Guide Malzahar League of Legends S6

Summon Voidling


Call of the Void (Q)

(Active): Malzahar opens up two portals to the Void. After a short delay, power erupts from them, dealing magic damage and silencing all enemies caught between the portals.

  • Cooldown: 9 seconds
  • Range to center of wall: 900
  • Wall width: 400 (estimate)
Tips :

This is an excellent spell in teamfight that prevents your enemies from casting thanks to its silence. It is not easy to place but it's a hit when your enemies are grouped together!  

In the lane phase you can use it to harass your opponent from time to time or to quickly push the sbires in the lane.


    Cost: 80 / 90 / 100 / 110 / 120 mana

    Total Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.8 per ability power)

    Silence Duration: 1.4 / 1.8 / 2.2 / 2.6 / 3 seconds

Null Zone (W)

(Active): Malzahar creates a zone of negative energy for 5 seconds. The zone deals magic damage to enemies that stand in it for percentage of their max health each second. (damage to monsters is capped)

  • Cooldown: 14 seconds
  • Range to center of AoE: 800
  • Diameter of AoE: 500 (estimate)
  • Maximum Damage vs Monsters: 130 (estimated)
Tips :

It's an excellent spell coupled with your ultimate since your target will be immobilised in the zone. We can't really say that this is a spell to push given its weak damage that it deals the sbires. On the other hand, if you touch a champion with a lot of life, you will do him a lot of damage.   

In teamfight, try to place it on a group of enemies, the idea being that you have mass control in your team.  


    Cost: 90 / 100 / 110 / 120 / 130 mana

    Health To Magic Damage Per Second Ratio: 4 / 5 / 6 / 7 / 8% (+0.01% per ability power)

    Total Health to Magic Damage: 20 / 25 / 30 / 35 / 40% (+0.05% per ability power)

Malefic Visions (E)

(Active): Malzahar infects his target's mind, dealing magic damage every half seconds for 4 seconds. If the target dies while afflicted by the visions, they pass the curse on to a nearby enemy unit, refreshing the duration and restoring mana to Malzahar.

  • Range: 650
Tips :

A spell for pushing that is just insane because your opponent will be obliged to rest under the tower if you manage your last hit well. Also if he stays too near a sbire who will die he will recover the DoT.

This ability lets you keep control of the lane so you can move easily to do the wraiths or just to help your mates on the lanes.

Don't forget that when you finish a sbire, Malzahar recovers mana which increases his sustain in the lane.


    Cost: 60 / 75 / 90 / 105 / 120 mana

    Cooldown: 15 / 13 / 11 / 9 / 7 seconds

    Total Magic Damage: 80 / 140 / 200 / 260 / 320 (+0.8 per ability power)

    Magic Damage per Half Second: 10 / 17.5 / 25 / 32.5 / 40 (+0.1 per ability power)

    Mana Restored: 10 / 14 / 18 / 22 / 26

Nether Grasp (R)

(Active): Malzahar grips his target in an engulfing void of energy and begins channeling, dealing magic damage every half second while suppressing the target for up to 2.5 seconds.

  • Cost: 150 mana
  • Range: 700
Tips :

This ultimate can quickly anihilate a target with your W. During this time, your opponent can't do anything apart from using a QSS to get out of danger.

However you are just as vulnerable when casting your Nether Grasp. You must pay attention to its placement and avoid getting cencelled by the slightest control (silence, stun, bump...).


    Cooldown: 120 / 100 / 80 seconds

    Magic Damage per Half Second: 50 / 80 / 110 (+0.26 per ability power)

    Total Magic Damage: 250 / 400 / 550 (+1.3 per ability power

Pros

Very good ability to push thanks to his DoT

You can easily zone your opponent and force him to stay under the tower

Malzahar can move easily to help his mates

Cons

Very weak like all AP carry

He lacks mobility and an escape, the flash is really essential for him

His ultimate makes him very vulnerable if he is not positioned well