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-   -   [Guide] Jungle Malphite V2 - Updated for Current Patch (http://forums.na.leagueoflegends.com/board/showthread.php?t=12715)

VoidInsanity 09-19-2009 01:40 AM

[Guide] Jungle Malphite V2 - Update to Come Eventually
 
GUIDE IS OLD

OLD

OOOOOLLLLLLLDDDD


Unlesss you own a Time Machine, it is worthless to you. Do not follow it. You have been warned!

Quote:

Disclaimer

This guide was last updated upon the end of the Beta where I ragequit playing due to hating the UI change. I have now returned since the current ui no longer taints my enjoyment of the game but I now do not have Malphite unlocked. Guide will be updated once I get around to that.

Intro


Jungling Malphite has alot of positives over Warrick or any other jungler, of which I shall list. Keep the following in mind.

The Positives

1 - Not Dependant on Damage or AP. Like Fiddlesticks he is not dependant on Damage or AP to jungle.

2 - Low Risk. Unlike other junglers you are a Tank Hero and ganking you will be extremely hard for anyone todo. Granite Shield recharges between camps lowering the overall damage you take by a ton.

3 - Better Team Presence. Once you leave the jungle you have at your disposal a Ranged AoE stun that puts you in a tanking position, a spamable -Attack speed debuff and a single target slow, and they HURT =P

4 - You Overpower other junglers. If you happen to find yourself 1v1 at level 1 vs another jungler you will win. That simple. Only 1 who "might" cause you trouble is a Fiddlesticks, but not if you dodge his lifeleeching ability before you start pounding on him. The non caster junglers of Rammus, Jax, Blitzcrank and the "so called best jungler" Warick will cower in fear. If Warick is a king, Malphite is an Overlord.


The Negatives

1 - Dependant on Smite. Without smite jungling will be very hard for you early on, as your damage output without the Golem Buff is very low.

2 - Dependant on Golem Buff. Without it, You cant spam Ground slam meaning you cannot kill neutrals meaning you cannot jungle. If you do not have the Golem buff you will be forced to lane as you will jungle too slow, even if you use Mana Potions.

3 - Cannot Solo Baron. So dont even try it! =P



The Basics

Starting Items


1x Cloth Armour
5x Health Potion

This method requires that you have a **** load of armour, be it from runes/masteries you will want to have about 60 armour without items. Just keep your HP up and you should be fine.

Recommended Runes + Masteries

9/0/21 is staple, getting the -9% cooldown from masteries and then filling up with the remaining 6% from runes, giving you the max of -40% when you slay the golem. This reduces your Ground Slam cooldown to 4.8 seconds, which is essential to farm with, as it is your main source of damage and it improves your Effective Hitpoints as it makes neutrals attack you slower. Dodge also helps alot, but at level 1 you want armour. You can get +37 from runes if you put all of red/yellow/quint into it


Recommended Summoner Spells.

1 - Smite - THIS IS A MUST. Without smite, I would not recommend going to jungle.
2 - Heal - You are tanking neutrals so you will be taking alot of damage, this also helps protect you against ganks.
3 - Rally - Not as Good as Heal IMO as it is not instant and you are not dependant on Physical damage to kill neutrals. However it is still good and does allow you to have a better team presence.
4 - Ghost - Does not help you jungle, but can be very useful in escaping ganks and ganking.

**** Note that without the Smite/Heal combo you run into the same problems Amumu does, and will not be able to take on the golem/lizard until level 3. ****

Skillbuild

Take Ground Slam at level 1, Brutal Strikes at level 2. For level 3 onwards the priority is to Max Ground Slam followed by Sesmic Shard, taking Unstopable Force at level 6-11-16. Brutal Strikes level 1 is taken early on because it is cheap to use and 30% extra damage 66% of the time for 55 mana is a bargin, not the mention to the 30% cleave. However after getting 30% at level 1 the Cleave + damage boosts scale by only 5/10% per level and the mana cost goes up a ton, hence this skill is maxed last.



Items of Choice

Personally the new Item Heart of Gold is just perfect. HP, Armour and gold/5 sec is great. It allows you to be a little more tanky early on and it pays itself back lategame. I normally get 2 of these now before I work my way up to other defensive items, depending on the situation.


Basic Jungle Procedure

Spam Ground Slam, keep your HP up, use Brutal Stikes when you have the spare mana. Don't forget to let your Granite Shield recharge Between camps. Start with the Golem, then work your way around. Once you have 700 gold blue pill and buy a heart of gold, and at level 5 go solo the dragon IF you still have the Lizard + Golem buff. You need both buffs todo it. Once you hit level 6, start ganking like a madman whenever Unstopable Force is off cooldown.





Ok Any questions? =P

thefirstencounter 09-19-2009 03:03 AM

I got one, where is method 1?

VoidInsanity 09-19-2009 03:07 AM

Its a typo xD I removed the first method as after further testing it is redundant due to malphites nerfs / minor buff.

Next question =P

09-22-2009 12:07 PM

Followed the guide, it was pretty good. 11-1-10. Came out of the jungle as high level as the highest level laner, with more gold to boot. It's like warwick, except better. What boots do you usually get? (I get Ninja Tabi.)

Zine 09-22-2009 05:58 PM

I generally jungle with Malphite and follow your guide for the most part with a few exceptions.
I go heavy defensive for my masteries, it not only helps you jungle better, but also makes you more useful later on.
I also go cloth armor->Ninja Tabi as my first item and then a philosopher's stone. You are gonna need health and mana regen and this item pays for itself if you get it early enough. From this point on, I play the enemy team either going Guardian Angel, Sunfire or Warmogs depending on the enemy team composition.

VoidInsanity 09-22-2009 07:26 PM

Quote:

Originally Posted by Zine (Hozzászólás 141423)
I generally jungle with Malphite and follow your guide for the most part with a few exceptions.
I go heavy defensive for my masteries, it not only helps you jungle better, but also makes you more useful later on.
I also go cloth armor->Ninja Tabi as my first item and then a philosopher's stone. You are gonna need health and mana regen and this item pays for itself if you get it early enough. From this point on, I play the enemy team either going Guardian Angel, Sunfire or Warmogs depending on the enemy team composition.

Items are up to preference. From experience I dont need additional HP regen. After HoG creeps cant break my shield, so I do not take any damage jungling. This means any damage I take from a Teamfight or a gank I can just shrug off with my innate regen.

Secondly you jungle ALOT faster using the 9-0-21 because it improves smites cooldown, and the magic pen thing works on all your spells including smite vs creeps. Smite easily does an extra 50% damage or so because of this, maybe more.

Thirdly you NEED maximum cooldown reduction, having that from level 1 helps you jungle and gank better. You do not need regen/cooldown/mana items if you stack HP and hog the golem buff. A 4.8 second CD ground slam is AMAZING damage output and improves your EHP by a ton too, due to the -% attackspeed debuff.



Also I highly advise getting the remade scepter. Sure it gives ability power (pretty useless) but the HP is good and the Slow is Amazing. But then again its all about preference. I play Malphite as a Ganker first, Tank second. Only downside to that is my games only ever last 15 minutes =P

Zine 09-23-2009 06:36 AM

What is the game time that you generally hit 6? Using a Defense-heavy mastery I generally hit level 6 around 6:30 or so (including a dragon kill). With a 9/0/21 spec I can't even come close to replicating these results. I even have to Blue Pill and buy before killing the dragon.

Slide 09-23-2009 08:08 AM

Quote:

Originally Posted by ChronicleX (Hozzászólás 141536)
Secondly you jungle ALOT faster using the 9-0-21 because it improves smites cooldown, and the magic pen thing works on all your spells including smite vs creeps. Smite easily does an extra 50% damage or so because of this, maybe more.

Quick question. Creeps and as I understood neutrals dont have armor. Are you sure they have Magic resist? If not, Spell penetration doesnt do anything as it can not reduce Magic resistance below 0%.

If this is the case as I believe it is, Archaic Knowledge has no benefit for jungling. Can anyone confirm?

VoidInsanity 09-23-2009 08:23 AM

Quote:

Originally Posted by Zine (Hozzászólás 142243)
What is the game time that you generally hit 6? Using a Defense-heavy mastery I generally hit level 6 around 6:30 or so (including a dragon kill). With a 9/0/21 spec I can't even come close to replicating these results. I even have to Blue Pill and buy before killing the dragon.

Well I normally hit 6 after slaying the dragon between the 5-6 ish mark. If you are pilling and buying before the dragon then good because that is exactly what I do aswell. There is an optimum route you can take that allows you to on average get 700 gold and pill at the 4 min mark to get your first HoG, before you walk back to slay the dragon.

Quote:

Originally Posted by QUICKSLIDE (Hozzászólás 142389)
Quick question. Creeps and as I understood neutrals dont have armor. Are you sure they have Magic resist? If not, Spell penetration doesnt do anything as it can not reduce Magic resistance below 0%.

If this is the case as I believe it is, Archaic Knowledge has no benefit for jungling. Can anyone confirm?

Creeps have magic resistance that scales per level just like their hp/armour/attack does IIRC, you just cannot see it. I cant confirm that Archaic knowledge does help but something is making my smites do alot more damage than it says it should be doing and this is the only thing that could possibly be effecting it.

Even if it does not help jungling it is still a great mastery to have when it comes to killing heroes, which is what you should be doing constantly after level 6.


Feel free to add me if you want some practical demonstrations, or you can join the queue's and wait for me to appear to destroy you =)

Slide 09-24-2009 07:54 AM

We are sure about that? That creeps indeed do have armor and magic resistance? Ive seen conflicting evidence on the forums.

You are correct though. It is a fabulous mastery and if you plan on killing champs with abilities, should ne taken.


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