Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Malphite

Shard of the Monolith

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

TopsideArrr, mostly magic damageArrr, melee attacks
Arrr, usual roleTopside
ClassArrr, tank · Mage
DifficultyArrr, low · 2/10
Arrr, basic attacksMeleeArrr, melee basic attacks · 125 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Malphite does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

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

Arrr, limits to respect

  • Fit fer th' captain's eye pressure falls while key spells be overboard or miss their intended area.
  • Durability does nay make an unsupported engage seaworthy or guarantee enough damage to finish a target.
  • Basic attacks require belay access, so foe range, slows and displacement can deny a clean trade.

Riot foe tips

What an foe be told to watch fer
1

If ye're a physical damage character stay astern o' yer crewmates when fighting Malphite. Ground Slam can significantly reduce yer damage output.

2

Malphite be one o' a couple tanks who be capable o' jungling. Watch out if he gets Smite.

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Malphite in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.

Arrr, fight rhythm

One short window carries much o' th' threat

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

Arrr, range and access

Needs belay access fer basic attacks

Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.

Typical crew job

Arrr, create space and absorb attention

Th' kit be most often most valuable when it controls an entrance, protects a carry or begins a fight crewmates can actually reach. Durability does nay make an isolated engage seaworthy.

Control inspect

Identify th' exact movement restriction

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

Arrr, protection and sustain

Inspect whether recovery changes th' fight

Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Malphite?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

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

Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.
DisplacementSlowsArrr, healing or sustainShieldsHull-scaling or true damage
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

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

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects. Airborne and displacement effects be nay solved simply by stacking Tenacity.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, mEANINGFUL HEALING

Arrr, meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds gear can reduce healing.

Buy it only when healing be materially changing fights and yer champion can apply it reliably.
Arrr, rEPEATED SHIELDS

Arrr, repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields be protecting fit fer th' captain's eye targets.

Its offensive stats do nay fit every champion; another teammate may apply it more booty efficiently.
Arrr, bURST WINDOW

Arrr, burst window

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

Stasis or a spell shield can deny one decisive engage or spell when th' gear fits th' loadout.

These do nay replace positioning, vision or ordinary durability.
Arrr, hEALTH-SCALING OR TRUE DAMAGE

Hull-scaling or true damage

Shields · sustain · positioning · exact resistance check

Raw hull or one resistance may be incomplete agin' percent-hull, lost overboard-hull or true-damage mechanics.

Read th' present trick tooltip afore choosing defence; these mechanics do nay all use th' same counter.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Malphite fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

JungleSailor-chosen flex

Old chart, matey. Recommendations await inspection. Malphite can be picked here as a deliberate sailor-chosen strategy, but it be nay a primary role. Th' pick still needs a matchup and crew course.

Inspect this roleUnfurl matchup
MidshipsSecond berth

Old chart, matey. Recommendations await inspection. Malphite has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.

Inspect this roleUnfurl matchup
BottomsideUnestablished course

Old chart, matey. Recommendations await inspection. Malphite be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportSecond berth

Old chart, matey. Recommendations await inspection. Malphite has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.

Inspect this roleUnfurl matchup

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, 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.

Arrr, Start with the component

Arrr, 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.

Arrr, Finish when it fits the fight

Arrr, 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.

Arrr, Coordinate coverage

Arrr, 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.

Arrr, 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.

Arrr, Will the fight last long enough?

Arrr, 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.

Arrr, 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.

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

Arrr, kit reference

Malphite tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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

Granite Shield

Arrr, what it doesEnglishMalphite 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.

Arrr, practical readGranite Shield be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

Maximum-hull interaction

This effect references a maximum-hull value. Inspect whether th' present tooltip uses th' caster's or th' target's hull afore comparing damage or protection.

Arrr, cast commitment

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

Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Q
Q trick

Seismic Shard

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

Arrr, practical readSeismic Shard contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 8 secCost70/75/80/85/90Arrr, listed rangeArrr, 625 units
W
W trick

Thunderclap

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

Arrr, practical readThunderclap be part o' Malphite's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 10/9.5/9/8.5/8 secCost30/35/40/45/50Arrr, listed rangeArrr, 400 units
E
E trick

Ground Slam

Arrr, what it doesEnglishMalphite 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.

Arrr, practical readGround Slam contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 7 secCost50/55/60/65/70Arrr, listed rangeArrr, 400 units
R
Ultimate

Unstoppable Force

Arrr, what it doesEnglishMalphite launches himself to a location at high speed, damaging enemies and knocking them into the air.

Arrr, practical readUnstoppable Force be part o' Malphite's R pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

CooldownArrr, 130/115/100 secCost100Arrr, listed rangeArrr, 1000 units

Arrr, levels 1–18

Malphite · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1665 Health, arr280 Mana, arr
Arrr, level 3818 Health, arr369 Mana, arr
Arrr, level 61,076 Health, arr517 Mana, arr
Arrr, level 111,578 Health, arr807 Mana, arr
Arrr, level 162,170 Health, arr1,149 Mana, arr
Arrr, level 182,433 Health, arr1,300 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickSeismic Shard

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

Arrr, all ranksArrr, 8 sec
W
Basic trickThunderclap

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

Arrr, rank 1Arrr, 10 secArrr, rank 2Arrr, 9.5 secArrr, rank 3Arrr, 9 secArrr, rank 4Arrr, 8.5 secArrr, rank 5Arrr, 8 sec
E
Basic trickGround Slam

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

Arrr, all ranksArrr, 7 sec
R
UltimateUnstoppable Force

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

Arrr, rank 1Arrr, 130 secArrr, rank 2Arrr, 115 secArrr, rank 3Arrr, 100 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1665280 Mana, arrPick th' first aboard basic trick
2740323 Mana, arrStow another basic trick or rank
3818369 Mana, arrStow another basic trick or rank
4901416 Mana, arrSpend one trick point
5986465 Mana, arrSpend one trick point
61,076517 Mana, arrFirst aboard ultimate rank normally available
71,169571 Mana, arrSpend one trick point
81,266627 Mana, arrSpend one trick point
91,366684 Mana, arrSpend one trick point
101,470744 Mana, arrSpend one trick point
111,578807 Mana, arrArrr, second ultimate rank normally available
121,689871 Mana, arrSpend one trick point
131,804937 Mana, arrSpend one trick point
141,9221,005 Mana, arrSpend one trick point
152,0451,076 Mana, arrSpend one trick point
162,1701,149 Mana, arrArrr, final ultimate rank normally available
172,3001,223 Mana, arrSpend one trick point
182,4331,300 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' 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.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Malphite buildsArrr, prepare a matchupArrr, browse champions