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.
Malphite gets a small spike when he unlocks his Q. It can help him both damage enemies and secure CS, which he can't get by auto-attacking.
Keeping the wave near the tower will make him a bit more powerful. This is because he will be safe from ganks, and he will be able to set up ganks with his R.
Malphite's significant power spike is at level six. He can now engage reliably, and the AoE knockup is highly beneficial to his team.
Malphite will spike further if he goes for additional tank items. It will make him unkillable and will allow him to soak up much damage for his team.
If Malphite is going for the AP build, level nine will also act as an essential spike. This is because you will have maxed out one of your abilities at this point and can blow up enemies from a distance.
Level eleven is a vital power spike for Malphite, especially if he is against squishy targets. The lowered cooldown and increased damage should do wonders for Malphite.
He should be using the fog of war to look for flanks on the enemy team and then ulting them with his Ultimate R.
Malphite should always be present for neutral, objective fights. The congested area in the objective pit can allow him to get a five-man Ultimate R.
If Malphite goes for the AP route, he can easily blow up the enemy backline with his Ultimate R and remaining abilities. It should make the enemy front line utterly useless.
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