Malphite will dash forward a significant distance, bypassing all enemies and knocking up all foes when he lands. Malphite is best known for his Unstoppable Force. His lane phase is often underestimated, you can use this to gain an advantage early in the game.Malphite shines with his ability to adapt to his opponent in the lane phase. Malphite is a tank with a very effective kit to initiate team combat, or to weaken opponents' abilities based on auto-attack basis by decreasing attack speed. This ability is he cannot be targeted by crowd control during his dash. If you are engaged upon, you can use this ability to protect or peel your Marksman or Carry Laners possibly Carry Jungler. In addition to engage, you can also use to escape if you're isolated from team mates. Malphite cannot be interrupted during this charge. Unstoppable Force Malphite charges towards the target area, dealing 200 / 300 / 400 (+80% of ability power) magic damage, knocking enemies into the air and stunning for 1.5 seconds in 325 area around impact. Be careful to not spam this during the laning phase or you will push your lane too far and gank range or possibly your death. You can easily push a wave undesirably with the large area of effect radius of this ability. Try to use this ability within range of the enemy Marksman to reduce their attack speed and damage output in the teamfight. ![]() Use this Ground Slam immediately after you engage with your Unstoppable Force to maximize your disruption before your enemies starts unclumping. Ground Slam Malphite slams the ground dealing 60 / 95 / 130 / 165 / 200 (+40% of his Total Armor) (+60% of ability power) magic damage to surrounding enemies, reducing their attack speed by 30 / 35 / 40 / 45 / 50 % for 3 seconds. ![]() It is recommend maxing this ability second or last, as you won’t have much armor to benefit from it early game until late game in the match. This ability can help you clear waves or jungle camps due to the acting like a Tiamat. Additionally, for 5 seconds, Malphite's basic attacks also deal 10 / 20 / 30 / 40 / 50 (+20% of ability power) (+10% of total armor) physical damage in a cone to units behind his target. You can also use this ability on a minion to get a speed boost if enemy champions are chasing you.īrutal Strikes Passive: Malphite gains 10 / 15 / 20 / 25 / 30% bonus armor, tripled while Granite Shield is active.Īctive: Malphite's next basic attack within 6 seconds gains 50 bonus range and deals 30 / 45 / 60 / 75 / 90 (+20% of ability power) (+15% of total armor) bonus physical damage on-hit. You can use this ability to chase down or escape from enemies by sapping their movement speed and gaining movement speed. Use it sparingly early in lane phase, or you will run out of mana unless you have Manaflow Band. Seismic Shard Malphite sends a shard of the earth through the ground at his target, dealing 70 / 120 / 170 / 220 / 270 (+60% of ability power) magic damage upon impact and stealing 20 / 25 / 30 / 35 / 40% of their movement speed for 3 seconds. Stacking armor will make your shield have more health and increase duration. While your shield is up, you can recall safely even if taking damage since taking damage while having shield is not considered being attacked. The cooldown is reduced at levels 1 / 7 / 13. If he has not been hit for 10 / 8 / 6 seconds, this effect recharges. Granite Shield Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum health.
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