My Take on a Reworked Malphite

Meep Man··2 votes·726 views

Malphite, the Shard of the Monolith Health- 675 (+105 per level) Health Regen.- 9 (+0.75 per level) Mana- 345 (+45 per level) Mana Regen.- 8 (+0.75 per level) Armor- 37 (+4.5 per level) Magic Resist- 35 (+2.5 per level) Movement Speed- 345 Attack Damage- 59 (+2.5 per level) Attack Speed- 0.635 (+1.5% per level) Attack Range- 125 (Melee)

Passive- Granite Shield Innate: After not taking damage for 10/9/8 seconds, Malphite gains a shield equal to 6/8/10% of his maximum health. Enemies that attack Malphite while this shield is active have their attack speed reduced by 15/20/25% for 2.5 seconds. Malphite's size scales with his overall defensive itemization (Health, Armor, Magic Resist, Health Regeneration).

Ability 1- Tectonic Eruption Active: Malphite sends forth a wave of shards from the earth's crust, dealing 35/60/85/110/135 (+5% Armor) (+5% Magic Resist) magic damage to enemies hit and knocking them into the air for 0.6/0.7/0.8/0.9/1 second(s). Upon landing, their movement and attack speeds are reduced by 30/35/40/45/50% for 1.5 seconds. Cost: 60/65/70/75/80 mana Cool Down: 15/13.5/12/10.5/9 seconds Range: 650 Width: Equal to Malphite's width

Ability 2- Continental Slam Active: Malphite slams down onto the ground around himself, dealing 30/50/70/90/110 (+3% Armor) (+3% Magic Resist) magic damage to enemies hit and slowing their movement and attack speed by 35/40/45/50/55% (+4% per 100 AP) for the next 2/2.25/2.5/2.75/3 seconds. Cost: 50/60/70/80/90 mana Cool Down: 16/14.5/13/11.5/10 seconds Range: 275% Malphite's size

Ability 3- Core Armor Passive: Malphite's armor and magic resist is increased by 3/6/9/12/15%. Active: Malphite grants himself a 50/75/100/125/150 (+20/40/60/80/100% Armor and Magic Resist) Shield that lasts for up to 10 seconds. During this time, Malphite can reactivate this ability once every 3/2.75/2.5/2.25/2 seconds (reduced by cool down reduction) to pulse magma in a cone in the target direction, dealing 30/40/50/60/70 (+15% AP) magic damage to enemies hit over 3 seconds and applying a stack of Burnt Weapon, being able to stack up to 2-4 times (based on level). This does not interrupt previous commands. Stacks of Burnt Weapon causes the target's basic attacks to deal 3/3.5/4/4.5/5% reduced damage. This stacks up to 2/3/4 times (at levels 1/8/15). Cost: 75/80/85/90/95 mana Cool Down: 22/21/20/19/18 seconds Cone Range: 450 Cone Degrees: 65 Reactivation Cool Down: 3/2.75/2.5/2.25/2 seconds

Ultimate- Unstoppable Force Active: Malphite charges to the target location, dealing 150/225/300 (+10% Armor) (+10% Magic Resist) magic damage to enemies in the target location and briefly knocking them up for 0.625 seconds. For the next 4/6/8 seconds, the cool down of Continental Slam is reduced to 2.25 static seconds and will now briefly knock up enemies hit for 0.25 seconds. Cost: 100 mana Cool Down: 150/135/120 seconds Range: 1000 AoE Radius: 200% of Malphite's size Dash Speed: 1500 (+100% of Malphite's bonus movement speed)


This is to go along with the statement by Meddler that base defensive stats are going to be more powerful overall and item defensive stats will likely be slightly less strong.

Thoughts? I wanted to make Malphite the go to anti-attack speed champion that counters both Physical and Magic on-hit users. I also tried to sap some power out of his ultimate and put it into the rest of his kit.

13 Comments

TheHappyReaperz1 votes

Pls no. At level 1 he can reduce your AS by 45%. If you play an AA based character, into this iteration of Malphite, you may as well just AFK. You would deal so little damage, since his various AS slows would make it so you have to buy AS. Since you had to buy AS, you won't have the damage or shred to get through his armor.

Meep Man1 votes

So he is an Anti-Attack Speed Tank that is vey hard to kill for AS-reliant champions? First of all, of course. Second of all, it's not like he can kill you either. Sure, he can CC you, but you would have to be very far behind or he very far ahead for him to kill you.

TheHappyReaperz1 votes

So he is an Anti-Attack Speed Tank who completely neutralizes any for of AS reliant champion. The MS slows are fine, but the AS slows are far too OP. At max rank it should slow for, at most 15%.

Meep Man1 votes

Malphite's current E slows for 50%. You know that right? Otherwise, I might need more explanation.

TheHappyReaperz1 votes

Which is the only attack speed slow in his kit. And it is crippling, get it?, at early stages of the game. Still, at max rank, its only 50%. With this kit, Malphite could slow for 130%, and that's without any AP. Combo that with Randuin's and Frozen heart, which he would scale of nicely, your looking at a 160% AOE AS slow. You know what that negates? A PD, Rapid-Fire Cannon, Runaan's, and another PD. Not to mention his Q and W slow, by 50% and 55% respectively, which is 100% of your MS. Which means your not walking. Unless its a percentage of bonus MS, which is kinda useless.

The Yetii Rider1 votes

This is way too much CSing power for a tank. Tanks are supposed to have weak CSing ability, that's how lane bullies get an edge over them and keep it.

Meep Man1 votes

Malphite is considered by Riot to be a lane bully based on statements on his balance by them.

The Yetii Rider1 votes

That's why he's one of the only tanks you see top lane instead of being forced into the jungle. It's something that would be removed from his kit in an update, not enhanced.

Kaioko1 votes

I might be the only one - but I'd like him to have two things added to his kit:

1: Grounded Effect: Other than Cassi no one has this yet and I think thematically this would fit him

2: Less power on his ult and attack speed reduction. I think the attack speed reduction should stay to some extent but the ultimate concept needs to be reworked or at least given some type of counter play by making him charge up or have the charge be slower.

EndlessSorcerer1 votes

Personally, I would like to see Malphite keep his current W and E. These abilities make him into a potent threat to attack-speed dependent duelists and in sustained fights (especially when combined with Iceborn Gauntlet and Sunfire Cape).

If any of his abilities are going to be completely revamped or replaced, I'd prefer it be his Q.

Meep Man1 votes

I tried to keep a version of his current W and E, but a little different. I agree with the Q part though. His current Q is very boring, stale, and point and click.

Calabok1 votes

wow. that would totally make him 100% ban material

Meep Man1 votes

People don't tend to ban what can't kill them. Even if it has an insane win rate, people don't care. People hate things that make their screen turn grey. That's why Janna isn't banned despite her insane win rate. It's also why people defend her so much.

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