IntroductionHello Summoners. I am a 1500 ELO solo queue player who mainly jungles and have lately been playing a ton of malphite. Currently I have an 83 Percent win rate with malph in Solo ranked as well as having lots of success with him in ranked arranged 5's due to his ability to take charge and lead a team. As of late the usefulness of a tank jungler has become very obvious at all levels of play and I believe malphite is a very strong pick as jungler. He has great base damages, constant CC and debuffs, and what I believe to be one of the best, and nearly unstoppable initiations in game.
- One of the best initiators in game
- Has the potential to deal lots of damage regardless of how tanky you build at any point in game
- Good at peeling for carries
- Most versatile jungler I personally know
- Amazing level six ganks and dive potential
- Good at chasing
- Amazing anti-ad bruiser kit
- Can do fine without any buffs (other than first blue)
- Extremely rewarding for good play as you can constantly tell how strong you are
- Weak 1-4 in Jungle (susceptible to counter jungling, although your not at any real risk of dying)
- Sub-par ganks pre-6
- No skills that allow for re-positioning after ult is used. (easy for your team to get punished for your mistakes)
- Fairly high skill-cap (actual mechanics aren't that difficult, but it takes a while to understand when you should be skilling/building malph differently as it changes almost every game for me)
As always I would love to hear any comments/suggestions/criticism as long as it is delivered in a reasonable manner. This is a first draft of my guide that I hope will eventually be approved so please offer any advice you may have.
Hecarim Patch - Bruiser Malphite no longer viable due to atma's nerf which is unfortunate, I believe I have removed it from all parts of the guide. Also included triforce as an option in both other builds as a sixth item.
Masteries0/21/9 is the page I personally suggest for all malphite builds
Defense Tree: I choose to go to 21 in the defense tree so that I can get all of the important points for jungling (indomitable and bladed armor), Veteran's scar to max out health and abuse malphs passive, as well as initiator to max out movespeed for ganks.
Utility Tree: Everything is fairly obvious. The movespeed makes ganking easier and you don't need mana regen since early game you will have blue and mid-late game you will have a fairly large mana pool.
Why not run 9 or 21 Offense?
A majority of malphs magic damage comes from base damage or armor scaling, so there is little point in going down the ap side of the tree for magic damage. I choose not to get 9 for magic pen because I only run magic pen malphite against squishy teams that I know will be low on magic resist. Against these teams you stack flat magic penetration with sorc shoes and abyssal scepter, making percent based penetration do less as well as being unnecessary since I'm against low MR champs.
As for running 21 offense on AD malphite his early game damage from auto attacks is much too low to benefit off life steal or flat armor pen, he's an intiator and not a finisher so he makes little use of executioner, and you rarely have high crit chance so there is no point in the crit damage mastery. In the rare situation that my opponents team is full of tanks that don't have much damage output I might put 9 in offense to get armor Pen as if the game goes long enough it will increase your damage substantially against tanky opponents. I have never had the need to do this though.
Simply put - the higher level play you are at the more likely it is it will be your role to be a full tank for your team, and in that scenario 0/21/9 is the best. However if I were to run another mastery page it would be this.
RunesMost Generic Rune page for Jungle Malphite
Reds: Run Flat Armor on MPen malphite and Flat attack Speed on Tank malphite.
Yellows: Flat Armor - Increases AoE damage for jungle clcear time, increases tankiness in jungle.
Blues: Scaling MR - One of the best glyphs available for late game and allows you to not invest too many inventory spots on magic resist.
Quints: Flat Health and Move speed - Health scales well with malphites passive as well as always being good, movespeed assists early ganks. If you do not believe you will be ganking pre-6 or invading/being invaded feel free to take all flat health quints.
Alternate Possible Runes: (If you can't afford/don't have these)
Reds: Flat Magic Penetration or Flat Attack Damage (It is safer to get attack damage, magic pen is only good against squishy teams you want to gank a lot.
Yellows: Flat Armor is by far better than any other rune and I highly highly suggest you get them if you plan to play malphite, but if not you can run Health Per Levels.
Blues: Same as yellows, scaling MR is by far the best. However you could also run Flat MR.
Quints: Ideally you will run either Move Speed or Health in quints but flat AD quints are also decent as they will help you clear a lot faster.
I run flash smite on basically every jungler except shyvana. Flash --> Ult on malphite is one of the strongest most unstoppable initiations in the game. I do not believe that there are any other summoners to run on malphite.
When to use Flash:
- When ganking and you know your opponents doesn't have flash up using flash into utlimate from a brush can allow you to instantly close the gap to your opponent and cc them even if they have a ward.
- If there is a fight going on in the jungle you have the ability to get absolutely anywhere you need to be in seconds with the use of flash and ultimate.
- In team fights, after initiating be wary of your carries and be ready to flash --> e --> q to peel opponents divers off your carries. Your slow and attack speed debuff late game are immense in protecting a carry and malphite has no reliable way to re-position after ulting if something goes wrong.
- It is very normal for Malphite to be invaded on pre-6. Do not be afraid of wasting flash to get away, because there are very few junglers malphite can beat 1v1 before level six.
Passive: Granite Shield
Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health. If he has not been hit for 10 seconds, this effect recharges.
This passive is great, it basically means you have a MINIMUM of 10 percent extra health in every single fight, and that is only assuming every single team fight is a hard engage from 100 to 0. In poke fights or fights where teams are constantly engaging and disengaging you will be able to get your passive to reactivate multiple times essentially giving you free health.
Q: Seismic Shard
Deals 70 / 120 / 170 / 220 / 270 (+60% of ability power) magic damage and steals 14 / 17 / 20 / 23 / 26% movement speed from the target for 4 seconds.
Cost 70 / 75 / 80 / 85 / 90mana
A decent range slow + speed buff that makes you near impossible to escape with red buff. It also has high base damage and decent scaling making it really strong in poke fights. Other than that its uses as a peeling skill are obvious.
W: Brutal Strikes
Passive: Malphite's attacks hit units near his target for 30 / 38 / 46 / 54 / 62% of his attack damage.
Active: Increase Malphite's armor and attack damage 20 / 25 / 30 / 35 / 40% for 6 seconds.
Cooldown 14 seconds
Cost 50/55/60/65/70 mana
I think this skill alone makes bruiser malphite a complete truck late game, as well as making both Magic Pen and full tank malphite unkillable by any ad champions. It will allow you to do constant AoE damage and give you an insane amount of armor for free which also gives your E a large increase in damage.
E: Ground Slam
Malphite slams the ground dealing 60 / 100 / 140 / 180 / 220 (+50% of his Armor) magic damage to surrounding enemies, reducing their attack speed by 30 / 35 / 40 / 45 / 50% for 4 seconds.
Cooldown 7 seconds
Cost 50/55/60/65/70 mana
This skill will do substantial AoE damage at any point in the game and scales with armor. Any skill that rewards you with damage for building tankiness is always good. On top of that it cripples the damage output any opponent bruisers/ranged ad's can deal while in your range.
R: Unstoppable Force
Malphite charges towards the target area, dealing 200 / 300 / 400 (+100% of ability power) magic damage and knocking enemies into the air for 1.5 / 1.75 / 2 seconds.
Cooldown 130 / 115 / 100 / 110seconds
This ultimate is definitely one of the three best initiations in game, competing only with ashe and sejuani ultimate. On top of accomplishing the same thing as sejuani's ultimate at a higher range it also has large base damage and good scaling. With a good intiate Malphites full combo can easily take any opponent carries to half health before they get out of his ult cc, even if your building full tank. If necessary this skill can be used for an escape as it is a skill shot dash, but that is obviously not ideal.
Skill OrderThere are two different skill orders for Malphite depending on whether you are playing MPen or Full Tank.
Magic Pen Malphite
- whenever possible
- Take at level 1 and max second
- Take at level 3 and max it by nine for maximum single target damage and better slow/speed up in ganks.
- Take at 2 and max last
Full Tank malphite
- Whenever possible
- Take at level 1 and leave it there until all other skills are maxed
- Take at level 2 and leave it there until is maxed
- Take at level 3 and max it first
Item BuildsMagic Pen Malphite
Start with: to rush your philosopher stone
Rush: you should be able to afford both of these right around the time you hit six (assuming you get no kills/assists)
Mid Game Goal: With these items you will be fairly bulky, have great teamfight utility, and surprisingly large damage output. At this point you can start building any late game tanky items of choice, so I will list the options in order of how often I build them.
Ideally I would get every game but in some situations (such as opponents running duo ap and both are fairly strong) that is simply too much to invest in armor so instead just get the for the mana, cdr, and armor. Then build the Magic Resist items you feel you need before coming back to it and aegis. The ONLY time I have ever bought Banshees Veil was against a super fed veigar, but other than that all item choices listed are almost always good. If the game goes extremely long feel free to sell sorc shoes for mercs or tabis.
Full Tank Malphite
Start: to rush your philosopher stone
Early Game Goals: and /
Mid Game Goals:
I find that this build makes me so perfectly unkillable late game that I almost never deviate from it. The only thing that often changes from game to game is deciding when to start my Force of Nature. If you feel you really need magic resist rush your negatron cloak as it is one of the most cost effective items in game. If not, leave it until you have finished your Frozen heart, and possibly even your Randuins.
is an absolutely amazing item and if for some reason I was showering in money I would build it on malphite every single game. That said it is much more important you get all your other core items before even considering it. However if you find yourself with a six item build and money to spare and you feel an item in your inventory isn't being as useful as it could be sell in for tri-force (usually I sell aegis in these rare situations). In a more reasonable game, just hit your 5-6 item build and start potting up with all elixirs.
When to use which build will be detailed in next chapter.
Which Malphite should you pick?Magic Pen Malphite: This build focuses having a burst initiation that can completely annihilate squishy team comps. During Mid-Game you honestly feel like a tanky/in the opponents face annie, and late game you still become a tanky cc-bot with a great initiate and peel/debuffs. I always pick this if my opponents are running Duo-Ap and it is also good against teams running solo tops like Talon, Poppy, Vayne, Teemo, etc. If your opponents team is filled with tanky champs (like vlad mid irelia top, or any other combination of bulky carries) I would not suggest this build UNLESS your team gets ahead early and decides to start grouping up to force objectives regularly.
Full Tank Malphite You want to go full tank whenever you notice that your opponents have a either a lot of divers that want to get to your carries (ex: Fiora, Akali, etc.) or late game champions that you will be responsible for peeling (ex: Trynd, Singed, anyone who can just get into your team and do what they want). Avoid building full tank against double AP when possible. You also might be force to build full tank regardless of your opponents if your team is simply too squishy and absolutely needs you to soak everything.
Bruiser Malphite: The nerf to atma's has made this build completely unviable and it makes me sad. If you don't think the atma's nerf was a big deal I would suggest you consider taking 15-20 Attack Damage off any other high tier AD item and deciding whether or not it was still decent.
Early GameYour main priority early game is to hit level six. I would highly suggest asking for damage on wolves and blue so that you can finish them both with near full health. From there do wolves, red, and stone bros and you will be level 3. If either of the lanes near by either desperately need help or a gank looks like it could lead to a kill (or at least a significant advantage for your teammate) gank for them. If not go back to your wraiths and then your wolves. Once again evaluate whether your lanes need your help (in which case you should go back and buy boots) or if you are free to keep farming. If you can, and you have high enough health to do so clear stones, wraiths, and wolves one more time then return to buy philosophers stone and boots then assist your lanes. Your goal should be to hit six by the time you are either picking up or giving away second blue. This is more difficult when you get counter jungled which will happen. If your opponents have a fast jungle farmer or counter jungler they will very often try to kill you at your red. In this situation I would ask your support to take clairvoyance and use it solely to scout for you so that you may jungle safely during your first pass. If not, at least have your support place one of their wards at the tri-brush entrance to your stone bros before they go to lane. Also make sure that you pull your red buff into a brush.
- Rush six asap. Only gank if your teammates need it or you sense an easy kill (in which case you should level Q twice by 3 instead of 4)
- Anticipate opponent counter jungling and inform your teammates accordingly
- If you see opponent go into jungle while your in the opposite side of yours, take from them what they take from you
- Basic Path is Wolves > Blue > Wraiths > Red > Stone Bros > Wraiths > Wolves > Buy.
Mid GameFinish your early items and start looking to gank every time your ult is up.
- If you got to six without being owned in your jungle you are now responsible for generating an advantage for your team.
- Coordinate dives with teammates before hand so they know what you are doing, malphite is potentially one of the best turret diving junglers in game.
- Start carrying an oracles as early as possible (Usually after finishing Boots + Philo + HoG)
- Don't be greedy. Give up as many buffs to your laners as you can afford to.
- Make sure you are ganking from as many spots as possible. Here is an extremely crudely made map of my favorite ways to gank.
Blue Lines - Walking Paths
Red Lines - Paths in which you use your ult to initiate a gank
Yellow Lines - Paths in which you use Q to initiate a gank (Both ult and Q initiates are interchangeable depending on the situation, use your best judgment)
Keep in mind the further behind your opponent you are the better. Always get as far behind your opponent as time allows (of course if they are blatantly over-extended cease the opportunity and go in immediately). A majority of the time that I use flash during mid-game is when I see one of my teammates being sieged. Often if I am in the jungle near a lane and my opponent is at our turret after telling my teammate I will flash over the jungle wall and instantly ult the opponent who dared to stay near my turret. Doing this allows you to avoid wards and catch opponents who thought they were simply going to do some poke and back out by surprise. Even if my opponent also has flash this leads to a kill 80 percent of the time, but use your better judgment. You probably won't want to flash ult say, an ahri if your teammate can't cc them for you beforehand.
Upon getting ahead of your opponents you need to start forcing objectives. Tell your teammates to push their lanes and group for dragons and turrets. When possible get timers on your opponents buffs and ward them a minute or two before hand. If your strong enough, you can simply get your team to walk into opponent jungle and take it from them but do so with care. If you have multiple opponents missing do not go into their jungle alone, and when you are counter jungling keep an eye on lanes to make sure nobody is collapsing on you without you knowing about it.
The BEST way to press an advantage is to prevent your teammates from losing said advantage. Ward for them.
This map (taken from another guide) should give you the general idea of where to ward if you don't already know, but try to make sure both of your solo lanes constantly have wards up to prevent them from being killed (unless of course your already grouping up in which case you should be warding to control objectives. Since you are carrying oracles however I would not bother with vision wards.
Late Game/TeamfightsDuring Late Game your usefulness as Malphite depends completely on the decisions you make. You have the potential to be an initiator, a chaser, a peeler, a tank, and a diver. There is no single role you will be fulfilling every single fight, which makes this section of the guide very hard to write. However there are a few guidelines that might help you.
- No matter how you build during late game you will a bulky champion with long distance gap closing cc. This means that you are in the position to make calls and choose fights. You need to lead your team.
- Communicate with your teammates. Although you should have a general sense of the state of the game make sure your teammates are on the same page so that your not initiating team fights they don't want to have.
- Ideally you want to be forcing team fights (especially in the jungle) however if your team outside of you doesn't have a strong teamfight I highly suggest having everyone on your team start buying tons of wards. This allows you to have vision of the whole map, so that while your team split pushes you can roam, constantly be where you need to be, and create skirmishes that are in your favor.
Assuming the game isn't completely one-sided by late game your decisions could easily win or lose the game for your team. If you are not confident being the leader of your team Malphite probably isn't the champion for you, or for that matter any late-game initiator. All I can say is take what you know about the game and do your best with it.
Final CommentsThank you all for reading my guides, leave any comments or questions below. Please like (or dislike D:) if you thought my guide was helpful. If you want to feel free to add/message me in-game my username is Vandesdelca70.