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MALPHITE BUILD GUIDE: Rock Solid Jungling in Season 3 by OmegaB1Gz

by OmegaB1Gz (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
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 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
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 1/3
mastery 3 mastery 3 1/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
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
Granite Shield
QSeismic Shard
WBrutal Strikes
EGround Slam
RUnstoppable Force
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
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 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
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 1/3
mastery 3 mastery 3 1/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
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
Granite Shield
QSeismic Shard
WBrutal Strikes
EGround Slam
RUnstoppable Force

Champion Matchups

Introduction

When it comes to the Season 3 jungle, Malphite can be one of the scariest junglers to go head to head with. Packing massive armor and health, a slow, an attack speed debuff, an amor/damage buff, and a game-changing AOE knockup, a well-played Malphite can literally make or break a game. In this guide, I hope to walk you through the jungle terror that is Malphite, as well as my skill order, masteries, runes, and build, and why I build Malphite the way I do. Let's begin!

[https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQBj25SzWo9CeKs3FzWgo9EJYhiSxizzoQQ4V3AEYKkxYweCjJmkQ]

STRENGTHS:
1) Extremely tanky
2) Post-6 ganks are terrifying
3) Very solid initation/counterinitiation
4) Passive allows him to tank turrets in order to kill enemy champions
5) Naturally scales on health (passive) and armor (E)

WEAKNESSES:
1) Pre-6 ganks are rather lackluster, as are pre-6 clear times
2) Damage output is mediocre (not bad by any means, but not high)
3) Base movement speed is on the slower side
4) Only truly hard CC via knockup (as opposed to "soft" CC by slow) comes only through ultimate

Runes: A Quick Thought

I went with the runes I did specifically to help address the problems Malphite faces in the early part of jungling.

9 Greater Mark of Attack Speed --- Malphite's clear speed can be increased by combining the passive of his W with attack speed. The extra attack speed means more splash damage to the lesser monsters of each camp, and more damage onto the main monsters.

9 Greater Seal of Armor --- This is pretty standard on all junglers, so I don't think I need to explain this.

9 Greater Glyph of Scaling Magic Resist --- These are better on junglers than flat MR glyphs. Pre-9, junglers won't have to worry about too much magic damage, so these very beneficial. Scaling MR outdoes flat MR after level 9, so the Scaling MR glyphs are the better call.

9 Greater Quintessence of Ability Power --- Again, Malphite's clear time isn't as good pre-6 without a little extra damage boost. That's where these come in.

Malphite's Passive and Skills: An Overview

Let's take a loot at Malphite's passive and abilities.


Passive: Granite Shield
I don't believe that too many people recognize just how ridiculously good this passive is for Malphite as a jungler. Malphite's base health, with masteries included, is around 550 at level 1. Pretty solid for a jungler. WIth his passive though, Malphite has a continually refreshing extra 10% health. So, at level 1, the most difficult level of jungling, Malphite has an extra 55 health, bringing him up to ~600 health. This is beautiful in terms of trying to clear camps because of the extra tankiness. This passive is also ridiculous in the late game because you'll end up with around 3000-3500 health when decently itemized, meaning a passive shield of 300-350 extra health. That's 3300-3850 health. Nothing to mess with.


Q: Seismic Shard
This is your pre-6 ganking ability, as well as your chasing ability. Malphite takes the movement speed of an enemy unit, reduces it for 4 seconds, and adds that reduction to his movement speed for the same amount of time. This basically allows Malphite to catch whatever unit he's chasing. Also, Shard allows Malphite to harrass in teamfight dances and under tower. Typically, you want to max Seismic Shard second. This gives you the ability to chase down enemy champions solidly until your level 3 scaling of your ult (maxing the cooldown on it). Take your first point in Seismic Shard at level 3.


W: Brutal Strikes
This is your starter ability when jungling. Passive splash damage is extremely useful in clearing out wolves or wraiths before hitting your buff, and actively, Malphite also gains increased armor and damage for 6 seconds. Perfect for clearing early camps. This ability, though, doesn't have much more effect until late game. You're going to be building armor naturally on Malphite, and his attack damage isn't exactly why you picked Malphite to jungle with. Nevertheless, make sure to activate this ability when ganking to buff yourself up a bit against damage, and to put down some damage of your own. Take your first point in Brutal Strikes at level 1, but max it last out of your abilities.


E: Ground Slam
This is your camp-clearing ability, and it also spells death to champions who rely on attack speed to do damage. Ground Slam deals AOE damage to every unit within 400 of himself, and reduces their attack speed by 30%-50%. This ability scales on both armor and ability power, two things you'll see prevalence of in the build. In terms of jungling, Ground Slam allows you to punch through camps while taking a lessened amount of damage by reducing the attack speed of camp monsters. In teamfighting, keep activating this right next to the opponent's AD Carry to shut them out of their own damage. And you're Malphite, so you can survive sitting right next to the ADC. The longer the game goes, the more devastating it is for the opponent's ADC to take a 50% attack speed reduction. As the game goes on, Ground Slam becomes less about damage and more about attack speed debuffing, but that's not to say that you can't chunk enemy health bars with this ability. Take your first point in Ground Slam at level 2, and max it first.


R: Unstoppable Force
The name speaks for itself. Unstoppable Force turns Malphite into a bullet train of raging rock-hard AOE knockup and damage. The utility of this ability, though, is what makes Malphite's ultimate so hard to deal with.
1) Initiation --- Unstoppable Force is a terrifying way to start a teamfight. In knocking the enemy team up, you have essentially held them down for 1.5 seconds for your team to absolutely go nuts on. If you and your team are doing it right, the enemy team's carries should die within 2-3 seconds of activating the ult. Also, because you're Malphite, if your lane is set up correctly for it, use unstoppable force to kill enemies under their own tower. Towers don't hurt Malphite, they just tickle him. Let your carries go crazy on enemy champions while you eat the turret aggro.
2) Counterinitiation --- Unstoppable Force also can really punish an enemy team for engaging. Waiting for the perfect moment when the enemy champions are close enough together, then ulting right into the middle of them, can turn a teamfight completely around in an instant. Punish them for trying to dive onto your carries.
3) Chases --- This one you're probably lost on, so let me explain, but before I do, let me say that if you're not good at predicting the directionality of enemy escape moves, don't try to pull this aspect off until you're better at it. That said, Malphite's ultimate is incredibly good for securing the kill on low enemy champions who have flashed/blinked/jumped/dashed through walls to try to get away. If you know the direction they went in, use Unstoppable Force to go after them, then combo off the Q/E/W to make sure they don't get away. Again, if you don't feel confident with your ability to predict directionality of those escapes, save the ult. Unstoppable Force has a sizable cooldown unless you build decent cooldown reduction.

Item Builds: What and Why

AND/OR
WARDS. YOU NEED WARDS. Warding is NOT only for supports. Wards will win you games, and not warding can blow a game in an instant. Buy a ward every time you go back if at all possible. Ruby Sightstone is a decent option to build on Malphite because it gives him a continuous stream of wards, as well as contributing to his health bar (and thus, his passive). If you feel like you're gonna need a whole lot of vision, build the Ruby Sightstone; otherwise, at least buy a ward or two whenever you're in the shop.

OVER
Spirit Stone is just a higher utility item on junglers, and especially on Malphite. Having 14 health per 5s and 5 mana per 5s regeneration is overall stronger, and the 20% increased damage to monsters is overall more beneficial than the gold per 10, Furthermore, building Spirit Stone gives Malphite access to Spirit of the Ancient Golem (), a tank tenacity item that would allow Malphite to bypass Merc Treads in favor of Boots of Mobility or Ninja Tabi.


Necessity number one on Malphite: Sunfire Cape. This has three purposes on Malphite that make it so important:
1) Clear times --- Sunfire speeds up Malphite's clear time by a decent chunk. Also puts down nice damage on enemy champions by sitting next to them for a while (which is pretty easy to do).
2) Armor --- Malphite loves armor, and it makes his E deal more damage.
3) Health --- Feed the passive! In addition to garnering more health (which seems to be the story of the meta right now...), Sunfire puts an extra 45 into Malphite's passive.


Necessity number two on Malphite: Glacial Shroud. Malphite can be kind of a mana slut, so he could use the extra mana. Additionally, the armor is awesome, contributing to his E and giving him more resilience to the ADC, and the cooldown reduction is a MUST for having that ultimate up whenever there's a team fight.


Oh how I love Iceborn Gauntlet on Malphite. Between Seismic Shard and Iceborn, Malphite can basically permaslow any champion trying to get away from him by smartly balancing ability activations and autoattacks. Not to mention that the attack damage bonus is great for teamfighting, the additional mana prevents Malphite from running out of mana too quickly, and a 1-to-1 AP scaling on his ult means that Unstoppable Force hurts that much more.

From here, itemizing honestly depends on what your team needs. If the enemy team has a high reliance on autoattackers, then building
OR
is the direction you want to head. If they need you to be putting down more damage, pick up

and rock out (no pun intended). Abyssal Scepter is dually useful for providing some AOE magic resist debuffing to the enemy team. If the enemy team seems to be relying heavily on AP to beat you down, pick up
OR
for more AOE magic resist. And if it seems to be that teamfights are coming down to both teams getting really low and you need that last little push to get over the enemy team, pick up

to shield your entire team from enough damage to swing the teamfight in your favor. Items like
AND
are really only needed at the end of the day when you're just trying to pick up last bits of sustain.

Final Comments

Malphite done right is a force to be reckoned with. He makes or breaks teamfights, and can shove home wins purely from sustaining through some of the most severe enemy pushes. Play him smart and it's very hard to go neg, and even harder not to end up with double-digit assists. Don't be afraid to throw around his weight. An even remotely fed Malphite will make entire teams rethink wanting to start a fight because Malphite will end it.

I hope that this quick guide has given you a decent idea of how Malphite plays in the jungle, and how to build him out. If you have any questions or comments, feel free to leave them below and I'll try to answer. GLHF!

- OmegaB1Gz