Guide Malphite League of Legends S6

Granite Shield

(Innate): Malphite's skin innately produces a layer of rock as a shield which absorbs damage of up to 10% of his maximum health. The shield will recharge if Malphite has not received damage in the last 10 seconds.

Tips :


Malphite has a shield of 10% of his max HP.

The OP passive in the lane phase

   10% of max HP shielded, nice!
Careful, in the lane phase Mallphite must ensure to recuperate his passive to reduce his opponent's harass

If your opponent can attack from a distance you must be careful not to get close too soon as it can prolong the reappearance of the passive by 10 extra seconds if it touches you.

The more HP Malphite has, the more powerful his passive becomes.

A damage over time would be a handicap to recuperate your passive as you would need to wait until the end of these damages and then another 10 seconds.


Seismic Shard (Q)

(Active): Malphite sends a shard of the earth through the ground at his target, dealing magic damage upon impact and slowing them for 4 seconds. Additionally, Malphite will increase his own movement speed for 4 seconds by the same amount of flat movement speed that the target lost.

  • Cooldown: 8 seconds
  • Range: 625
Tips :


Malphite sends out a wave

Malphite's mobility spell.

The speedmove bonus/increase
Stealing movement speed lets you either escape quickly or quickly chase your target for a gank.

This spell inflicts good damages and won't let your target escape. It is more efficient against champions who can't dash during the effect of a slow.

Maxing this spell against a distance champion is often more interesting because it will be out ot the range of your E. With the regeneration of mana, Malphite possess a lot of damages thanks to this spell that also has a weak cooldown.

The higher the level of the spell, the more important the stolen speed, allowing you to attack your opponent at close range.


    Cost: 70 / 75 / 80 / 85 / 90 mana

    Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.6 per ability power)

    Movement Speed Stolen: 14 / 17 / 20 / 23 / 26 %

Brutal Strikes (W)

(Passive): Malphite's autoattacks will splash, dealing a percentage of his attack damage to nearby enemies.

  • Splash radius from target: 200

(Active): Increases Malphite's armor and attack damage by a percentage for 6 seconds.

Tips :


Malphite gets more cool!

Zone damages and more armour

   Bonus armour and a cool look
The bonus armour from Brutal Strikes allows the Ground Slam to inflict more damages, especially in the endgame. The spell's active should be used when Malphite wants to burst or before he is burst.

The increase in armour and damages is by percent and therefore improves your armour a lot in the lategame.

The passive of the spell lets you push the lane but also harass your opponent by striking the minions, be careful not to take aggro under the turret without meaning to!

We will use randuin after activating the buff to increase the duration of the effect from randuin.


    Splash Damage: 30 / 38 / 46 / 54 / 62 % of attack damage

    Cost: 50 / 55 / 60 / 65 / 70 mana

    Attack Damage & Armor Bonus: 20 / 25 / 30 / 35 / 40 %

Ground Slam (E)

(Active): Malphite slams the ground, dealing magic damage to all nearby enemies and reducing their attack speed for 3 seconds.

  • Cooldown: 7 seconds
  • Diameter of AoE: 400
Tips :


Malphite strikes the ground, creating a shockwave.

The anti melee spell for the lane

   The speed attack debuff
Lets you quickly push the lane, the spel's damages increase with your armour. This makes stacking armour on Malphite very powerful against champions without physical damages.

The speed attack reduction is very efficient against certain champions, especially combined with frozen heart.

It is a very good harass spell in the lane, but be careful as its effect is to push and that can put you in a bad position regarding the jungler.


    Cost: 50 / 55 / 60 / 65 / 70 mana

    Magic Damage: 60 / 100 / 140 / 180 / 220 (+30% of total armor) (+0.2 per ability power)

    Attack Speed Reduction: 30 / 35 / 40 / 45 / 50 %

Unstoppable Force (R)

(Active): Malphite charges to the target location, dealing magic damage to all enemies in the area, knocking them into the air for 1.5 seconds. Malphite cannot be interrupted during his charge by anything except his own death.

  • Cost: 100 mana
  • Range to center of AoE: 1000
  • Diameter of AoE: 600
  • Missile Speed: 1500 + Malphite's movement speed at time of cast
Tips :

 


Malphite dashes towards the target area and tosses the enemies in the air

Malphite's terrifying bump

   The ultimate that lets you engage
Excellent engage spell that lets you easily burst weak champions.

This spell is not considerd a control but a bump, projection is therefore not affected by the Mercury's Tread.

It is possible to easily survive a gank by using your ultimate towards your tower, or through a wall. Therefore, when Malphite is out of ultimate he's not as useful anymore in teamfight.


    Cooldown: 130 / 115 / 100 seconds

    Magic Damage: 200 / 300 / 400 (+1.0 per ability power)

Pros

 

Excellent engage at long range thanks to the ultimate

Speed attack reduction with his E and Réduction de vitesse d'attaque avec son E and frozen heart

Taking armour improves his damages and is very efficient

Very good ultimate synergy with champions like Oriana

The passive allows you to easily hold the lane

The ultimate and the A in the lane phase can be used to escape

The ultimate passes through walls and is difficult to avoid

Cons

 

Careful, it is possible to Flash Malphite's ultimate before impact

Malphite has to manage his passive well in the lane phase to recover it

Malphite is a very powerful engage but be careful not to get too far from your team

You need good game vision, because a bad engage can have disasterous consequences for your team

Malphite is very tanky so you must tank in teamfight to stop weak allies from being distroyed