
Doran's Ring
400 doubloonsThis be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.
Mid · Normal DraftMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Malzahar has an established central-course course wit' access to waves, both sides o' th' river and meaningful pressure betwixt prizes.
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.

This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

Completes th' six-gear inventory wit' movement speed and trick haste fer repeated late-battle spell rotations.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.
Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.
Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.
Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.
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
Wave pressure and direct lockdown reduce th' room fer repeated aggressive trades.
Mid battleWave control and th' first aboard spell-damage core most often create th' clearest pressure window.
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.

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, zhonya's stasis can absorb a committed dive or lethal burst window.

Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

Void Staff becomes valuable when th' target has bought meaningful magic resistance.
Trick reference
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
When he hasn't recently taken damage or been crowd controlled, Malzahar gains massive damage reduction and crowd control immunity, lingering for a short period after taking damage.
Malzahar opens up two portals to the Void. After a short delay, they fire projectiles that deal Magic Damage and silence enemy champions.
Wait fer reload (s) 6 · Cost 60/65/70/75/80 · Charted reach (units) 900Malzahar summons Voidlings to attack nearby enemies.
Wait fer reload (s) 8 · Cost 40/45/50/55/60 · Charted reach (units) 150Malzahar infects his target's mind with cruel visions of their demise, dealing damage over time. Using Malzahar's other spells on the target will refresh the visions. If the target dies while afflicted by the visions, they pass on to a nearby enemy unit and Malzahar gains Mana. Malzahar's Voidlings are attracted to affected units.
Wait fer reload (s) 11/10/9/8/7 · Cost 60/70/80/90/100 · Charted reach (units) 650Malzahar channels the essence of the Void to suppress an enemy champion over a zone of damaging negative energy.
Wait fer reload (s) 140/110/80 · Cost 100 · Charted reach (units) 700Thresh can harvest the souls of enemies that die near him, permanently granting him Armor and Ability Power.
Thresh binds an enemy in chains and pulls them toward him. Activating this ability a second time pulls Thresh to the enemy.
Wait fer reload (s) 19/16.5/14/11.5/9 · Cost 70 · Charted reach (units) 1075Thresh throws out a lantern that shields nearby allied Champions from damage. Allies can click the lantern to dash to Thresh.
Wait fer reload (s) 21/20/19/18/17 · Cost 50/55/60/65/70 · Charted reach (units) 950Thresh's attacks wind up, dealing more damage the longer he waits between attacks. When activated, Thresh sweeps his chain, knocking all enemies hit in the direction of the blow.
Wait fer reload (s) 13/12.25/11.5/10.75/10 · Cost 60/65/70/75/80 · Charted reach (units) 500A prison of walls that slow and deal damage if broken.
Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 450Adapt 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.