Welcome to the Forum Archive!

Years of conversation fill a ton of digital pages, and we've kept all of it accessible to browse or copy over. Whether you're looking for reveal articles for older champions, or the first time that Rammus rolled into an "OK" thread, or anything in between, you can find it here. When you're finished, check out the boards to join in the latest League of Legends discussions.


Malzahar Guide

Comment below rating threshold, click here to show it.


Senior Member


This will be my first guide and I am only doing so because I see a lot of people playing Malzahar, but there has yet to be a guide written for him. Mal is a fun character to play once you learn to balance mana and AP. Mal can also hold his own against most characters i have run across so far and as he gets built further he can easily defend a lane against two opponents.

My build is focused on balancing mana with AP. This is only my build, there are many ways to build Mal and many ways to play him. I am offering a build I have found to be effective for me for those interested in playing Mal and tweaking it to their liking. This may not be the best build out there for him, but it is fun and useful.

This is the basic rundown of his abilites:

Malzahar, The Prophet of the Void

  • Summon Voidling (Passive): after casting 5 spells, Malzahar summons a Voidling to engage enemy units for 21 seconds. Voidlings grow after 7 seconds (+50% Damage/Armor), and Frenzy after 14 seconds (+100% Attack Speed)
  • Call of the Void: Malzahar opens up two portals to the void. After a short delay, power erupts from the voids, dealing damage and silencing all enemies hit
  • Null Zone: Malzahar creates a zone which deals the greater between a flat damage and a % of the target's max health
  • Malefic Visions: Malzahar infects his target's mind with cruel visions of their demise, dealing damage each second. If the target dies while afflicted by the visions, they pass on to a nearby enemy unit and restore mana to Malzahar
  • Nether Grasp: Malzahar grips his target in an engulfing void of energy, dealing damage each second

This build with 30AP from your runes, will land you with roughly about 560 AP. I do not remember from the practice bot game i used to complete the build yesterday. It focuses on building a decent mana pool and using that mana pool to boost your AP a bit. The spells I start with are heal and ignite, which i will explain later. Every 5 spell casts, Mal will summon a Voidling for 21 seconds, which comes in hand for farming, it is also funny seeing the enemy target his little bugger first when it will dissapear anyways in a few seconds.

This is mostly the order i build in to a point. You can do what works best for you and your style.

1. Doran's Ring (http://www.leagueoflegends.com/board/../items/view/1056/doran_s_ring)
2. Sorcer's Shoes (http://www.leagueoflegends.com/items/view/3020/sorcerer_s_shoes)
3. Archangel's Staff (http://www.leagueoflegends.com/items/view/3003/archangel_s_staff)
4. Rod of Ages (http://www.leagueoflegends.com/items/view/3027/rod_of_ages)
5. Zhonya's Ring (http://www.leagueoflegends.com/items/view/3089/zhonya_s_ring)
6. Rylai's Crystal Scepter (http://www.leagueoflegends.com/items/view/3116/rylai_s_crystal_scepter)
7. Abyssal Scepter (http://www.leagueoflegends.com/items/view/3001/abyssal_scepter)

This strategy is fun, and when you get an AP item or two, very easy. You will notice that in the creep waves, the mele rushes in and is close together while the casters usually form a line behind them. This is a perfect farming setup for Mal. Cast Null Zone on the mele creeps that are grouped together and use Call of the Void to hit the casters all neatly lined up for you. Every once in a while, you may find yourself running to save a tower from a zerg wave of creeps. Cast Null Zone where most of them are and then Call of the void right on top of that. About mid game you should be decimating hordes of creeps in the blink of an eye.
Another strategy is to wait until you have Null Zone and Malefic visions up. Pop Null Zone on a group of creeps and then Malefic Visions on one of them. The MV will bounce from creep to creep, when the creep you cast it on dies, it bounces to a nearby enemy. Keep in mind it only bounces when the creep dies, this is why you also cast Null Zone. This is a riot later game when you start running into mass zergs of enemy creeps.
For the larger creeps in the jungle, move in as close as you can before attacking them. Cast Null Zone and then Call of the Void and watch them poof! If you are at one of the buff creeps, follow the same order and pop Malefic Visions on the big guy. Sit back and enjoy!

You may find your game moving too fast for you to get fully or even mostly built. In this case, the same applies for the enemy. You are moving too fast for them to lv and too fast for them to get geared up well. If this is the case, I will keep Doran's Ring (http://www.leagueoflegends.com/board/../items/view/1056/doran_s_ring), build up to or flat out buy Tear of the Goddess (http://www.leagueoflegends.com/items/view/3070/tear_of_the_goddess) and build nothing else but Void Staffs (http://www.leagueoflegends.com/items/view/3135/void_staff)
This is why I build like this. You are rushing the enemy and beating them back. You are obviously a better functioning team and will win soon. The ring gives you a little bit of health, mana regen, and AP. You wont have time to get rid of it so keep it. The Tear of the Goddess gives you an immediate mana boost with regen and builds you an aditional 1k mana. These should be the onyl two mana regen items you need for a fast moving game. The void staff is both for the AP and the ability to penetrate your enemies magic resist. Combining the AP and penetration when your enemy is not levelled well nor geared well is a nasty combo.
This is my version of a quick build for Malzahar. Tweak as you will as this is not the only way to do this, just one I found rather effective for a quick game. It makes you powerful with the AP and penetration in an early game. Enjoy!

The reasoning behind the items.

To start with, I always buy Doran's Ring (http://www.leagueoflegends.com/board/../items/view/1056/doran_s_ring)

Doran's Ring gives you some health which is always nice especially early game, a little mana regen which you will need as you use mana, and +10 AP which makes you sting a little more. This gives you a little bit of everything to get started and you can either keep it or sell depending on the length of your game.

After your ring, you can either do boots, or begin your first build which for me is Archangel's Staff (http://www.leagueoflegends.com/items/view/3003/archangel_s_staff) . The boots I use are the Sorcer's Shoes (http://www.leagueoflegends.com/items/view/3020/sorcerer_s_shoes)

The boots give you +2 run speed and +20 magic penetration. Malzahar is a bit slow without boots, so you may wanna get these first after your ring. You must be able to gauge how agressive your opponent is to see if you can get back and forth to your lane, which is usually mid, without your turret bein hammered cuz your slow. The MP is a must for any toon who uses magic as their man source of dmg. I honestly start the staff first, get the Tear of the Goddess (http://www.leagueoflegends.com/items/view/3070/tear_of_the_goddess) and then get the boots. The tear helps you stay in your lane longer with the increased mana and regen.

The staff is useful because it has all of the elements you need for Mal, mana, mana regen and AP. The most important part of this item though the fact that not only does it convert 2.5% of your mana to AP, it increases your max mana by 4 up to a total of 1k when you cast spells. In doing so, it also increases your AP as it is increasing you max mana. Double bonus!

The 3rd item you build after you have the completed boots and staff is Rod of Ages (http://www.leagueoflegends.com/items/view/3027/rod_of_ages)
Again, you gain all of the things you need for Mal with one item, Mana, Mana Regen , and AP. with a bonus of +380 hp, which is nice cuz u can be a bit squishy. With this item, u gain +380hp, +425 mana, and +50 ap right off the bat. It also gains 18hp, 20 mana, and 2 ap every minute up to a max of +270 hp, +300 mana and +30 ap. Again, you are building your mana and ap at the same time with one item. When you finish this item, your are now quite dangerous and from here on you only get better.

The 4th item I build if the game goes this long is Zhonya's Ring (http://www.leagueoflegends.com/items/view/3089/zhonya_s_ring). You now have enough mana and mana regen you can start focusing on wreaking havoc with nasty dmg, and to do that you need AP. Zhonya's will give you +120 ap right off the bat when you finish it. it is a simple build that gives you +40 ap everytime you buy a section of it before completion and to top it off, it increases your AP by 25%. Sweet. I don't use the active on it.

The 5th item I build is Rylai's Crystal Scepter (http://www.leagueoflegends.com/items/view/3116/rylai_s_crystal_scepter). The reason I do not get it sooner for it's slowing effect on the enemy is Mal's ult is a stun, so you dont really need Rylais right away. That's up to the individual playing though. Rylai's gives you +500 hp and +80 ap. The hp is nice because if you make it to this as your 5th item, it is late game and your enemies are hitting hard now. The slow on this item will help in my strategy if yo make it to this item, but it is not necessary.

The 6th and final item for this build, and should you make it to this item, you may wanna start collecting all the candy bars and energy drinks you devoured sitting there that long, is Abyssal Scepter (http://www.leagueoflegends.com/items/view/3001/abyssal_scepter). It provides +70 ap and +57 magic resistance. It also reduces the magic resist of nearby enemies by 20, which is the main reason I use for getting it. This completes my build for Malzahar, and if you make it this far you should be a nasty mofo.


The spells I start with are Heal and Ignite. Heal for staying alive longer than your opponent and ignite to pair with your ult and Malefic visions later on. You can do abilites in any order really. If you think your will be attempting to rush you alot, Malefic Visions is a good first choice. You may want to wait, if you go mid on 5v5, to see who your opponent is before choosing your first ability. I choose Call of the Void for its speed. Keep in mind every 5 spells you cats summons a Voidling for 20 seconds or so. You can use the Voidling to help farm the creeps in the jungle.

The first ability I get is call of the void. It sets 2 portals and blasts anything inbetween them. It costs 90 mana and has a 9.4 sec cooldown, which is fairly fast and the fastest for Mal to start with. For me it deals 80(+24) dmg at first lv. It also silences the apponent, which is nice if you need to move in quick or get away from that turd always snaring or poisoning you as u retreat. U can spam this spell enough to keep your opponent at bay for a good while. It is also nice for slicing and dicing minions. The rather large range on it helps harass your enemy and is nice if you run up against Heimy as it's range is greater than his turrets.

The second ability I get is call of the void. This tends to freak the enemy out at first. It opens up a large circular portal that deals dmg to any minion or enemy in it over time.

The third ability i get is Malefic Visions. This is nice to use when your enemy starts getting brave and gets too close to you. This is a dmg over time spell that I lv up as fast as i can after i have all abilities. This dmg over time spell packs a nasty punch after a few upgrades.

Last and not least by far, is your Ult at lv6, is Nether Grasp. This is a stun that also deals dmg. My strategy once you gain your ult is to wait for the enemy to get close enough to use it, or you get close enough if you can. Pop your ult on him, this will stun him for 2.5 sec if i recall correctly, you have 2.5 sec to put ignite and Malefici Visions on your enemy as sson as you hit them with your ult, so at the same time you have 3 different sources of damage hitting your enemy. If you are quick enough and if your enemy becomes tangled in minions or disoriented for a sec further, you can pop null zone or call of the void on them as well while u are using your regular attack on them. This can be a lethal combo if you are quick enough to pull it off and will usually send your enemy fleeing in terror if it does not kill them. This tactic has also earned me a constant barrage of the usual "NOOOB", "YOU SUCK", "OP REEETARD NOOB TOON" and similar insults.

So there you have it. A guide to use for Malzahar. This is by far not the only means of playing him and probably not the best. You choose your style and build and how you play. This is my way, my build my style. You can copy this, tweak it, critique it, or just ignore it. Up to you.

Comment below rating threshold, click here to show it.


Senior Member


Ok made a few changes to my write up, added a quick build and tweaked the farming strategy to include Malefic Visions. Have fun with it!

Comment below rating threshold, click here to show it.


Senior Member


You have an extremely well put together guide. This page would be very useful for people brand new to Mal and League in general. A couple points, just cause you've had a lot of hits with no replies.

  • You have a lot of talk about items. Considering that League players already know the items you are talking about, the links, and the description of each item only adds to the verbosity of your guide. People look for how items work with their character, not just in general. See what I'm saying?
  • No TIPS or TRICKS. People look in guides to find out lil things that they might be missing (for instance your W ability gives L.O.S and reveals brush) Here we have a really nice Malz, but he seems completely theorycrafted because their is no direct tips involved. And T&Ts give your guide some authority because it makes people think to themselves that if this guy knows a couple lil cool things about Mal, his build might be pretty deece too.
  • No sense of play. After reading your guide I can't quite describe how you would play him. There is a lot of talk on items and build order, but no talk on how to pressure them out of lanes. Transistion in power levels from early-mid-late game. I just don't get how you would roll him you know? It's easy to see you have put him as a traditional caster, but considering how his spells very SO MUCH from the normal nuke caster, there is lacking segment in how to actually play him.
Here are a couple of quotes I wanna talk about.

This can be a lethal combo if you are quick enough to pull it off and will usually send your enemy fleeing in terror if it does not kill them.

This happens to be a bad quote because of two things. 1) While you are on the right track by suggesting when to drop this combo its so situational that its almost useless. Not the actual damage of the spell rotation, but its not very applicable in other situations. Mal has a problem of controlling heroes and being able to land this damage on them and while this is good it doesn't necessarily "guide" people. 2) My impression of your guide isn't into building this scary M'Fing Cho'Goth like champion, so where does having them flee in terror come in? I might be nittpicking here but I just feel this part of your guide is all wrong. I don't want to chase people off, I want them dead. Espesh if I'm using cds on them. You know?

The rather large range on it helps harass your enemy and is nice if you run up against Heimy as it's range is greater than his turrets.

This is good to know. It makes me more comfortable facing heimer knowing that my range is better than his. This is good recon. Thumbs up!

you have 2.5 sec to put ignite and Malefici Visions on your enemy as sson as you hit them with your ult, so at the same time you have 3 different sources of damage hitting your enemy

This is iffy to me. I know that your ultimate, while not broken easily by the other team, is extremely easy to break on your end. Casting spells and auto attacking breaks the damage portion of your channel, but your stun will still stay on the champion. Thus making it easy to stun people, but you have to commit to sitting in place to deal damage (this is still good since it allows you to back out of bad situations too, unlike WW)

I don't know how animations I'll work out in this, but iginite doesn't have one on your champ so it doesn't break anything (which makes it super useful on Mal) But since Mal would have to move to cast his W or his Q (unless those targets were within range) it would break his ultimate regardless if the mere cast animation didn't do this already.

Like I said at the beginning of my post. You have an amazingly conscructed guide here. It is also super easy to read and follow and has lots of facts and links all included that make it super user friendly. It's an awesome job for a first shot. With some more revisions and a lil more recon on Mal, i think you'll have one of those definitive guides that are floating around this board. cheers

Comment below rating threshold, click here to show it.

Azghyn Nite



Ap runes are horrible, use magic pen or CDR

Comment below rating threshold, click here to show it.


Junior Member


Quick comment on this. good guide, but personally, i rush rod of ages, due to his mana issue + being very squishy, honestly this is really the only mana item you need.

Dorans Ring + pot
rod of ages
deathfire grasp
zhonyas or void staff ( void if other team is stacking MR )

Runes CDR Glyphs AP/LvL Seals Mpen Marks
can change out the glyphs for MP/5

summoner spells, cleanse/ignite and 9/0/21 build.

skill lvling
E - Q - E - W - E - R ( Finish off R, E, Q, W in that order )