Guide: Malphite, the Annoying Rock
This guide outlines my early use of Malphite. It is broken down into these sections:
Below is an outline of Malphite's skills, with some inline comments:
A New Champion Approaches: Malphite, the Shard of the Monolith
IMHO this skill is a must. It lets you shop with out any downtime, letting you XP more.
WIth the recent nerf of Clarivoyance, Blink is now a better choice on most heros. It is both an escape, and a chase.
Personally I find the Masteries/Runes system a little annoying. I am typically spec'd 0/7/23, as this is all around good every hero. For utility I spec up to Inteligence. With defence I get resistence/strength of spirit. With these specs you have light energy and health regen, which is a good enough boost in the early game, as well as a little extra speed, which every hero needs.
As for runes, I hate rune farming. I have a 3 basic pages with a random assortment of runes. One is focusted on attack damage, one is focused on spell damage, and one is focused on defence. I bet your book is similar. Use your defence runes.
4) It's All About the Items
My typical item build is like this:
Regrowth Pendant (the recommended one on the left)
Boots of Swiftness (rank 3 sm)
Soul Fire Cape
Soul Fire Cape / Force of Nature
Force of Nature / Soul Fire Cape (Whichever you did not take above)
If you can farm straight for the Soul Fire Cape, do it. It makes farming so much easier. If you have to leave your lane (for shame, you fail) get the boots and the armor first.
Why do you want Soul Fire Capes so bad? And why do you want so many of them? Because they increase your AOE damage with Ground Slam, give you HP and Armor. This is everything you need with this hero. Having two is even better. Hit a wave of creeps once or twice, then ground slam and you eat the whole wave. Hell, fight around the enemy and you will accidentally eat the whole wave.
The force of nature is ther for the magic resistence, and increased movement speed. Even if the other team does not have a lot casters, it is nice for the regen and movement speed alone.
5) A Player's Player Style
Early Game (lvl 1-3):
Lane with another player. You are not a cary, so don't pretend you are one.
Use Seismic Shard to harass the enemy. Make sure your ally takes advantage of the slow. This is the only point in the game where Seismic Shard is decent damage, so make sure you take advantage of that.
Your passive lets you tank a hit or two for free, so you can be a little agressive, and then back up as it recharges for 10 seconds. That said, you are also somewhat squishy early.
Last hit. You hit hard early (around 80), and have a fairly quick attack animation.
Mid Game (lvl 3+ until a tower gets pushed):
Stop spaming Seismic Shard. You don't have the energy management to maintain it, and it is no longer good damage. This is where you begin to rely on your ally some. If someone charges you, hit them a couple times, then lay a sesmic shard on them. Then hit them some more. You still hit hard at this point, so you can net a kill this way, or atleast send someone back to base.
Try to save some mana up for when you hit 6, so that you can do a spike with casting all 3 of your spells (Q, W, and R).
Late game you should be doing one of two things:
1) Farm with your Soul Fire capes, and Ground Slam. Its easy. You can eat 2 waves quick, and then rejoin your team elsewhere.
2) Team Fight. Team Fight whenever your ult is up. Team fight when your ult is not up. You are a tank, and you will be getting kills because of your teamates, and by applying team preasure with ground slam.
There are 2 main ways you should be teamfighting:
This hero has great staying power. While he is not a HUGE threat, you do continuous AOE damage. This means ignoring you in a long fight is very dangerous. You will do just about as well in a 3v1 as a 1v1. Which means you will actually do well with teammates.
There is potential for adding a frost mallet to this hero. I'm not sure that it is completely necessary though. You can catch, and slow a hero initially. Your teammates should be able to do the rest. Maybe I put a lot of faith in teamwork, but sometimes its best to fill your roll: Initiate, Tank, and AOE.
Guardian Angel is also a good idea. Your Sunfire Capes continue to do damage while you're rezzing to boot:D
New hero and a guide in less than 24 hours? i think ppl is rushing in the making of guides... tomorrow u can change ur mind about the hero
TEST FIRST !!!!!!!!!!
Sunfire capes! Not soulfire :P
I find Warmog's+Sunfire to be a good combo on him against Non-magic dominant teams. The Armor+HP help his active and passive, while the AoE from Sunfire tends to accelerate the added buffs to Warmogs.
Whatttt? Lol. Already? Ridic. Honestly, I don't know if this will prove the most effective build. In my experience, DPS on Malphite is ridic.
I've tried malph as a tank, personally I agree w/ 1337parker, he's meant to be DPS--look at his E ability, zomg. Irregular builds might have their uses (like caster Sion) but I don't see this as the most efficient use of this hero.
How to farm with Malph:
Rank up Brutal Strikes (E)
Rank up Ground Slam (Q) once.
Splash your increased damage like a teenager who just met Pamela Andersen
Slam the ground
Run to next creep wave
Hit E (it'll be up)
Go buy your new stuff
^ Hit E to lose your splash damage?
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