Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Malphite Arrr, mid · Normal Draft

Malphite has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.

Arrr, reviewed secondaryArrr, standard Summoner's Rift preparation
Arrr, champion overview
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Mid

Arrr, tank baseline

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, reviewed secondary
S
Draft / Ranked opening · separate from gear 1

Doran's Shield

450 doubloons

Provides hull regeneration fer early course trades.

1
Durability

Jak'Sho, The Protean

3,200 doubloons

Builds a broad first aboard durability gear fer extended fights.

2
Boots

Plated Steelcaps

1,200 doubloons

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

3
Arrr, vs physical

Sunfire Aegis

2,800 doubloons

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

4
Arrr, vs magic

Kaenic Rookern

2,900 doubloons

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

5
Arrr, anti-heal

Thornmail

2,450 doubloons

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

6
Hull and recovery

Warmog's Armor

3,100 doubloons

Adds a large hull pool and out-o'-combat recovery after enough bonus hull be already established.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, repeated basic attacksFrozen Heart adds armour and reduces nigh th' ship foe attack speed.Spy full course

Arrr, best when: Frozen Heart adds armour and reduces nigh th' ship foe attack speed.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Frozen Heart
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, critical strikes hurtRanduin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.Spy full course

Arrr, best when: Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Randuin's Omen
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, repeated basic attacksFrozen Heart adds armour and reduces nigh th' ship foe attack speed.Spy full course

Arrr, best when: Frozen Heart adds armour and reduces nigh th' ship foe attack speed.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Frozen Heart
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor
AlternativeArrr, critical strikes hurtRanduin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.Spy full course

Arrr, best when: Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.

  1. DurabilityJak'Sho, The Protean
  2. BootsPlated Steelcaps
  3. Randuin's Omen
  4. Arrr, vs magicKaenic Rookern
  5. Arrr, anti-healThornmail
  6. Hull and recoveryWarmog's Armor

Arrr, runes and summoner spells

Arrr, runes and summoner spellsMalphiteMid

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

Normal Draft, matey
Arrr, primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree

Inspiration

Biscuit DeliveryCosmic Insight
Arrr, summoner spells
FlashTeleport
Pick pressure or recovery

Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.

Protect th' wave course

A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, repeated basic attacks

Frozen Heart

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

Arrr, critical strikes hurt

Randuin's Omen

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

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

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, 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

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Manage th' wave and keep both sides o' th' sea chart visible

1
Course

Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.

2
Sea chart play

Move on a completed wave and return afore several waves be lost to th' tower.

3
Fights

Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.

Pings, movement and prizes

Malphite Mid sea chart course

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.

Ahead

Use priority to arrive first aboard, nay recklessly

Ping
Ping Foe Lost overboard when th' foe leaves, On Me Way afore entering river and Peril on th' course th' foe may use.
Arrr, stay or roam
Roam after clearing th' wave and choose th' side where crewmates can participate. Return afore several waves be lost.
Prize
Reach river wit' th' Jungler, control one entrance and preserve th' spell that stops an foe engage or secures th' first aboard target.
Even

Turn one managed wave into sea chart pressure

Ping
Use Foe Lost overboard immediately, then On Me Way only when ye be genuinely moving rather than considering it.
Arrr, stay or roam
Move after th' wave be handled. If following requires entering fog alone, ping Peril and take th' seaworthy course instead.
Prize
Lend a hand establish river vision afore th' set sail. Do nay burn th' only control spell on poke if it be needed to protect th' entrance.
Behind

Clear th' deck safely and warn both side lanes

Ping
Ping Foe Lost overboard early and repeat Peril on th' threatened side. Use Retreat if matching th' roam would expose ye to another kill.
Arrr, stay or roam
Arrr, follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Prize
Approach astern o' th' front line and use reliable control or range. Trade th' prize if th' crew cannae safely enter river.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    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

Put Malphite into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions