Malphite

Shard of the Monolith

How this differs from the live game

  • Brutal Strikes (W) cleave is a passive and actively increases his damage

Build

Top lane
Summoners
FlashTeleport
Start475g
Cloth ArmorHealth Potion5Yellow Trinket
Core9,675g
Ninja Tabi1Sunfire Cape2Frozen Heart3Randuin's Omen4
Full build15,375g
Ninja TabiSunfire CapeFrozen HeartRanduin's OmenRunic BulwarkSpirit Visage
Situational
Mercury's TreadsThornmailBanshee's VeilAbyssal ScepterZhonya's Hourglass

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of ArmorQuint
  • Magic Penetration +9.00
  • Armor +21.90
  • Magic Resist +12.60

Magic penetration marks boost Q, E, and R because their listed damage is magic damage; armor seals and armor quints also directly improve Ground Slam through its armor ratio. Flat MR glyphs cover common AP poke and mixed-damage tops; scaling MR was a reasonable swap into very low magic-damage lanes.

Rune page

Top lane

Statistics

  • Magic Penetration+9.00
  • Armor+21.90
  • Magic Resist+12.60
Masteries30 points9 / 21 / 0
Offense9
0/1
0/4
4/4
0/2
0/4
4/4
0/1
0/3
0/1
1/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
0/3
4/4
0/2
3/3
2/3
0/1
2/2
0/2
1/1
0/1
1/1
0/3
3/3
1/1
3/3
0/1
0/1
1/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is a valid 9/21/0 tank page: the offense points give cooldown reduction, AP per level, and magic penetration for Q/E/R, while defense reaches Honor Guard. The defense tree has 12 points spent above row 3 before Block and Juggernaut are taken.

Skill order

ultimate at 6, 11 and 16

Granite Shield

Seismic ShardQ
Brutal StrikesW
Ground SlamE
Unstoppable ForceR
  • Seismic Shard (Q) takes points at levels 2, 8, 10, 12, 13.
  • Brutal Strikes (W) takes points at levels 4, 14, 15, 17, 18.
  • Ground Slam (E) takes points at levels 1, 3, 5, 7, 9.
  • Unstoppable Force (R) takes points at levels 6, 11, 16.

Max E first for wave control, trades, armor scaling, and the attack-speed debuff into Season 3 top-lane bruisers. Take Q early for poke and chase, one W before six for melee trading, then max Q second.

Alternative — Q max first was also played into ranged or AP lanes where Malphite could not reliably walk up for Ground Slam trades and needed Seismic Shard poke to survive lane.

Why these items

Openingsall within the 475 starting gold

  • Cloth ArmorHealth Potion5Yellow Trinket

    Cloth Armor sustainDefault into physical-damage tops; it gives the safest early lane and feeds directly into armor items.

  • Doran's ShieldHealth PotionYellow Trinket

    Doran's Shield startUse into auto-attack harassment or lanes where blocking repeated basic attacks matters more than buying five potions.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Crystalline Flask startUse into poke or mana-drain lanes where repeated Q farming and sustain are more important than early armor.

Corein buy order

  • 1

    Ninja Tabi1,000gNinja Tabi was the default top-lane boot against Season 3 AD bruisers and marksmen, stacking well with Malphite's anti-attack role.

  • 2

    Sunfire Cape2,650gSunfire Cape gives health, armor, and constant melee damage for wave control and extended fights.

  • 3

    Frozen Heart2,900gFrozen Heart gives armor, mana, cooldown reduction, and an attack-speed aura that doubles down on Ground Slam's anti-carry job.

  • 4

    Randuin's Omen3,125gRanduin's Omen adds health, armor, and a teamfight active that keeps enemies trapped after Unstoppable Force.

Situationalonly when the game asks for it

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Ninja Tabi when crowd control or magic damage is the main threat.

  • Thornmail2,200gBuy Thornmail against fed basic-attack carries when raw armor and reflected damage matter more than health.

  • Banshee's Veil2,750gBuy Banshee's Veil when one spell can stop your engage or the enemy team has dangerous pick tools.

  • Abyssal Scepter2,560gBuy Abyssal Scepter when your team has multiple magic-damage threats and you can stand close enough to apply the aura.

  • Zhonya's Hourglass3,260gBuy Zhonya's Hourglass in a higher-damage AP-leaning build when you need stasis after diving with R.

Build

Mid lane
Summoners
FlashIgnite
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core10,760g
Deathfire Grasp1Sorcerer's Shoes2Rabadon's Deathcap3Zhonya's Hourglass4
Full build15,955g
Sorcerer's ShoesDeathfire GraspRabadon's DeathcapZhonya's HourglassVoid StaffRylai's Crystal Scepter
Situational
Abyssal ScepterRod of AgesMorellonomiconBanshee's VeilTwin Shadows

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Ability PowerGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +25.80
  • Magic Penetration +9.00
  • Armor +9.00

Magic penetration marks are for Seismic Shard, Ground Slam, and Unstoppable Force, all of which deal magic damage; flat AP glyphs and quints push the Q/R burst this build is built around. Compared to ordinary Season 3 Malphite pages, this gives up tank scaling, movement speed quints, and some lane safety to make the level 6 and DFG windows hit harder.

Rune page

Mid lane

Statistics

  • Ability Power+25.80
  • Magic Penetration+9.00
  • Armor+9.00
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
3/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
1/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is 21/0/9 AP burst: magic penetration, AP, cooldown reduction, and Executioner all serve Q/R kill thresholds. The cost versus ordinary Malphite is losing the 9 or 21 defensive points that make him much harder to punish before he can engage; Runic Affinity is still taken because Season 3 mid laners use blue buff.

Skill order

ultimate at 6, 11 and 16

Granite Shield

Seismic ShardQ
Brutal StrikesW
Ground SlamE
Unstoppable ForceR
  • Seismic Shard (Q) takes points at levels 1, 3, 5, 7, 9.
  • Brutal Strikes (W) takes points at levels 4, 14, 15, 17, 18.
  • Ground Slam (E) takes points at levels 2, 8, 10, 12, 13.
  • Unstoppable Force (R) takes points at levels 6, 11, 16.

Max Q first for ranged lane trades and AP scaling, then E for waveclear and anti-auto utility; W is delayed because this AP build is not trying to win through sustained melee attacks. Take E at level 2 for wave control, with one early W point before 6 for last-hitting and armor/AD activation.

Alternative — E max before Q was a real Season 3 lane option into melee AD mids or heavy shove lanes, where armor-scaling Ground Slam waveclear mattered more than repeated Q poke.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault into most AP mids: it gives immediate AP for Q trades, health, mana regen, and enough sustain to reach the first buy.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into poke or farm lanes where you expect to spend mana constantly and need repeated health/mana refills before Catalyst or DFG components.

  • Boots of SpeedHealth Potion4Yellow Trinket

    Boots and potions startUse against skillshot-heavy mids where dodging damage is more important than opening AP.

Corein buy order

  • 1

    Deathfire Grasp3,100gDeathfire Grasp is the centerpiece: its active amplifies the follow-up magic burst from R, Q, and E.

  • 2

    Sorcerer's Shoes1,100gSorcerer's Shoes stack with magic penetration runes to make early Q and all-in damage much more threatening.

  • 3

    Rabadon's Deathcap3,300gRabadon's Deathcap converts the build from pick threat into real one-shot pressure because Q and R both have strong AP ratios.

  • 4

    Zhonya's Hourglass3,260gZhonya's Hourglass lets Malphite survive after diving into the enemy team with Unstoppable Force while adding a large AP spike.

Situationalonly when the game asks for it

  • Abyssal Scepter2,560gBuy Abyssal Scepter earlier against double AP or low-range teams where you can stand close enough for the MR reduction aura during your combo.

  • Rod of Ages2,800gBuy Rod of Ages early when the lane is slow and you need health and mana before committing to full burst items.

  • Morellonomicon2,200gBuy Morellonomicon when the enemy relies on healing and you need cooldown reduction plus Grievous Wounds from repeated Q or E hits.

  • Banshee's Veil2,750gBuy Banshee's Veil when one spell, such as a bind or silence, reliably stops your engage before you can ult.

  • Twin Shadows1,900gBuy Twin Shadows when your team needs help finding picks before you commit Flash-R or when the enemy is hard to face-check safely.

Build

Support
Summoners
FlashExhaust
Start435g
Faerie CharmSight Ward2Health Potion3Yellow Trinket
Core5,125g
Sightstone1Philosopher's Stone2Shurelya's Reverie3Locket of the Iron Solari4
Full build13,100g
Ninja TabiRuby SightstoneShurelya's ReverieLocket of the Iron SolariRunic BulwarkRanduin's Omen
Situational
Mercury's TreadsMikael's CrucibleFrozen HeartTwin ShadowsAbyssal Scepter

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Movement SpeedQuint
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60
  • Move Speed +4.50%

Magic penetration marks are for Q, E, and R damage; Ground Slam also reads armor, but marks cannot efficiently add enough armor to beat flat magic pen for lane trades. Armor seals and MR glyphs keep you alive in bottom lane, while movement quints help Flash/R angles and warding.

Rune page

Support

Statistics

  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
  • Move Speed+4.50%
Masteries30 points0 / 21 / 9
Offense0
0/1
0/4
0/4
0/2
0/4
0/4
0/1
0/3
0/1
0/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
0/3
4/4
0/2
3/3
3/3
0/1
2/2
0/2
1/1
0/1
1/1
3/3
3/3
0/1
0/3
0/1
0/1
1/1
Utility9
1/1
0/3
3/3
0/1
1/1
3/3
0/3
0/2
0/4
0/1
0/3
1/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Run 21/9/0 as 21 Defense and 9 Utility: Malphite support needs to be the first body in, and Honor Guard plus the health/tenacity line makes that realistic. Utility takes Flash cooldown, mana regen, ward utility, and Biscuiteer for lane staying power.

Skill order

ultimate at 6, 11 and 16

Granite Shield

Seismic ShardQ
Brutal StrikesW
Ground SlamE
Unstoppable ForceR
  • Seismic Shard (Q) takes points at levels 2, 8, 10, 12, 13.
  • Brutal Strikes (W) takes points at levels 4, 14, 15, 17, 18.
  • Ground Slam (E) takes points at levels 1, 3, 5, 7, 9.
  • Unstoppable Force (R) takes points at levels 6, 11, 16.

Max E first for the armor-scaling damage and attack-speed reduction against marksmen, then Q for catch and poke, with W last. Start E when expecting an early melee all-in or level-2 fight; take Q early to threaten slows and secure trades.

Alternative — Q max first was also played into lanes you could not safely walk into, especially ranged poke lanes where support Malphite had to trade with Seismic Shard instead of contesting brush.

Why these items

Openingsall within the 475 starting gold

  • Faerie CharmSight Ward2Health Potion3Yellow Trinket

    Sightstone rush sustainFaerie Charm plus wards and potions is the default support start when your lane needs real early vision and mana to cast Q/E.

  • Crystalline FlaskSight WardHealth PotionYellow Trinket

    Flask ward startCrystalline Flask is better into poke lanes where repeated health and mana refills matter more than rushing gold income immediately.

Corein buy order

  • 1

    Sightstone800gSightstone is the support backbone: it gives health and repeatable ward charges without draining every recall.

  • 2

    Philosopher's Stone700gPhilosopher's Stone supplies the mana regen and gold income Malphite needs before expensive engage items.

  • 3

    Shurelya's Reverie2,100gShurelya's Reverie turns Malphite from a Flash/R-only engager into a repeatable teamfight starter.

  • 4

    Locket of the Iron Solari2,225gLocket of the Iron Solari adds cheap team durability and lets you shield your carry after diving in.

Situationalonly when the game asks for it

  • Mercury's Treads1,200gBuy Mercury's Treads instead of Ninja Tabi against heavy magic damage or crowd control.

  • Mikael's Crucible2,500gBuy Mikael's Crucible when a stun, snare, or slow is the main way your carry dies before fights start.

  • Frozen Heart2,900gBuy Frozen Heart against double physical damage or attack-speed-heavy teams; its aura stacks well with Ground Slam's attack-speed reduction.

  • Twin Shadows1,900gBuy Twin Shadows when your team needs pick setup before Malphite can find an ultimate angle.

  • Abyssal Scepter2,560gBuy Abyssal Scepter only when your team has multiple magic damage threats and you can stand close enough for the aura.

One build, written by a player. Newest first.

Write a Malphite build
Malphite - Just a rockby jjustonyyWritten by a player, not generated · its own page

Build

Top lane
Summoners
FlashTeleport
Start360g
Boots of SpeedHealth Potion
Core17,735g
Ninja Tabi1Sunfire Cape2Glacial Shroud3Mercury's Treads4Giant's Belt5Abyssal Scepter6Runic Bulwark7Iceborn Gauntlet8Randuin's Omen9
Full build14,085g
Randuin's OmenIceborn GauntletRunic BulwarkAbyssal ScepterGiant's BeltMercury's Treads

Runes and masteries

Runes
  • x9Mark of Attack DamageMark
  • x9Seal of ArmorSeal
  • x9Glyph of Scaling Magic ResistGlyph
  • x3Quintessence of HealthQuint
  • Attack Damage +9.00
  • Health +78.00
  • Armor +9.00
  • Scaling Magic Resist +1.80

Rune page

Top lane

Statistics

  • Attack Damage+9.00
  • Health+78.00
  • Armor+9.00
  • Scaling Magic Resist+1.80
Masteries30 points9 / 21 / 0
Offense9
0/1
0/4
4/4
0/2
0/4
4/4
0/1
0/3
0/1
1/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
0/3
4/4
0/2
3/3
2/3
0/1
2/2
0/2
1/1
0/1
1/1
0/3
3/3
1/1
3/3
0/1
0/1
1/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

Not the author's. This is a 21 Defense / 9 Offense page for the author's armor, health, and resistance-heavy Malphite build: Sunfire Cape, Runic Bulwark, Randuin's Omen, Iceborn Gauntlet, Abyssal Scepter, and Giant's Belt. The 9 Offense points take cooldown reduction and magic penetration because Malphite's lane trade and engage damage come mostly from Q, E, and R. Inferred from the build and text they did publish.

Skill order

ultimate at 6, 11 and 16

Granite Shield

Seismic ShardQ
Brutal StrikesW
Ground SlamE
Unstoppable ForceR
  • Seismic Shard (Q) takes points at levels 1, 4, 8, 10, 12.
  • Brutal Strikes (W) takes points at levels 13, 14, 15, 17, 18.
  • Ground Slam (E) takes points at levels 2, 3, 5, 7, 9.
  • Unstoppable Force (R) takes points at levels 6, 11, 16.

Why these items

Openingsall within the 475 starting gold

  • Boots of SpeedHealth Potion

    Starting ItemsThe opening as the guide publishes it.

Corein buy order

  • 1

    Ninja Tabi1,000g

  • 2

    Sunfire Cape2,650g

  • 3

    Glacial Shroud1,350g

  • 4

    Mercury's Treads1,200g

  • 5

    Giant's Belt1,000g

  • 6

    Abyssal Scepter2,560g

  • 7

    Runic Bulwark2,950g

  • 8

    Iceborn Gauntlet3,250g

  • 9

    Randuin's Omen3,125g

Notes

the author's own words

Malphite - Just a rock — rated 9.4/10 from 26 votes on MOBAFire.

Build by jjustonyy, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/malphite-just-a-rock-222288).

Abilities

per rank
P

Granite Shield

Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum Health. If Malphite has not been hit for 10 seconds, this effect recharges.

Q

Seismic Shard5 ranks

Using his primal elemental magic, Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing movement speed for 4 seconds.

Damage
70 / 120 / 170 / 220 / 270 + 60% AP
Cooldown
8s
Cost
70 / 75 / 80 / 85 / 90 Mana
Range
625
W

Brutal Strikes5 ranks

Malphite starts to hit with such force that his attacks deal damage to all units in front of him. Activating Brutal Strikes greatly increases his Armor and Attack Damage for a short amount of time.

Cooldown
14s
Cost
50 / 55 / 60 / 65 / 70 Mana
Range
400
E

Ground Slam5 ranks

Malphite slams the ground sending out a shockwave that deals magic damage based on his Armor as damage and reduces the Attack speed of enemies for a short duration.

Damage
60 / 100 / 140 / 180 / 220 + 30% Armor + 20% AP
Cooldown
7s
Cost
50 / 55 / 60 / 65 / 70 Mana
Range
400
R

Unstoppable Force3 ranks

Malphite ferociously charges to a location, damaging enemies and knocking them into the air.

Damage
200 / 300 / 400 + 100% AP
Cooldown
130 / 115 / 100s
Cost
100 Mana
Range
1000

Matchup against

62 champions, one-on-one
  • Ahri

    AhriEven

    Ahri can kite and reset the fight with Spirit Rush, but Malphite wins short trades if he keeps Granite Shield up and saves Unstoppable Force for after her first dash.

    Watch for Charm: it stops your engage and gives Ahri the time to land Orb of Deception both ways.

    How to beat

    Hold just outside Charm range and use Seismic Shard for shielded poke, not as an all-in starter every time. Bait Spirit Rush or Charm first, then ult where her dash ends and follow with Ground Slam before she can kite back out.

    Later Ahri is better at picking side targets, while Malphite is far stronger in grouped fights. Do not chase her through fog; force 5v5s and use Unstoppable Force on her or the carries she is protecting.

    • Do not ult in a straight line while Charm is ready.
    • If Orb of Deception misses on the return, you have a short trade window.
    • Seismic Shard's speed steal helps you stay close after her first Spirit Rush charge.
    BuyBanshee's VeilMercury's TreadsForce of Nature
  • Akali

    AkaliFavoured

    Malphite's armor scaling and attack speed slow do not stop all of Akali's magic damage, but his burst, shielded trades, and area damage make her shroud fights poor for her.

    Watch for Twilight Shroud: it breaks your targeting and lets Akali wait out Granite Shield or your Ground Slam window.

    How to beat

    Do not burn Unstoppable Force just because she enters shroud; step to the edge and hit Ground Slam when she commits with Shadow Dance. Trade after Mark of the Assassin falls off or before she can proc it, then use Seismic Shard to keep her from disengaging.

    Later Akali is scarier in side-lane picks, but Malphite is much more reliable in teamfights. Group early, keep her from getting clean backline access, and punish her when she spends Shadow Dance forward.

    • Ground Slam still threatens her when she tries to fight inside Twilight Shroud.
    • Back off if Mark of the Assassin is on you and she has Shadow Dance charges.
    • Your burst is best after she uses shroud, not before.
    BuyBanshee's VeilSpirit VisageSunfire Cape
  • Alistar

    AlistarEven

    Neither champion kills the other quickly, and the duel is mostly decided by whether Malphite wastes damage into Unbreakable Will.

    Watch for Unbreakable Will: it removes your crowd control and heavily cuts your burst during the only window you can finish him.

    How to beat

    Poke with Seismic Shard and avoid standing where Pulverize into Headbutt gives him a clean disengage. Commit only after Unbreakable Will is down or when you are forcing him to use it defensively and can walk away.

    Later Alistar is not a side-lane duelist you need to chase; he matters by peeling and disrupting fights. Malphite should look past him and ult the carries unless Alistar has already used his combo.

    • Do not ult Alistar during Unbreakable Will unless it wins the fight around him.
    • If Headbutt is down, he has trouble stopping your follow-up.
    • His healing makes slow poke trades low value unless you can force mana or cooldowns.
  • Amumu

    AmumuEven

    Amumu's percent-health aura and magic resistance shred let him grind tanks, but Malphite has better short trade control and can disengage before Despair wins.

    Watch for Despair: it turns long melee fights against you by draining maximum health every second.

    How to beat

    Keep trades short: Seismic Shard in, Ground Slam, one Brutal Strikes trade, then leave before Despair stacks value. If Bandage Toss misses, you can commit harder, but save Unstoppable Force to interrupt his chase or finish after Curse of the Sad Mummy is gone.

    Later Amumu can match tanks in side lanes, but both champions are really teamfight initiators. Malphite should avoid stacking with allies for his Curse and look for the faster backline engage.

    • Do not stand in Despair just to keep hitting him.
    • A missed Bandage Toss is your best all-in signal.
    • If he ults first, you can often answer with a cleaner Unstoppable Force after the stun ends.
    BuySpirit VisageForce of NatureBanshee's Veil
  • Anivia

    AniviaUnfavoured

    Anivia outranges Malphite, controls his path with wall and slows, and Rebirth makes his all-in much harder to convert alone.

    Watch for Crystallize: it blocks your escape or follow-up and can leave you trapped inside Glacial Storm.

    How to beat

    Do not walk through Glacial Storm to start a fight; use Seismic Shard only when your shield is up and force her to spend Flash Frost defensively. Commit with Unstoppable Force only when her stun is down and you have enough damage to kill both Anivia and the egg or force her out before Rebirth matters.

    Later Anivia owns wave control and defensive zones, while Malphite is better at forcing fights before she sets up. Flank her team rather than charging through her wall and storm from the front.

    • If Rebirth is available, your first kill is not a real kill unless you can hit the egg safely.
    • Never chase through a narrow lane where Crystallize can trap you.
    • Ult after Flash Frost passes, not while she is holding it.
    BuyBanshee's VeilMercury's TreadsForce of Nature
  • Annie

    AnnieUnfavoured

    Annie's point-and-click stun burst punishes Malphite before he can finish her, especially when Tibbers adds sustained damage after the combo.

    Watch for Pyromania stun: it locks you in place long enough for Summon: Tibbers and her full spell rotation.

    How to beat

    Track her stun counter and do not trade when Pyromania is ready. Force her to spend stun on a defensive spell or minion pressure, then use Unstoppable Force immediately before she rebuilds stacks.

    Later Annie remains dangerous as a flash-stun teamfight threat, but Malphite can outrange her engage with his own ultimate if he finds the angle first. In side lane, respect her burst; in fights, either engage before she stuns your carry or wait until her stun is spent.

    • Count Pyromania stacks before walking up for Seismic Shard.
    • Do not auto into Molten Shield unless you are already committing.
    • If Tibbers is down, her duel threat drops sharply.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Ashe

    AsheFavoured

    Ashe can kite with Frost Shot, but she is fragile and Malphite's Unstoppable Force plus Ground Slam removes her space and attack speed.

    Watch for Enchanted Crystal Arrow: it stops your engage or creates enough distance for Ashe to kite with Frost Shot.

    How to beat

    Do not walk at her through repeated Frost Shot attacks; use brush, fog, or Seismic Shard's speed steal to close. Once Arrow is down or dodged, ult directly onto her and use Ground Slam before she can turn the duel with sustained autos.

    Later Ashe should not beat Malphite alone unless she starts from extreme range with peel nearby. In teamfights, she is a prime ultimate target, but watch for Arrow interrupting your flank before you start.

    • Ground Slam after landing, before she stacks too many Frost Shot autos.
    • Boots of Swiftness cuts the value of her permanent slow.
    • If Arrow is down, she has no real answer to your ultimate.
    BuyNinja TabiRanduin's OmenBoots of Swiftness
  • Blitzcrank

    BlitzcrankFavoured

    Blitzcrank's combo is annoying but he lacks the sustained damage to beat Malphite through Granite Shield and armor-heavy trades.

    Watch for Rocket Grab: it can pull you under turret or into a position where his knockup chain wastes your cooldowns.

    How to beat

    Stand behind minions until Rocket Grab is used, then punish him with Seismic Shard and Ground Slam while Power Fist is his only real threat. Do not ult him unless he is low or his grab has put your team in danger; walking him down usually works.

    Later Blitzcrank wins games through picks, not side-lane duels. Malphite should body-block only when safe, keep carries out of hook lines, and use Unstoppable Force on the enemy backline after Blitz misses or spends grab.

    • A missed Rocket Grab gives you a long window to trade freely.
    • Do not chase him into fog where grab turns the fight around.
    • Ground Slam cuts the value of Overdrive's attack speed.
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  • Brand

    BrandUnfavoured

    Brand's percent-health burn and long-range spell chain punish Malphite's tank stats before Malphite can force a clean all-in.

    Watch for Blaze: every spell adds percent-health burn, making extended trades much worse for you than they look.

    How to beat

    Keep minions between you and Sear, and do not stand still in Pillar of Flame just to land Seismic Shard. Your kill window is after Brand misses Sear or Pillar; ult then, burst fast, and leave before Pyroclasm can bounce repeatedly.

    Later Brand is much stronger in clumped teamfights if he gets spell bounces, but Malphite can delete his casting window with a flank ultimate. Avoid front-to-back soaking and look for angles that force Brand to cast defensively.

    • Do not duel him near minions if Pyroclasm is ready to bounce.
    • Sidestep Pillar of Flame before casting Ground Slam.
    • If Sear is down, Brand cannot easily stop your ultimate follow-up.
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  • Cho'Gath

    Cho'GathUnfavoured

    Cho'Gath out-sustains Malphite, interrupts his trades with silence and knockup, and Feast gives him a true-damage execute that ignores armor.

    Watch for Feast: it removes your usual tank safety by executing through armor at the end of a trade.

    How to beat

    Trade only with Granite Shield up and step sideways after Seismic Shard so Rupture cannot land for free. Do not all-in while Feral Scream is ready to silence your follow-up; force it out, disengage, then re-enter before his cooldowns return.

    Later Cho'Gath is harder to move from side lanes and can hold Malphite in a pure tank duel. Malphite brings the better instant engage, so stop trying to kill Cho and instead force fights onto his carries before he zones you out.

    • Never judge your health buffer against Cho without accounting for Feast.
    • If Rupture misses, you can take a short trade before he resets spacing.
    • Feral Scream can stop your post-ultimate combo even if the ultimate lands.
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  • Corki

    CorkiEven

    Corki's mixed damage and Valkyrie make him hard to pin down, but Malphite can win if he forces the escape first and lands the second engage.

    Watch for Valkyrie: it denies your melee follow-up and can drag you through damage if you chase directly.

    How to beat

    Use Seismic Shard to pressure Corki without committing Unstoppable Force into a ready Valkyrie. Once he Valkyries defensively, steal speed, close the gap, and ult his landing spot or force him into a wall where Ground Slam can finish the trade.

    Later Corki scales as a strong mixed-damage carry, while Malphite remains the better fight starter. In side lane, do not chase through Valkyrie fire; in teamfights, ult him after Valkyrie or when his team cannot peel the landing.

    • Armor alone is not enough because Corki mixes magic and true damage.
    • Do not stand in Gatling Gun while waiting for cooldowns.
    • Ult where Valkyrie ends, not where Corki started.
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  • Dr. Mundo

    Dr. MundoUnfavoured

    Dr. Mundo's regeneration and cleaver poke let him outlast Malphite unless Malphite can end the fight before Sadism takes over.

    Watch for Sadism: it restores enough health to erase your burst window and turn the extended duel.

    How to beat

    Dodge Infected Cleaver before walking up, then take short shielded trades rather than a full health brawl. If Sadism is available, either force it and disengage or commit only when he is already low enough that your burst finishes before the healing matters.

    Later Mundo is the better side-lane sponge and becomes difficult for Malphite to kill alone. Malphite should build for teamfight engage and let allies with healing reduction or sustained damage handle Mundo after the backline is controlled.

    • Do not use your full combo into a fresh Sadism unless teammates can finish him.
    • Seismic Shard helps dodge follow-up cleavers after a trade.
    • If he misses Cleaver, his ability to keep you in the fight drops.
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  • Evelynn

    EvelynnFavoured

    Evelynn can choose the first hit, but Malphite's shield, burst, and Ground Slam make the close-range duel unfavorable once she reveals herself.

    Watch for Agony's Embrace: it slows you and gives Evelynn the window to unload before you can reposition.

    How to beat

    Keep Granite Shield ready when she is missing and avoid wasting Ground Slam on minions if she can appear. When she opens with Ravage, answer immediately with Ground Slam and Seismic Shard; save Unstoppable Force for when she tries to leave after Agony's Embrace.

    Later Evelynn is better at finding isolated targets, but Malphite is far more reliable in a grouped fight. Group with vision control, make her reveal into your team, and punish her first commit.

    • Her stealth gives the opener, but not a winning extended melee trade.
    • Do not chase alone through unwarded jungle after she disengages.
    • Ground Slam right after Ravage cuts her follow-up autos.
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  • Ezreal

    EzrealEven

    Ezreal can kite forever if Arcane Shift is ready, but Malphite wins the forced fight once that escape is down.

    Watch for Arcane Shift: it dodges your engage spacing and resets Ezreal outside Ground Slam range.

    How to beat

    Stand behind minions to reduce Mystic Shot poke and use Seismic Shard to force Arcane Shift, not to start the final all-in. Once Shift is down, ult before Mystic Shot cooldowns bring it back and burst him during the knockup slow chain.

    Later Ezreal is safer in side lanes than most carries, but he still hates hard engage in grouped fights. Malphite should not burn ultimate into a ready Shift unless the angle is unavoidable; force him to blink first or engage from fog.

    • Minions are your best answer to Mystic Shot cooldown cycling.
    • If Arcane Shift is down, he is much easier to kill than he looks.
    • Ground Slam's attack speed slow matters if he is relying on passive-stacked autos.
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  • Fiddlesticks

    FiddlesticksUnfavoured

    Fiddlesticks can fear Malphite off his engage and Drain through a slow melee fight unless interrupted by a well-timed ultimate.

    Watch for Drain: it turns a close duel by healing Fiddlesticks while dealing steady damage if you cannot break it.

    How to beat

    Do not start with Unstoppable Force unless Terrify is down or you can kill during the knockup. Walk in with Seismic Shard, bait fear or Drain, then use ultimate to interrupt Drain or stop Crowstorm before he gets full duration value.

    Later Fiddlesticks is weaker in a side lane but much more dangerous from fog in teamfights. Ward flanks, do not stack for Crowstorm, and save your ultimate to interrupt or counter-engage if he channels first.

    • Unstoppable Force can break Drain if you hold it.
    • Do not chase into fog when Crowstorm is available.
    • Mercury's Treads sharply reduce the value of Terrify and Dark Wind.
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  • Gangplank

    GangplankEven

    Malphite's armor and Ground Slam punish Gangplank's attacks, but Remove Scurvy can erase the key crowd control window and his poke wears down Granite Shield.

    Watch for Remove Scurvy: it cleanses your crowd control and heals through the burst you need to finish him.

    How to beat

    Trade when Granite Shield is up and avoid taking free Parrrley shots while your shield is down. Force Remove Scurvy with Seismic Shard pressure or a short combo, then look for Unstoppable Force before it returns.

    Later Gangplank can farm side lanes safely and contribute Cannon Barrage from range, while Malphite has the more decisive direct engage. In teamfights, do not waste your ultimate on him if Remove Scurvy is ready unless it guarantees the kill or stops him from reaching your carries.

    • Ground Slam lowers the value of his follow-up autos after Parrrley.
    • Do not rely on one crowd control chain while Remove Scurvy is available.
    • Cannon Barrage can make chasing him after a close trade a losing play.
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  • Garen

    GarenEven

    Malphite's armor and Ground Slam make Garen's sustained physical trades manageable, but Garen can reset bad trades with Perseverance and punish low health with Demacian Justice.

    Watch for Decisive Strike breaks Seismic Shard's slow and lets Garen force or escape the trade on his terms.

    How to beat

    Tag him often enough with Seismic Shard or Ground Slam splash to keep Perseverance from freely resetting the lane. Do not spend Unstoppable Force while Decisive Strike is already carrying him out unless it secures the kill; wait for him to use Q, then trade with E during Judgment to cut his attack follow-up.

    Later Malphite does not reliably kill a tanky Garen in side lane, but Garen also struggles to chew through armor quickly. In teamfights Malphite is far more valuable, so avoid wasting time matching endless side-lane regen and look for Unstoppable Force on carries.

    • A single Seismic Shard poke can delay Perseverance before you back off.
    • Ground Slam during Judgment reduces the autos he wants after the spin ends.
    • Do not sit at execute health; Demacian Justice is the part armor does not solve.
    • If he uses Decisive Strike only to cleanse your Q slow, your next Q window is safer.
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  • Gragas

    GragasEven

    Gragas has better disengage and magic poke, while Malphite has a stronger all-in if Body Slam and Explosive Cask are not available to break it.

    Watch for Body Slam stops your walk-up and lets Gragas choose short trades before you can keep him in Ground Slam range.

    How to beat

    Stand outside easy Barrel Roll poke and use Seismic Shard mainly when you can also threaten a follow-up. Bait Body Slam first; if it misses or is used to farm, Unstoppable Force into Ground Slam is your real kill window before Explosive Cask can reset spacing.

    Later Finished Gragas can clear and disengage side lanes well, so Malphite should not chase him through barrels forever. In teamfights, both ults matter, but Malphite wants to engage before Explosive Cask scatters his team.

    • Do not ult from max range if Explosive Cask is ready to separate you after the knockup.
    • Body Slam hitting you often denies the second half of your trade.
    • Barrel Roll's attack speed slow matters less to you than its zoning and chip.
    • Force short, decisive fights; long lanes favor Happy Hour sustain.
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  • Heimerdinger

    HeimerdingerUnfavoured

    Heimerdinger's turrets and long-range poke punish Malphite before he reaches melee, and killing him usually requires committing through his prepared zone.

    Watch for H-28G Evolution Turret creates a zone where Malphite takes damage before and after the all-in.

    How to beat

    Do not fight inside multiple turrets unless Unstoppable Force is going to decide the fight immediately. Clear or pull the wave away from his setup, keep Granite Shield healthy, and only commit after CH-1 Concussion Grenade is down or you can ult past it onto Heimerdinger himself.

    Later Heimerdinger is still awkward in a side lane if he is set up first, but Malphite becomes much more useful in grouped fights. Ignore the turret nest when possible and force engages where Heimerdinger has to move instead of pre-place.

    • Walking through turrets to trade Q for Q is losing tempo and health.
    • Save Seismic Shard to leave the turret zone after a short trade.
    • If CH-1 Concussion Grenade misses, he is much easier to ult without being peeled.
    • Do not let Granite Shield get chipped off before you choose a fight.
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  • Janna

    JannaFavoured

    In a pure duel Janna lacks the damage to kill Malphite, though her slows, shield, tornado, and Monsoon make actually finishing her difficult.

    Watch for Monsoon knocks Malphite out after Unstoppable Force and erases the kill window with healing and disengage.

    How to beat

    Hold Seismic Shard range and make her spend Eye Of The Storm or Zephyr defensively before you commit. If Monsoon is ready, do not expect one combo to kill her; use Unstoppable Force either after she mispositions or to force the disengage before a second chase.

    Later Janna should not be dueling Malphite; she meets him by denying his teamfight engage. Your job late is to angle Unstoppable Force onto carries so Janna must choose between saving herself and saving them.

    • Ulting only Janna is rarely worth it unless it removes Monsoon before an objective fight.
    • Seismic Shard steals enough speed to threaten her even through Tailwind.
    • Do not chase straight into a charged Howling Gale path.
    • Her shield delays kills more than it threatens you.
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  • Jarvan IV

    Jarvan IVFavoured

    Jarvan's damage is heavily physical and attack-based, so Malphite's armor scaling and Ground Slam make the straight fight favor Malphite unless Jarvan escapes cleanly.

    Watch for Dragon Strike lowers your Armor, cutting into both your durability and Ground Slam damage.

    How to beat

    Fight him after he uses Dragon Strike or misses the flag combo, then stay close and Ground Slam as he tries to weave Martial Cadence autos. If he traps you with Cataclysm, that usually helps you unless his team is nearby, because he has committed to fighting inside your melee range.

    Later Malphite usually holds the side lane better in the duel, but Jarvan's terrain and engage can still set up his team. In 5v5s, match or beat his initiation by ulting the backline before he pins your carries.

    • Cataclysm is not scary in the isolated duel unless you were already low.
    • Ground Slam after his passive auto reduces the follow-up damage.
    • Avoid trading immediately after Dragon Strike's armor reduction lands.
    • If his flag combo is down, he has trouble leaving your Q chase.
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  • Jax

    JaxUnfavoured

    Malphite can blunt Jax's attack speed, but Season 3 Jax scales into mixed sustained damage that eventually beats a tank in extended melee.

    Watch for Counter Strike dodges your basic attacks and reduces area damage, wasting the part of your trade that follows Ground Slam.

    How to beat

    Keep trades short: Seismic Shard in, Ground Slam when he starts stacking attacks, then disengage before Grandmaster's Might ramps. Do not commit Unstoppable Force into Counter Strike unless you are using it to escape or to finish after the dodge window ends.

    Later Jax wins the finished side-lane duel if he gets to stick to you, while Malphite is still stronger at starting teamfights. Stop matching him alone once he has scaling items; force grouped fights where your ult reaches his carries before Jax reaches yours.

    • Ground Slam is best after Leap Strike, not before he commits.
    • Counter Strike reduces your area damage, so wait it out when possible.
    • Your attack speed slow buys time but does not beat fully ramped Grandmaster's Might forever.
    • Use Seismic Shard to kite sideways, not to start long slap fights.
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  • Karthus

    KarthusEven

    Malphite can kill Karthus if he reaches him cleanly, but Wall of Pain and Defile punish the melee all-in and Death Defied can still trade back after death.

    Watch for Wall of Pain strips your movement and magic resistance, making the approach and escape through Defile much worse.

    How to beat

    Preserve Granite Shield before entering Lay Waste range and approach from angles where Wall of Pain cannot cover the whole path. Once Wall is down or misplaced, use Unstoppable Force to burst him and be ready to leave Defile immediately after the kill because Death Defied can finish you.

    Later Karthus is more dangerous to teams than in isolated side duels, especially if he can die in the middle of the fight. Late, Malphite should engage past him onto priority targets or knock him up before he positions for Defile value.

    • Do not stand still after your combo; single-target Lay Waste punishes predictable melee movement.
    • Killing him at low health is not the end of the trade because Death Defied keeps casting.
    • Banshee's Veil can block the Wall or a key Lay Waste on entry.
    • If Requiem is the only threat left, track whether your health survives after disengaging.
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  • Kassadin

    KassadinEven

    Kassadin resists Malphite's magic damage and can blink away, but Malphite's physical durability and point-and-click slow can punish him before Riftwalk stacks take over.

    Watch for Riftwalk lets Kassadin dodge the extended trade and re-enter when your Ground Slam and Seismic Shard are down.

    How to beat

    Do not chase every Riftwalk; make him spend mana and hold your cooldowns for when he blinks forward instead of away. Commit with Unstoppable Force after Null Sphere is used or when Riftwalk has just been spent aggressively, then unload quickly before he can reset spacing.

    Later Kassadin becomes much harder to pin in side lane once he has mana and cooldowns, so Malphite should not play a long chase game. In teamfights, save ult for his committed blink or force his carries while Kassadin is still looking for an angle.

    • Null Sphere silence can delay Ground Slam after you enter, so do not rely on a late E cast.
    • Riftwalk used forward is your best punish window.
    • Your magic burst is less efficient into Void Stone than into most assassins.
    • Seismic Shard is valuable for forcing mana expenditure, not just damage.
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  • Katarina

    KatarinaFavoured

    Malphite's tank stats survive Katarina's burst and Unstoppable Force gives him a reliable way to interrupt Death Lotus.

    Watch for Death Lotus is the only window where Katarina can deal enough sustained burst to threaten you if your interrupt is down.

    How to beat

    Trade calmly with Seismic Shard and Ground Slam, and do not panic-ult before she commits. Hold Unstoppable Force for Death Lotus unless it guarantees the kill immediately; without the channel, she has trouble finishing through Granite Shield and health.

    Later Katarina is not looking to side-lane duel Malphite; she wants resets in messy teamfights. Your late-game job is to either engage before she can clean up or keep a knockup available to stop Death Lotus when she enters.

    • If Shunpo is used onto you, she has committed to your melee range.
    • Do not waste Unstoppable Force during her Shunpo damage reduction unless the kill is certain.
    • Ground Slam hits her during Sinister Steel trades and makes the exchange short.
    • Track Voracity resets in teamfights; killing one ally can give her another entry.
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  • Kayle

    KayleUnfavoured

    Kayle can kite with Reckoning and Divine Blessing while Righteous Fury lets her deal sustained mixed damage from outside Malphite's melee range.

    Watch for Intervention denies your Unstoppable Force burst window and lets Kayle keep attacking while you have no cooldowns.

    How to beat

    Stay healthy with Granite Shield and do not take repeated Righteous Fury autos just to land Seismic Shard. Try to force Intervention with a partial trade, then disengage with Q speed and re-engage while it is down; all-inning into her ultimate usually loses.

    Later Kayle is favored in the side lane when finished because she can kite and shred over time. Malphite is better used in grouped fights, either forcing Intervention on the wrong target or engaging after Kayle shows it.

    • Reckoning's slow makes walking at her without ult unreliable.
    • Ground Slam only matters if you have already closed the gap.
    • If she casts Intervention early, back off instead of spending your whole combo into immunity.
    • Boots of Swiftness help more than armor when the issue is staying attached.
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  • Kennen

    KennenUnfavoured

    Kennen's range, marks, and stun control let him kite Malphite before the all-in, and Slicing Maelstrom punishes staying in melee after you arrive.

    Watch for Mark of the Storm stun interrupts your chase pattern once Kennen layers Q, W, E, or R marks.

    How to beat

    Avoid getting marked for free before Granite Shield is ready, and use Seismic Shard only when you can step back out of Electrical Surge range. Commit after Lightning Rush is down; if he still has Slicing Maelstrom, plan to burst and leave rather than stand in the storm.

    Later Kennen is slippery in side lane and can avoid many forced duels, but both champions mainly matter through teamfight ultimates. Malphite should look for cleaner, faster engages so Kennen cannot counter-engage on clustered allies.

    • One mark is a warning; two marks means stop chasing unless you can finish immediately.
    • Lightning Rush down is the clearest ult window.
    • Do not stack on your team after he escapes you with Slicing Maelstrom ready.
    • Mercury's Treads reduce the stun chain enough to make exits cleaner.
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  • Kog'Maw

    Kog'MawEven

    Malphite can burst and lock down Kog'Maw if he reaches him, but Bio-Arcane Barrage shreds his health from range if the engage is delayed.

    Watch for Bio-Arcane Barrage extends Kog'Maw's range and deals percent maximum health magic damage, punishing Malphite for walking in slowly.

    How to beat

    Do not approach through open ground while Bio-Arcane Barrage is active; wait it out or use fog and angles. Once Void Ooze is down or you can ult over it, Unstoppable Force into Ground Slam cuts his attack speed and gives you the short window you need to finish.

    Later Kog'Maw wins extended front-to-back damage if protected, while Malphite wins by starting the fight directly on him. In side lane the duel depends almost entirely on whether Malphite has ult and enough space to avoid the passive explosion after the kill.

    • Ground Slam immediately after landing reduces the Bio-Arcane follow-up.
    • Do not chase through Void Ooze without ult or Q speed.
    • After killing him, move away from Icathian Surprise instead of staying for minions.
    • Magic resist matters because his tank damage is heavily on-hit magic.
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  • Lee Sin

    Lee SinFavoured

    Lee Sin's early physical burst is dangerous, but Malphite's armor, shield, and attack speed slow make the equal-item duel favor Malphite once the first combo is absorbed.

    Watch for Sonic Wave / Resonating Strike gives Lee Sin execute pressure and lets him choose the moment to enter.

    How to beat

    Keep Granite Shield up and make Lee Sin land Sonic Wave through minions or from a predictable angle. If he takes Resonating Strike, Ground Slam as he arrives and force the extended fight; save Unstoppable Force for after Safeguard or Dragon's Rage creates distance.

    Later Lee Sin falls off as a side-lane duelist into armor stacking, while Malphite's engage scales better for teamfights. Late, ignore flashy displacement unless it puts your carries at risk and look to ult higher-value targets than Lee.

    • Do not ult before Safeguard if he still has an easy ward or ally exit.
    • Ground Slam on his Q2 arrival cuts the passive autos he needs for energy flow.
    • Dragon's Rage can kick you out of Sunfire range, so hold Q to re-stick.
    • Armor purchases are especially punishing into his damage pattern.
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  • Leona

    LeonaFavoured

    Leona has strong lockdown but little solo damage, so Malphite wins a straight duel by outlasting her after Eclipse fades.

    Watch for Eclipse gives Leona a short defensive window that wastes your burst if you unload into it.

    How to beat

    Let her engage if she wants; she cannot usually kill you alone. Hold major damage until Eclipse is about to expire, then Ground Slam and chase with Seismic Shard while her stuns are on cooldown.

    Later Leona does not side-lane duel Malphite well, but she can counter-engage and lock him after he ults. In teamfights, choose an angle that forces her backline to respond instead of letting Leona absorb your whole initiation.

    • Do not spend your full combo into fresh Eclipse unless you need to escape.
    • Her Sunlight passive does not matter much without allies to trigger it.
    • If Zenith Blade brings her to you, she has saved you the gap close.
    • Solar Flare is more dangerous as setup for teammates than in the duel.
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  • Lulu

    LuluEven

    Lulu can kite and deny burst with Whimsy, Help, Pix!, and Wild Growth, but she lacks reliable solo kill pressure if Malphite avoids being worn down first.

    Watch for Whimsy shuts off your engage timing by speeding Lulu away or disabling you during the follow-up.

    How to beat

    Do not start from max range where Glitterlance and Whimsy can waste your entire approach. Poke with Seismic Shard until she spends Help, Pix! or Whimsy, then commit quickly; if Wild Growth is ready, be prepared to disengage and repeat rather than forcing through the bonus health.

    Later Lulu rarely wants the isolated duel; her value is making a carry survive your initiation. Late, Malphite should engage when Lulu is separated or force Wild Growth on herself before the real fight starts.

    • Whimsy is often more important to bait than Wild Growth.
    • Glitterlance slows enough that walking at her without Q speed is poor.
    • If she shields before your ult lands, wait out the shield when possible.
    • Her autos with Pix add up only if you let the chase drag on.
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  • Lux

    LuxEven

    Lux controls space and pokes well, but Malphite can win if he dodges Light Binding or uses Unstoppable Force to bypass her range.

    Watch for Light Binding stops your approach and lets Lux unload Lucent Singularity and Finales Funkeln before you reach her.

    How to beat

    Move laterally outside the minion line and do not let Light Binding be the first spell that lands in the trade. Once it is missed or used on the wave, Seismic Shard into Unstoppable Force gives you a real kill window before Prismatic Barrier returns enough shield value.

    Later Lux should not be answering Malphite alone in a side lane without vision, but in teamfights she can punish failed engages from long range. Malphite's late job is to engage from fog or flank angles so Lux cannot bind him before he reaches priority targets.

    • Banshee's Veil is excellent because blocking Light Binding changes the whole engage.
    • Do not ult through a visible binding line unless you are sure it cannot catch you after landing.
    • Lucent Singularity's slow is a zoning tool; leave it before chasing.
    • Her shield can double-hit on return, so short delayed damage trades are worse than fast burst.
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  • Malzahar

    MalzaharUnfavoured

    Malzahar outranges Malphite, burns through Granite Shield with damage over time, and wins the all-in if Nether Grasp is not interrupted by outside help.

    Watch for Nether Grasp suppresses Malphite after he commits and holds him inside Malzahar's damage.

    How to beat

    Stay outside Malefic Visions bounce range and let Granite Shield refresh before taking Q trades. Do not ult into a prepared Null Zone unless Nether Grasp is down or you can kill him during the knockup window. In lane, chip with Seismic Shard and disengage instead of extending through Voidling damage.

    Later Malzahar remains favored in a side-lane duel if he has Nether Grasp and space, but Malphite is much stronger at starting teamfights. Force grouped fights where Unstoppable Force hits Malzahar before he can choose the suppression target.

    • Do not stand near dying minions when Malefic Visions can transfer onto you.
    • Voidlings keep Granite Shield from refreshing if you retreat through them.
    • Unstoppable Force can dodge Call of the Void timing, but it does not save you after Nether Grasp starts.
    • A spell shield or cleanse item changes the fight more than extra armor does.
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  • Master Yi

    Master YiFavoured

    Malphite's armor scaling, Ground Slam attack-speed reduction, and point-blank burst punish Master Yi's basic-attack duel pattern.

    Watch for Highlander makes Master Yi immune to Seismic Shard's slow and lets him stay on Malphite after Alpha Strike.

    How to beat

    Hold Ground Slam until Yi exits Alpha Strike so the attack-speed reduction covers his real damage window. Kite in short circles while Granite Shield is up, then commit with Unstoppable Force when Meditate is unavailable or interrupted by the knockup. Do not waste Seismic Shard as your only escape during Highlander because the slow will not matter.

    Later A fully built Yi can threaten towers and clean fights, but he still hates being knocked up and attack-speed slowed. Malphite should match him only when armor-heavy and otherwise save R to stop his reset entry in teamfights.

    • Ground Slam after Alpha Strike, not before it disappears from the map.
    • Unstoppable Force interrupts Meditate if Yi tries to tank your burst.
    • Highlander ignores Seismic Shard's slow, so use Q for damage and speed steal before or after it.
    • Thornmail is specifically punishing because Yi must keep auto-attacking to win.
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  • Miss Fortune

    Miss FortuneFavoured

    Miss Fortune can poke, but Malphite's armor and hard engage let him force a short fight where she cannot channel safely.

    Watch for Bullet Time punishes Malphite if he walks in slowly or uses Unstoppable Force before she commits to the channel.

    How to beat

    Avoid lining up behind minions for Double Up and keep Granite Shield intact before stepping forward. Once she uses Make It Rain or Bullet Time, close with Unstoppable Force and layer Ground Slam immediately to cut her Impure Shots damage. If she saves Flash, use Seismic Shard first to steal movement speed and force the escape before ulting.

    Later Malphite dominates the 1v1 if he reaches her, while Miss Fortune is more valuable when protected in a front-to-back fight. Your job is to flank or ult her channel, not slowly walk through her team.

    • Do not stand behind low-health minions; Double Up turns that into real poke.
    • Breaking Strut with Seismic Shard makes the engage much easier.
    • Ground Slam early in the all-in before Impure Shots stacks matter.
    • Unstoppable Force cancels Bullet Time on impact.
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  • Morgana

    MorganaEven

    Morgana can deny Malphite's engage with Black Shield and Binding, but she struggles to kill him quickly if he does not stand in Tormented Soil.

    Watch for Black Shield blocks Unstoppable Force's knockup if it is active and unbroken when Malphite arrives.

    How to beat

    Trade with Seismic Shard to weaken or bait Black Shield before committing. Hold enough side distance that Dark Binding cannot start the fight for her, then ult after Black Shield is down or after your team has damaged it. If Soul Shackles lands, walk out immediately unless you are already winning the burst race.

    Later Morgana is not a natural side-lane duelist into tank Malphite, but she can ruin his teamfight engage with Black Shield. Look for angles onto unshielded targets or force the shield early with Q before using R.

    • Do not ult a fresh Black Shield unless you only need the damage.
    • Tormented Soil is mostly dangerous when Dark Binding keeps you inside it.
    • Seismic Shard can force Morgana to shield herself instead of her carry.
    • Mercury's Treads reduce Binding and Soul Shackles stun duration, but not Black Shield itself.
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  • Nasus

    NasusEven

    Malphite controls early trades with Ground Slam and armor, but Nasus outscales the duel if Siphoning Strike has stacked and Fury of the Sands is available.

    Watch for Fury of the Sands lets Nasus survive Malphite's burst while Siphoning Strike keeps growing during the extended fight.

    How to beat

    Fight early around short trades: Q in, Ground Slam his return damage, then leave before lifesteal and repeated Qs take over. Do not all-in through Fury of the Sands unless he is already low; back out, let the ultimate expire, and re-engage with cooldowns. Use wave pressure to make him choose between trading and stacking.

    Later Nasus wins the long side-lane duel once stacked, while Malphite is far better at immediate teamfight initiation. Stop trying to solo-answer him forever; force fights where Nasus has to walk in after your engage.

    • Ground Slam is strongest after Wither starts because it cuts the attacks he needs for lifesteal and Q timing.
    • Do not stand in Spirit Fire during armor-based trades.
    • If Nasus ults at high health, disengage instead of proving a point.
    • Your best window is before Siphoning Strike becomes a real cooldown threat.
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  • Nidalee

    NidaleeUnfavoured

    Nidalee wins by spacing, sustain, and trap shred unless Malphite lands a clean engage after she misuses cougar mobility.

    Watch for Bushwhack reduces Malphite's Armor and Magic Resist, making his armor-scaling duel much worse before the all-in.

    How to beat

    Do not chase through brush or obvious trap lines; keep Granite Shield up and force her to spend mana healing instead of freely poking. Use Seismic Shard only when you can convert the stolen speed into distance control, then ult after Pounce is down or when she is in human form. If you eat a long-range Javelin Toss or Bushwhack first, reset the trade.

    Later Nidalee remains slippery in side lanes and can avoid many fair duels, while Malphite brings more reliable teamfight impact. Group and threaten carries instead of spending the game chasing her through fog.

    • A trapped Malphite loses both durability and Ground Slam value because the resist shred hits your armor plan.
    • Long Javelin Toss poke should be treated as a lost trade before it starts.
    • Ult human-form Nidalee after she uses Primal Surge, before she can cougar away.
    • Brush movement from Prowl makes straight-line chasing unreliable.
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  • Nunu & Willump

    Nunu & WillumpEven

    Nunu is hard to kill through Consume sustain and Ice Blast slows, but he usually lacks the damage to break Malphite quickly in a pure duel.

    Watch for Ice Blast repeatedly slows Malphite's movement and attack speed, making it hard to force or finish the fight.

    How to beat

    Do not chase Nunu through repeated Ice Blast cooldowns; take short Q trades and let Granite Shield refresh. Save Unstoppable Force to interrupt Absolute Zero or to commit after Ice Blast is spent. If he is near minions or monsters, expect Consume to erase your poke and avoid extended low-damage trades.

    Later Neither champion is a clean side-lane killer, but Nunu's utility scales through buffs and objective control while Malphite's engage is more decisive in fights. Use R to cancel Absolute Zero or start on his carries rather than tunneling on Nunu.

    • Absolute Zero is a channel, so Unstoppable Force can stop it.
    • Consume makes poking him near waves inefficient.
    • Ice Blast cuts both your chase and Brutal Strikes follow-up.
    • Boots of Swiftness are specifically useful if the lane is only slows and spacing.
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  • Olaf

    OlafUnfavoured

    Olaf's true damage, lifesteal window, and crowd-control immunity let him overpower Malphite in the extended melee fight.

    Watch for Ragnarok ignores Malphite's knockup and slow during Olaf's commit, removing the normal disengage plan.

    How to beat

    Trade only before Olaf has control of the axe line; dodge Undertow sideways and punish while he walks to retrieve it. Do not spend Unstoppable Force into Ragnarok unless you are using it purely to escape or reposition. Your best duel pattern is short armor-backed trades before Vicious Strikes and low-health Berserker Rage turn the fight.

    Later Olaf remains a stronger side-lane duelist, especially when he can run Malphite down with axes. In teamfights, peel after Ragnarok ends or engage past him onto carries so he cannot get full value from ignoring your CC.

    • Reckless Swing bypasses the armor you normally rely on.
    • Ragnarok can make your ultimate fail as crowd control, so watch the activation.
    • Ground Slam still reduces his attacks when Ragnarok is not active.
    • Do not fight low-health Olaf as if he is weak; Berserker Rage makes that his best window.
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  • Pantheon

    PantheonEven

    Pantheon wins early poke and stun trades, but Malphite's armor and Ground Slam can outlast him once the first burst is absorbed.

    Watch for Aegis of Zeonia starts Pantheon's full combo and prevents Malphite from answering before Spear Shot and Heartseeker Strike land.

    How to beat

    Preserve Granite Shield by avoiding free Spear Shot poke, then answer after his stun combo with Ground Slam and Seismic Shard. Do not lead with an auto attack into Aegis Protection; break it with spell damage or wait it out before committing. Once Pantheon's cooldowns are down, force the longer trade where armor matters.

    Later Malphite becomes more useful in grouped fights, while Pantheon relies on picks and Grand Skyfall flanks. In a side lane the duel is manageable if you are armored, but track his ability to leave and punish your team.

    • Aegis Protection blocks an attack, not Seismic Shard or Ground Slam damage.
    • Step out of Heartseeker Strike's cone instead of trading autos through it.
    • Your post-stun countertrade is stronger than your pre-stun engage.
    • Armor purchases swing this matchup quickly.
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  • Rammus

    RammusEven

    Both champions stack armor and have low sustained damage into tanks, so the duel is slow and usually decided by cooldown timing rather than kill pressure.

    Watch for Puncturing Taunt forces Malphite to attack into Defensive Ball Curl and its return damage.

    How to beat

    Do not auto into Defensive Ball Curl unless you are taunted; use Seismic Shard and Ground Slam while waiting it out. Save Unstoppable Force either to interrupt Powerball's engage angle or to leave Tremors before the damage adds up. Since neither side kills quickly, fight near your wave or objective instead of taking a pointless isolated brawl.

    Later The side-lane duel is mostly a stalemate, while both champions matter more as initiators. Malphite should look for cleaner backline ultimates because trading cooldowns into Rammus rarely wins the teamfight.

    • Taunt plus Defensive Ball Curl punishes Brutal Strikes cleave autos.
    • Ground Slam's attack-speed slow matters less because Rammus is not a high-DPS auto duelist.
    • Avoid fighting inside full Tremors duration if you are not securing a kill.
    • Magic resistance has more value than usual for a tank-vs-tank armor stack fight.
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  • Ryze

    RyzeUnfavoured

    Ryze's repeated spell rotations and root punish Malphite's short range, and armor does little against his magic damage.

    Watch for Rune Prison roots Malphite in Ryze's spell range and denies the clean disengage after Seismic Shard.

    How to beat

    Stay outside Rune Prison until Granite Shield is ready and use Q only for short trades, not extended chases. If Ryze activates Desperate Power, disengage unless your full burst kills him immediately. Commit with Unstoppable Force after Rune Prison is used or when you can kill through his spell vamp before the second rotation.

    Later Ryze is favored in side lane once durable and cooldown-heavy, but Malphite still has the simpler teamfight job. Build magic resistance, avoid isolated extended fights, and ult Ryze or his carry before he gets repeated casts.

    • Spell Flux reducing magic resist makes the next spells hurt much more.
    • Desperate Power gives Ryze spell vamp and move speed, so backing out is often correct.
    • Rune Prison is targeted; range discipline matters more than dodging.
    • Armor-heavy Malphite does not solve this duel.
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  • Shaco

    ShacoFavoured

    Shaco struggles to kill an armored Malphite head-on, while Ground Slam and area damage expose and punish his melee pattern.

    Watch for Deceive lets Shaco choose the fight angle and fish for Backstab before Malphite can face him.

    How to beat

    Keep your back protected near walls or minions and avoid chasing into Jack In The Box setups. When Shaco appears, Ground Slam immediately to cut his follow-up attacks, then use Seismic Shard after Deceive is gone so he cannot simply blink away. If Hallucinate is active, use area damage but avoid wasting the full burst on the clone unless you have identified the real one.

    Later Shaco avoids fair side-lane fights and looks for picks, while Malphite is much stronger in direct 5v5s. Group, deny flank boxes with vision, and force fights where Shaco has to enter through your AoE.

    • Face Shaco after Deceive so Backstab loses value.
    • Ground Slam hits both Shaco and his clone if they commit together.
    • Do not ult into an obvious Jack In The Box nest.
    • Armor and anti-auto items make his melee kill pattern collapse.
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  • Shen

    ShenEven

    Shen can absorb short trades and taunt Malphite into bad positions, but he lacks the damage to decisively win unless Malphite wastes cooldowns.

    Watch for Shadow Dash taunts Malphite and can drag him through Shen's wave or away from the target he wanted to engage.

    How to beat

    Trade after Feint expires, using Seismic Shard to control distance and Ground Slam to reduce his Ki Strike follow-up. Do not use Unstoppable Force just as Shen can Shadow Dash away or turn the fight under his wave. In lane, punish Stand United by shoving or cancel it with Unstoppable Force if you are in range.

    Later Shen is better at side-lane map pressure with Stand United, while Malphite is more explosive in a committed teamfight. Match him only when necessary; otherwise force fast engages before his ultimate changes the numbers.

    • Unstoppable Force can interrupt Stand United's channel if you are close enough.
    • Wait out Feint before spending your main damage.
    • Ground Slam lowers the value of Ki Strike trades.
    • If Shen saves Shadow Dash, your ult follow-up can be awkward.
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  • Singed

    SingedUnfavoured

    Singed wins by refusing a stationary duel, dragging Malphite through Poison Trail and outlasting him with Insanity Potion stats.

    Watch for Fling puts Malphite behind Singed, forcing him to walk through Poison Trail and breaking his clean trade pattern.

    How to beat

    Do not chase through poison; hold a parallel angle and use Seismic Shard to disengage or force Singed to spend Mega Adhesive. Save Unstoppable Force for after Fling or to escape a bad adhesive zone, not as a blind opener into Insanity Potion. Your winning trades are short bursts when his ultimate is down and he cannot run you through a long path.

    Later Singed is the better side-lane nuisance and can waste Malphite's time, while Malphite is more reliable at deleting a carry's positioning in a teamfight. Clear waves, avoid the chase, and engage his team when he is split or overextended.

    • Never judge the duel while walking behind him in Poison Trail.
    • Mega Adhesive can stop your escape path even if it does not interrupt Unstoppable Force once cast.
    • Fling after your Q often cancels the spacing advantage you just gained.
    • Magic resistance and movement speed matter more than extra armor here.
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  • Sion

    SionEven

    Malphite can blunt Sion's auto attacks with armor and Ground Slam, but Cryptic Gaze and Cannibalism make extended fights dangerous.

    Watch for Cannibalism gives Sion enough lifesteal during his attack window to undo Malphite's burst if Ground Slam is mistimed.

    How to beat

    Avoid trading into Death's Caress while the shield is fresh; either back away before it detonates or break it quickly with spells. Use Ground Slam after Cryptic Gaze or as Cannibalism starts so his lifesteal window is slowed. Commit with Unstoppable Force when Death's Caress is down and Sion cannot stun into a full heal-up sequence.

    Later AD Sion can become a serious side-lane drain-tank, while Malphite remains the better instant engage. If Sion is built to duel, do not give him long isolated fights; force teamfights where his target access is worse than yours.

    • Do not stand near Death's Caress waiting for it to explode.
    • Ground Slam during Cannibalism is the key exchange.
    • Cryptic Gaze is targeted, so plan for the stun rather than trying to sidestep it.
    • Armor works well until his lifesteal window gets uninterrupted time.
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  • Sivir

    SivirFavoured

    Sivir can block one spell, but Malphite has multiple ways to break Spell Shield and then wins the close-range armor duel.

    Watch for Spell Shield can eat Unstoppable Force's impact effect if Sivir times it before Malphite arrives.

    How to beat

    Bait Spell Shield with Seismic Shard before using Unstoppable Force, or walk up with Ground Slam if she shields too early. Avoid both passes of Boomerang Blade and do not let Ricochet chip Granite Shield for free through the wave. Once Spell Shield is down, ult directly onto her and apply Ground Slam before On The Hunt lets her kite out.

    Later Sivir is valuable for team movement and waveclear, but she should not beat Malphite alone if he reaches her. In teamfights, track Spell Shield first and engage from fog or after another spell breaks it.

    • Do not throw your ultimate into an obvious active Spell Shield.
    • Seismic Shard is a good shield bait because the cooldown trade is acceptable.
    • Stand away from your wave when Ricochet would keep Granite Shield down.
    • Ground Slam reduces her On The Hunt attack-speed payoff.
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  • Skarner

    SkarnerEven

    Malphite can blunt Skarner's auto-driven damage with Ground Slam, but Skarner's shield, repeated Crystal Slash, and suppression make extended melee fights close.

    Watch for Crystalline Exoskeleton: the shield gives Skarner the speed and attack speed window he needs to stick through Seismic Shard.

    How to beat

    Do not trade into a fresh Crystalline Exoskeleton; tag him with Seismic Shard, back out, and let the shield expire. Once it is down, walk in with Granite Shield up, Ground Slam immediately to cut his attack speed, then keep the trade short unless Impale is unavailable.

    Later Finished builds make the side lane mostly a shove-and-stare matchup, with Skarner able to drag Malphite under threat if Malphite overextends. Malphite is the better teamfight starter, so avoid wasting Unstoppable Force on Skarner unless stopping Impale wins the fight.

    • Ground Slam right after Skarner commits with W, not before he has started hitting you.
    • If he has Impale, keep enough space that he must spend W speed before he can ult.
    • Short trades favor your shield reset; long trades favor Energize cooldown cycling.
    • Seismic Shard can steal the speed he needs to maintain Crystal Slash uptime.
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  • Sona

    SonaFavoured

    Sona can poke and disengage, but she is too fragile to survive Malphite's full engage if he reaches her with shield intact.

    Watch for Crescendo: it interrupts your follow-up after Unstoppable Force and can let her walk out of lethal range.

    How to beat

    Hold outside her 550 poke range until Granite Shield is ready, then use Seismic Shard to take the movement speed needed to close. If Crescendo is up, bait it with a walk-up or Q trade before committing R, otherwise ult directly and chain Ground Slam before she can kite.

    Later Sona should not side lane into Malphite; he wins if he catches her alone. In teamfights she matters more through Crescendo and auras, so Malphite should either delete her with a clean engage or force her ult defensively before hitting higher-value carries.

    • Do not ult while she is clearly holding Crescendo and facing you unless the knock-up will kill her instantly.
    • Power Chord's damage reduction can soften your burst, so wait out the empowered auto when possible.
    • Her sustain is annoying in lane, but she cannot heal through repeated shielded all-ins.
    • Seismic Shard after Song of Celerity removes much of her escape speed.
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  • Soraka

    SorakaFavoured

    Soraka's silence and healing delay the kill, but she has little mobility and cannot handle repeated Malphite engages alone.

    Watch for Infuse: the silence can stop Seismic Shard or Ground Slam follow-up during your engage window.

    How to beat

    Walk up with Granite Shield and force Infuse before using your full combo. Once silence is down, Seismic Shard to stay attached, then Unstoppable Force if she tries to reset with Wish or run after Astral Blessing.

    Later Soraka does not want the side lane against Malphite and loses if caught away from allies. In teamfights, her global and armor buff can deny burst on someone else, so Malphite should pressure her position or engage after Infuse is spent.

    • Do not start with R if she can silence your follow-up and simply walk away with heals.
    • Astral Blessing adds armor, but your main damage is magic enough that it does not fully shut you down.
    • Wish can bait you into overchasing; save Seismic Shard for after the heal if possible.
    • Starcall matters only if you let her stand beside you for repeated casts.
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  • Taric

    TaricEven

    Taric is hard to burst through heals and Shatter armor, but Malphite's Ground Slam and armor scaling let him contest the melee duel well.

    Watch for Dazzle: the stun stops your short-trade exit and lets Taric force his full heal-and-Shatter sequence.

    How to beat

    Avoid walking into melee while Dazzle is ready unless Granite Shield is up and you are prepared to trade back. Bait the stun at max range, then answer with Seismic Shard into Ground Slam and leave before Imbue comes back around.

    Later Neither side kills the other quickly in a finished side lane, but Malphite has better waveclear and harder engage. In teamfights, do not tunnel on Taric unless he is the only target; your ult is usually better used past him onto carries.

    • Ground Slam after Dazzle lands so Taric's follow-up autos are weakened.
    • If he casts Shatter offensively, he loses the armor aura and becomes easier to punish.
    • Radiance is only scary if you stand in melee after your cooldowns are gone.
    • Your armor stacking does not solve Gemcraft's magic damage, so respect long trades.
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  • Teemo

    TeemoUnfavoured

    Teemo wins by ranged poison harassment, blind timing, and mushrooms that stop Malphite from finding clean shielded engages.

    Watch for Blinding Dart: it denies Brutal Strikes autos during your short damage window and adds unavoidable magic poke.

    How to beat

    Preserve Granite Shield by staying out of Toxic Shot poke, then use Seismic Shard only when you can either force Move Quick off or reach him. Do not chase through unknown brush or mushroom paths; commit with Unstoppable Force only after Blind is down or when the burst kills before he can kite.

    Later Teemo remains annoying in side lanes because mushrooms and poison break your shield before the fight starts, but he dies if you catch him cleanly. In teamfights, Malphite offers far more reliable engage; sweep paths, ignore scattered shrooms when possible, and hit Teemo or his carries with R.

    • A random Toxic Shot tick can delay Granite Shield, so wait a moment before re-entering lane brush.
    • If Teemo blinds early, that is your best window to all-in with R and spell damage.
    • Seismic Shard removes enough Move Quick speed to force him to flash or eat Ground Slam.
    • Do not evaluate the duel after walking through mushrooms first; that is Teemo's setup, not a fair start.
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  • Tristana

    TristanaEven

    Malphite wins if he forces Tristana's jump or knocks her up before she can reset distance, but she can kite him with Rocket Jump and Buster Shot.

    Watch for Rocket Jump: it creates the gap after your Seismic Shard or Unstoppable Force and turns the duel back into a ranged chase.

    How to beat

    Hold Q until she either uses Rocket Jump or needs it to escape your walk-up. If she keeps jump, threaten with Seismic Shard and back off after Ground Slam; if she spends it, ult immediately before Buster Shot creates too much distance.

    Later In side lane, Tristana's range scaling makes the matchup worse if Malphite cannot flank or force terrain. In teamfights Malphite is still one of the best answers to her, but he must account for Buster Shot and aim to knock her up before she buffers away.

    • Ground Slam during Rapid Fire cuts a large part of her all-in damage.
    • Do not ult from max range if Rocket Jump is still available and she has room behind her.
    • Buster Shot can ruin your follow-up, so Q after the knockback if you did not need it to engage.
    • Her range gets longer with levels, making brush and flank angles more important later.
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  • Tryndamere

    TryndamereFavoured

    Malphite's armor, attack-speed slow, and disengage tools make Tryndamere struggle to convert Undying Rage into a winning duel.

    Watch for Undying Rage: it denies your burst finish and gives Tryndamere several seconds to chase while low-health crit chance is highest.

    How to beat

    Trade while Granite Shield is up and use Ground Slam after he commits with Spinning Slash so his crit window is muted. Do not spend Unstoppable Force just to start the fight if he has R; hold it to disengage or re-catch him as Undying Rage ends.

    Later Tryndamere can threaten towers better than Malphite if left alone, but he should not beat an armor-heavy Malphite in a straight fight. In teamfights, Malphite brings far more reliable impact, so match the split only when needed and otherwise force fights before Tryndamere gets free structures.

    • Count Undying Rage before committing lethal damage; your burst is wasted if it lands too early.
    • Ground Slam after Spinning Slash keeps him from using the dash gap-close for full DPS.
    • Seismic Shard can kite out the last seconds of Undying Rage.
    • Do not turn your back during Mocking Shout if you need your damage to finish him.
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  • Twisted Fate

    Twisted FateFavoured

    Twisted Fate can stun and poke, but he is immobile enough that Malphite can force a lethal engage once Pick A Card is managed.

    Watch for Pick A Card Gold Card: the stun stops Malphite's follow-up and gives Twisted Fate the space to kite or Gate away.

    How to beat

    Watch the card cycle and do not start the all-in into a locked Gold Card unless you can absorb the stun with Banshee's. Pressure with Seismic Shard after he uses W, then Unstoppable Force before Gate's channel can reposition him.

    Later Twisted Fate avoids isolated duels by using Destiny and Gate to play the map, but loses if Malphite catches him. In teamfights Malphite should punish TF's short range when he steps up to Gold Card, while keeping enough awareness that Destiny does not create a numbers advantage elsewhere.

    • A visible locked Gold Card is a warning to wait, not an invitation to ult.
    • Unstoppable Force cancels Gate if you catch him during the channel.
    • Wild Cards poke can keep your shield down; reset before forcing the fight.
    • Mercury's Treads make the Gold Card window much less punishing.
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  • Twitch

    TwitchEven

    Twitch can shred Malphite if he opens from stealth with stacks already rolling, but he is fragile and vulnerable to a direct Unstoppable Force engage.

    Watch for Ambush: it lets Twitch choose the starting angle and begin stacking Deadly Venom before Malphite can answer.

    How to beat

    Do not stand in open lane with Granite Shield down when Twitch is missing; make him reveal or use wards before committing. If he opens with Spray and Pray, close sideways with Seismic Shard or Unstoppable Force, then Ground Slam immediately to reduce his attack-speed window.

    Later Twitch outscales the pure side duel if he starts unseen and has space, but Malphite wins cleanly when he gets the first engage. In teamfights, Malphite's job is to hold R for Twitch's reveal or force him to fire from a bad angle.

    • Ground Slam during Spray and Pray is the key damage reducer.
    • If Twitch uses Ambush only to run, do not chase blindly past your warded area.
    • Venom Cask's slow can make a missed ult fatal, so commit from reliable range.
    • Armor helps, but Expunge is the punish for letting poison stacks build too long.
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  • Vayne

    VayneUnfavoured

    Vayne is one of Malphite's worst duels because Silver Bolts ignores his armor plan and Final Hour gives her the mobility to kite his engage.

    Watch for Condemn: it knocks Malphite out of melee range after his engage and can stun him into a wall, wasting his burst window.

    How to beat

    Fight away from walls and do not spend Unstoppable Force until Tumble or Condemn has been forced if you can help it. Your only clean win is a short, decisive engage with Granite Shield up; if she survives the first rotation under Final Hour, disengage with Seismic Shard rather than feeding Silver Bolts procs.

    Later Vayne wins most finished side-lane duels if she has space, because true damage and stealth Tumbles beat armor stacking. In teamfights, Malphite can still decide the game by ulting her before she spreads out or by forcing Condemn defensively for another engager.

    • Never duel Vayne next to a wall unless you are already killing her with the knock-up.
    • Count Silver Bolts procs; back out before the third hit when your cooldowns are down.
    • Ground Slam reduces her attack speed but does not stop Silver Bolts from eventually killing you.
    • Final Hour turns a missed Unstoppable Force into a lost fight.
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  • Veigar

    VeigarEven

    Malphite can kill Veigar if he reaches him, but Event Horizon and heavy magic burst punish predictable engages.

    Watch for Event Horizon: the cage blocks your path and stuns you if you cross the edge, buying time for Dark Matter and Primordial Burst.

    How to beat

    Do not walk straight in through Event Horizon; bait the cage with a Q approach, wait outside its edge, then commit when it drops. If you ult, aim to land directly on Veigar rather than at the cage edge, and save Seismic Shard for after he flashes or exits stun range.

    Later Veigar's burst becomes much more dangerous later, but Malphite's AP ratio exposure is usually lower than a mage's, so he can survive better than many targets with MR. In teamfights, Malphite should either force Veigar's cage early or engage from fog before Veigar can zone the front line.

    • Dark Matter is easy to dodge unless Event Horizon has already constrained you.
    • Banshee's Veil can block the first cage or spell and makes the engage much cleaner.
    • Do not stack AP into Primordial Burst unless your build specifically demands it.
    • Seismic Shard's speed steal helps you stay inside the cage without touching the rim.
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  • Warwick

    WarwickEven

    Warwick's sustain and suppress make long fights difficult, but Malphite can reduce his attack-speed damage and avoid giving him a clean chase.

    Watch for Infinite Duress: the suppression locks Malphite in place and lets Warwick heal through a key part of the duel.

    How to beat

    Keep trades short and do not let Eternal Thirst plus Hungering Strike undo your entire rotation. Use Ground Slam after Hunter's Call or Infinite Duress ends, then kite with Seismic Shard while your Granite Shield comes back.

    Later Warwick is more comfortable in isolated drain duels, especially if Malphite lacks enough damage to finish him. Malphite is stronger in grouped fights with Unstoppable Force, so he should avoid ego duels and force Warwick to use Infinite Duress into a team that can punish him.

    • Ground Slam is best after Hunter's Call starts, not as a poke tool before it.
    • If Warwick ults while your shield is up, the trade is much better for you.
    • Do not chase low-health Warwick forever; Hungering Strike can flip the health race.
    • Executioner's Calling is only worthwhile if your build can actually keep applying autos.
    BuySpirit VisageQuicksilver SashMercury's Treads
  • Wukong

    WukongFavoured

    Malphite's armor scaling and Ground Slam punish Wukong's physical burst, while Seismic Shard helps reveal and follow Decoy patterns.

    Watch for Decoy: it wastes your burst or Unstoppable Force if you commit into the clone instead of the real Wukong.

    How to beat

    Let Wukong start with Nimbus Strike or Crushing Blow, then Ground Slam as he lands to cut the follow-up autos. Hold Unstoppable Force until Decoy is down or until you can read his exit path, then reattach with Seismic Shard after the invisibility ends.

    Later Malphite generally holds the side lane well against Wukong because armor directly answers his damage pattern. In teamfights both champions want backline knock-ups, but Malphite's engage is faster and harder to interrupt, so force first or peel Wukong's Cyclone off your carries.

    • Do not dump Ground Slam into the Decoy clone unless you need to check his path.
    • Crushing Blow's armor reduction is the moment to shorten the trade, not extend it.
    • Your passive shield is strong against his front-loaded combo if you wait for it.
    • If Wukong uses Cyclone only on you, your team usually wins the larger fight.
    BuyFrozen HeartRanduin's OmenNinja Tabi
  • Zilean

    ZileanEven

    Zilean can kite and revive through Malphite's first kill attempt, but he is fragile when Time Warp or Chronoshift is unavailable.

    Watch for Chronoshift: it erases your all-in kill and leaves you without cooldowns when Zilean revives.

    How to beat

    Use Seismic Shard to force Time Warp, then back off until the speed swing is gone. Do not commit Unstoppable Force for lethal while Chronoshift is ready unless killing the revived target still wins; the best duel window is after he spends R or when you can burst him before he reacts.

    Later Zilean rarely takes honest side-lane duels, and with enough cooldown reduction he can make chasing him a waste of time. In teamfights, Malphite should force Chronoshift on the wrong target or knock Zilean up before he can cast it on the carry.

    • Time Bomb breaks Granite Shield before the real fight, so reset after it detonates.
    • Time Warp can either speed him or slow you; wait out whichever version denies your engage.
    • If Chronoshift is active, switch targets instead of standing on the revive point alone.
    • Unstoppable Force is valuable because knock-up can prevent a last-second R cast.
    BuyMercury's TreadsBanshee's VeilSpectre's Cowl
18
Attack damage
117.05
Ability power
18
Armor
389.37
Magic resist
160.2
Attack speed
1.007
Cooldown reduction
40%
Critical strike chance
0%
Move speed
380
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
3,984.24
Health regen
21.35 / 5s
Mana
1,335
Resource regen
16.3 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
9
Magic pen, percent
8%

Ability damage

at this build's ranks
  • Q

    Seismic Shardrank 5/5

    Damage
    281
  • E

    Ground Slamrank 5/5

    Damage
    340
  • R

    Unstoppable Forcerank 3/3

    Damage
    418

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second117.8
Attacks per second
1.007
Average hit
117.1
Normal hit
117.1
Critical hit
234.1
Armor after penetration
0
Magic resist after penetration
0
Time to kill
8.5s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
117.05
Ability power
755.03
Armor
148.5
Magic resist
52.5
Attack speed
1.007
Cooldown reduction
14%
Critical strike chance
0%
Move speed
380
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,543
Health regen
17.35 / 5s
Mana
1,007
Resource regen
19.3 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    Seismic Shardrank 5/5

    Damage
    737
  • E

    Ground Slamrank 5/5

    Damage
    424
  • R

    Unstoppable Forcerank 3/3

    Damage
    1,178

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second159
Attacks per second
1.007
Average hit
157.9
Normal hit
157.9
Critical hit
277.3
On-hit damage
38.5
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
6.3s

On-hit

  • Spellsword38.5

    5% of ability power · magic damage

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
117.05
Ability power
0
Armor
254.5
Magic resist
101.1
Attack speed
1.007
Cooldown reduction
10%
Critical strike chance
0%
Move speed
397.1
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
4,067.44
Health regen
27.35 / 5s
Mana
935
Resource regen
29.3 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
9
Magic pen, percent
0%

Ability damage

at this build's ranks
  • Q

    Seismic Shardrank 5/5

    Damage
    270
  • E

    Ground Slamrank 5/5

    Damage
    296
  • R

    Unstoppable Forcerank 3/3

    Damage
    400

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second117.8
Attacks per second
1.007
Average hit
117.1
Normal hit
117.1
Critical hit
234.1
Armor after penetration
0
Magic resist after penetration
0
Time to kill
8.5s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
117.05
Ability power
0
Armor
89.5
Magic resist
52.5
Attack speed
1.007
Cooldown reduction
0%
Critical strike chance
0%
Move speed
335
18

Resources

Health
2,043
Health regen
17.35 / 5s
Mana
935
Resource regen
16.3 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    Seismic Shardrank 5/5

    Damage
    270
  • E

    Ground Slamrank 5/5

    Damage
    247
  • R

    Unstoppable Forcerank 3/3

    Damage
    400

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second117.8
Attacks per second
1.007
Average hit
117.1
Normal hit
117.1
Critical hit
234.1
Armor after penetration
0
Magic resist after penetration
0
Time to kill
8.5s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
126.05
Ability power
118
Armor
275
Magic resist
197.08
Attack speed
1.007
Cooldown reduction
14%
Critical strike chance
0%
Move speed
380
18

Click an item to leave it out of the numbers.

Resources

Health
3,576.56
Health regen
17.35 / 5s
Mana
1,435
Resource regen
16.3 / 5s

Offense

Attack range
125
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
8%

Ability damage

at this build's ranks
  • Q

    Seismic Shardrank 5/5

    Damage
    341
  • E

    Ground Slamrank 5/5

    Damage
    326
  • R

    Unstoppable Forcerank 3/3

    Damage
    518

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second126.9
Attacks per second
1.007
Average hit
126.1
Normal hit
126.1
Critical hit
252.1
Armor after penetration
0
Magic resist after penetration
0
Time to kill
7.9s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.