Malphite: Shard of the Monolith

Malphite is a champion in League of Legends played primarily in the Top Lane, classified as a Vanguard (legacy: Tank/Mage). He uses Mana (280 – 1459.9 at max level) and is a Melee champion with 125 attack range. Malphite was released on September 2, 2009, making him one of the oldest champions in the game, and is currently in patch V26.02. With a 6.2% pick rate, A tier ranking, and roughly 51% win rate, Malphite is one of those champions who never truly falls out of the meta because his R is always relevant. No matter how behind you are, one 5-man Unstoppable Force can flip a game on its head.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 20)
HP6652710.16
Mana (MP)2801459.9
Attack Damage (AD)62140.66
Armor (AR)40137.34
Magic Resist (MR)2868.31
Movement Speed (MS)335335 (fixed)
Attack Range125 (Melee)125 (fixed)

💡 Key Identity: Malphite’s stats tell the whole story: 40 base armor (one of the highest in the game) combined with W’s passive tripling bonus armor, E scaling with 40% total armor, and Granite Shield scaling with max HP. Everything in this kit screams “stack armor, become unkillable against AD champions.” Against a full AD team composition, Malphite is legitimately one of the most overpowered champions in the entire game. Against AP-heavy teams, he’s significantly weaker – but his R remains game-changing regardless of matchup.

🪨 Passive: Granite Shield

INNATE – SHARD OF THE MONOLITH: Malphite gains increased percentage size equal to 8% of his total armor, capped at 35% increased size at 437.5 armor.

INNATE – GRANITE SHIELD: Malphite grants himself a shield equal to 10% of his maximum health. The shield lasts until it is broken, and replenishes to full strength after 8 / 7 / 6 seconds (levels 1/7/13) of not taking damage.

⚠️ Important: This passive is Malphite’s lane survival tool. With 2700+ HP late game, Granite Shield absorbs 270+ damage before it breaks. The shield also enables W’s tripled armor bonus – while Granite Shield is active, W passive gives you 90% bonus armor instead of 30%. This means your first trade in any fight is ALWAYS stronger than your second. Wait for the shield to recharge (8s early, 6s after level 13), then trade with W empowered auto. Walk away, let shield regenerate, repeat. This is Malphite’s entire laning pattern.

🪨 Q: Seismic Shard

Cost: 70 / 75 / 80 / 85 / 90 Mana | Cooldown: 8 seconds (flat) | Cast Time: 0.25 | Target Range: 625 | Speed: 1200

ACTIVE: Malphite sends a shard at the target enemy that deals magic damage and slows them for 3 seconds. Malphite also gains bonus movement speed equal to the raw MS stolen from the target for the duration.

ParameterValue
Magic Damage70 / 120 / 170 / 220 / 270 (+ 60% AP)
Slow (Movement Speed Steal)20 / 25 / 30 / 35 / 40%

💡 Pro Tip: Q is a movement speed STEAL, not just a slow. If you Q someone with 400 MS and the slow is 40%, they lose 160 MS and YOU gain 160 MS. That’s a 320 MS differential – enough to run down virtually any champion in the game. This is your primary laning harass tool against ranged top laners. Q the enemy, run at them with the stolen MS, auto + W reset for bonus damage, then walk away before they can respond. The downside: 90 mana at max rank on an 8-second cooldown drains your mana pool extremely fast. Don’t spam Q mindlessly – every Q should lead to a favorable trade or you’re just burning mana.

🪨 W: Thunderclap

Cost: 30 / 35 / 40 / 45 / 50 Mana | Cooldown: 10 / 9.5 / 9 / 8.5 / 8 seconds | Cast Time: NONE

PASSIVE: Malphite gains bonus armor, tripled while Granite Shield is active.

ACTIVE: Malphite empowers his next basic attack within 6 seconds to have an uncancellable windup, gain +50 bonus range, and deal bonus physical damage on-hit. Additionally, Malphite’s basic attacks for the next 5 seconds trigger a cone aftershock in the target’s direction, dealing physical damage to enemies hit. Thunderclap resets Malphite’s basic attack timer.

ParameterValue
Bonus Armor (passive)10 / 15 / 20 / 25 / 30% (tripled to 30/45/60/75/90% with shield)
Empowered Auto Damage30 / 40 / 50 / 60 / 70 (+ 20% AP) (+ 15% armor)
Cone Aftershock Damage15 / 25 / 35 / 45 / 55 (+ 30% AP) (+ 15% armor)

⚠️ Key Detail: The tripled armor passive while Granite Shield is up is what makes Malphite absurd against AD champions. At rank 5 with Granite Shield active, you get 90% bonus armor. If you have 200 total armor, that’s 180 EXTRA armor just from W passive – bringing you to 380 total. This also amplifies E damage (which scales with 40% armor) and W active damage (which scales with 15% armor). Every armor item you buy makes all three abilities stronger simultaneously. The auto-attack reset is also crucial for short trades: auto → W reset auto deals massive burst damage in the time of a single auto-attack animation.

🪨 E: Ground Slam

Cost: 50 / 55 / 60 / 65 / 70 Mana | Cooldown: 7 seconds (flat) | Cast Time: 0.2419 | Effect Radius: 400

ACTIVE: Malphite slams the ground, dealing magic damage to nearby enemies and crippling them (reducing attack speed) for 3 seconds.

ParameterValue
Magic Damage60 / 95 / 130 / 165 / 200 (+ 60% AP) (+ 40% armor)
Cripple (Attack Speed Reduction)30 / 35 / 40 / 45 / 50%

💡 Pro Tip: The 40% armor scaling on E is what makes full-tank Malphite still deal significant damage. With 400 total armor (achievable with armor items + W passive), E deals 200 base + 160 (40% of 400 armor) + 60% AP = 360+ magic damage on a 7-second cooldown from a TANK. The 50% attack speed reduction at max rank is devastating against any auto-attack-reliant champion. Against ADCs, E effectively halves their DPS output for 3 full seconds. In the R → E combo, you knockup the entire enemy team AND cripple their DPS simultaneously.

🪨 R: Unstoppable Force (Ultimate)

Cost: 100 Mana | Cooldown: 130 / 115 / 100 seconds | Cast Time: NONE | Target Range: 1000 | Effect Radius: 325 | Speed: 1500 + 100% Movement Speed

ACTIVE: Malphite dashes with displacement immunity to the target location. Upon arrival, he deals magic damage to nearby enemies and knocks them up for 1.5 seconds.

ParameterValue
Magic Damage200 / 300 / 400 (+ 90% AP)
Knockup Duration1.5 seconds
Dash Speed1500 + 100% of Malphite’s current MS

💡 Pro Tip: This is widely regarded as the single best engage ability in League of Legends, and for good reason. 1000 range, NO cast time (instant), displacement immunity (can’t be interrupted by any CC during the dash), 325 AoE radius (roughly the size of the average teamfight cluster), and 1.5 seconds of knockup (knockups cannot be reduced by tenacity). The dash speed is 1500 + 100% of your current MS, so with Q’s movement speed steal active, R becomes practically undodgeable. The golden rule: Flash + R extends the range to nearly 1400 units, catching enemies who thought they were safe. A 3-person or more R wins teamfights outright, regardless of gold deficit.

🛡️ Why Malphite is the Ultimate Counter-Pick

Malphite isn’t a blind-pick champion. His kit is specifically designed to destroy AD-heavy and auto-attack-reliant team compositions. Here’s why he becomes stronger the more AD the enemy team has:

  • Armor Stacking Feedback Loop: Every armor item you buy makes W passive stronger (tripled bonus armor), E damage stronger (40% armor scaling), W active damage stronger (15% armor scaling), AND makes you tankier against the AD damage you’re stacking armor against. It’s a triple-scaling feedback loop.
  • E Cripple vs. ADCs: 50% attack speed reduction for 3 seconds on the enemy ADC during a teamfight effectively removes half their damage output. Combined with R knockup (1.5s where they can’t attack at all), you’re removing ~4.5 seconds of ADC DPS.
  • Granite Shield vs. Poke: The 10% max HP shield regenerating every 6 seconds makes AD poke lanes (Jayce, Quinn) much more tolerable than they’d be otherwise.
  • R Against Grouped AD Teams: If the enemy team is 4+ AD, they can’t itemize against your magic damage R + E while also dealing with the 400+ armor you’ve stacked. You become a damage threat AND unkillable simultaneously.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1-6)

  • Passive Shield Trading: Wait for Granite Shield to be active. Walk up, auto → W reset auto → E → walk away. The shield absorbs their retaliation damage, and your tripled W armor makes the trade massively one-sided. Repeat every 8 seconds.
  • Q Harass Pattern: Against ranged top laners, Q is your only way to interact. Q → run at them with stolen MS → auto → W auto → walk away. Be careful with mana – each Q costs 70–90 mana and you only have 280 base mana.
  • Doran’s Ring Start: Malphite starts Doran’s Ring because Q poke is his primary laning tool and he needs mana sustain. The AP also scales with all his abilities (Q, E, R all have AP ratios). Don’t start Doran’s Shield unless against extreme poke.
  • Level 6 All-In: R is a massive power spike. If the enemy is at 60% HP or below, R → E → W auto → Ignite is often a kill. The knockup prevents any counterplay for 1.5 seconds, giving you free damage.

Mid Game (Levels 7-13)

  • TP Flank R: The most devastating Malphite play. Use Teleport to a ward behind the enemy team, then Flash + R from an angle they don’t expect. Even with just Sunfire Aegis, your R damage + E damage after the knockup chunks the entire backline.
  • Objective Fights: Malphite is at his strongest in forced teamfights around Dragon and Baron. Position in fog of war, wait for the enemy team to group, then R the largest cluster. Even a 2-person R is fight-winning at this stage.
  • Peeling vs. Engaging: If your ADC is your win condition, consider using R defensively – R the enemy assassin who dives your backline instead of R-ing their backline. A 1.5-second knockup on the enemy Zed saves your ADC’s life.

Late Game (Level 14+)

  • Full Armor Mountain: With Thornmail + Frozen Heart + Plated Steelcaps + W passive (tripled), you can easily reach 500+ armor. At this point, AD champions literally cannot kill you. Their auto-attacks do single-digit damage and Thornmail reflects more than they deal. Focus on zoning the enemy ADC out of fights just by existing near them.
  • Flash + R: The classic game-winning play. Flash extends R range to ~1400 units, making it nearly impossible to react to. In the late game, one Flash + R hitting 3+ enemies wins the game outright. Communicate with your team: “I’m going to Flash R, follow up immediately.”
  • R Cooldown Management: At rank 3, R is on 100-second cooldown. Without R, Malphite is significantly less threatening. Track your R timer and communicate it to your team. Don’t force fights when R is down unless absolutely necessary.

❌ Common Mistakes and How to Avoid Them

  • Using R on a Single Target: Unless that single target is the fed enemy carry and you’re guaranteed a kill, solo R is almost always wrong. R has a 100–130 second cooldown – using it on one person wastes 90% of its potential. Wait for grouped enemies and aim for 2+ target knockups.
  • Spamming Q and Running Out of Mana: Q costs 70–90 mana on an 8-second cooldown. With 280 base mana, you can cast Q exactly 3 times before running empty at level 1. Every Q should lead to a meaningful trade, not just poke that gets healed back.
  • Picking Malphite Into AP-Heavy Teams: Malphite’s entire kit revolves around armor. W passive gives armor, E scales with armor, Granite Shield doesn’t scale with MR. Against double or triple AP compositions, you’re a 1000-range R bot with mediocre stats. Pick Malphite INTO AD teams, not against AP.
  • Not Respecting Mana in Lane: If you’re below 100 mana and R costs 100 mana, you literally can’t use your ultimate. Always keep R mana in reserve, especially pre-6 when jungle ganks can be turned with R.
  • Trading Without Granite Shield: Without the shield, W’s armor bonus is 30% instead of 90%. Your trades are three times weaker without it. Always wait for the shield to regenerate before trading.

⚙️ Recommended Build and Itemization

Core Items (Full Tank – 53.5% WR)

  • Sunfire Aegis: First item. Provides armor, HP, and a burning AoE aura that amplifies your damage during extended fights. After R + E knockup combo, Sunfire ticks on everyone around you for consistent DPS. The armor also amplifies E damage.
  • Plated Steelcaps: Against AD-heavy teams (which is when you should be picking Malphite), these boots reduce auto-attack damage by 12% on top of their armor. Combined with E’s attack speed cripple, enemy ADCs deal negligible damage.
  • Thornmail: The definitive “I counter auto-attackers” item. Reflects damage back to attackers, applies Grievous Wounds, and the armor feeds your E and W scaling. Against healing ADCs (Samira, Draven), this is essential.
  • Frozen Heart: 800 mana (solves all mana problems forever), 80 armor, 20% CDR, and a passive that reduces nearby enemies’ attack speed. Combined with E cripple, enemy ADCs are attacking at roughly 30% of their normal speed.

Situational Items

  • Kaenic Rookern: Against AP threats. Provides 400 HP, 80 MR, and a magic damage shield. When the enemy team has one AP carry you can’t ignore, this covers Malphite’s biggest weakness.
  • Jak’Sho, The Protean: In extended teamfights, Jak’Sho stacks bonus resistances the longer you’re in combat. Perfect for situations where fights last 10+ seconds.
  • Randuin’s Omen: Against crit-heavy ADCs (Jinx, Yasuo, Yone). Reduces crit damage and provides an AoE slow active after your R knockup ends.
  • Malignance: The AP bruiser alternative. Provides R cooldown reduction and a damage zone after R lands. Builds into a hybrid AP/tank path – viable when you want more burst from your R engage. (S+ tier build on metasrc with 50.98% WR)

Runes

Primary Tree (Sorcery): Arcane Comet (keystone), Manaflow Band, Transcendence, Scorch

Secondary Tree (Resolve): Second Wind, Overgrowth

Rune Shards: Attack Speed, Health Scaling, Health Scaling

Summoner Spells: Flash + Teleport (standard)

Skill Max Order: Q → E → W

💡 Pro Tip: Arcane Comet is chosen over Grasp of the Undying because Malphite’s Q is a targeted ability that guarantees Comet hits (the slow prevents dodging). Q + Comet poke from 625 range is Malphite’s primary laning tool, and Manaflow Band helps offset his massive mana costs. Attack Speed shard might seem odd on a tank, but it makes last-hitting under tower significantly easier and smooths out W auto-resets.

⚔️ Counter Picks & Matchups

✅ Malphite Counters (Favorable)

1. Vayne

Why: Despite Vayne’s % max HP true damage, Malphite destroys her. R is undodgeable at close range, E cripples her attack speed by 50%, and she’s so squishy that R + E alone brings her to half HP. Her short range (550) means she has to walk into your R threat zone constantly. One R on Vayne in a teamfight = dead Vayne.

2. Quinn

Why: Quinn relies on auto-attacks and kiting. Malphite’s Q steals her movement speed (removing her kiting advantage), E reduces her attack speed by 50%, and R is an instant gap closer she can’t vault away from. Post-6, Quinn can’t safely exist in lane against Malphite.

3. Fiora

Why: Fiora can riposte your R, but only if she perfectly predicts the timing. A good Malphite holds R threat to force Fiora to hold Riposte, then engages when it’s on cooldown. Without Riposte, Fiora gets knocked up and can’t proc vitals during the 1.5 seconds of CC. Your armor stacking also makes her auto-attacks deal minimal damage.

❌ Malphite is Countered By

1. Dr. Mundo

Why: Mundo deals primarily magic damage (which bypasses your armor stacking), has infinite sustain that you can’t burst through, and his passive blocks your Q poke. He out-sustains you in lane, out-scales you in teamfights, and your armor investment is partially wasted against his damage type.

2. Sion

Why: Sion has more HP scaling, more waveclear, and doesn’t rely on auto-attacks (so your E cripple is less impactful). He outscales you as a frontline tank, can interrupt your R with his own knockup, and his mixed damage means your armor stacking isn’t as efficient.

3. Sylas

Why: Sylas deals exclusively magic damage, completely ignoring your armor. He also STEALS your ultimate – a Sylas with Unstoppable Force is a nightmare because he has his own mobility + your game-changing engage. Sylas R is arguably better on Sylas than on Malphite because Sylas has follow-up burst to capitalize on the knockup.

🔄 Tank vs. AP Malphite: When to Build What

FactorFull TankAP Burst
Win Rate53.5% (highest)~50% (inconsistent)
R Damage400 base (still high)400 + 450 (90% of 500 AP) = 850+
SurvivabilityUnkillable vs AD teamsGlass cannon – one combo then dead
Best WhenTeam needs frontline, enemy is AD-heavyTeam has another tank, you need burst
Play PatternR → sit in enemies → E → W auto repeatedlyR → E → Q → pray someone dies

⚠️ Honest Take: AP Malphite is fun but statistically weaker. Full tank Malphite has a consistent 53%+ win rate because you do your job (engage, knockup, cripple) and then you’re still alive afterward to absorb damage. AP Malphite presses R, kills one person (maybe), then immediately dies because you have no resistances. If you want to climb ranked, go full tank. If you want to have fun in normals, AP is entertaining but unreliable.

FAQ

Q: Can Malphite R be stopped by CC?

A: No. Malphite’s R gives displacement immunity during the dash. No CC in the game can stop or redirect him once R starts. However, you CAN be CC’d AFTER you land – so if you R into a Morgana Q, you’ll complete the knockup but get rooted immediately after.

Q: Is AP or Tank Malphite better?

A: Tank Malphite has a 53.5% win rate vs. AP Malphite’s ~50%. Tank is objectively better for climbing. AP is more fun but more coin-flip. Your team almost always needs a frontline more than it needs another burst mage.

Q: Why does Malphite counter AD teams so hard?

A: Because W passive triples bonus armor (up to 90%), E scales with 40% total armor, E cripples attack speed by 50%, and all armor items synergize with his entire kit. Against full AD, you’re literally unkillable while dealing significant damage.

Q: When should I pick Malphite?

A: Last-pick Malphite into 3+ AD teams. He’s not a blind-pick champion – his MR scaling is weak and AP matchups are rough. Ideal scenario: enemy has AD top, AD jungle, and ADC, with limited AP threat.

Q: How do I land multi-person R?A: Patience and flanking. Don’t R from the front – enemies see you coming and scatter. Use Teleport flanks, fog of war, or Flash + R to surprise enemies from unexpected angles. The best R targets are clustered enemies around objectives (Dragon, Baron) or enemies stacked in chokepoints.

Champions

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