Can absorb a lot of damage for his team with his Passive. This allows him to be a frontline for his team while also being able to escape from death when he goes in with his Ultimate R.
Post-six, he can set up multiple ganks for both his lane as well as other lanes with his Ultimate R. This is highly beneficial if the lane he is ganking has some form of CC built in their kit.
He is the bane of all immobile carries, especially the ranged immobile ones. He can quite easily get on top of them and prevent them from doing anything in a fight. If Malphite goes AP, there won’t be an enemy carry for most part of the game.
Weak during the early game, especially against consistent poke damage which can prevent him from regenerating his Passive shield.
Pre-six, he is quite susceptible to poke so he will be forced to play defensively. He probably won’t be getting any ganks either due to him not having his Ultimate R.
Proper vision control from the enemy team will prevent Malphite from catching the enemy team off-guard. This will reduce his effectiveness and will force him to find other ways to engage on the enemy team.
0 - 15 min
Play safe for the first few levels. You need time to come online and you shouldn’t be fighting unless you have a clear early advantage.
Once you have a few levels under your belt, you can start to play aggressive and look for aggressive plays. You benefit from extended trades, so try to go for them frequently.
Keep the minion wave closer to your side of the map throughout the early game. This is the best place for the wave to be as it offers you tons of extra protection.
15 - 25 min
Split push during the mid-game and try to secure side objectives. Avoid grouping when your Ultimate R is down.
Group with your team when your Ultimate R is up. Rotate from the side lane to wherever your team is and look for a pick with your Ultimate R.
Peel for your allies in team fights. As you’re a tank, you’re rather weak unless your carries are alive. Thus, keeping them alive is key in team fights. Be prepared to peel for them when necessary.
Do not fight in the late game unless your Ultimate R is up. It is crucial that you only commit or look for fights when it is available as you’re going to miss out on the potential knockup it provides.
Your Ultimate R will be on a shorter cooldown in the later stages of the game. If you can find an opportunity to do so, use it to catch out someone who is isolated and alone, too far forward or way out of position.
Peel for your carries to keep them alive for longer. If your allies die quickly, there will be little chance that you will win the team fight.
He is weak early on as his presence is negligible, and he can't do much against ranged champions. All he needs to do is conserve his health till he gets to level six.
Once he hits level six, his presence will skyrocket, becoming a significant threat for the enemy laner. Working with the allied Jungler will help him massively.
The first item component will allow him to spam his abilities quite frequently. It will also let him deal more damage, especially once he gets his Ultimate R.
He will have his core items by now, which means that his Q and Ultimate R should hit like a truck right now.
Multiple points in his Ultimate R will allow him to use the ability frequently, make picks, and land multi-man Ultimate R on enemies fighting near choke points.
Malphite is quite good during team fights. He can damage many enemies at once and do so from out of vision, giving the enemy a tiny window to react.
A fully maxed out Ultimate R will allow Malphite to dish out hefty amounts of burst damage. Enemy squishies will have an obnoxious time in the game.
He is solid during late-game fights as his Q and Ultimate R will hit like a truck now. All he needs to do is wait for the perfect moment.
Depending on which build he goes for, he will either be blowing enemies up all over the map or a reliable front linear for his allies. Regardless, his goal is to get into the enemy backline and separate the front line from the backline.