Malphite Rework Idea {Top Of Head Post]

Primaquarius··2 votes·542 views

This build is meant to boost Malphite's overall role as both a Tank and a anti-ADC. No haterino, just comments

[Q] - Malphite throws a stone shard at the target enemy unit to inflict 40/80/120/160/200 (+6/6.5/7/7.5/8% Max HP) magic damage and Slow them by 15/18/21/24/27% for 4s. Malphite gains 10/13/16/19/21% bonus Movement for the same duration on hit. <Mana> 65/70/75/80/85 <CD> 8

[W] - Malphite's basic attacks passively inflict bonus physical damage equal to 2/3/4/5/6% of the target's Current HP, with a minimum of 10/20/30/40/50 flat damage. Enemies within 200D of the target take 20/35/50/65/80 (+1.5% Max HP) physical damage in splash. On cast, Malphite inflicts an additional 15/30/45/60/75 (+3% Max HP) physical damage and reduces the target's Damage Output by 10/12/14/16/18% for 4s. <Mana> 90 <CD> 18/16.5/15/13.5/12

[E] - Malphite slams the ground after a 0.5s delay, inflicting 20/50/80/110/140 (+5.5% Max HP) physical damage on all enemies within 400D and reducing their Attack Speed by 15/20/25/30/35% for 4s. <Mana> 70/75/80/85/90 <CD> 10

[R] - On first cast, Malphite becomes immune to all incoming CC effects for the next 4s. If recast within 4s, Malphite surges along a fixed 550D line in the cursor direction, inflicting 200/275/350 (+15% Max HP) magic damage on all enemies along the path and knocking them upward. <Mana> 150 <CD> 140/125/110

Ability "Granite Shield" - Malphite resists extra physical damage on top of Armor values equal to 1% Max HP

6 Comments

Mecha MaIphite1 votes

Pretty sure this is a satirical post but I'm going to take it as a serious one.

Malphite would be absolutely broken with these changes. He would scale extremely well with penetration and not well at all with armour (which is the whole reason I picked him up). It goes against his identity to be able to do 690 +32% of an enemy's health with one combo, not including autos from his W.

His passive would also be broken. If Malphite has 4000 hp, he would resist 135 flat physical damage. This is enough to negate the autos of anyone who doesn't build AD, and still greatly reduce the damage of those who do.

Lastly, his W would make him scale extremely well with BoTrK. Add sated, and with his decent clear time, you've got yourself the strongest bruiser and duelist in the game by 20 minutes. On top of all this damage, he will have one of the strongest initiations in the game, as well as one of the best AS slows.

It does not take a genius to tell you that Malphite would easily be the strongest champion in the game by a long shot.

Primaquarius1 votes

Actually the passive extra defense is affected by Armor Pen. I just wanted Malphite to be an actual anti-AD Champion instead of a multitool that had every different build path.

Also about his damage output, building Tanky is the only way to maximize the value, so there won't be much room for a Last Whisper or Black Cleaver without sacrificing some of the HP gain.

Mecha MaIphite1 votes

It would still be ridiculously strong. If I have 20 flat and 35%, that wouldstill be 70 damage reduction on everything. This isn't even factoring in his armour.

And if you meant % of his own HP, it would be even more ridiculous, as being a tank, Malph will have more health than the enemy carries. With 4000 hp, his full combo would deal 1970 instant damage, not counting his W. That is stronger than many bruisers, and even on par with some assassins. It would also take away his identity as an armour tank, which I, as a Malphite main, strongly object to.

Primaquarius1 votes

Made some modifications just now

Calabok1 votes

That rock needs no changes. His ult itself wins games

Primaquarius1 votes

400 damage plus knockup is kinda meh in the modern meta. Rock needs some extra damage potential, and that potential can be reached by being the Rock

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