When you play top (Baron lane) and expect long fights close to enemy champions
The two items that differ from build 2 are Plated Steelcaps and Unending Despair. While you are in combat with a champion, Unending Despair deals magic damage to nearby enemy champions every 4 seconds. The damage equals 3% of your max HP, and you heal for 250% of the damage dealt. Plated Steelcaps costs 1200G and has the same Block passive as Armored Advance (2200G) in build 2. Armor totals +270 and Magic Resistance +100, both slightly below build 2.
Build 2TopWin rate 57.4%Picks 4,546
Top build that toughens up mid-fight with Amaranth's Twinguard
When you play top (Baron lane) against heavy physical damage and crowd control
The two items that differ from build 1 are Amaranth's Twinguard and Armored Advance. With Amaranth's Twinguard, you gain 1 Endurance stack each second while in combat with enemy champions. At the maximum of 5 stacks, you gain 20% Tenacity, 30% Armor, and 30% Magic Resistance until you leave combat. Armored Advance grants a physical shield for 5 seconds after you take physical damage from a champion, with a 12-second cooldown. Armor totals +285 and Magic Resistance +110, both slightly above build 1.
Build 3SupportWin rate 54.55%Picks 10,843
Gold-earning support build with Relic Shield (Heal)
When playing support and your ally keeps getting worn down by enemy attacks
The items are the same as build 4, and the summoner spells are Heal and Flash. Heal restores health to you and the most injured nearby allied champion, and speeds you both up. When you damage an enemy champion while near an ally, Relic Shield consumes 1 orb to grant you 65 gold. Randuin's Omen makes Critical Strikes deal 30% less physical damage to you. Armor totals a solid +285, while Magic Resistance stays at +50.
Build 4SupportWin rate 53.83%Picks 7,016
Gold-earning support build with Relic Shield (Ignite)
When playing support and enemy champions often escape before you can finish them
The items are the same as build 3, and the summoner spells are Flash and Ignite. Ignite burns an enemy champion for true damage, applies Grievous Wounds, and reveals the target. With Relic Shield, gold from your minion kills goes to the nearest ally, and you earn 50% of the bounty instead. After you earn 750 gold, Relic Shield upgrades into Bulwark of the Mountain. Both its popularity and win rate are lower than build 3's.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
1
2
3
1
Ult
1
1
3
Ult
3
3
2
Ult
2
2
Prioritize the skill with strong poke and Movement Speed steal, then level the skill that provides wave clear and Attack Speed reduction.
Malphite Strengths
✓Ult can decide a teamfight with a single engage
✓High armor makes him very sturdy against AD-heavy comps
Malphite Weaknesses
×Pressure drops sharply while Ult is on cooldown
×Vulnerable to sustained magic damage that burns through his MR and HP
Malphite Early Game
In the early lane, trade by poking with Skill 1 and using its movement speed bonus. Mana runs out fast, so do not waste casts. Step forward to collect CS once the passive shield has come back.
Malphite Mid Game
Learning Ult at Level 5 raises your kill pressure a step. Whenever Ult is ready, do not cling to the lane; join your jungler's ganks and roams to stack kills.
Malphite Late Game
Late game, do not split-push alone; move with the team and look for the teamfight. The moment Flash and Ult are both up is when you can decide the game.
Malphite Teamfights
Set your sights on the enemy backline (ADC and mages) and engage without hesitation. Knock up several enemies with Ult and create a spot where your team deals damage freely.
⚠️ Common Mistakes
Holding Ult or hitting the wrong target
From Level 5 on, hesitating with Ult at a kill chance is a mistake to avoid. So is spending it on a single tanky front-liner. The goal is to knock up several squishy carries (ADC and mages) at once. Use ambushes from out of vision and Flash combos to reach the backline with your engage.
Malphite Combos
Basic Harass
The standard laning trade: slow with Skill 1, then cut their attack speed with Skill 3.
1▶
3▶
2▶
AA
Full Combo
Initiate the fight with Ult, then chain Skill 3, Skill 1 and Skill 2.
Ult▶
3▶
1▶
2▶
AA
Malphite Skills
This skill table was checked against the in-game text on 2026-08-15. Changes from 7.2e, 7.3a have been applied from the official patch notes.
Passive
Granite Shield
Shield 76 damage (11% maximumHP) after not taking damage for 8s ((Lv)).
Skill 1
Seismic Shard
⏳ 8s
Launches a shard that deals 70 magic damage (70 + 45%AP), slowing the target by 20%, and hasting Malphite by 15% for 3s.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cost
75
80
85
90
Base Damage
70
130
190
250
Slow
20%
25%
30%
35%
Skill 2
Thunderclap
⏳ 10s
Passive: Gains 10 AR (25%AR). Active: For the next 6 seconds, attacks deal physical damage (20 + 20%AP + 15%AR) in a cone. The first attack is empowered to deal 60 bonus physical damage (40 + 40%AP + 40%AR) to the target.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cooldown
10
9
8
7
Armor
25%
30%
35%
40%
Base Damage
20
30
40
50
Enhanced damage
40
60
80
100
Skill 3
Ground Slam
⏳ 7s
Slams the ground, dealing magic damage (60 + 45%AP + 40%AR) to nearby enemies and reducing their attack speed by 35% for 3s.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cost
55
60
65
70
Base Damage
60
110
160
210
AS Reduction
35%
40%
45%
50%
Ult
Unstoppable Force
⏳ 85s
Charges to the target area, dealing 200 magic damage (200 + 90%AP) and knocking up nearby enemies for 1.5s.
Thunderclap's cone damage and Ground Slam each lose 5 points of Armor ratio, so the more Armor he builds, the more damage he gives up. Unstoppable Force's cooldown is 10 seconds longer at every rank.
Base damage on consecutive attacks10/20/30/40 → 20/30/40/50
Our take
Three places at once. Armor growth gains 0.7, which is 9.8 more armor by level 15.
Seismic Shard's slow gains 5 points at every rank, making it easier to catch a fleeing target and to press a lane trade. Thunderclap gains 10 base damage, so rank 1 now hits as hard as rank 2 used to.
Malphite clears waves with basic attacks and Ground Slam, so extra base AD goes straight into steadier last-hitting. Ground Slam gains both damage and a stronger attack speed cut, letting Malphite blunt an aggressive attacker while trading back. Lanes where he simply gets shoved under tower should be less common.