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.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
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.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
If ye're a physical damage character stay astern o' yer crewmates when fighting Malphite. Ground Slam can significantly reduce yer damage output.
Malphite be one o' a couple tanks who be capable o' jungling. Watch out if he gets Smite.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
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.
Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.
Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.
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.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
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.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
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.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Malphite has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.
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.
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.
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.
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.
Arrr, Situational AP purchase
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, 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, 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, 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, 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
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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.
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.
This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter afore th' effect completes.
Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

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.

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.

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.

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.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 665 | 280 Mana, arr | Pick th' first aboard basic trick |
| 2 | 740 | 323 Mana, arr | Stow another basic trick or rank |
| 3 | 818 | 369 Mana, arr | Stow another basic trick or rank |
| 4 | 901 | 416 Mana, arr | Spend one trick point |
| 5 | 986 | 465 Mana, arr | Spend one trick point |
| 6 | 1,076 | 517 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,169 | 571 Mana, arr | Spend one trick point |
| 8 | 1,266 | 627 Mana, arr | Spend one trick point |
| 9 | 1,366 | 684 Mana, arr | Spend one trick point |
| 10 | 1,470 | 744 Mana, arr | Spend one trick point |
| 11 | 1,578 | 807 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,689 | 871 Mana, arr | Spend one trick point |
| 13 | 1,804 | 937 Mana, arr | Spend one trick point |
| 14 | 1,922 | 1,005 Mana, arr | Spend one trick point |
| 15 | 2,045 | 1,076 Mana, arr | Spend one trick point |
| 16 | 2,170 | 1,149 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,300 | 1,223 Mana, arr | Spend one trick point |
| 18 | 2,433 | 1,300 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.