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MALPHITE
How To Be Rock Solid [Jungle Version]
by emptyopen
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RUNES>
9 Greater Mark of Alacrity
9 Greater Seal of Resilience
9 Greater Glyph of Celerity
3 Greater Quintessence of Fortitude

MASTERIES>
Offense (1)


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Defense (21)


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Utility (8)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Granite Shield (Passive)
Seismic Shard X X X X X
Brutal Strikes X X X X X
Ground Slam X X X X X
Unstoppable Force X X X
ITEM BUILD>
Starting items: cloth-armorhealth-potion5

Core early game items: heart-of-goldwardens-mailboots-of-speed

Core mid game items: randuins-omenmercurys-treads

Your late game build: mercurys-treadsranduins-omensunfire-capefrozen-heart

Recommended items (situational items) for last 2 slots:
aegis-of-the-legion if your support lacks this item, get it
trinity-force if you are fed to shiznets, get it
force-of-nature if the enemies are AP heavy, get it
abyssal-scepter unless someone more suited to the Scepter is getting it, you should definitely get it, malphite's ult and shard scale well with AP. Also more debuffs FTW
Introduction
This 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!"

step-step-step-BOOOOM!

"An enemy is legendary!"

"Rock solid."

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Yep!

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 Spells
These 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.
Skills
[skills/malphite/p.png] 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.



Explanation:


Great for laning, great for jungling.



[skills/malphite/q.png] 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.

Cooldown 8seconds
Cost 70 / 75 / 80 / 85 / 90 mana
Range 625


Explanation:


After your ult, your best ganking ability. When you have red buff they might as well go AFK when you come in to gank.



[skills/malphite/w.png] 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 16seconds
Cost 55 / 60 / 65 / 70 / 75 mana
Range 400


Explanation:


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.



[skills/malphite/e.png] 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

Range 300


Explanation:


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.



[skills/malphite/r.png] 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
Range 1000


Explanation:


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 Order
So you basically start with abilities to jungle, and by mid game have great ganking ability with a maxed out Seismic Shard. Simple, really.
Jungling
Here'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 Fights
You 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 Comments
Now just go out and practice a game or two in Co-op vs AI.

Then just go out and ROFLSTOMP some faces.

Cake.



Rock solid, over and out.

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Comments: 7
  • PK Marvel
    2 years ago
    @RAOWR, I'd say no. He is way too dependent on blue buff, and he can't take down jungle creeps as fast. While he is able to get through it, it's much more reliable to have him in lane.
  • RAOWR
    2 years ago
    @orion69 so is jungle malph still viable/possible?
  • Orion69
    2 years ago
    That vid is from Aug 2010. Jungling has been changed a lot since then, and nobody will be able to level 4 dragon now. At least not that I've seen. I used to with WW, but now, good luck. And w/o a Madred's no way at all at level 4. Difficult even at 6, barely doable sometimes.
  • emptyopen
    2 years ago
    supernova: Malph wasn't designed to be a tank originally. At the very least he was fitted into a more bruiser-type champ. Trinity force is a great item for many champions, and especially the champions that can be built in different ways. If you are getting fed you might as well increase your damage output. If they can't kill you then there's no need to get tankier more quickly than you already are.
  • supernova
    2 years ago
    trinity force?
  • emptyopen
    2 years ago
    I haven't changed my jungling speed at all since the patch. I do end up with slightly less health than before, but not much. The video was just to show the path through the jungle. The masteries and runes set up is different than in the video and provides better sustainability.
  • Zeddie
    2 years ago
    imo with the nerf to his sheild and Ground slam as of patch .133 he's become a really slow jungler now. Since you need to wait for his sheild to recharge between camps. Atm it's too risky for him to jungle since you are really low on health. And the video you provided are too outdated.

    Just sayin'
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