Malzahar - The Tank Destroyer
Malzahar – The Tank Destroyer
Yes I understand it is tough to read through all this text! Here is a link to a better laid out version of the same guide with pictures, and easy to read item list, spell sequence, runes and masteries! I hope you enjoy
I have been playing this game for little over half a year now and the very first champion that I bought I still play today – Malzahar. This guide will show you how to make the enemy team run in fear when you come into a battle. Malzahar is an amazing farmer and quite often is the lead carry on the team. Malzahar is, in my opinion, the best champ to be middle with, your ultimate is one the best for middle along with your other abilities you should be ahead every time (in minion/champ kills, turrets down). I have beaten almost every champion in middle, and even though some champions are played with bad summoners, end result, good or bad – as Malzahar you can either hold your own or do better.
Expanded Mind (2/4)
Blink of an Eye (1/1)
Presence of the Master (1/1)
Archmage’s Savvy (3/3)
Archaic Knowledge (1/1)
You can change around the allocation of awareness, meditation, and expanded mind as you see fit, but tbh almost all masteries add a small bonus, and by end game they become even less important. Malzahar’s mana should not be above 3000 so if you max expanded mind you only get 150 more mana. Other than that just get standard caster masteries. Naturaly do not take Blink of an Eye or Haste if you are not taking ghost or flash, put the points into expanded mind or something else you think will benefit!
So much to say about these choices. There are many different viable combinations, I can only give you the pros and cons and suggest to you what I believe is best, what suits your play style you will have to test out different combinations and see what best fits you. That being said here are the calculations and what I believe is best for you.
Overall AP/level is the best bet for Malzahar, while flat AP will allow you to better dominate early game, by mid game AP/level runes will start catching up and you will find yourself wishing you spent that IP on better runes!
x9 Greater Marks of Insight - +0.95 magic penetration (8.55 MP Total)
x9 Greater Glyph of Force- +3.06 AP at level 18 (27.54 AP Total)
x9 Greater Seal of Force- + 1.8 AP at level 18 (16.2 AP Total)
x3 Greater Quintessence of Force - + 7.74 AP at level 18 (23.22 AP Total)
All together at level 18 you will have an additional 67 AP, if you were to change the marks into AP/Level runes you would have an extra 83 AP at level 18. Movement speed quints are also viable on Malzahar but not as effective (jn my opinion) as per level AP. I have done the calculations and if you were to get all mana per level runes, you would get (at level 18) 834 mana, if you are getting AA this turns into an additional 25 AP, not as much as the 67, but you also have almost unlimited mana to burn.
The two you take will change how you play by quite a bit, ghost, flash, and ignite should be the only 3 you choose from, all others are **** for Malzahar and I will not discuss how awful they are, you should just know. If you are dying a lot, then I suggest ghost and flash, these two will increase your survivability by a lot, but you will lose your increased damage output with the loss of ignite, if you find you can get by with just one escape, then pick up ignite – remember you can cast it while you are in your ultimate. My preference over which is better, ghost or flash is tough. Flash can be amazing for an early game kill, and you can use it for jumping over walls to chase/escape, but ghost provides better chasing and escaping abilities, if you can get away from the stuns.
Call of the Void
Call of the Void
Malefic Visions - MAX
Call of the Void
Call of the Void
Call of the Void - MAX
Nether Grasp - MAX
Null Zone – MAX
Malefic Visions is your main harassing skill, it goes through creep waves and replenishes your mana, and if your opponent is unaware about how it works he will soon find it afflicting himself for some nice damage. Some may say to leave MV at 4 as it requires two more minion kills to justify its use, but the damage is just so useful for harassing it is quite better to max it first, and then max call of the void.
Call of the Void, amazing AoE damage and silence, but its high mana cost and considering it is a skillshot makes it difficult to justify spamming it for harassment. Amazingly helpful in teamfights and good to help you get away with Ryalis.
Null Zone is an amazing skill, it does damage based on percentages, which ultimately means it does not matter how much health an opponent has, some games I have seen null zone do 20% of max health per second. (But at this level the game is usually already decided)
Nether Grasp makes Malzahar quite possibly the most dangerous champion to face 1v1, it is a 2.5 second stun that deals a lot of damage, it’s damage scales with ability power on a 1:1 ratio! Nether grasp and null zone work very well together.
Almost every game I play I use the same items, some may say you have to adjust for the composition of the other team, and whereas that is usually correct, I feel Malzahar requires little adjustments in the item department, pretty much whatever types of champions you face the item build and skilling order will be the same, now lets get on with it!
Sapphire Crystal and 2 health pots – Eventually going to be built into Tear of the Goddess, so Meki + 2 health pots is also viable but the 200+ mana makes your mana pool very large for early game and with MV you can gain mana back pretty rapidly.
On your first trip back to town you should get Tear of the Goddess and level 1 boots – Normally I have enough to get tear of the goddess, ionia boots, and a health pot or two, but some games it doesn’t turn out that well.
Your next items should start building Rylai's Crystal Scepter, focusing on getting giants belt first, after that then get blasting/tomb in any order – Malzahar has very low HP and the health boost is far better than getting the blasting wand or amplifying tomb.
If the game is going well and you feel you can steamroll the other team pretty well, go for Mejia’s Soulstealer, but it is only really useful at 20 stacks, which is very difficult to obtain and hold. The 1235 gold could be spent towards getting your giants belt which you know will help you whereas Mejia’s could just be a waste.
Next up is Zhonya’s hourglass getting whichever you see fit first, if the team is AD heavy then don’t get the needlessly large rod first, other than that it does not matter too much – The hourglass is key to Malzahar surviving, the enemy team will target you first as you are a very strong carry, hourglass bundles them up and if you have flash you can jump out cast a few spells to do some damage and then judge whether you should run or fight, I always place this item in my #2 slot, so the button is just above my fingers
Next is Archangel’s Staff, you should have maxed out the Tear of the Goddess’s passive by now, and if not then you are very close and the staff will continue on your +4 mana per spell
Next is Rabadon’s Deathcap – This baby will help you roll the enemy team if the game has carried out this far
Finally if you did not get Mejia’s you will have 1 item left, and that item is situational, most games will not last this long but if they do then you have to judge, I would suggest either Void Staff or Deathfire Grasp – Void Staff helps with magic pen that you lose by getting Ionia boots instead of Sorcerer Shoes, but deathfire is a beast with its’ active, you just have to remember to use it
Here it is so you don’t have to scroll through the mountain of text
Sapphire Crystal + Health Pot (2x)
Tear of the Goddess
Ionia Boots of Lucidity
Rylai's Crystal Scepter/ Mejia’s Soulstealer
Situational item – Void Staff/Deathfire Grasp
Total Gold Cost of 5 core items = 13630
If you believe you are dying too often and need more survivability then use this build, it takes a little while longer to get going and that means you will not be as beast until later in the game, would could cause your team to lose. But this build offers more survivability at a higher cost, the end result is about the same AP and mana wise however you gain more health.
Sapphire Crystal + Health Pot (2x)
Ruby Crystal > Catalyst the Protector
Ionia Boots of Lucidity
Blasting Wand > Rod of Ages
Rylai’s Crystal Scepter/ Mejia’s Soulstealer
Total Cost of 5 core items = 13810
Right after grabbing your sapphire crystal and health pots head to middle, I usually never go Malzahar unless I am middle, there are definitely better laning partners than Malzahar but he is not bad to lane with. You should not attack any minions unless it is to last hit them, and this goes for all champs, usually the opponent will attack the minions causing you to be pushed back – which is good, we want that. Do not use any abilities until level 3 or 5, depending if you are pushed all the way back to your tower. If you are pushed back to your tower cast MV on the creep that the tower is hitting, and auto attack the creep as well, you will probably not be getting many last hits but your mana will still increase and the creep wave will not be able to do much damage to the tower.
Once you get MV to level 2 always cast it on the first creep in a wave (wait till you auto attack it once or the creeps do damage), if you auto attack it then it should die just in time for it to carry on through to the next creep and all throughout the wave, and hopefully hitting the enemy champ at the end – many champs underestimate the range MV has. For when a big creep is in the wave wait a bit before casting it then when you do auto attack and use call of the void on it as well to continue your MV spell. Make sure you are always moving around and trying to cast your MV on the enemy champ, run up to cast it then run back into minions, Malzahar’s harassment is very good, much like Zilean’s time bomb in this respect.
As soon as you hit level 6 you can begin to really put the pressure on, as if you have been harassing the enemy champ you can burst him down pretty fast. Your combo with MV on the warrior creeps and your call of the void on the spell-caster creeps will break down waves very fast, often pushing the enemy champion back to their tower. When you do this you can run up close to the tower and cast MV on the champion and run out of tower range before you get hit as MV does not do damage immediately the tower will not focus you. Don’t be afraid to use your ult in range of the turret, a combo that gets many is cast null zone around the tower below the enemy champ, they will feel secure cause you will not tower dive, when they are in null zone use your ult to stun them, cast ignite on them (you can do this without leaving the stun) and right before your ult finishes cast MV on them and flash out. This will get them almost 100% of the time, if they escape they will need to go back to town, allowing you to as well.
When you are at town make sure to get tear of the goddess first, the earlier you can get this item the better, and Ionia’s boots are very cheap as well, if you can get both then get it, if not then just tear and boots level 1 are good enough. As soon as you get tear of the goddess, always cast call of the void and null zone in the fountain, it increases max mana by 8 and for free. Always do this in the fountain for the rest of the game. Also remember to grab a health pot or two, this will allow you to stay in your lane longer, getting you more exp and gold.
When you get back to lane phase you will find yourself at a much greater advantage then the enemy champion, you should hit level 7 pretty quickly (if not already) and your MV will be able to steamroll through the creep waves allowing you to push the tower very effectively. What I normally do after we are at the tower is cast MV on the creeps and then null zone and call of the void the general area they are in and then auto attack the tower, your spells will take care of the creeps while you focus the tower and the enemy champion will be afraid to come near and attack you. Always try to cast MV on the enemy champ, even if it means you cannot cast it on the creep wave – with your Ionia boots the CD will be lower allowing you to spam MV. You should be spawning voidlings very quickly and they can be devastating to towers. Either the enemy tower or the champion should go down by 15 minutes.
As middle I hardly ever gank unless their middle is off somewhere, if the middle is MIA you have two choices. Gain a huge experience and economic advantage while pushing their tower, or go and gank another lane, personally I never leave my lane to try and gank another lane, I think it is stupid, now yes there are situations where you can leave and go gank, but most of the time it is a bad idea. If you are in a lane and the enemy champion is not, then you get more experience and as Malzahar you can push to the tower even as the enemy champion is there, let alone not. If you go off to gank, the enemy team is probably already alerted you are MIA and are less aggressive, causing you to sit in the bush making the experience be split 3 ways and you are losing out on minion kills. If you stay and push a tower, the tower gives gold to all members on your team, whereas a gank only gives 1/ 2 people gold. Any well farmed champ is going to be doing well, especially if they are middle and already have an advantage over a dual lane champion. Leave the ganking to your jungler.
Only after the enemy tower is down do I leave my lane and go try to push others, being very observant in 5s pays off, map awareness is key, always be checking that mini map for where the enemy champions are, Malzahar’s only escape are his summoner skills, and with my build I only have flash/ghost, when that is down try to not be over aggressive, you are a tank destroyer, not a tank.
By middle game many different things could of happened, you could have mopped up middle and be ahead with 3 or 4 kills aiming to finish your Rylais, or top and bottom could be doing bad and although middle is rocking your team needs some help, don’t be afraid to oblige. Worst case is you have flopped middle and are barely able to stand your ground, and top and bottom aren’t doing so well either. I am very pessimistic and if I ever am in the last scenario I will usually try to convince my team to surrender at 25 and try again next time, unless it is ranked, I hardly ever surrender in ranked. The way I see it is if you are going to spend 40 minutes to try and win a game when the enemy team is already ahead, then my time is better spent improving my early game so I can make sure a situation like this doesn’t happen again. In my opinion middle or solo lane are the strongest champions, therefore if you did well in your lane but top/bot are lacking, then you should be able to help make up for it and help win it for your team.
If you have a jungler then ask if you can take blue, or try to steal the enemies blue if they do not have a jungler. With blue buff you should be able to cast spells almost continuously, and your spells will always seem as if they are up because of the additional cooldown reduction. Middle game is all about ganking and pushing towers, top and bottom champions should stay in their lane getting experience and minion kills as quickly as possible, when you come to gank, you do not need to hide yourself all the time, simply helping to push the lane, while harassing the enemy champions is all you need. Once they are by their tower, if the 3 of you tower dive, then at least one should go down. Malzahar can get his ultimate off and only take 2 hits from the tower, which is around 400 damage, not too much – but will be worth it if you get the enemy champ down and eventually the tower.
When going to other lanes remember to keep an eye out for your lane, if it is getting pushed then go back to your lane and begin harassing the enemy champ, you may even get a kill. I believe the more you can stay in a lane farming experience and gold the better you are. Keep those MIA calls up and always be looking at the map, all champions should be accounted for, and if they aren’t then don’t get too aggressive, games are usually won on the mistakes of others, not the brilliance on your part. If top/bot are not doing well, then switch places with one of the champs, remember you should have middle tower down by now and their middle champ is probably not in their lane but trying to gank to make up for his failure in middle. If a champion is under leveled then giving them middle while you are off getting blue buff or pushing their tower then everyone benefits, you should almost be able to take on 2 champions in a dual lane while pushing the tower, allowing for your weaker players to remain positive and get back into the game. League of Legends is a team game, although one champions can carry a whole team, it will feel much better being able to ace the enemy team with only losing one or two on your side. Remember KDR means nothing, winning or losing does.
Wards are very vital, not until I hit level 30 did I ever use them, or see someone use them in normal play, they are very inexpensive and if you get at least one kill or avoid a death because of them then they pay for themselves. Place them in the river between baron/entry to blue and dragon/entry to blue. These two spots are vital as they show if the enemy jungler is coming to your side, shows if middle goes to gank bottom, shows if bottom comes to gank middle, and if the enemy team is doing dragon. Dragon – a game changer, when you kill the dragon, your entire team gains 190 gold, and someone else gets 25, that’s 975 bonus gold for your team and the 975 gold lost for the enemy team, after a small team battle if you are the victors and pushing down a tower is not possible, grabbing dragon and red/blue buffs are highly recommended, killing dragon is like a champ kill – for everyone.
If all goes well then you should have 3 towers down on their side without having any lost on yours, your moral will be high and theirs will be low, just continue playing smart and the game should be yours, no game is ever perfect and everyone makes mistakes, just try to minimize them and create situations for your opponents to cripple themselves. Most importantly, even though you have decimated middle and other champions run in fear of your presence, you are not invincible, you will die most of the time if its 2v1 and the enemy has CC, you shine in dealing damage with a shield of minions or champions in front of you.
Late game refers to first set of towers down in each lane, and almost all the fights include all or most of the champions. By this stage you should either be completing the Hourglass or working on Archangel’s. The hourglass is amazing for team fights, as they will focus you, and Malzahar drops fast, those 2 seconds of invulnerability allow for the enemy team to missclick their abilities on other team members, and be waiting for you to come out of that state, leaving them unfocused on the rest of the battle – because as they see it, if you go down then the battle will be much easier.
Malzahar is not an initiator, leave that to the tanks on your team. When a fight begins, drop your call of the void first, trying to hit as many as possible, this silences them for 2 seconds, causing them to not be able to use any of their spells, next drop your null zone over the person you wish to kill (usually the enemies carry), finally use nether grasp and watch their health drop, if they aren’t dead, cast MV on them and they will die either by you or someone else, moving the MV onto another champion, hopefully another carry. As soon as you feel as if you are getting damaged, instead of flashing away, use your hourglass, it will draw attention to yourself, allowing the enemy team to bundle around you (great for AoE abilities), then flash behind your tanks and carries, your skills should be up by now and should focus the remaining carries, even if you die and your team wins, then you have done your job. This is one of the reasons why I choose to not get Mejia’s as even being very cautions, you will die as Malzahar, survivability is key.
By level 18 your ultimate should be around a 50 second cool down time, allowing you to quickly kill or damage champions that are out of place. If an enemy tank is trying to initiate, drop null zone and then ult him, your other team should be able to jump on him and take him out before the enemy team even engages, if the enemy team has committed to trying to save their tank and rush in then you have the choice to either back away or combat them, most of your abilities will be on CD and winning will be difficult, but the fight should be 5v4 and you can judge whether or not you will win. If you fail however and your team loses the match, you will probably be blamed for dropping your ult on their enemy tank, judge the situation accurately, this will take practice.
Endgame battles will usually be decided by how well each team targets, and remember, even if you don’t ace but leave them with 1 or 2, if you don’t feel confident in pushing, then getting baron/dragon are good alternatives, but you should always push the tower. As Malzahar, when tower diving, try to let a tank hit the enemy first, then you can burst away, because even in late game, those towers can hurt.
Not much else can be said in late game, just get baron ASAP and when it is safe to do so, wards are not so important, I would only suggest one at baron seeing as almost any champ can solo dragon and red/blue fairly quickly. As a carry you should be focusing the enemies carries whenever you can, deal with the tanks later, your skill order in fights should be call of the void > null zone > MV > nether grasp, the last two are interchangeable, however with MV’s short CD, if you use if at the beginning of a fight, it should be up by the time your ult is done. Elixirs are a great bang for your buck as a mere 250 gold can help make the difference between life and death.
Tear of the Goddess – One of the best items in the game, I normally trade this sucker in for AA when I have around 2200 mana, that usually puts me around 200 abilities cast (and yes I have counted – many times). When Malzahar has 3000 mana, he gets an extra 90 AP, and his abilities scale at a 0.8, 0.01, 0.8, and 1.5:1 ratio, in other words - wow! One might ask how do you cast 500 spells to maximize this build, the answer is you don’t, I have never maxed out my mana, however these little tips work for anyone with tear of the goddess, and for Kassadin to charge up his pulse cannon. Whenever you are in fountain, cast null zone and call of the void, once you have around 1500 mana, start casting call of the void on your way to your lane or wherever (just make sure to not make your mana too low), avoid casting null zone as you are travelling as the CD for it is quite lengthy compared to call of the void, and you don’t want to be stuck in a situation where you need to use null zone but its on CD!
During early game when your creeps are at the enemy’s tower, cast MV on a minion and drop down null zone and call of the void, then attack the tower, the enemy champ will likely not come in range of you and the creep wave will quickly be destroyed allowed you and your minions to attack the tower. Watch for your MV as it will jump to the enemy champ making the tower focus you. Also if the enemy champ is refusing to back off from the tower, run close to him while the tower is hitting your creeps, then drop everything you have on him, (MV, call of the void, null zone, nether grasp, and ignite during your ult of course). At level 7 this will do, approximately, 930 damage (assuming you have followed the skill order and the champion has at least 1k health) , and that is enough to kill almost any champ at level 7, even at full health.
Blue buff is extremely important, and although you don’t need it, getting it would make your skills much more mana effective and allow for more spamming, which allows for more maximum mana. When getting blue, drop all your spells on the golem and focus him down, you may think that casting your MV on the lizards is good as it will replenish your mana when it jumps, but remember you are getting blue buff – mana is a non issue.
Voidlings, amazing to have – but also give away your position when hiding in a bush and they aren’t. This small drawback is basically meaningless, after your first trip back to town you can spam away your skills, allowing you to almost always have a voidling out on the field, and they help make towers drop, they also chase enemy champs for quite the distance, playing Malzahar a lot will give you a feel to as how well their mechanics work and allow you to use them to your full advantage. Pretty much they attack whatever you are attacking, which helps a lot in early stages when your MV aren’t quite enough to kill the creeps.
Many people underestimate the power of null zone and nether grasp, many times you can destroy enemy tanks when they try to 1v1 you. Your ultimate is the best single target CC in the game, 2.5 seconds is an unbelievably long time for a stun, even if you can’t get your null zone nether grasp combo off, just using it on a champ that is running away allowing for your team to get the kill is worth using it, remember KDR means nothing in a game, if someone complains about how you KS then tell them, yeah, I secured that kill (if they don’t get the joke then it’s their loss).
Call of the void actually provides vision, anywhere but a bush, so casting it over a cliff will help to see if you are chasing through the jungle, and with Rylai’s it will even slow them down. When running from champs, casting null zone or call of the void will slow them down (if you have Rylai’s), also very useful for chasing – you can cast null zone ahead of them, slowing them down enough for your MF (which will give them a 30% slow debuff) and then you can lead them into your call of the void for even more damage and slows, silencing them so they cannot use their skills. Practicing call of the void is key to a good Malzahar, although it is not difficult to use, it can change games. Consider you have 300 AP (not even that much) a call of the void will slow them down, do 540 damage and silence them for 3 seconds with a full hit, and if you can get in MV, that is an extra 560 damage over 4 seconds, and then you can back off, you have done over 1000 damage in a matter of 3 seconds and have safely escaped.
This applies to all lanes, but more important for middle and solo. Never go back to town unless your opponent does, Malzahar can be played very aggressively, always posing the danger of bursting your opponent, so don’t expect to go back in lane till you have 2k, you should go back around 1500 at the least, if not then you need to figure out how to force your opponent to go back. If you kill the enemy champ (most of the time will be at their tower) then you can finish kill the creep wave and then I suggest porting back immediately, you will gain the gold and exp they missed out when they died and your minions will pick away at the tower, of course if you stayed the tower may go down an additional 1k health, but if they have teleport and a slow, then you aren’t looking so good and your advantage can quickly go away. If you go back as soon as you kill them, you can get your items (should be better than enemy champs) and you will be fully restored, and will it back to middle at the same time as them, if not before. Staying in your lane whenever your opponent is there allows you to gain an equal amount of exp as them, if not more, and whenever they leave lane you can further your exp lead.
Against different champions you need to use different strategies – I will add more specific ones as I see fit but just use the general strategy in the early game paragraph if the champion you are laning against isn’t posted here.
Veigar – The tiny master of evil, I love and hate going mid against this champion, I love it cause he is easy to kill, but hate it because all he has to do is cast a stun which has a huge area and then can nuke me down quite easily. Veigar is not so good at farming, and I mean that with respects to Malzahar, you can push to the tower quite easily against him (after level 3/4). While at the tower try not to ult + zull zone him until he is at least a quarter damaged, his health is quite low so one or two MV will do that. Veigars range is not the best, so you should be able to catch him with a bouncing MV from a minion. Once in the tower range, try to bait him into using his stun + nuke combo, try to stay inside the stun skill until it is gone, then do your combo down, if he stuns you his combo will probably hit you as you went with Ionia boots instead of merc treads. If you don’t want to be too aggressive at the tower just throw down a MV on him and get out of tower range before he can use his stun, the tower hits hard. About 3 or 4 will get him low enough that you can go in and just ult + ignite him for the kill then flash out before taking too much damage from the turret. With the addition of new Zhonya’s items, the death cap makes Veigar much more powerful, the death cap not only makes his AP more, but also your AP more, allowing for a huge damage increase for his ultimate – be wary. For late game try to not get stuck in his stun, wait until he casts it, then move in for nether grasp, even if he isn’t under null zone the 2.5 second stun will spell death for him. MV is very hurtful on low health champs because it is not a skill shot, you just select the champ and it does a good 400 damage or so. You should always smile when you see that they foolishly put Veigar against you in middle.
Vladimir – In my experience, you are either great with or terrible with Vlad. Sadly most people are bad with him, but you will encounter good Vlads, and here’s my strategy to defeat them. As with all champions you want to act weak and let them push the lane, staying in exp range and only moving in to last hit a minion, nothing else. If the Vlad is aggressive he will try to cast his transfusion on you whenever you can, but by the 2nd or 3rd minion wave you will be pressed up again your tower and if he comes in to hit you he may sustain damage from the turret, which should discourage him from attacking you, if he does just try to get your MV off on him before he pools or runs away. Your MV will go through the creep wave and hit Vlad if he is near them, after a few times this happens he will back away from the creep wave, allowing you to push, you should not start pushing till level 4/5. If you both have awareness then you should gain level 6 first as you are a better farmer than Vlad. If you do and he does not, then you should gain level 6 well before him. Keep the harassment up with MV as often as you can and you should have Vlad pushed up against his tower when you are both level 6/7. If the opportunity strikes when you hit 6 then start your combo, (if you can get MV off before your combo that is great) and you should be able to kill him, make sure to use ignite, or at least get him low enough to go back allowing you to go back as well, remember getting tear early as possible is important for late game. Once you are both back the Vlad will recognize you are not the push over he thought you were during the first few levels, you are now actively keeping him at his tower, and if he tries to move out of tower range to attack you then you will burst him down well before he gets you. At this point he should only have around 1100 health – if that, and at level 7 you can get down around 930 health leaving Vlad quite scared of you.
Ashe – Ashe is the hardest champion to play against 1v1, her range greatly exceeds yours and her ultimate can crush you. She can push creep waves very effectively and do a lot of damage to your tower. Being able to hold your own against a good Ashe is difficult, even for the best of us, but you have to remember she has low heath just like Malzahar. Always stay behind your minions so volley doesn’t hit you, it hurts quite a lot, and if she is attacking the tower auto attack her and cast your abilities on her. If you took flash and ignite, once you hit your ult if she is damaged a little then you flash in, cast your ult + ignite, and time it so you can get off MV before your ult is done. This should either kill her or force her to go back to heal. After you have both healed and returned to your lane then be careful not to be too aggressive, your ultimate and flash will be on CD and a Malzahar left with no escapes is a dead Malzahar. MV will do loads of damage to Ashe, after 3 of those if she has no health pots she should be hurt enough to ult + ignite her for the kill. If you do get the kill and don’t have to go back to heal make sure when you are pushing the tower you are doing two things, first is looking for MIAs, if there are none then stand a little to the side of the tower and your creep waves, many times Ashe will shoot her arrow straight down and hit you for the stun and a ton of damage, if you are standing to the side you can avoid it. Look out to see if she has teleport, if she does then make sure to tell your team and be watchful of the teleporting action.
Lux – You should always grin when you see you are up against Lux. She can farm creeps just as well as you but Lux is primarily a CC support champion, in my opinion, whereas you are a carry. Until level 6 just make sure you dodge her binds and Lucent Singularity (the ball of light). Her health is just as low as yours and if you can harass her well enough, at 6 just flash ignite and MV should take care of the rest. After level 6 you must be very aggressive and try to zone her out, do not cast MV on the minions until you are ready to push, always cast MV on Lux and continue to zone her out while only last hitting the minions. You will gain exp + gold and she will just take damage from your MV. Her laser has a low CD, so just assume it is almost always up. Other than that just standard play will help you best Lux.
Thanks for reading my guide! I hope you have as much fun as playing Malzahar as I do! Feel free to submit feedback!
Using shift to cast spells faster improved my malz game tenfold. And I roll with exhaust + flash with exhaust mastery for that extra MR reduction.
Nice build, I read it all and it was very interesting, I've learned so much from it, I love you Miler.
Learned a lot by reading this, but I have to ask, got any tips on fighting Kassidin? I can never seem to do absolutely anything against him in lane.
hmmm, I have mained malz for a while aswell.
You have the summoner spells right, in my experience ignite and flash work wonders with him.
The items are pretty much there, I always go for deathfire's early just because with the combo using deathfires you are the true tank melter as the title says.
One main difference though is the skilling order. At level 1 I always put 1 point into Call of the void first, and then proceed to max out visions while grabbing null zone at level 4. The reason behind getting call of the void first is the sheer amount of lane dominance+his passive. One trick that I see very few malzahars do is the voidling summon at level 1. At fountain cast call of the Void until your next cast will summon a voidling. At level 1, this can give you a first blood easily. The fact is, at level 1 call of the void does 100 damage with the right rune set. This is huge damage considering most squishies start off with 500 hp or less. Combined with your regular auto attack and the voidling(most people ignore it and don't realize its damage potential) It is almost always an insured first blood and superior lane dominance throughout the entire game.
I would not leave out ROA
Great suggestion smellsliketeens.
Will definitely implement that into my play!
- Hope this helps!
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