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Game patch 26.21Data Dragon 16.21.1

Reference patch 16.20.1

Malphite Mid · Swiftplay

Malphite has a reviewed secondary role here. It is less common than the primary roles, but it has a recognisable role-specific plan.

Reviewed secondaryFaster starting rules and queue evidence
Champion overview
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Swiftplay · Mid

Tank baseline

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Reviewed secondary
S
Swiftplay opening · separate from item 1

Guardian's Horn

950 gold

Adds health, regeneration and broad champion-damage reduction for a durable Swiftplay opening.

1
Durability

Jak'Sho, The Protean

3,200 gold

Completes the six-item inventory with health and out-of-combat recovery after enough bonus health is established.

2
Boots

Plated Steelcaps

1,200 gold

Reduces incoming basic-attack damage and adds armour; choose it for repeated attacks rather than melee identity alone.

3
Vs physical

Sunfire Aegis

2,800 gold

Adds health, armour and nearby magic damage for wave control, camp clearing and close fights.

4
Vs magic

Kaenic Rookern

2,900 gold

Adds dedicated magic resistance and a shield against sustained spell damage after leaving champion combat.

5
Anti-heal

Thornmail

2,450 gold

Adds armour and anti-heal against opponents who must repeatedly attack into you; it is not universal anti-heal.

6
Health and recovery

Warmog's Armor

3,100 gold

Adds a large health pool and out-of-combat recovery after enough bonus health is already established.

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeRepeated basic attacksFrozen Heart adds armour and reduces nearby enemy attack speed.View full route

Best when: Frozen Heart adds armour and reduces nearby enemy attack speed.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Frozen Heart
  4. Vs magicKaenic Rookern
  5. Anti-healThornmail
  6. Health and recoveryWarmog's Armor

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeCritical strikes hurtRanduin's Omen reduces critical-strike pressure and helps keep nearby attackers controlled.View full route

Best when: Randuin's Omen reduces critical-strike pressure and helps keep nearby attackers controlled.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Randuin's Omen
  4. Vs magicKaenic Rookern
  5. Anti-healThornmail
  6. Health and recoveryWarmog's Armor

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeRepeated basic attacksFrozen Heart adds armour and reduces nearby enemy attack speed.View full route

Best when: Frozen Heart adds armour and reduces nearby enemy attack speed.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Frozen Heart
  4. Vs magicKaenic Rookern
  5. Anti-healThornmail
  6. Health and recoveryWarmog's Armor

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeCritical strikes hurtRanduin's Omen reduces critical-strike pressure and helps keep nearby attackers controlled.View full route

Best when: Randuin's Omen reduces critical-strike pressure and helps keep nearby attackers controlled.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Randuin's Omen
  4. Vs magicKaenic Rookern
  5. Anti-healThornmail
  6. Health and recoveryWarmog's Armor

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsMalphiteMid

Control Mid range, mana and wave timing before committing to a longer exchange or roam.

Swiftplay
Primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Secondary tree

Inspiration

Biscuit DeliveryCosmic Insight
Summoner spells
FlashTeleport
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Repeated basic attacks

Frozen Heart

Frozen Heart adds armour and reduces nearby enemy attack speed.

Critical strikes hurt

Randuin's Omen

Randuin's Omen reduces critical-strike pressure and helps keep nearby attackers controlled.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.

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 (s) / Cost / Listed range (units) 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.

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.

Cooldown (s)8Cost70/75/80/85/90Listed range (units)625
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.

Cooldown (s)10/9.5/9/8.5/8Cost30/35/40/45/50Listed range (units)400
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.

Cooldown (s)7Cost50/55/60/65/70Listed range (units)400
R
Ultimate

Unstoppable Force

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

Cooldown (s)130/115/100Cost100Listed range (units)1000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Malphite Mid map plan

Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Malphite into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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