VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Malzahar

the Prophet of the Void

Malzahar is a spell-focused champion who plays around range, cooldowns and controlled areas. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

MidMostly magic damageRanged attacks
Usual roleMid
ClassMage
DifficultyMedium · 6/10
Basic attacksRangedRanged basic attacks · 500 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 Malzahar 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.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Important pressure falls while key spells are unavailable or miss their intended area.
  • Needs the player to respect cooldowns, resources and the opponent's route into the fight.

Riot ally tips

Use these while learning the champion
1

Wait to cast Void Swarm until there are nearby enemies for the Voidling to attack or kill.

2

Use Call of the Void and Nether Grasp to renew the duration of Malefic Visions on enemies.

3

Avoiding damage in lane maximizes the uptime on Void Shift, increasing Malzahar's safety dramatically.

Riot opponent tips

What an opponent is told to watch for
1

When Malzahar hits a spell on enemies affected by Malefic Visions, the Visions are refreshed.

2

Avoid minion waves that have been affected by Malefic Visions. You never know when they may die and pass the Visions onto you.

3

Malzahar is especially dangerous when he has built up his Void Swarm.

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 Malzahar 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

Track the complete ability cycle

Do not judge the champion from one button. Watch which setup, payoff and escape tools are available before choosing a trade or commitment.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Shape the fight with spell timing

Use range, controlled space and cooldown order to make the next action easier for the team rather than spending every spell at once.

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

Do not buy a counter that has no target

Reserve anti-heal and anti-shielding for a visible problem in the full team composition; they are not default answers to every champion.

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 Malzahar?

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.
Reducible controlHealth-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.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
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 Malzahar fits on Summoner's Rift

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

TopUnestablished route

Historical reference. Recommendation review pending. Malzahar is normally played Mid and does not currently have a reviewed Top route. Top usually needs independent laning, durable trading or reliable side-lane pressure. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
JungleUnestablished route

Historical reference. Recommendation review pending. Malzahar is normally played Mid and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role
BotUnestablished route

Historical reference. Recommendation review pending. Malzahar is normally played Mid 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
SupportUnestablished route

Historical reference. Recommendation review pending. Malzahar is normally played Mid and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.

Review this role

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

Malzahar 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

Void Shift

What it doesWhen he hasn't recently taken damage or been crowd controlled, Malzahar gains massive damage reduction and crowd control immunity, lingering for a short period after taking damage.

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

Q
Q ability

Call of the Void

What it doesMalzahar opens up two portals to the Void. After a short delay, they fire projectiles that deal Magic Damage and silence enemy champions.

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

Cooldown6 secCost60/65/70/75/80Listed range900 units
W
W ability

Void Swarm

What it doesMalzahar summons Voidlings to attack nearby enemies.

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

Cooldown8 secCost40/45/50/55/60Listed range150 units
E
E ability

Malefic Visions

What it doesMalzahar infects his target's mind with cruel visions of their demise, dealing damage over time. Using Malzahar's other spells on the target will refresh the visions. If the target dies while afflicted by the visions, they pass on to a nearby enemy unit and Malzahar gains Mana. Malzahar's Voidlings are attracted to affected units.

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

Cooldown11/10/9/8/7 secCost60/70/80/90/100Listed range650 units
R
Ultimate

Nether Grasp

What it doesMalzahar channels the essence of the Void to suppress an enemy champion over a zone of damaging negative energy.

Practical readNether Grasp contributes hard crowd control. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown140/110/80 secCost100Listed range700 units
Cast commitment

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

Levels 1–18

Malzahar · Health / Mana · Abilities

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

Level 1580 Health375 Mana
Level 3729 Health416 Mana
Level 6979 Health486 Mana
Level 111,466 Health621 Mana
Level 162,042 Health780 Mana
Level 182,297 Health851 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityCall of the Void

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

All ranks6 sec
W
Basic abilityVoid Swarm

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

All ranks8 sec
E
Basic abilityMalefic Visions

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

Rank 111 secRank 210 secRank 39 secRank 48 secRank 57 sec
R
UltimateNether Grasp

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

Rank 1140 secRank 2110 secRank 380 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1580375 ManaChoose the first basic ability
2653395 ManaAdd another basic ability or rank
3729416 ManaAdd another basic ability or rank
4809438 ManaSpend one ability point
5892462 ManaSpend one ability point
6979486 ManaFirst ultimate rank normally available
71,069511 ManaSpend one ability point
81,163537 ManaSpend one ability point
91,261564 ManaSpend one ability point
101,362592 ManaSpend one ability point
111,466621 ManaSecond ultimate rank normally available
121,574651 ManaSpend one ability point
131,686682 ManaSpend one ability point
141,801714 ManaSpend one ability point
151,920746 ManaSpend one ability point
162,042780 ManaFinal ultimate rank normally available
172,168815 ManaSpend one ability point
182,297851 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.

Open Malzahar buildsPrepare a matchupBrowse champions