
Doran's Shield
450 doubloonsProvides hull regeneration fer early course trades.
Mid · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
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, matchup notes
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.
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.Trick reference
Trick reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Granite Shield be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.
Seismic Shard contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 8 · Cost 70/75/80/85/90 · Arrr, listed range 625Thunderclap 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.
Cooldown 10/9.5/9/8.5/8 · Cost 30/35/40/45/50 · Arrr, listed range 400Ground 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.
Cooldown 7 · Cost 50/55/60/65/70 · Arrr, listed range 400Unstoppable 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.
Cooldown 130/115/100 · Cost 100 · Arrr, listed range 1000Doom 'n Gloom be an automatic part o' th' kit involving hard crowd control and damage. Track when its condition be active instead o' treating every fight th' same way.
Mistral Bolt be a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Arrr, listed range 1200Personal Space contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Arrr, listed range 475Looming Darkness creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Arrr, listed range 800Shadow Surge be a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.
Cooldown 140/120/100 · Cost 100 · Arrr, listed range 2000/2500/3000Adapt 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.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.