92%
votes
12
Dislike

MALZAHAR BUILD GUIDE: AD Malz for Bot Lane Dominion by Sazdek

by Sazdek (last updated over a year ago)

Featured270,990 Views 12 Comments
8
Greater Mark of Armor Penetration(+10.24 armor penetration)
1
Greater Mark of Critical Chance( +0.93% critical chance)
9
Greater Seal of Scaling Health( +9.72 health per level (174.96 at champion level 18))
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Armor Penetration(+7.68 armor penetration)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 2/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Summon Voidling
QCall of the Void
WNull Zone
EMalefic Visions
RNether Grasp
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 1/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 2/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Summon Voidling
QCall of the Void
WNull Zone
EMalefic Visions
RNether Grasp

Champion Matchups

Introduction

Greetings. I am Sazdek. Basically a nobody with a lot of time and a slight insanity for writing guides. This is the first of what is, hopefully, many Dominion guides. I aim for these guides to reach both new people wanting to try out The Crystal Scar, as well as veterans who wish to add a new champion to their roster. So lets get to it.

AD Malzahar
Aka
Holy shit nerf voidlings

This guide is aimed towards highlighting one of my favorite bot laners, Malzahar. But even more so, AD Malz. Now if you've never played Dominion or perhaps you're new to the scene, this may seem a bit trollish. Malz has no Ad scaling -abilities-, so why build him AD? Well, it's simple. His voidlings are granted a 1:1 ratio of his BONUS AD (not total). This damage is not reflected on the voidlings when you click them in-game, however the bonus is there...my god is it there. Also they do gain a 1:1 scaling of Malzahar's Armor penetration, making them that much more annoying. Furthermore, if you're new to Malzy, Voidlings gain buffs every 7 seconds after spawning (will be explained in detail in the skills section).

Malzahar does a couple very essential things as a bot laner in Dominion. First: he builds tanky while still doing high damage. Meaning he can build those items like and and gain a bit of tankiness as well as keeping his damage relevant. Second: he can push and farm lanes. His kills minions very quickly, which also force his voidlings to focus the victims of the DoT. and both have AoE potential (and poke potential depending on your enemy bot laner) for clearing minions quite quickly. Contrary to Summoner's Rift, pushing in Dominion is highly encouraged, as it puts pressure on your enemy bot laner to clear faster OR call for help.

However, our poor genie does have some flaws.
  • Mana. It can be an issue early on, but starting tear helps alleviate some of these problems. Also gaining relic control can help you stay in lane much longer. is also extremely cost efficient here and can save you more than you may realize.
  • No escapes. Malzahar's best method of escape is turning and trying to kill whomever he's facing as quickly as possible. He has no natural escapes. One may argue that you should take flash, however I will explain why we don't do this later.
  • Somewhat low poke range. This can be a bit of a pain at times. His cast range is 650. is 900 and is 800. Granted it's much longer than most AA ranges, but a lot of other casters have spells or gap closers that can bring you dangerously close to a forced engage.
  • Susceptible to ganks. This goes hand in hand with his No Escape flaw. The biggest counter to bot lane Malzahar (other than the dreaded lamp) is ganks. Map awareness actually counters this flaw, but you can't always be 100% aware of every enemy at all times while dueling or trying to push.

Masteries

[http://i1282.photobucket.com/albums/a540/SazdekGaming/Masteries9-21_zps19bd8f1f.png]

Very straightforward masteries. I go 9/21 for the added defense Malz needs in order to survive.

Offense
  • Summoner's Wrath The splash damage can help clear huge minion waves that have taken residence on your turret, as well as help hold off turret dives from multiple gankers.
  • Sorcery 3/4 Because Malz needs as much CDR as possible to create as many voidlings as possible.
  • Deadliness 4/4 It's not very much but the AD does add up. But most importantly this is necessary for...
  • Weapon Expertise 1/1 8% armor pen means for every 100 armor they have, they lose 8 of it. Furthermore with s3 changes, % armor pen applies before flat armor pen, making this and items like Last Whisper extremely useful against anyone stacking armor.

Defense
  • Durability 4/4 HP is one of the better defensive stats right now, thanks to League of Cleavers. But most importantly it's a universal defensive stat. It doesn't care if you do magic or physical damage, it bolsters you against both. Granted, this is a slight weakness against champs like who do true damage based on your HP. But in reality, you have no other options for T1.
  • Hardiness 1/3 I put 1/3 into this due to Black Cleaver meta destroying armor regardless. Also it's easier to itemize armor vs magic resist.
  • Resistance 3/3 As stated before, itemizing magic resist over armor is a bit more difficult (price wise and item synergy). 1 point of this can be dropped and put into Hardiness if you wish.
  • Unyielding 2/2 This can be a bit underrated, since it is only 2 damage. But it's a flat 2 damage reduction across the board, meaning it reduces magical, physical, as well as true damage. And since you are planning on laning the whole game, you plan on taking poke from your enemy. It's not very much but it does help.
  • Relentless 2/2 This is like having a built in mini . As I mentioned before, Malz lacks escape. So taking anything that helps remedy this is a necessity.
  • Veteran's Scars 1/1 Flat 30 hp at the start never hurt anyone.
  • Block 1/1 Unlocks after taking 2/2 in unyielding. This blocks an additional 3 damage for every auto attack an enemy uses on you. In conjunction with unyielding, this can reduce up to 5 damage every auto.
  • Tenacious 3/3 As it states in the tooltip, it stacks Multiplicatively with tenacity. This plus makes you a very hard person to CC. But even better, you start the game with the flat 15%, making early game stuns just slightly less effective on you.
  • Juggernaut 2/3 2.75% increased HP only helps make you that much tankier for free.
  • Reinforced Armor 1/1 AD carries are one of Malzahars biggest counters, as silencing them does nothing, and they often focus on mobility for chasing and kiting. 10% reduction on crits can really save your ass when they're chasing you trying to drop you quickly.
  • Honor Guard 1/1 And to top off your annoying amounts of damage reduction, we end with a flat 3% damage reduction across the board. It's not very much on it's own, but over a game this can add up to quite a bit of damage.

The Masteries I didn't take
  • Defender It's only 1 point, and it gives you magic resist and armor based on how many enemy champs are nearby (like a mini passive). However, you are a bot laner. Most of the game is spent 1v1. Meaning on average you'll only gain 1 or 2 of each defense. Not worth it.
  • Legendary Armor Most people miss this, but, it only gives you bonus resistances based on your BONUS magic resist and armor. Meaning in order to get an additional 2 magic resist or 2 armor, you need 100 BONUS (items/runes/masteries) of their respective stat. I think it's a heavily undertuned mastery and needs reworked.
  • Good Hands This is a hard choice actually, especially since in Dominion, being alive longer is critical (hence we take ). One point from Juggernaut can be taken to be put here if you wish. The reason I don't is because death timers in Dominion are half of what they are in SR, so the time reduction isn't quite as noticeable.


But....I want to go Offense!
[http://i1282.photobucket.com/albums/a540/SazdekGaming/Masteries21-9_zps53d409ae.png]

Well fine. I personally don't like it, it forces you to take some weird masteries like Fury or Butcher or even AP masteries. The critical strike masteries aren't worth it as you don't build crit and voidlings can't crit. Also it leaves you severely lacking in Defense. But hey, it's your call =P

Runes

[http://i1282.photobucket.com/albums/a540/SazdekGaming/Runesarpen-ar-mr18_zps42275db8.png]

[http://i1282.photobucket.com/albums/a540/SazdekGaming/mark_zpsf54642ae.png]
Critical Strike Chance x1 Now you might be thinking, "You said we don't build crit!" Well that is true. However due to Riot side mumbo jumbo and explanations I don't quite recall, having only 1% crit chance actually translates into something like 4%. And having that level 3/4 random crit can sometimes change the outcome of a fight.
Armor Penetration x8 As with any AD, armor pen is your best friend. Furthermore, Armor Penetration runes are one of the few that actually stay relevant all the way through a game.

Scaling Attack Damage x8 These are also valid and up to personal choice. You want scaling because, in Dominion, you already start as level 3. By level 9-13 the scaling runes will actually gives you better stats than the flat.

[http://i1282.photobucket.com/albums/a540/SazdekGaming/seal_zps8ab2ebdb.png]
Scaling HP x9 I consider these to be a staple for almost every champion in Dominion. The 175 HP is highly valuable and works against both physical and magical damage.

Scaling Armor x9 Also valid, but due to everyone rolling with massive amounts of armor pen, the bonus is negligible.

[http://i1282.photobucket.com/albums/a540/SazdekGaming/glyph_zps334e82f6.png]
Scaling Magic Resist x9 Much like in Summoner's Rift, these are a staple here for many champions.

Scaling Cooldown Reduction x9 This is where it gets a bit tricky. A full 9 scaling CDR glyphs give you 8.62% at level 18. But Riot doesn't calculate those decimal points, and rounds the remainder up or down depending. So this actually translates to 9%. Once you add the 3/4% (whatever you choose) from Sorcery, then 10% from you're already at 22%. If you choose that leaves you at 37% CDR (40% is the cap). Or if you go with that puts you 2% OVER the cap. If you plan on rolling with over then you can actually go with 7x Scaling Cooldown Reduction Glyphs and 2x Scaling Magic Resist.

[http://i1282.photobucket.com/albums/a540/SazdekGaming/Quint_zps0087b50b.png]
Armor Penetration x3 Much like the marks, these are just great for bolstering your damage.

Movement Speed x3 I consider these an option on just about every champ in Dominion. Movespeed is invaluable and can help you chase down a fleeing opponent, or escape a gank, or rescue a point that's about to be captured. The choice is up to you whichever you want.

Summoner Spells



Explanation:
THIS IS NECESSARY! If you're playing Dominion, don't make any excuses as to why you think Flash is more valuable than Revive. I Don't care. Flash does not help you rescue a point that's about to fall, or back up your bot lane who's being ganked. Take it! No Excuses!

An Extremely useful skill in Dominion. Can be activated at a range to stop all enemies channeling a friendly turret and give that turret massive regeneration (and the turret shots splash damage if you took Summoner's Wrath in offense). As AD Malz you may often get ganked and forced back to your turret, but with your friend and it can turn the tides on their gank quite quickly, forcing them to eat several turret shots while suppressed. I take this about 90% of games

Other Options
This is viable if you want to play pretty aggressively when you duel. I find it to be a lot more situational than however.
Good for killing folks, really helps when you face champs with tons of sustain such as

Do Not Take!
Everything else. Seriously. Not useful as a bot lane AD Malz.

Skills

Passive: Summon Voidling
PASSIVE: 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 × level) health and 20 + (5 × 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.
ARMOR: 30 (45 after 7 seconds)
MAGIC RESISTANCE: 50
ATTACK SPEED: 0.831 (1.496 after 14 seconds)
MOVEMENT SPEED: 451
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.

Explanation:
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.

Targeting
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.
7 Seconds 50% increased base armor and BASE attack damage (not bonus)
14 Seconds 100% increased attack speed.
21 seconds They transcend their mortal coil and rejoin the mothership.


Q: Call of the Void
RANGE: 900
COOLDOWN: 9
COST: 80 / 90 / 100 / 110 / 120 mana
ACTIVE: 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)
SILENCE: 1.4 / 1.8 / 2.2 / 2.6 / 3
WALL WIDTH: 400 (estimate)

Explanation:
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
RANGE: 800
COOLDOWN: 14
COST: 90 / 100 / 110 / 120 / 130 mana
ACTIVE: 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
MAXIMUM DAMAGE: 20% / 25% / 30% / 35% / 40% (+1% per 20 AP) enemy's maximum health
MAXIMUM MONSTER DAMAGE: 130 (est.)

Explanation:
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
RANGE: 650
COOLDOWN: 15 / 13 / 11 / 9 / 7
COST: 60 / 75 / 90 / 105 / 120 mana
ACTIVE: 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.
MAGIC DAMAGE: 80 / 140 / 200 / 260 / 320 (+ 80% AP)
MANA RESTORED: 10 / 14 / 18 / 22 / 26

Explanation:
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
RANGE: 700
COOLDOWN: 120 / 100 / 80
COST: 150 mana
ACTIVE: 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)
MAXIMUM DAMAGE: 250 / 400 / 550 (+ 130% AP)

Explanation:
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.

Skill Order

[http://i1282.photobucket.com/albums/a540/SazdekGaming/admalzskillorder_zps9ba95489.png]

Pretty straightforward really.

E>Q>W, taking R whenever possible.

There's not much wiggle room to this skill order. The only real debatable topic is whether Q>W or W>Q.

over
Lower Cooldown
Lower mana cost
More reliable damage
Silences

Item Builds

Your build as AD Malz has very little wiggle room with very few choices. I have almost every viable item covered in the item section towards the top, here I will elaborate on them.

Starting
boots-of-speed+tear-of-the-goddess+crystalline-flask
With the reduced cost of , taking boots at start is now an option. Even more so, after both of those items, you can even afford the new . Yes it's a bit more expensive than just buying regular pots, however, using this (I believe) something like 7-9 times makes it far more cost effective than buying individual pots.

Rush!
ninja-tabi/mercurys-treads+manamune++the-brutalizer
Boots should be taken depending on your matchup. BUT, don't just look at your lane opponent (your enemy may switch up your enemy at any time), look at the whole enemy team. Are 3/4 of them AD based and low CC? Get Ninja. Do they have several forms of reliable CC that can wreck you in a gank? Take mercs.

is rushed due to it's increasing AD every time you cast or AA, making your voidlings constantly more powerful. Furthermore you want this stacked as quickly as possible so that it can turn into .

Gives mana, CDR, and most importantly, armor. This helps a lot vs AD lanes or when the enemy team has AD gankers. But all around a necessary item for your late game. Get this BEFORE Black Cleaver when you're breaking even or losing your lane.

Still a solid item for Malz and now builds into . Decent chunk of damage and that ever-so-valuable CDR tied to this makes it core. Get this BEFORE Glacial Shroud when easily winning and snowballing your lane.

MR Options
maw-of-malmortius / odyns-veil / mercurial-scimitar
More often than not I take due to the passives and the bonus AD helping my minions. However occasionally I will face an extremely bursty, or several AP champions. That's when may be the better choice. Lots of MR, health, and a flat 10% reduction on all magic damage.
Is useful if they enemy has some form of annoying CC that can easily cause you to lose a trade. Also comes with a heft amount of AD.

Armor Options
randuins-omen / frozen-fist / frozen-heart
is usually my go to item, for the sheen proc, armor, mana, slight amount of AP, and the passive slow.
is taken when they have just a bit too much AD for Frozen Fist to handle. The tankiness outweighs the chasing power and slight AA damage increase.
Would be my extra armor option if they just have a ton of AD on their team. Personally however, I'd start with and finish into the full item later.

Damages!
last-whisper This is also optional, taken if you don't need to be seriously tanky to survive. But the % armor pen happens before flat armor pen (from ), making your other armor pen items work that much better. the extra AD also makes your voidlings seriously powerful.
For a good chunk of HP, damage, and a slow, this item can be highly annoying for your enemies as you chase them down, allowing your voidlings to stick to them and tear them apart.
You'll likely get this 9/10 games. Builds from . Adds a small chunk of HP and a neat passive that procs from your voidlings. Works very well with your Last Whisper.

Boot Enchantments
enchantment-alacrity or enchantment-furor
More often than not I take Furor, as it procs from Auto Attacks as well as your .
Alacrity can be taken when you just want general move speed for getting around the map or kiting.

Build order
>>>>>/>>/>>>>/>>Defensive Item>Damage item

As with any and every build though, don't stick to one flat route on obtaining items. ALWAYS judge your situation and build accordingly. Are you being pressured or killed early? Buy defense. Are you getting kills easily? build damage and keep snowballing. Are they building a ton of armor to counter your damage? Get . No two games are ever the exact same.

Early Game

As soon as you start, buy your , put points into your and and start spamming. You want to get as many charges on your tear for free as possible. Don't forget to get your other items though! (done this a few times...kind of embarassing)

Capping the first turret
Most people's first instinct is to rush to their turret and start channeling as quickly as possible. HOWEVER, due to comeback mechanics and respawn timers based on score, having even a 1 point difference makes the difference between several seconds in respawn time. Once I get to the turret I run to the opposite side of it and wait for a couple of seconds, watching my minimap for the enemy bot and mid turrets to start flashing red. I give myself a solid "one" count and begin capping. When done right your team will be behind by 1-2 points. Supposing your team fails in the initial windmill fight, this can help in bringing them back quicker (for the ones who don't use .

Farming
Your job at this point is to stay back, spam abilities, and push your wave. Don't be crazy as you don't have the items to engage quite yet. If you're facing a melee champ, you can use your on them when they go in to last hit, and place your beneath them so they are forced to take a couple ticks of damage for gold. BE CAREFUL however, if the enemy is someone with a gap closer like , , or . As they can outduel you easily in early levels. DO NOT OVEREXTEND! Much like in Summoner's Rift, overextending is a thing here. If your enemy team has everyone alive, and you can only see their bot laner, you now have something called "Dude factor". This means the potential for running into dudes where you do not expect them (the jungle near your speed shrine for instance). Never run into the jungle or push past the middle of your lane with high dude factor. Also be aware of your enemy team composition. If you see 3 top, but one of them is missing, and that one missing happens to be an expert ganker ( for example) it's highly likely that he's around the corner about ready to end your miserable existence.

Capping their turret
Don't be too crazy about doing this. Even if you may have just got a kill, you need to watch their respawn timers (by holding tab and watching the scoreboard). It's likely they may use to come back with a huge speed boost to stop you or even kill you if you're low enough. You should only push so hard to take a turret when all of their team is accounted for and you're healthy enough to do so, or if you have help.

Being ganked
It happens. Unfortunately as AD Malz there's not much you can do about it. The best you can do is get back to your lane as quickly as possible and resume pushing waves. You should always be asking for ganks and reminding your team that bot lane NEEDS ganks to win. If they refuse, well, just tough it out. Play safe, try and poke and get the upper hand whenever possible. Don't let yourself get frustrated and start lashing out at your team for mistakes. It doesn't help and only serves to frustrate everyone. Be the cool bot laner! People will love you.

Late Game

Late game is when you're at about 4-5 items, one of which being . Usually by now, you can push lanes by pressing E once and letting voidlings wreck the waves. You're also probably being ganked pretty often by now because it's the only way to tame the beast that is AD Malzahar. It's more important now than ever to play safe, with long respawn timers a death can easily tip the scales in the enemy's favor so heavily that you may have very well just lost the game for yourself. Always be aware of enemy positioning and play accordingly. Save for the 2-4 man tower dives and holding off as long as possible. Save for when your turret is being pushed on or several enemies just ganked bot while you were dead. The bonus movespeed tied to revive by default can easily help save your turret from being capped for several more seconds until your team can respond.


Did some testing on this item and learned that the bonus damage IS NOT applied on either of his dots ( ), and is only applied on AA. SO only turn this item on when you are chasing and AA'ing an enemy as to not waste too much mana.

Resources

Check out a few of the following links for more information on the Dominion community.
  • http://www.dominatedominion.com/
here you can read guides, browse forums, enter weekly dominion tournaments hosted by us (with prizes).
  • http://na.leagueoflegends.com/board/forumdisplay.php?f=43
Our side of the forums. Lots of helpful links and people around to answer your questions related to Dominion.
  • http://na.leagueoflegends.com/board/showthread.php?t=1544811
Nekrogen's Dominion guide
  • http://na.leagueoflegends.com/board/showthread.php?t=2244698
Sauron's Guide to Dominion. This includes a general guide to everything you need to know about Dominion, from our meta, to sample champ builds.
  • http://na.leagueoflegends.com/board/showthread.php?t=2152948
A tier list for Dominion, updated often.

Chat Rooms
  • NA: DominateDominion (DD) - arguably the single best resource for Dominion-related information in the world right now, the DD chat is a highly populated chatroom where both competitive and casual Dominion players of all skill levels like to hang out.

It's a great place to get in contact with well-known Dominion players, ask questions, and even just hang out in general.
We also have Rioters drop by on occasion, the most common being Vesh and RiotRival.

It's usually fairly busy, so even if I'm not in there there will usually be someone who can answer any questions about Dominion that you might have.


  • EUW: Dominion - the EUW counterpart to the DominateDominion chatroom, the Dominion channel is another great source of Dominion-related information.

Its a bit less populous than the DD chat, usually having around 50-60 people during their peak hours, but its still a good place to hang out, and a very solid source of Dominion information.

Streams
http://www.twitch.tv/dominatedominion

Final Comments

Thank you for taking the time to read my guide to Bot Lane AD Malzahar.
Please keep your elbows off the table while discussing.
I accept all criticism but I'll only actually discuss those which are constructive. If you disagree with something please do leave a comment as to why you disagree prior to downvoting so I can give a counter argument or even try out your ideas. This guide will be updated based upon meta, patches, updates, etc.

Change Log

15/3/13 So I believe I'll be back from my hiatus soon. GW2 is fun as hell but I need to mix up my day to day humdrum activities. This guide may or may not be getting facelifts. We'll see how froggy I'm feeling. =D
11/1/13 Logging back in the first time since I purchased GW2 and realized this guide was approved. Woot! Don't worry, despite nerding out on GW2 I'm still keeping my eyes open for any and all changes affecting Malz and will keep this guide up to date.
3/1/13 Just tossing a quick update since both Malzahar AND his Overlord skin are on sale this week. If you have been wanting to give him a try, now is your time to pick him up. ADDED: The Muramana section was removed due to the bonus damage actually NOT applying on either of his dots (E+R) or voidlings.
31/12/12 Fixed runes, accidentally had the wrong seals up. Woops!
30/12/12 Fixed Muramana section. Added example builds. Added Mercurial Scimitar because I forgot =3 Finished making Vodka Gummy Bears (sho gud!)
28/12/12 Guide Created.

To-Do List
Add more pictures with more detail.
Make 100 ways to kill a teemo video
take over the world
lose world in divorce battle

Comments

March 21, 2013 - 10:38 PM #1

Yeah for sure. Like I said, it's all down to playstyle, keeping up with someone in order to actually hit them rather than not hitting them is always better than not catching them and doing zero damage.

March 21, 2013 - 12:17 AM #2

I guess it just depends how threatening one is in lane. I read a Xerath guide a while back that said that if you can catch a guy who's almost dead, it's going to do you better than the extra 4-5 AP per rune if he runs away somehow. I guess I just adopted that mentality, but plan on trying the build again with some kind of arpen/dmg per level quints, since I really enjoy them on Cassi when playing bot lane as well.

March 16, 2013 - 01:34 AM #3

I always ALWAYS consider MS quints to be a valid alternative on Dom with movement being such a huge deal. Damage is typically better in the bot lane because you aren't often pressed for the extra bit of movespeed to get somewhere vital like windmill (which is much further than your bot turret). However when it comes to enemy bot laners with extreme kiting ability or chasing ability, the MS can be invaluable. In the end, it's playstyle. What feels better for you? For me the extra bit of damage makes me feel like a bigger presence in engagements, forcing my enemy off quicker or perhaps being that tiny % of extra damage needed to win a 1v1.

February 26, 2013 - 06:30 AM #4

Sazdek, nice guide, I just made one myself recently.



Also, thoughts on Arpen > MS quints? I find that the positioning factor, and wanting to get away from Singed helps, but do you find a more significant dmg output from the 7 Arpen to make the quints worth it?



@ Tamachii: I did research on this and found that items such as Sanguine Blade, phage etc. Unfortunately the minions don't apply those stacks, as The Black Cleaver/Last Whisper only requires you to do physical dmg in some way to your enemy. The items like Sanguine Blade, Phage, Executioner's Calling, etc. require and specify YOU to do the basic attacks necessary for the item's effect. As you know, minions don't count as basic attacks, but clearly they are physical damage and part of Malz' kit.



Hope that explained that accurately enough! ^_^

February 21, 2013 - 04:55 PM #5

I was wondering if Black Cleaver passive is triggered by passives does it mean that other on hit passives can work as well ?

January 27, 2013 - 05:54 PM #6

Thank you, I'm happy you enjoyed the guide =)



The crit chance rune basically only drops your armorpen by 1.28, a really very small amount, to effectively raise your crit chance rate to something like 4% (internally speaking the way Riot views 1% crit chance server side, again I don't recall exactly how this worked, it was explained elsewhere.) And while you may not auto attack enough to really see this effect very often, it's not a bad investment to have. I actually use the crit chance rune on every one of my Dominion rune pages including AP lol.



Yes I still find manamune/muramana worth buying because of the AD scaling with mana. While the Muramana may not work with most of your abilities (so sad about that), it does still provide a hefty amount of mana as well as AD, both of which are things Malz needs an abundant amount of.



I used to do BFT when it did more damage and had 25 stacks, however since then it's just not as cost efficient and delays your build as well as lowers your AD by a rather significant amount. If you wanted to go full blown glass cannon with no defense I would take it just to be funny, but personally that's something I'd never do. If you feel as though there's a way to work it into your build and make it work by all means give it a shot and come back, I'd be happy to give it another go around. From a theoretical standpoint however it's just not a good buy on AD Malz. Now AP on the other hand...it's beast for dominating a lane. Doubly so since he has the dots and your opponent is almost always guaranteed to take some damage from it with your W. I'm still meaning to add in a small AP Malz subsection but, Guild Wars 2, so addicting.

January 22, 2013 - 01:47 AM #7

Love the guide, when I searched for an AD Malz guide, not very many came up, and none featured, then in the "similar guides" down the side of an average one, I saw this one. Dunno why it didn't come up top in a search!



Anyway, I know the reasoning behind grabbing 1 crit chance rune on a basic AD carry, but I don't feel like the same applies for AD Malzahar, he just doesn't auto-attack enough to make it worth it. Especially early game when that random crit will actually make or break the lane! But in saying that, I haven't actually tried it myself, so maybe it does work?



Also, since your Muramana doesn't do its thing on most of your abilities, do you think it's worth getting still? I find myself still grabbing tear start, because nothing really rivals its ability to let you push push push with lots of mana, and then give you AD later on, but... I dunno, I can't think of a replacement either, just can't help feeling the upgrade is wasted.



Also have you considered adding a BFT in? I find that when you're having trouble getting early game damage up, getting a BFT first (although now that it's more expensive, it's probably not worth it) can really assist your early game damage, since a lot of it comes from your spells until later on. It's worked well for me on a number of occasions! If the game goes late enough, it's easy to sell off for something better suited.

January 12, 2013 - 04:57 AM #8

There's a lot to cover on revive, I could copy and paste info from the guides on the forums I suppose.

January 12, 2013 - 04:25 AM #9

Nice job getting approved.



Should probably do a more through explanation of Revive, though.

A lot of people won't understand why its so strong in Dominion.

January 12, 2013 - 01:00 AM #10

Honestly there's no real prospector item that helps with Malz at the start. The only thing I would consider would be double doran's shield but that really sets you behind on farming up your tear, and gives you early mana issues. Malz has to spam hard all game in order to push efficiently. Early game this causes you to go oom pretty quick even with tear and flask. I consider both to be an absolute necessity for the start.

Username
Don't have an account? Create One!