VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Malphite

Shard of the Monolith

Malphite is a durable champion who creates space through control, protection or a committed front line. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

TopMostly magic damageMelee attacks
Usual roleTop
ClassTank · Mage
DifficultyLow · 2/10
Basic attacksMeleeMelee basic attacks · 125 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Malphite does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Uses spells to shape space, punish predictable movement or control an approach.
  • Creates space through durability, control or a reliable front-line threat.

Limits to respect

  • Important pressure falls while key spells are unavailable or miss their intended area.
  • Durability does not make an unsupported engage safe or guarantee enough damage to finish a target.
  • Basic attacks require close access, so enemy range, slows and displacement can deny a clean trade.

Riot opponent tips

What an opponent is told to watch for
1

If you're a physical damage character stay behind your allies when fighting Malphite. Ground Slam can significantly reduce your damage output.

2

Malphite is one of a couple tanks who are capable of jungling. Watch out if he gets Smite.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Malphite in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

One short window carries much of the threat

Track the key setup and highest-impact cooldown. A missed or blocked opening can create a safer window before the full rotation returns.

Range and access

Needs close access for basic attacks

Range, slows, displacement and terrain can deny the clean contact this champion wants. Plan the route in as carefully as the damage after arrival.

Typical team job

Create space and absorb attention

The kit is usually most valuable when it controls an entrance, protects a carry or begins a fight allies can actually reach. Durability does not make an isolated engage safe.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Malphite?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
DisplacementSlowsHealing or sustainShieldsHealth-scaling or true damage
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects. Airborne and displacement effects are not solved simply by stacking Tenacity.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
BURST WINDOW

Burst window

Zhonya's Hourglass · Banshee's Veil · Edge of Night

Stasis or a spell shield can deny one decisive engage or spell when the item fits the build.

These do not replace positioning, vision or ordinary durability.
HEALTH-SCALING OR TRUE DAMAGE

Health-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw health or one resistance may be incomplete against percent-health, missing-health or true-damage mechanics.

Read the current ability tooltip before choosing defence; these mechanics do not all use the same counter.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Malphite fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

JunglePlayer-chosen flex

Historical reference. Recommendation review pending. Malphite can be selected here as a deliberate player-chosen strategy, but it is not a primary role. The pick still needs a matchup and team plan.

Review this roleOpen matchup
MidSecondary

Historical reference. Recommendation review pending. Malphite has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup
BotUnestablished route

Historical reference. Recommendation review pending. Malphite is normally played Top and does not currently have a reviewed Bot route. Bot usually needs dependable duo-lane scaling and sustained damage with shared early pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
SupportSecondary

Historical reference. Recommendation review pending. Malphite has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Malphite abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Granite Shield

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

Practical readGranite Shield is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.

Maximum-health interaction

This effect references a maximum-health value. Check whether the current tooltip uses the caster's or the target's health before comparing damage or protection.

Cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter before the effect completes.

Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Q
Q ability

Seismic Shard

What it doesMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds.

Practical readSeismic Shard contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8 secCost70/75/80/85/90Listed range625 units
W
W ability

Thunderclap

What it doesMalphite attacks with such force that it creates a sonic boom. For the next few seconds, his attacks create aftershocks in front of him.

Practical readThunderclap is part of Malphite's W pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown10/9.5/9/8.5/8 secCost30/35/40/45/50Listed range400 units
E
E ability

Ground Slam

What it doesMalphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration.

Practical readGround Slam contributes basic-attack interaction and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown7 secCost50/55/60/65/70Listed range400 units
R
Ultimate

Unstoppable Force

What it doesMalphite launches himself to a location at high speed, damaging enemies and knocking them into the air.

Practical readUnstoppable Force is part of Malphite's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

Cooldown130/115/100 secCost100Listed range1000 units

Levels 1–18

Malphite · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1665 Health280 Mana
Level 3818 Health369 Mana
Level 61,076 Health517 Mana
Level 111,578 Health807 Mana
Level 162,170 Health1,149 Mana
Level 182,433 Health1,300 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilitySeismic Shard

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks8 sec
W
Basic abilityThunderclap

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Rank 110 secRank 29.5 secRank 39 secRank 48.5 secRank 58 sec
E
Basic abilityGround Slam

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks7 sec
R
UltimateUnstoppable Force

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1130 secRank 2115 secRank 3100 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1665280 ManaChoose the first basic ability
2740323 ManaAdd another basic ability or rank
3818369 ManaAdd another basic ability or rank
4901416 ManaSpend one ability point
5986465 ManaSpend one ability point
61,076517 ManaFirst ultimate rank normally available
71,169571 ManaSpend one ability point
81,266627 ManaSpend one ability point
91,366684 ManaSpend one ability point
101,470744 ManaSpend one ability point
111,578807 ManaSecond ultimate rank normally available
121,689871 ManaSpend one ability point
131,804937 ManaSpend one ability point
141,9221,005 ManaSpend one ability point
152,0451,076 ManaSpend one ability point
162,1701,149 ManaFinal ultimate rank normally available
172,3001,223 ManaSpend one ability point
182,4331,300 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

Choose a queue-aware build, compare a lane opponent, or return to the full champion library.

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