
Doran's Shield
450 doubloonsProvides hull regeneration fer early course trades.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
Malphite has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Mid
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Provides hull regeneration fer early course trades.

Builds a broad first aboard durability gear fer extended fights.

Pick these boots when physical attacks and basic-attack pressure be th' problem.

Adds hull, armour and wave clear th' deck agin' physical lanes.

Adds magic resistance and movement speed agin' repeated spell damage.

Returns damage and applies anti-heal agin' attack-heavy foes.

Adds a large hull pool and out-o'-combat recovery after enough bonus hull be already established.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Frozen Heart adds armour and reduces nigh th' ship foe attack speed.
Arrr, best when: Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.
Arrr, runes and summoner spells
Control Mid range, mana and wave timing afore committing to a longer exchange or roam.
Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.
A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Frozen Heart adds armour and reduces nigh th' ship foe attack speed.

Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.

Arrr, 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.
Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.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.
Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Push safely, then threaten vision, a side course or th' foe jungle without abandoning free farm.
Reach river first aboard wit' yer Jungler and preserve th' cooldown needed if th' foe contests.
Pressure a valuable target while respecting th' control that can end yer lead.
Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.
Move on a completed wave and return afore several waves be lost to th' tower.
Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.
Use range, tower space and vision. Do nay contest every last aboard hit if it opens another kill.
Ping lost overboard early and take th' seaworthy course; blindly matching a stronger roam can meet defeat two positions.
Group 'round yer most dependable control and damage rather than searching alone fer a comeback.
Pings, movement and prizes
Mid can reach either side, but th' wave pays fer every move. Communicate th' foe first aboard, then move only when th' course and destination be credible.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.
Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.
Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.
Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Use th' chart
Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.