Passive: Summon Voidling
: On every fourth ability use, Malzahar summons a voidling for 21 seconds. There is a one second cooldown after summoning a voidling where further spell casts will not increment the counter.
A voidling has 200 + (50 Ã— level) health and 20 + (5 Ã— level) + (100% bonus AD) attack damage. After 7 seconds, the voidling grows, gaining 50% increased armor and base attack damage. After 14 seconds, the voidling gains attack speed.
: 30 (45 after 7 seconds)
: 0.831 (1.496 after 14 seconds)
Voidlings prioritize their attacks on the target of Nether Grasp, then enemies suffering from the most recent Malefic Visions, then the target Malzahar is attacking.
These little bastards are what make this build. As stated before, they are granted a 1:1 ratio on AD as well as Armor Penetration. When stacking AD these suckers can clear waves for you and annihilate enemy champs who don't have a way to kite them or kill them efficiently. They are also the reason you want a lot of CDR in your build, as spamming abilities makes more voidlings, more voidlings=more damage, more damage=happy Malz.
Voidlings do have an auto targeting system built in, which was buffed just a few patches ago. They focus targets based on priority:
Victim of your
Victim of your MOST RECENT
Victim you are auto attacking.
In that order. If you are doing none of the above, then I hope you are dead or running back to your lane. Always be doing something!
Voidlings also gain buffs and grow visibly in size every 7 seconds after spawning. These buffs are as follows.
50% increased base armor and BASE attack damage (not bonus)
100% increased attack speed.
They transcend their mortal coil and rejoin the mothership.
Q: Call of the Void
: 80 / 90 / 100 / 110 / 120 mana
: Malzahar opens up two portals to the Void. After a short delay, power erupts from them, dealing magic damage and silencing all enemies caught between the portals.
TOTAL MAGIC DAMAGE
: 80 / 135 / 190 / 245 / 300 (+ 80% AP)
: 1.4 / 1.8 / 2.2 / 2.6 / 3
: 400 (estimate)
A 900 range nuke, that silences. That's about it. As AD Malz this damage is relatively low, but the silence is still extremely useful when being chased or interrupting channeled abilities. By level 13 this can do q chunk of decent damage to ranged minions, helping you clear them a bit quicker.
W: Null Zone
: 90 / 100 / 110 / 120 / 130 mana
: Malzahar creates a 500-diameter zone of negative energy for 5 seconds. Enemies that stand in the zone take magic damage every second equal to a percentage of their max health. Damage to monsters is capped.
MAGIC DAMAGE PER SECOND
: 4% / 5% / 6% / 7% / 8% (+1% per 100 AP) enemy's maximum health
: 20% / 25% / 30% / 35% / 40% (+1% per 20 AP) enemy's maximum health
MAXIMUM MONSTER DAMAGE
: 130 (est.)
As AP Malz, this ability is dangerous to be caught in with
. However as AD Malz, the damage is pretty low, and the mana cost is high. It's mainly used on waves of minions to help clear them a little quicker and to help spawn more voidlings, and charge your
. HOWEVER, that said, when you plan on engaging on someone and want to combo them with your ult, use this ability beneath them prior to using
as it does still do a small % based damage per tick. And every little bit of damage helps.
E: Malefic Visions
: 15 / 13 / 11 / 9 / 7
: 60 / 75 / 90 / 105 / 120 mana
: Target enemy takes magic damage over 4 seconds. If the target dies during this time, the target passes Malefic Visions to the closest enemy, refreshing the duration and restoring mana to Malzahar.
: 80 / 140 / 200 / 260 / 320 (+ 80% AP)
: 10 / 14 / 18 / 22 / 26
This is your bread and butter for poke. It does the most damage early and helps your minions focus on what to kill, helping you clear waves or poke down enemy champions. If you've never played Malz, then you'll be delighted to learn that when a target dies with this ability ticking on them, it transfers to another nearby enemy minion or champion at full duration. With a big enough wave you can have 2-3 of these going at the same time.
R: Nether Grasp
: 120 / 100 / 80
: 150 mana
: Malzahar channels an engulfing void of energy for up to 2.5 seconds, suppressing and dealing magic damage to a target enemy champion while the channel holds.
MAGIC DAMAGE PER SECOND
: 100 / 160 / 220 (+ 52% AP)
: 250 / 400 / 550 (+ 130% AP)
There's a little less emphasis on this ability as AD Malz than AP. It doesn't do insane amounts of unavoidable damage like with AP Malz. It's mostly used as a form of CC when you want your voidlings to be able to focus down your target, or help your allies jump on them as well. Don't be baited right when you hit level 6 to use this ability on a half HP opponent and think you will get the kill. They need to be something closer to 15-20% hp for this to be a threat. However, much later in the game, having 2-3 voidlings out and your ult up can mean certain death for most opponents without a whole heap of armor.