Thanks to jhoijhoi for the awesome banner!
Hi, I'm PsiGuard and welcome to my
This is not a short guide, and I don't refrain from describing my reasons and advice in great detail. If you're looking for a way to build Malphite and don't have time to read my guide, simply consult the build above. If you wish to learn more about how to solo top with Malphite however, or are surprised at my choice of items, runes or masteries, please read on.
Please don't downvote me without reading the entire guide. If you find my build odd, I encourage you to read the reasons I give before condemning my choice. It is possible that these builds do not fit everyone's play style. If you do not like Malphite or can't use him effectively, don't downvote me for it.
As a final note: if you'd like to jungle with Malphite, use build 2 and check out the section at the end of the guide for details.
Legend
(for any abbreviations you don't understand)Pros/Cons
So, why do we choose Malphite?
Pros:
Granite Shield is a fun passive which makes him resistant to harass.
- Deals a lot of physical and magic damage without any offensive items, even more with some armor and a
Sunfire Cape.
- High mobility from
Seismic Shard,
Greater Quintessence of Swiftness,
Mercury's Treads and
Force of Nature.
Brutal Strikes and
Ground Slam make him a powerful pusher.
- Arguably one of the tankiest champions in the game.
- 2 CCs and a debuff.
- Build and abilities hard counter autoattackers, especially champions who rely on attack speed.
- Annoyingly effective chaser.
- Can tank towers almost as well as
Rammus and
Alistar
Unstoppable Force is one of the best initiating spells in the game.
- Gold/10 items fit beautifully into the build.
Cons:
- Not an actual tanky DPS, so offensive items don't synergize very well.
- Deals a mix of damage, making it hard to rune for.
- Doesn't have a strong escape mechanism.
- Less effective against a lot of casters.
Masteries
Since Malphite is a tank, I spec most of my points in the defensive tree. Not all tanks need to put 21 points in this tree, but I find that Malphite can use defensive masteries better than most champions in the game. All of the damage reduction and bonus health will buff your
Here's a quick breakdown of the mastery tree:
Resistance and
Hardiness give some nice early damage resistance.
Strength of Spirit adds some sustain, which is important since Malphite doesn't have any built-in sustain unlike many solo tops.
Evasion and
Nimbleness are good fillers, but also give the occasional speed boost from minion aggro.
Defensive Mastery and
Harden Skin will block a bit more damage.
Veteran's Scars for extra health. Since we don't have Quints of Fortitude, this will give you some early game survivability.
Tenacity is great on tanky champions, and Malphite needs to be able to enter the fray to do his stuff.
Spatial Accuracy is a no-brainer. If you take a different summoner spell, switch this out.
Good Hands is far superior to
Perseverence.
Awareness is a very strong mastery. Gaining levels will give you an advantage in a solo lane, and hitting level 6 asap is pretty important.
Expanded Mind is useless anyway.
- I've changed
Greed to
Meditation. With an easy farming lane and 2 gold/10 items, Malphite doesn't need the extra gold as much as he needs mana regen.
Meditation should help your mana problems a little before you get your
Philosopher's Stone.
Some other worthy masteries include:
Archaic Knowledge for some extra power on your spells. This isn't really worth the 9 points in the offensive tree though.
Meditation will help your early game mana starvation. You'll lose
Tenacity if you want more than one point in it though.
Quickness works nicely on Malphite if you go down the utility tree.
Blink of an Eye is good to have if you can get it.
Presence of the Master requires a lot of points in utility. Still, it's one of the best masteries in the game. Decide for yourself if it's worth losing some survivability for this mastery.
These are great masteries, but will require sacrificing other strong ones to attain them. It's up to you if you want to change your tree to get one or more of these alternatives.
Runes
Primary Runes
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Alternative Runes
Summoner Spells
Top Picks
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Honourable Mentions
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Avoid If Possible
Remember to pick up the accompanying mastery for any summoner spell you choose whenever possible.
Abilities
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Tips and Tricks:
Granite Shield scales with health, armor, and magic resist. Survivability items will improve its effectiveness.
- Early game,
Granite Shield will protect you from harass and minion aggro; late game, it can tank repeated tower hits after you've built some armor.
- If you're hit by harass, try to avoid damage for the next few seconds until your passive recharges.
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Tips and Tricks:
Seismic Shard is a very effective counter-harass. Fire one at your opponent when they step forward to harass you, and
Granite Shield will earn you a small victory.
Seismic Shard is a strong chasing tool. Use it to slow your opponent and walk up for a
Ground Slam. It's also a helpful tool to use when your jungler ganks.
- You can use
Seismic Shard to escape enemies. Hit a foe when you're fleeing, and your speed will be boosted while they are slowed.
Seismic Shard steals a percentage of the target's movement speed, so hitting a fast enemy like
Rammus with
Powerball will give you a huge speed boost.
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Tips and Tricks:
- Activate
Brutal Strikes before using
Ground Slam to boost your armor, and therefore the damage of
Ground Slam
Brutal Strikes only costs 50 mana at level one. Don't be afraid to use it if you're expecting some physical damage to come your way.
Brutal Strikes is one of the strongest tower-pushing abilities in the game. Activating it will allow you to take some tower hits while increasing your attack damage, allowing you to push or backdoor fairly easily.
- Activate
Brutal Strikes just before you initiate a team fight. This will let you tank better, improve your
Ground Slam, and let you do heavy damage with your auto attacks.
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Tips and Tricks:
Ground Slam scales with armor, so it will start hurting after you get
Sunfire Cape.
Ground Slam isn't just a damage ability, it slows nearby enemy attack speeds. Use
Ground Slam in conjunction with
Randuin's Omen and
Frozen Heart to severely cripple enemy attack speed champions.
- Using
Ground Slam with the passive from
Brutal Strikes will allow you to farm creeps and push lanes quite quickly.
Ground Slam leaves an imprint of the Riot Games Fist on the ground.
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Tips and Tricks:
- The knockup component of
Unstoppable Force isn't reduced by tenacity.
- Since
Unstoppable Force is both a dash and a heavy CC, it's great for initiating ganks or team fights. Wait for enemies to group together for maximum effect.
Unstoppable Force can be used to turn the tables on
Jarvan IV when he uses
Cataclysm. It's also great for interrupting channelled abilities like
Death Lotus,
Crowstorm,
Absolute Zero and
Requiem.
- Try to always use the dash function of
Unstoppable Force simply placing it on top of yourself can cause it to fail and will waste your cooldown.
Unstoppable Force can be used to dash through walls. Use it to surprise an enemy in the jungle, or interrupt a team trying to take dragon or baron. In an emergency, you can also use it to dash away from enemies, though try not to rely on this too often.
Skill Sequence
Always prioritize your ultimate, it's a very strong skill and does quite a lot of damage for a tank.
I level
If you want to switch up the skill order, that's fine. Leveling up
Starting Items
A lot of solo tops have sustain abilities. Malphite does not. Since we want to rush a quick
Even though you'll get a lot of farm at top, gold items still very effective at getting your income going, and will give you some extra money for buying wards.
Recommended Build
IMPORTANT! READ THIS!
The order of these items is optimal, but not at all set in stone. Tanks have to adapt to the enemy team composition. If you're facing an AP carry top, you may want to get your
Force of Nature earlier. Likewise, if the enemy team lacks a strong AP carry, you may skip FoN entirely and get more armor items. The build shown is for a balanced team with average CC.
Here is a paraphrased question from Blakhart:
Q: "PsiGuard, why do you get
//
Good question, Blakhart. I get
That said, if you do not need more survivability at all by that phase in the game, by all means, grab a different item.
Situational Items
Many of the following items have multiple applications, but I've ordered them according to their primary purpose for
Malphite. Keep in mind that some items may have overlapping roles.
Boots
Boots of Swiftness | ___ | These underrated boots are great replacements for |
Ninja Tabi | ____ | These boots are highly situational on Malphite. |
Sorcerer's Shoes | ___ | Great boots to have if you want a bit more damage. They're a must-have on an AP build, but they can also be helpful if you aren't facing much CC on the enemy team. The flat magic pen goes great with your |
Defensive Items
Quicksilver Sash | ___ | A great, though situational item. Removes any debuff on your champion with a CD of 60 seconds. Unlike |
Banshee's Veil | ___ | Nice to be able to block annoying spells like |
Thornmail | _____ | Armor is awesome, but there's already a ton in the build. Any AD champion would be stupid to focus you. |
Chalice of Harmony | ___ | If you have your |
Eleisa's Miracle | ____ | If you didn't take |
Warmog's Armor | ___ | I'm not a fan of |
Supportive Items
Aegis of the Legion | ____ | This is simply one of the best items in the game. The only reason this is situational is because a lot of the time this will be picked up by your support or jungler. Since you'll spend most of early game in top lane, the aura isn't going to benefit your team very much. Pick up an |
Shurelya's Reverie | ____ | One of the upgrades for |
Soul Shroud | ______ | More of a support item, but it can be okay on Malphite because of the CDR and health it gives. The mana regen will help you and your team quite a bit as well. |
Stark's Fervor | ______ |
Offensive Items
Frozen Mallet | ______ | I would probably not use this item, but it's still worth mentioning. You'll get a lot of health (which will also boost |
Atma's Impaler | ______ | This item goes nicely with |
Abyssal Scepter | ______ | I've never put much stock in AP Malphite, but since |
Zhonya's Hourglass | ____ | The 50 armor suits you nicely, and the AP will buff up your Q and R. The active is great for surviving dangerous ultimates or a full team focusing you. Usually the active won't be necessary if you have competent team mates, and |
Trinity Force | _______ | If you're really stomping the enemy team, your team has like 5 tanks, or you have way too much gold lying around, pick up |
Warding
The following is a very quick warding guide taken from Soraka - The Babysitting Queen. Thanks Summoner for letting me use this section! It is the responsibility of everyone on the team to ward the map, but it is fairly easy for Malphite to do so, since you have two gold items built very early in the build.
Buy wards whenever possible, and watch for when allied wards by dragon or baron are going to expire. Make sure that dragon is warded once it has spawned, and ward baron constantly late game. Warding allied buffs is a good way to prevent counter-jungling. You can use vision wards to counter-ward at dragon or baron, or you can buy an
Oracle's Elixir for some more extensive ward sweeping. If you notice the enemy team is getting a lot of wards, this will help your own team regain some map control.
Note: This is assuming you're purple. Simply mirror the positions if you're on blue side.
These show the best, non-situational (i.e no lane brush wards) positions to place wards, assuming you are winning as thepurple side.
Mirror the positions of the wards if you need defensive wards in your jungle as well. This is especially important if you plan on counter-jungling, to prevent the enemy jungler from stealing your jungle while you are absent.
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For a more detailed guide on warding, click here.
Buy wards whenever possible, and watch for when allied wards by dragon or baron are going to expire. Make sure that dragon is warded once it has spawned, and ward baron constantly late game. Warding allied buffs is a good way to prevent counter-jungling. You can use vision wards to counter-ward at dragon or baron, or you can buy an
Note: This is assuming you're purple. Simply mirror the positions if you're on blue side.
These show the best, non-situational (i.e no lane brush wards) positions to place wards, assuming you are winning as thepurple side.
Mirror the positions of the wards if you need defensive wards in your jungle as well. This is especially important if you plan on counter-jungling, to prevent the enemy jungler from stealing your jungle while you are absent.
For a more detailed guide on warding, click here.
Laning Phase
As a solo top, your job is to farm like a boss, zone your opponent and prepare for ganks (whether friendly or enemy). Most importantly, try not to let your tower fall or force your jungler to help you hold the lane. This shouldn't be very difficult between
Regrowth Pendant,
Granite Shield,
Teleport and Malphite's harass skills.
Use
Seismic Shard to counter-harass your opponent. When they walk up and smack you or use an ability, hit them back with your Q and
Ground Slam if they're close enough. Then play a little passively for 10 seconds and let your
Granite Shield refresh. Rinse and repeat, and you should be winning the lane in no time.
Let's say you're laning fine, getting some farm and shaking off harass, but the enemy has too much sustain for you to weaken enough to burst (solo top champions often have a lot of sustain). Now is the time to call for a gank. If your jungler is busy ganking bot or grabbing a camp on the opposite side of the map, don't worry. Just let them know that you're ready for a gank (preferably your ultimate is off CD) and wait for them to get to top lane. Make sure you don't push your lane if you want a gank.
Now, the enemy player may have called for their own gank, and that is why you get WARDS to cover the river. Always keep an eye out to see if your lane opponent places their own wards, so you can let your jungler know to either cancel the gank or get oracle's or a vision ward to counter ward there.
If you're ready for a gank and your jungler is lurking in a nearby push, ping the enemy champion when you're both ready. If your jungler has a good initiation (Warwick post-6), wait for him to exit the bush, then attack. If your jungler has a weak initiation (Trundle without red buff), you may initiate yourself with any combination of
Flash,
Seismic Shard and
Unstoppable Force. Considering the amount of burst and CC Malphite has at his disposal, you should be able to net a few kills before mid game.
Pro-tip: Sudden aggression or a quick visit from your jungler is an easy way to blow your opponent's summoner spells like
Flash or
Ghost, especially if you've been winning the lane. Post-6 most players are very afraid of the threat of
Unstoppable Force, so try to look menacing or have your jungler stop by for a "gank" and they'll be much more vulnerable to future kills. Your jungler can even come back in 30 seconds or so and you can get a clean gank. Just make sure you don't blow your ultimate prematurely if the enemy is just going to
Flash out of it.
"Help PsiGuard, I'm in a 1v2 lane and the enemies aren't complete noobs. I can't harass them both enough for a kill!"
Not to worry, Malphite is an exceptionally resilient laner, and can often withstand even the most aggressive harassers without being zoned. Here are some tips to help you "win" a 1v2.
To be honest, all you have to do to win a 1v2 lane is survive it. Keeping up your farm and defending your tower, while not giving up any kills will result in the enemy "losing" the lane. Since they have two champions in lane, they will be sharing both experience and farm. If their combined presence does not result in a kill, a tower destruction or your starvation, they'll be in a very bad position by mid-game, while you'll be outleveling them and your jungler will have free reign of the enemy jungle, as well as easy ganks on mid and bot lanes. Whatever you do, do your best to make sure you don't bother your jungler every two minutes to help you hold your lane. Every minute you hold your lane is a minute your jungler has to farm or gank. If your team is at all competent, you'll have a major advantage when laning phase ends.
Use
Let's say you're laning fine, getting some farm and shaking off harass, but the enemy has too much sustain for you to weaken enough to burst (solo top champions often have a lot of sustain). Now is the time to call for a gank. If your jungler is busy ganking bot or grabbing a camp on the opposite side of the map, don't worry. Just let them know that you're ready for a gank (preferably your ultimate is off CD) and wait for them to get to top lane. Make sure you don't push your lane if you want a gank.
Now, the enemy player may have called for their own gank, and that is why you get WARDS to cover the river. Always keep an eye out to see if your lane opponent places their own wards, so you can let your jungler know to either cancel the gank or get oracle's or a vision ward to counter ward there.
If you're ready for a gank and your jungler is lurking in a nearby push, ping the enemy champion when you're both ready. If your jungler has a good initiation (Warwick post-6), wait for him to exit the bush, then attack. If your jungler has a weak initiation (Trundle without red buff), you may initiate yourself with any combination of
Pro-tip: Sudden aggression or a quick visit from your jungler is an easy way to blow your opponent's summoner spells like
"Help PsiGuard, I'm in a 1v2 lane and the enemies aren't complete noobs. I can't harass them both enough for a kill!"
Not to worry, Malphite is an exceptionally resilient laner, and can often withstand even the most aggressive harassers without being zoned. Here are some tips to help you "win" a 1v2.
To be honest, all you have to do to win a 1v2 lane is survive it. Keeping up your farm and defending your tower, while not giving up any kills will result in the enemy "losing" the lane. Since they have two champions in lane, they will be sharing both experience and farm. If their combined presence does not result in a kill, a tower destruction or your starvation, they'll be in a very bad position by mid-game, while you'll be outleveling them and your jungler will have free reign of the enemy jungle, as well as easy ganks on mid and bot lanes. Whatever you do, do your best to make sure you don't bother your jungler every two minutes to help you hold your lane. Every minute you hold your lane is a minute your jungler has to farm or gank. If your team is at all competent, you'll have a major advantage when laning phase ends.
Laning Opponents and Aggression
I've added this section due to a good question from Wayne3100.
Q: "I do have a question, however: do you think Malphite is simply capable of holding top lane well because he isn't easily harassed or do you actually believe he is also a strong competitive pick for solo top? Would he only win a lane against squishy melee characters or also tanky champions like Irelia and Renekton (are there any champions he specifically counters and beats 9 times out of 10 in lane)? And finally, is it possible to play agressive with him in lane or would that just fail because Malphite is oom pretty quickly?"
// I think Malphite's resistance to harass contributes greatly to his success in lane. That isn't his only attribute however.
Seismic Shard deals a great deal of damage by about level 3, and it's quite long range and gives you a speed boost while your enemy is slowed. This makes it difficult for enemies to execute aggressive harrass combos or return your Q with anything close range.
Unstoppable Force is an extremely valuable ultimate when your jungler ganks top. If your jungler has red buff or any CC, it's very easy to pick up a kill. Malphite is also a very strong tower diver, able to tank successive tower hits at early levels, and can tank a tower for a good 15 seconds easily by late game with very little health lost. This makes jungle ganks viable on a tower-hugger.
Is he only good against melee? Well, the short answer is "no," he can keep up with most champions in lane. I've soloed
Kog'Maws quite effectively despite their range. Your Quints of Swiftness will allow you to dodge and retreat out of range at a moment's notice, and your Q is a pain in the ass for squishies with no sustain. I would say that my toughest enemy to face would be champions with their own defensive abilities or a high level of sustain, like
Mordekaiser or
Cho'Gath. If they can withstand successive Qs easily, you will have trouble harassing effectively. That said, don't worry if you can't whittle them down to low health, just farm and soak up XP because Malphite scales really well into late game.
I've been thinking about adding a large section with details about various champions you'll often face in top lane, with some tips on how to avoid their abilities and counter their playstyle. It's quite an ambitious undertaking, so I'm not sure if I'll have the time at the moment. Just wanted you to know I have thought about some of these things.
There's no specific champion that Malphite dominates, but AD and AS based champions who aren't good at taking harass are good targets. I've had success against champions like
Kog'Maw,
Jax (if played mediocre),
Master Yi,
Akali,
Wukong, etc. Basically champions without good sustain or a defense mechanism are easy pickings if they aren't played incredibly well.
It's possible to be "aggressive" in lane with Malphite, but that basically means a liberal use of Q, E whenever they challenge you and zone them from last-hitting. Generally I play Malphite a little more passively, allowing my opponent to push close to my tower so I can make good use of my passive (it's hard to refresh the shield when you are trying to zone). This position also leaves the enemy vulnerable to a gank, and they are relatively easy to harass when they're that close to your turret. I usually just wear down their health until I get a gank, they b, or I can just ult-slam-Q them to death. It's possible to use more aggressive positioning, but it doesn't suit Malphite as well as other champions like Renekton.
I hope that answers your question.
Q: "I do have a question, however: do you think Malphite is simply capable of holding top lane well because he isn't easily harassed or do you actually believe he is also a strong competitive pick for solo top? Would he only win a lane against squishy melee characters or also tanky champions like Irelia and Renekton (are there any champions he specifically counters and beats 9 times out of 10 in lane)? And finally, is it possible to play agressive with him in lane or would that just fail because Malphite is oom pretty quickly?"
// I think Malphite's resistance to harass contributes greatly to his success in lane. That isn't his only attribute however.
Is he only good against melee? Well, the short answer is "no," he can keep up with most champions in lane. I've soloed
I've been thinking about adding a large section with details about various champions you'll often face in top lane, with some tips on how to avoid their abilities and counter their playstyle. It's quite an ambitious undertaking, so I'm not sure if I'll have the time at the moment. Just wanted you to know I have thought about some of these things.
There's no specific champion that Malphite dominates, but AD and AS based champions who aren't good at taking harass are good targets. I've had success against champions like
It's possible to be "aggressive" in lane with Malphite, but that basically means a liberal use of Q, E whenever they challenge you and zone them from last-hitting. Generally I play Malphite a little more passively, allowing my opponent to push close to my tower so I can make good use of my passive (it's hard to refresh the shield when you are trying to zone). This position also leaves the enemy vulnerable to a gank, and they are relatively easy to harass when they're that close to your turret. I usually just wear down their health until I get a gank, they b, or I can just ult-slam-Q them to death. It's possible to use more aggressive positioning, but it doesn't suit Malphite as well as other champions like Renekton.
I hope that answers your question.
Team fights
Team fights are fairly simple as Malphite. When the enemy overextends or groups up, initiate with
Unstoppable Force, activate
Brutal Strikes and use
Ground Slam. Target the most vulnerable champion, preferably the ranged DPS and use
Seismic Shard to slow them. By this point, the enemy team will probably be panicking and hopefully blown a few important spells on you. While your
Sunfire Cape is busy whittling down their health and you're smacking everyone in sight while tanking a lot of damage, your team will rush in, nuke their carry and pick off the enemy team while they're in disarray. In a long team fight, try to protect your carries by blocking CC and skillshots, while disabling the AS of their AD carries (melee and ranged).
If you're team is victorious use
Seismic Shard to slow down any fleeing champions for your team to finish off.
Flash in for a last hit if it's appropriate. Your team can then choose to push, dragon, baron, take buffs, or recall to base and shop. Team fights near the enemy tower usually call for a push, while a victory in the jungle may leave dragon or baron unguarded.
In the event your team is losing the fight, ping the retreat and slow down dangerous champions with
Seismic Shard. You can use
Flash to escape if necessary, but make sure you don't leave behind your carries if you can still help them. If you haven't used your ultimate, USE IT if it will help your carries escape, even if it means dashing back into the fray. The death of a tank is always worth the survival of a carry, just make sure you don't suicide if you don't need to.
If you're team is victorious use
In the event your team is losing the fight, ping the retreat and slow down dangerous champions with
Jungling
Since this guide is designed to teach you how to play Malphite in solo top lane, I won't be going super in-depth in this section. Since Malphite is a very nice jungler, use the second build and this quick guide to help you get started.
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RUNES | |||||||||||||||
These are fairly standard runes for many junglers.
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The additional utility masteries are designed to make good use of
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Prioritize your ultimate first, like always.
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ITEM SEQUENCE | |||||||||||||||
Start with a
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Jungle Route
Before I give you the route, there is one IMPORTANT thing to do while jungling Malphite. Before every monster camp, WAIT FOR
You may recognize the following as the traditional Aggressive Jungle Route from blue golem to double golems. I encourage you to read this section anyway, so you know how to use Malphite's abilities to jungle effectively.
- Start at the Blue Golem, hopefully with a leash from an allied champion. Use
Ground Slam once you've engaged him then just autoattack him to death. DO NOT use a
Health Potion until he has BROKEN your
Granite Shield and dealt some damage to your health. If your team helps you take blue, you may not even need to use the potion at all. Use
Smite to last-hit the golem so the enemy jungler can't steal it.
- Move on to wolves, using
Brutal Strikes BEFORE
Ground Slam so your armor is increased for the damage bonus. Use a
Health Potion to regen any damage you take.
- Go to wraiths, using the same technique.
- Head to the Red Lizard. Use the same technique as before, remembering to activate
Brutal Strikes before
Ground Slam, use a
Health Potion when your
Granite Shield breaks, and last-hit it with
Smite. If for some reason your
Smite will not be ready, go to double golems before red to give it some time to cool down.
- Kill the double golems. Use a
Health Potion to keep your health up if you want to gank soon.
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For quick-reference, here is a quick map of the route. Simply mirror it if you're on the purple side.
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Need to see the route in action? Check out this video from Stonewall008.
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