
Guardian's Horn
950 doubloonsAdds health, regeneration and broad champion-damage reduction for a durable Swiftplay opening.
Top · SwiftplayMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Malphite has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side 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, Swiftplay · Top
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Adds health, regeneration and broad champion-damage reduction for a durable Swiftplay opening.

Completes th' six-gear inventory wit' hull and out-o'-combat recovery after enough bonus hull be established.

Reduces incoming basic-attack damage and adds armour; choose it fer repeated attacks rather than melee identity alone.

Adds hull, armour and nigh th' ship magic damage fer wave control, camp clearing and belay fights.

Adds dedicated magic resistance and a shield agin' sustained spell damage after leaving champion combat.

Adds armour and anti-heal agin' foes who must repeatedly attack into ye; it be nay universal anti-heal.

Adds a large hull pool and out-o'-combat recovery after enough bonus hull be already established.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Frozen Heart adds armour and reduces nigh th' ship foe attack speed.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, best when: Randuin's Omen reduces critical-strike pressure and helps keep nigh th' ship attackers controlled.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, runes and summoner spells
Take measured course trades, scale durability and keep a course back aboard to th' sea chart.
Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.
Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.
Arrr, matchup notes
A durable course wit' reliable engage can remain useful even when early ranged pressure be difficult.
Arrr, mid to lateControl and protection become clearer once teams group 'round prizes and carries need a front line.
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
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
Malphite 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.
Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds.
Wait fer reload (s) 8 · Cost 70/75/80/85/90 · Charted reach (units) 625Malphite attacks with such force that it creates a sonic boom. For the next few seconds, his attacks create aftershocks in front of him.
Wait fer reload (s) 10/9.5/9/8.5/8 · Cost 30/35/40/45/50 · Charted reach (units) 400Malphite 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.
Wait fer reload (s) 7 · Cost 50/55/60/65/70 · Charted reach (units) 400Malphite launches himself to a location at high speed, damaging enemies and knocking them into the air.
Wait fer reload (s) 130/115/100 · Cost 100 · Charted reach (units) 1000When Jayce swaps weapons he gains Move Speed for a short duration.
Hammer Stance: Leaps to an enemy dealing physical damage and slowing enemies. Cannon Stance: Fires an orb of electricity that detonates upon hitting an enemy (or reaching the end of its path) dealing physical damage to all enemies hit.
Wait fer reload (s) 16/14/12/10/8/6 · Cost 40 · Charted reach (units) 600Hammer Stance: Passive: Restores Mana per strike. Active: Creates a field of lightning damaging nearby enemies for several seconds. Cannon Stance: Gains a burst of energy, increasing Attack Speed to maximum for several attacks.
Wait fer reload (s) 10 · Cost 40 · Charted reach (units) 285Hammer Stance: Deals magic damage to an enemy and knocks them back a short distance. Cannon Stance: Deploys an Acceleration Gate increasing the Move Speed of all allied champions who pass through it. If Shock Blast is fired through the gate the missile speed, range, and damage will increase.
Wait fer reload (s) 20/18/16/14/12/10 · Cost 55 · Charted reach (units) 240Hammer Stance: Transforms the Mercury Hammer into the Mercury Cannon gaining new abilities and increased range. The first attack in this form reduces the target's Armor and Magic Resist. Cannon Stance: Transforms the Mercury Cannon into the Mercury Hammer gaining new abilities and increasing Armor and Magic Resist. The first attack in this form deals additional magic damage.
Wait fer reload (s) 6 · Charted reach (units) 600Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Hold a favourable wave, pressure th' foe astern from farm and keep enough vision to survive th' second foe.
Push afore moving to an prize; arrive through a known course rather than giving up th' wave and yer shutdown.
Use th' lead to occupy space fer th' crew. Do nay chase through th' entire foe formation fer one target.
Keep hull and minions balanced so one poor trade does nay decide th' course.
Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.
Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.
Farm nigh safe harbour, avoid repeating th' losing trade and ask fer lend a hand only when th' wave creates a realistic window.
Do nay follow a stronger foe through unseen river. Signal th' move and recover promised resources.
Contribute control or pressure to th' nearest seaworthy target instead o' trying to repair th' score alone.
Pings, movement and prizes
Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.
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.