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Malphite

Champion guide

Patch 26.16

Malphite

Shard of the Monolith

  • Tank
  • Top
  • Mana

One button, five enemies in the air, and the fight is over before it started. The rest of his kit exists so he can get there.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Base stats

Health
513+90
HP regen (per 5s)
8+0.55
Mana
255+40
Mana regen (per 5s)
6.95+0.55
Attack damage
59.67+3.38
Attack speed
0.638+3.4 %
Armor
25.75+3.75
Magic resist
31.25+1.25
Attack range
125
Move speed
335

Abilities

Malphite, Granite Shield

Passive

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.

  • Malphite Q, Seismic ShardQ

    Seismic Shard

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

    Deals 70/120/170/220/270 (+60 % AP) magic damage and steals 14/17/20/23/26% Movement Speed from the target for 4 seconds.

  • Malphite W, Brutal StrikesW

    Brutal Strikes

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

    Passive: Malphite's basic attacks hit units near his target for 30/38/46/54/62% of his Attack Damage. Active: Malphite's Armor and Attack Damage increase by 20/25/30/35/40% for 6 seconds.

  • Malphite E, Ground SlamE

    Ground Slam

    5 ranks
    Cooldown
    7 s
    Cost
    50/55/60/65/70 Mana
    Range
    400
    Damage
    60/100/140/180/220 (+30 % armor +20 % AP)

    Malphite slams the ground dealing 60/100/140/180/220 (+30 % armor +20 % AP) magic damage to surrounding enemies, reducing their Attack Speed by 30/35/40/45/50% for 3 seconds. This ability gains damage equal to 30% of Malphite's Armor.

  • Malphite R, Unstoppable ForceR

    Unstoppable Force

    3 ranks
    Cooldown
    130/115/100 s
    Cost
    100 Mana
    Range
    1,000
    Damage
    200/300/400 (+100 % AP)

    Malphite charges toward the target area, dealing 200/300/400 (+100 % AP) magic damage and Knocking enemies into the air for 1.5 seconds.

In short

Malphite is the easiest champion on the roster to understand and one of the most decisive. Unstoppable Force charges across the map and throws everything at the landing point into the air: one well-placed ultimate wins a five versus five on its own, without him needing to do anything else.

Before that, he's a wall. Granite Shield eats the first burst of any trade and recharges the moment he's left alone. Seismic Shard steals movement speed from its target, Ground Slam converts his armor into magic damage. He has no late-game weak window, no difficult mechanic, and one real question every game: when to press the ultimate.

Strengths and weaknesses

His main appeal is being the game's best answer to anything that attacks fast. Ground Slam cuts enemy attack speed and his natural armor makes any duellist harmless: several toplane matchups become unplayable against him. His shield gives him a very comfortable lane, because it cancels repeated free poke.

On the other hand he has no way to win a fight by himself once the ultimate is spent. His mana suffers early if he uses spells to farm. And since all his weight sits in one button, the enemy team plays around it: an ultimate dropped on a single isolated target, or thrown too early, leaves a Malphite spectating for the twenty seconds that mattered.

Laning phase

Your lane is an exercise in patience. Granite Shield absorbs the first trade, so let it recharge before contesting anything: stepping up without the shield is handing over free health. Max Seismic Shard for the pressure and the slow, which lets you stick to a target or deny a disengage.

Against an opponent who lives off auto attacks, Ground Slam changes everything: the attack speed cut makes a losing duel entirely holdable. Watch your mana, that's your real early constraint. And once your ultimate is up, the lane becomes secondary: your presence on other lanes is worth more than three waves of minions.

Power spikes

The first spike is sharp and singular: your ultimate. Before it you're a wall that absorbs. After it you're a threat that can open any fight on the map. Your entire game organises around its availability.

After that, armor is your real damage item, since Ground Slam scales off it directly. Stacking defence isn't a passive choice on this champion, it's an offensive one. The last spike is cooldown reduction: a Malphite who gets his ultimate back twice in a teamfight completely changes the rhythm of a late game.

Teamfights and positioning

All your value sits in choosing the moment. Wait for the enemy to group, and above all wait for your team to be ready to follow: a perfect ultimate on three targets means nothing if nobody comes with you. Look for corridors and tight spaces where the enemy can't spread out.

Once you're in, you're not the main character any more. Stick to the most dangerous target, slow it, cut its attack speed, and let your team do the work. Your death isn't a problem if the fight is won: you're the first piece the plan spends, not the one that has to survive.