AOE all the creeps down if you can't afford to stay in the wave and trade damage and almost nobody out pushes Malphite. If Malphite is farming under his turret, it is probably because he wants to be there. He also has one of the strongest innitiates in the game with his ult. Once he ults in, it is also nearly impossible to keep him off the AD carry without burning a ton of CC.
Basically, Malphite only does well a tops who are sort of jack-of-all tradesy or kill lanes. He doesn't die. Sustain tops who just want to farm all day though? Malphite can't really stop them normally. Nasus is the most frustrating lane ever for Malphite because he can't stop the Nasus farm and Nasus is WAY scarier when properly farmed then Malphite is. He serves his purpose well enough in teamfights though. Basically, you can't first pick Malphite. He is way too easy to counter-pick. Even as a counter pick he is situational.
Not to mention Malphite rocks in the jungle and goes better there imo.
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Malph is so damn boring that's probably why he isn't picked as much.
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How can you call boring a champ that sits on the whole enemy team's faces, giving them the finger with a stern "No, I will not die"? Plus he's got that badass ult, with cc immunity included, for more "Only death can stop him" goodness.
More seriously, unless specific counterpicks ("Oh noes, they have Irelia top, Jax in the jungle and Vayne as an AD carry, how can we deal with so many AS-oriented champs?") or you just want to stack AoE cc, Maokai and Nautilus just do his job better in the jungle.
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The real issue is that Malphite pretty much has to be a counterpick or you leave them open to do something silly like farmwar you with someone who scales better or just counterpick you with someone like Kennen or Swain.
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New Zealand4445 Posts
MPen reds/quints and Q-maxing against people who can't do shit about it is pretty hilarious top-lane, but yeah, v.matchup-dependent. With the latest minor tweaks (a fraction more health per level, increased travel speed/less bugginess with his ult), I've had decent results in the jungle running Philo=>Chalice, Amumu/Maokai-style.
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New Zealand4445 Posts
On February 24 2012 06:41 Slayer91 wrote: Yeah actually I've been playing malphite a lot past week and I can feel the difference alright. The shorter CD on E is the real kicker that lets you build full tank and do decently damage wise.
I want to build sunfire but it just seems so weak compared to getting something like frozen or randuins or fon or shurelyas or abyssal.
I've been experimenting with chalice but I'm not convinced it's needed, but it's probably not an awful investment in the jungle where the sustain is always nice. You lose like 0 hp on malph because of passive, maybe I don't even need philo, philo too strong though, would probably rather get it over chalice if I had to choose.
I think people who stopped playing tanks forgot how much god damn damage they do to squishy champions.
Abyssal vs FoN (maybe banshee is good if you want cata for lane malph) seems to be the main question. Abyssal fits with the burst caster side of things but FoN lets you absorb all poke and stay alive in fights, whether that is worth it on malph I'm not sure. I'm a big force of nature fan at around 4th item so probably abyssal is better if I'm even considering it. (Could be bias from m5 triple dring abyssal sorc build.)
I actally am trying sorc boots on malph now as well, at least instead of tabi, seems goofy but it scales well with the damage on his E Q and R. (obviously in a situation where you need mercs you get em)
Hey Teut, you been playing any more Malph in the jungle? I lifted a page from yr Amumu play and have been running w/Philo=>Chalice=>Glacial=>Negatron then Reverie/Glacial/Abyssal as needed. I've mucked around with Philo=>HoG or HoG=>Chalice, but they don't quite fit.
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why no aegis on malphite? or is it just assuming the jungler/supports getting one? I always go aegis if my team isn't it just seems like everything malphite wants.
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On July 12 2012 01:10 SMD wrote: why no aegis on malphite? or is it just assuming the jungler/supports getting one? I always go aegis if my team isn't it just seems like everything malphite wants. Definitely. tops generally go for the dual gp10 and then the big money items. aegis is more for the low-farm roles.
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On June 05 2012 18:03 ZERG_RUSSIAN wrote: The real issue is that Malphite pretty much has to be a counterpick or you leave them open to do something silly like farmwar you with someone who scales better or just counterpick you with someone like Kennen or Swain.
I've actually had 0 problems with kennen and swain, versus swain at least top when he isn't getting blues you can get philo/chalice and you just out sustain him and similar story to kennen you just q run up to him e if he e's away then you back off and wait for next Q.
Vlad is the only real guy I've had problems vs as malph in top lane.
As for jungle I think skipping chalice is better and just going standardy philo hog glacial builds and spare your mana more.
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Malphite is a pretty classic counterpick to Kennen actually. Sit near creeps, throw Qs. Even like, 2 years ago I liked that matchup from the malphite side.
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On July 12 2012 02:28 Slayer91 wrote:Show nested quote +On June 05 2012 18:03 ZERG_RUSSIAN wrote: The real issue is that Malphite pretty much has to be a counterpick or you leave them open to do something silly like farmwar you with someone who scales better or just counterpick you with someone like Kennen or Swain. I've actually had 0 problems with kennen and swain, versus swain at least top when he isn't getting blues you can get philo/chalice and you just out sustain him and similar story to kennen you just q run up to him e if he e's away then you back off and wait for next Q. Vlad is the only real guy I've had problems vs as malph in top lane. As for jungle I think skipping chalice is better and just going standardy philo hog glacial builds and spare your mana more.
When I first started playing malph I thought vlad was really tough, but now I'm only really scared of rumble and yorick. Remember that vlad is really weak for the first few levels and use this to your advantage. This is actually one of the few matchups I get a doran's ring in. Usually go boots 4 -> dring -> philo -> abysall -> regular build. You can pretty much just spam Q on him, walk up with the move speed and auto + E and repeat. With the AP and regen from dring/philo, the matchup is really manageable.
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Perhaps, the games I played agianst vlad he always ended up getting fed early somehow and coming back with a revolver first back.
I'm never scared of rumble as anyone, but that's just me. I think it's a decent matchup for rumble but I don't understand how you are supposed to survive ganks past 6 with malph ult from miles away.
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On July 12 2012 03:34 Slayer91 wrote: Perhaps, the games I played agianst vlad he always ended up getting fed early somehow and coming back with a revolver first back.
I'm never scared of rumble as anyone, but that's just me. I think it's a decent matchup for rumble but I don't understand how you are supposed to survive ganks past 6 with malph ult from miles away.
Same thing can be said about Rumble's ult.
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Not really, also rumbles the one who's alwaying pushing.
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On July 12 2012 03:39 Slayer91 wrote: Not really, also rumbles the one who's alwaying pushing.
...why would rumble every push in that matchup unless he forced you back already?
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Because the only way he can win lane is by hitting you with q which pushes lane? Meanwhile you have free harass with Q and potential follow up with E if the lane is already pushed.
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On July 12 2012 03:49 Slayer91 wrote: Because the only way he can win lane is by hitting you with q which pushes lane? Meanwhile you have free harass with Q and potential follow up with E if the lane is already pushed.
Oh okay I thought you meant like auto'ing waves down and intentionally trying to push. Q'ing the wave down at early levels will definitely start pushing pretty quickly, but if you stand in that flamespitter you're gonna get zoned quickly. And as early as level 3 if you're ~50%, a good rumble will kill you with proper danger zone/overheat and ignite
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As soon as he starts flame spitter you just q him and run and you don't take much damage beyond losing your shield, lane will still push.
Never stand TOO close to rumble becaues you don't want him to be able to chase you to eat a full Q.
You shouldn't have to worry about going below 50%.
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What about Malphite vs Mordekaiser? I started with MR blues+quints and boots+3, he started boots+4, I could damage him early but I'd lose a lot of mana for it, and later he'd just annihilate a wave, pushing since I did stand aside to take less damage, and then he'd have full shield until he decided to withdraw so I couldn't damage him unless he was careless with his harass under tower. I lost a lot of cs as a result, but managed to do kinda fine since the rest of their comp was heavy on magic damage (Jax, Fizz, Tristana) so mercs+chalice wasn't a waste.
Should I have tried some AP on runes to damage him more in the first levels and try to force a back or zone him before I was oom, or called for early ganks, or is it simply a bad matchup for Malph (I ran 9-21-0 instead of 0-21-9, which I believe was an error, and got my jungler fed with frequent ganks, skarner+malph ults are killers, tho I died to commitment most of them—when he had ignite up—so he still got money out of it).
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Whenever I face AP as malphite I run flat mp5 yellows, scaling MR blues, flat MR quints and mpen reds. Either stack Dorans or rush RoA with Sorc boots. Second item being abyssal and then just 1 shot squishies.
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So to the people who've tested him on the PTR, how significant are the nerfs?
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For those who don't know, changes: + Show Spoiler +Malphite Ground Slam Attack Speed Slow Reduced to 3 seconds, from 4. Ground Slam Bonus Damage from Armor Reduced to 30%, from 50%. Ground Slam now scales with 0.2 AP (had no AP scaling before).
Dunno how they affect him but I'm sad for them, especially E which will nerf his jungle clear time by far Just started jungling Malph recently and he's a total beast. Regen1>Philo>Boots>HoG>rush FH>Mercs (or go Glacial>Mercs>FH if they're CC/AP heavy, but in that case you shouldn't have picked Malphite anyway)>Randuins>w/e, Shurelya or Guardian Angel or Aegis if nobody else got it work fine.
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Germany1872 Posts
I was advised by some guide to skill only Q and E on Malph, to not push the lane as heavy. Now, as malph does not hit like a rock, more like a pebble, i was never very keen on autoing my opponent anyway and the main problem with last hitting is not his attack speed but the low damage each swing does. So i was not very concerned with that. However, lately i had some matchups against for instance cho gath and he was merely tickeled by my harass, while i was merely oom by my harass. Are there matchups where i want to build a wits for example and skill w? How do i recognize them?
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Maybe build chalice, and or philo? Or just AFK farm because cho's passive is really strong against harassers.
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You really should never be putting points in W until you've maxed Q and E. The splash on W isn't very useful for you and only pushes your lane. While the armor amplification is nice, the damage amp isn't all that useful either since you won't be building much AD. Only time I'd ever consider putting more points in W before Q/E is if I'm jungling and even that's not a very good idea.
Against Cho, don't bother harassing if he can shrug off your harass. Just farm.
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I dont know if this has been posted and/or if I should be ashamed to post this, but I just found out that you cant use the ulti over these rocky cliffs. I dont know if this is the case for other ultimates as well (cait, noc) . There is just the sound of flash and he stays where he is, nothing happens.... as far as I know it works across trees though..
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So has anyone been playing Malph lately? He usually gets banned at my elo level (im ~1250 now) but when i get the chance to play him I do, usually top.
Still dont know what to build though, thats what I want to know. I usually got heart of gold (for a late randuin), but this was removed now. I assume sunfire cap into some mr (sv/abyssal) into some hp is best? What would the endgame look like? Boots-SunfireCap-SV-Abyssal-Frozen-GA/randuins/warmog? So basically no endgame, just initiation and survivability (plus minor utility with the -AS/-20mr aura)
Or get aegis/runic and skip abyssal?
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Does anyone beat this stupid rock in lane? I feel like the best you can do is stalemate the matchup and win through teamfights.
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On February 16 2013 03:19 zer0das wrote: Does anyone beat this stupid rock in lane? I feel like the best you can do is stalemate the matchup and win through teamfights. Rumble bodies him. Elise gives him a hard time. Ranged harassers in general give him a hard time. Anyone with consistent harass (You MUST poke him every 7-8 seconds so his shield doesn't refresh if you want damage to stick) can make him have a hard time farming, though it's a little hard to stick to him for all-ins because of his Q/E effects. However, if you can bully him, you can outfarm him pretty hard.
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not sure how to skill him. max Q or max E depending on opponent being range or melee?
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On February 16 2013 03:19 zer0das wrote: Does anyone beat this stupid rock in lane? I feel like the best you can do is stalemate the matchup and win through teamfights.
Besides Rumble, Nunu also does really well against him IME. Snowballs too stronk, Malph will run OOM if he tries to harass back while you can easily top up your health between pokes.
Cho is also a good pick against Malph. After a few levels I don't think Malph can make you leave lane at all, but you can force him out since you have much more sustain than he does. If he tries to stay near minions, Cho's E is a great way to reset Malph's passive.
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On February 16 2013 03:19 zer0das wrote: Does anyone beat this stupid rock in lane? I feel like the best you can do is stalemate the matchup and win through teamfights.
Imho malph is a really bad laner vs anything with sustain. I usually pick cho against him. I dont have Elise, but I guess this will work too. Malphs dps is really low and he doesnt have a lot of mana. I guess Nida, Yi, Akali, Kayle, Vladi or as mentioned nunu should own him
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I found Dyrus's top lane malphite build interesting against MRN last night. It wasn't so much about the lane build (he was 1v2 anyway and started with a Dorans Shield).
He basically rushed Frozen Heart with I think a giants belt. He then went for a second giants belt, finished the Warmogs, and then went 30 MP through guise and sorcerers shoes. I was like a reverse build that some loaners used to do when they rushed the mag pen for lane phase.
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I don't ever see Rumble beat Malphite. People must be playing vs shit Malphites as Rumble or good Rumbles as Malphite.
Elise wrecks him, Vlad can do well if played right.
Malphite is just a solid laner that is hard to push out of lane if played right.
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Rumble "beats" malphite but not hugely but he has no good answer to malphite ult + e + q with a jungle lane gank.
I remember laning against elise and doing OK, losing but not getting raped like I did with some other champs like jax.
Vlad is like rumble, except he's harder to gank but he has no shield so malphit ecan go double dorans rings and spell pen and do well against vlad.
honestly malphites biggest enemy is warmogs teams
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On February 17 2013 06:27 Slayer91 wrote: Rumble "beats" malphite but not hugely but he has no good answer to malphite ult + e + q with a jungle lane gank.
I remember laning against elise and doing OK, losing but not getting raped like I did with some other champs like jax.
Vlad is like rumble, except he's harder to gank but he has no shield so malphit ecan go double dorans rings and spell pen and do well against vlad.
honestly malphites biggest enemy is warmogs teams I dunno I feel like abyssal + guise Malphite shits on rumble pretty hard, I usually go flask when going up against rumble so i can spam Q.
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By the time abyssal and guise is finished laning phase is well over
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On February 17 2013 07:55 Slayer91 wrote: By the time abyssal and guise is finished laning phase is well over Yes and?
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that means your statement is irrelevant even if it is true if you're having trouble with rumble in lane and being denied cs you'r lucky to even have a guise
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I don't see how Rumble would be denying Malphite from CS'ing. If he turns Q on to harass, Malphite can Q and run while Rumble pushes the lane hard. Malphite then farms under tower. And the components of Abyssal and Guise are both good vs Rumble.
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you can't get 100% of cs at the tower, rumble can be pretty abusive like that
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unless you max E and W, instant wave clear
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Anyone using malph in the jungle right now? I find his clears are still pretty okay, and he still has that ult.
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I do occasionally. He's still fine, just really slow at clearing buff camps.
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Pootie too good!4331 Posts
Hey guys!! Looking for some updated Malphite help.
Masteries? Runes? The basics!
I have trouble CSing under tower because I don't have enough AD. Should I get the AD masteries going 9/21 or maybe go 0/21/9 and get AD marks? Really any tips tricks and help you can give would be much appreciated! I am quite the Silver V beginner.
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Malphite last hitting under tower is one of his bigger issues. You can get AD marks, perhaps, you can also press W which not only increases your AD, but you can also use the splash damage (though sometimes it hurts more than it helps, be intelligent, MECHANICS)
you can also try to not get pushed in too much. Against ranged champs you often just have to do your best if you want to get mpen marks and harass a lot with Q.
I was thinking of doing video commetaries, I might locally record some games with OBS and commentate them later im still a baddie but they might be useful since I have quite a bit of experience and knowledge
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Pootie too good!4331 Posts
On February 04 2015 05:53 Slayer91 wrote: Malphite last hitting under tower is one of his bigger issues. You can get AD marks, perhaps, you can also press W which not only increases your AD, but you can also use the splash damage (though sometimes it hurts more than it helps, be intelligent, MECHANICS)
you can also try to not get pushed in too much. Against ranged champs you often just have to do your best if you want to get mpen marks and harass a lot with Q.
I was thinking of doing video commetaries, I might locally record some games with OBS and commentate them later im still a baddie but they might be useful since I have quite a bit of experience and knowledge
Pleeeease do this! I would watch them. Also, I went 9/21 with the points in the AD tree and that was enough to cs under tower without having to get W.
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I think getting W early is almost always a bad idea. Maybe there are exception cases.
And I think AD reds and AP masteries would be better than AD masteries and mpen reds.
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Exception to Malphite getting w early is if you're facing all AD's. Then I max R>E>W>Q, because the added armor in teamfight phase is so usefull.
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Q damage and move leech is more useful I would say movement speed leech is incredibly strong for catching up to people which is the only way to use your E
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Is Q max vs ranged and E max vs melee still a thing? Also I personally like running AP Quints, but that might just be me being retarded. 9/21/0 with AP can also work imo, but depends on the matchup. With most Malphite builds I do I always find myself lacking HP compared to resists, any tips for that?
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Q max is normal against most people E is good for pushing and cheaper on mana but pushing isn't usually what you want
if you want HP you have to not go FH/Abyssal
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On February 04 2015 08:05 Slayer91 wrote: Q max is normal against most people E is good for pushing and cheaper on mana but pushing isn't usually what you want
if you want HP you have to not go FH/Abyssal I like E max vs melees cuz you get more damage per mana plus pushing isn't necessarily a bad thing. Also it is a lot better for trades vs say an Irelia.
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no point getting E if you can't trade well though, like against jax or something, its better to just harass with q irelia relies a lot of autos for damage but even then its not certain that taking q and harassing wont be better
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