Arrr, VRC.LOL

Mid · Normal DraftMatchup chartPatch 16.20.1

Malphite vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

MalphiteVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseMidships

Pick two champions from th' list.

Arrr, role fit

MidMalphite

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 secondary
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, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

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

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.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Malphite

  1. P
    Granite Shield

    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.

  2. Q
    Seismic Shard

    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 625
  3. W
    Thunderclap

    Thunderclap 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 400
  4. E
    Ground Slam

    Ground 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 400
  5. R
    Unstoppable Force

    Unstoppable 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 1000

Vex

  1. P
    Doom 'n Gloom

    Doom '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.

  2. Q
    Mistral Bolt

    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 1200
  3. W
    Personal Space

    Personal 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 475
  4. E
    Looming Darkness

    Looming 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 800
  5. R
    Shadow Surge

    Shadow 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 2000/2500/3000

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.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options