IntroductionThis is a typical excerpt of the memories of enemies confronting a good Malphite:
"bbbbbBBBB B B B!!B!B!B OH FUUUUUU B B!!"
"oh shit oh shit oh shit bbbbbbbb!"
"An enemy is legendary!"
Malphite is a great tank. His initiation is arguably the best in the entire game, he can provide great AOE debuffs, and he helps hunt down fleeing inferior enemies with ease.
Masteries / Runes / Summoner SpellsThese are basically designed with jungling in mind. IMO a good jungler with a good jungling champion does not need exhaust or ignite to gank well. I often take teleport instead for it's full-game use. If fact, let me tell you one of my jungling secrets. For one of the best kind of ganks, have your laning allies plant a ward in the side bushes. You can teleport to those and I can almost guarantee a kill.
Anyways, as a rock solid dude/dudette you're gonna want as much early armor as possible, since you'll be jungling mainly using Ground Slam.
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 12 seconds, this effect recharges.
Great for laning, great for jungling.
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 / 90 mana
After your ult, your best ganking ability. When you have red buff they might as well go AFK when you come in to gank.
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.
Cost 55 / 60 / 65 / 70 / 75 mana
A good move but not one that we are focusing in this specific guide. Malphite was not originally designed to be a full tank, and has great potential to be hugely DPS. However, I mainly use this as a little help with jungling early game and pushing late game.
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 8 seconds
Cost 60 / 65 / 70 / 75 / 80 mana
This scales extremely well with your armor, but be careful to not let this make you think you don't need magic resistance. Because you do. Anyways, this is excels early game in your jungling and late game in team fights. Attack speed reduction getting cut in half is a pretty big deal so you should be sure to get their AD carries in that hot mess of a move.
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 / 110 seconds
Cost 100 mana
Oh the places you will go! Knock-ups are the one kind of CC that can't be cleansed or QSS'ed or whatever. However, spell shields like Banshee's are effective against it, so make sure to have all their shields down by having you or your teammates use some ranged spells first. Initiation can make or break the outcome of a team fight, so don't act recklessly. Go down the left side and make sure all lights are green (ults up) and everyone is with you (or can quickly get to you). Initiation is kind of a big deal.
Skill OrderSo you basically start with abilities to jungle, and by mid game have great ganking ability with a maxed out Seismic Shard. Simple, really.
JunglingHere's the jungling path I usually take with Malph:
It works well and is pretty flexible. Also great for ganking once you have red and blue. If your lanes are doing well don't be afraid to use teleport once or twice early game to get back to jungling from the fountain faster.
Some tips for amateur junglers:
1) It doesn't hurt to peek into their jungle and steal some of their creeps.
2) Ward dragon a little before the time when you think the enemy jungler might be able to kill it with a teammate.
3) Ward lanes, especially after they have been ganked once or twice. And ESPECIALLY-especially-especially if they aren't.
Team FightsYou can reread what I wrote about initiation in the "Skills" section above, but that is this type of Malphite's main contribution to the fight:
1) Explode onto the scene, hopefully catching at least two or three enemy champs in the popup.
2) Unleash all debuffs.
3) Try and be as big a presence as possible (if it helps you can yell really loud in your room if no one can hear you), running around and attacking weaker people to chase them away, especially ranged AD carries.
4) Chase down any terrified stragglers who are tripping over their pants in fear.
Final CommentsNow just go out and practice a game or two in Co-op vs AI.
Then just go out and ROFLSTOMP some faces.
Rock solid, over and out.