Malzahar analysis from a longtime main.

ClatoVerataNicto··7 votes·846 views

I have been playing Malzahar for so long I can't remember when I started. I loved the theme, way his kit worked, and the fact they he was seldom played. I was nervous when I saw the rework, and excited by the possibilities. Ultimately I feel that even though the rework addressed Malz's core problem of murdering a squishy with zero counterplay, it missed the mark.

What I liked about old Malz: He was an aggressive mage able to dish out Tons of Damage™. Positioning was crucial for him as he had no escape and was made vulnerable due to the fact his ult suppresses him as well. His kit flowed and felt good to use.

What I don't like about new Malz: He feels clunky and anemic now. Void Swarm feels awkward to use and his passive promotes passive play.

New Malz breakdown Void Shift (Passive): Promotes passive play. I feel bad in lane or teamfights engaging and being aggressive while it is on cooldown. The passive is so strong that I don't want to be near anyone when it's down and find my self attempting to farm from really far away only using Void Swarm and Visions. Void Shift also forces the enemy team to awkwardly play around it in lane and during engages. I am not a fan of any ability that automatically blocks an opponents interactions with zero input from the player.

Call of the Void (Q): Overall pretty much the same. I was fine with trading damage for a lowered cooldown. The silence is so strong this could be argued as a substantial buff.

Void Swarm (W): I really don't like this ability. In lane it's just a farming tool, party because the damage on Malefic Visions was nerfed so much. In teamfights Void Swarm has just a fire and forget feel to it. I don't really feel like any interaction I have with it is very meaningful.

Void Swarm is also clunky to cast. Malz's combo of W-E-R used to flow so well. I find myself attempting the same combo and Void Swarm hasn't even cast because it takes so long I have canceled it with my other actions.

I also find it to be very feast or famine. Catching someone out of position means that there usually isn't enough time for the voidlings to do any damage, but if I am being engaged on or ganked, there is plenty of time for a swarm to build up and murder. Once again dissuading action and promoting reaction.

Malefic Visions (E): The new version of this ability was nerfed hard, even with the duration extension mechanic from landing a Q. The damage is so low that any kind of lifesteal can easily negate it. DoTs can/need to be stronger than nukes because the enemy has so much time to react to it. Level 5 Malefic Visions does 220 damage + (70% ap) over 4 seconds. Annie Q does 220 damage + (80% ap) instantly. Once Annie hits there is nothing that can be done if it kills you. If a lethal Visions is landed, the enemy still has 4 seconds to react to negate the damage.

Nether Grasp (R): Moving Null Zone to be the sole source of damage for Malz's ult was a bad idea. The only thing it accomplished was preventing it from 1 shot'ing carries. Having Null Zone be the only damage source can force decisions that feel bad. Locking down a high priority target often means they aren't in a position where the ultimate does any damage. Using Grasp somewhere that it will do the most damage often means that more damage may be done, but high priority targets can run amok.

Things I liked about old Malz that are gone: Voidlings on passive. It required thought to manage your voidling count in lane to get the best effect from them. Wasting them to kill the last minion on the wave. Being aware that they were ready and knowing that your Visions would do significantly more damage with an angry voidling going nuts.

Null zone: I loved this ability. It was a great zoning tool. Proper placement was the difference between doing Tons of Damage™ and being missing a huge chunk of damage potential team fight. It felt strong as an ability and weak as an ultimate side effect.

Problem with old Malz: Nether Grasp simply did too much damage for a suppress. Catching a squishy target with an E - R was enough to kill them in many situations, and there was literally nothing they could do.

Solution: The old kit was great and I'd love to see it return. The damage on his ult needs to be addressed though.

Possible fixes for Nether Grasp: Deals flat damage up to a cap of a certain % of max HP. This would mean that no matter what it couldn't single-handedly kill any target without a combination of abilities.

Deals % of current hp. Again this works to make sure that more abilities are needed to kill squishy targets while still being relevant to tanky targets.

Damage per tick increases the longer the ability is channeled (Up to the same total amount). This doesn't address the ability to murder a single out of position target as much, however now in teamfights interrupting Malz is even more effective. Back-loading the damage requires Malz to have to stay channeling to get the most out of it.

TL:DR New kit isn't fun for either the player nor the opponent and promotes passive gameplay, old kit was awesome with the exception of too high damage ult. Revert to old kit and fix ult damage.

10 Comments

Stephenizgod6 votes

Promotes passive play. I feel bad in lane or teamfights engaging and being aggressive while it is on cooldown. The passive is so strong that I don't want to be near anyone when it's down and find my self attempting to farm from really far away only using Void Swarm and Visions. Void Shift also forces the enemy team to awkwardly play around it in lane and during engages. I am not a fan of any ability that automatically blocks an opponents interactions with zero input from the player.

This is what ruins Malzahar for me. He turned from an aggressive DoT zone type mage into a passive farming pushing suppress bot mage. This Passive seems like the root of all that is wrong with new Malz. It was because of this Passive and his new W that his damage was nerfed so hard, then they nerfed the Passive so now he is just weak for no reason.

Void Swarm is also clunky to cast. Malz's combo of W-E-R used to flow so well. I find myself attempting the same combo and Void Swarm hasn't even cast because it takes so long I have canceled it with my other actions.

^ This so hard... I always find myself only using E - R because W didn't go off since I am so use to hitting his abilities so quickly.

Nether Grasp (R): Moving Null Zone to be the sole source of damage for Malz's ult was a bad idea. The only thing it accomplished was preventing it from 1 shot'ing carries. Having Null Zone be the only damage source can force decisions that feel bad. Locking down a high priority target often means they aren't in a position where the ultimate does any damage. Using Grasp somewhere that it will do the most damage often means that more damage may be done, but high priority targets can run amok

Everything about the Ult changes piss me off... am I suppose to be ulting the enemy tanks? It doesn't do anymore damage to them than anyone else... The pool effect is a cool idea in theory but useless 90% of the time since they just walk away. Hitting a priority target is only useful now if your team can kill them because you most certainly can not anymore. Ulting a tank i guess isn't bad but you are a "carry" and they are a tank, so you're team is losing a damage source and all they are losing is CC. It can be effective or it can be useless, kind of sums up all of New Malzahar's kit tbh.

But if i had to sum up my entire opinion of New Malz it would be this: He is super boring to play.

Everything that made Old Malz fun has been changed to be boring or was removed entirely. All New Malz can do is sit there and farm until he gets 4 or 5 items and then he is an unstoppable Suppress Bot...

ClatoVerataNicto1 votes

{quoted}

Everything that made Old Malz fun has been changed to be boring or was removed entirely. All New Malz can do is sit there and farm until he gets 4 or 5 items and then he is an unstoppable Suppress Bot...

I agree! I still sometimes play him because he's a safe early pick or good against jumpy assassins. But in general I find him boring/useless when I used to be able to be happy picking Malz nearly every game.

Stephenizgod1 votes

I tried to main him again, just to see if it was me who was the problem, but that didn't go so well. He is incredibly boring and my old habits kick in sometimes. I find myself positioning myself and my enemy at level 5 so that when I hit 6, my Malefic Visions will bounce to them and I will ult them and watch them die. I have done it 3 or 4 times by accident only to waste my Ult and then need to play even safer than before.

I think Riot should reopen his rework just one more time, they put him in a bad place. He isn't fun to play early game, he needs to play far too safe and his damage is so low there is absolutely no reward for getting your E+W to bounce to the enemy. His Late Game however, is just E+W+R and watch people die, which is the very issue they nerfed him for in the first place... I don't mean to be disrespectful to the people who reworked him, but they literally solved none of his old issues and instead just added in a crap ton of new issues.

S0NA4 votes

My main problem with him is the Voidlings.

Before, there was a magic to controlling them. You could always have one up. Now it's just a mindless swarm of fuck-all.

AD Malz is dead. RIP.

Getcuxcd2 votes

"New kit isn't fun for either the player nor the opponent" NOPE thats where ur wrong new kit is much more fun when ur playing against malzahar since he cant kill you so easily anymore

but i agree that it would be fine if they fixed ult damage if they reverted

ClatoVerataNicto1 votes

I find fighting the voidlings and dealing with the passive to be very unfun. [zombie-nunu-bummed]

Getcuxcd1 votes

{quoted}

I find fighting the voidlings and dealing with the passive to be very unfun. [zombie-nunu-bummed]

well before the nerf he was extremely op but now u can just tag him with an auto attack wait 0.5 sec and CC him

ClatoVerataNicto1 votes

{quoted}

well before the nerf he was extremely op but now u can just tag him with an auto attack wait 0.5 sec and CC him

It wasn't a nerf, it was a rework. And if it reads like a nerf something is amiss.

In regards to being exrtemely op I think that's a stretch. I think his ult was op and I discussed some possible changes to it that would bring it in line while keeping it intact.

Xilixer1 votes

people say when he was released that he was op. except he wasnt the only thing about him near broken was his jungling due to voidlings taking all the aggro. other than that he was fine. people complained about him soloing dragon after first rotation. which is a ridiculous argument due to the amount of other champs that can do the same.

Shadow Hazard1 votes

I agree that this. Quite frankly I would wish that malz would get a full revert and be put on the drawing board if they had such a problem. The most positive change was the E reset. There could have been a much better way of achieving the current live theme of more importance to voidlings while maintaining what people enjoyed about the pre-rework.

PASSIVE: Each ability cast summons a voidling for 15 seconds up to 6 voidlings total. Each new voidling after the sixth replaces the oldest one on a reset timer. At 3 or more voidlings they frenzy gaining bonus movement speed and attack speed and damage. Voidlings gain 100% malzahar's total armor/magic resit, 50% total health, 50% AD. Freanzy bonus is (%10AD)(15%AP) magic damage, 50% bonus movement and attack speed. Voidlings remain after death until despawned or killed

Q - CALL IF THE VOID: same as live

W - NULL ZONE: similar to pre-rework. change damage from 4/4.5/5/5.5/6 max hp/sec to 2/2.5/3/3.5/4(+1% per 100 AP) % current hp/sec + 3/6/9/12/15(+10%AP)

E - MALEFIC VISIONS: same as live, including q/ult reset. Add 3% max mana return upon unit kill.

R - NETHER GRASP: back to pre-rework with changes to damage. 25/40/55(+40%AP) + takes 15% increade damage from malzahar's other abilities while suppressed while

Basically take pre-rework, make the voidlings more important and reliable part of the actual kit for lane malz and easier to summon for AD malz. Keep ability damage nerfs from post rework since voidlings are more worthwhile and cut out a lot of damage from null zones %health damage by reducing the percent, making it current health and adding a small portion of flat damage so it is capable of actually still executing. And the ult has it's effective damage cut in half in you don't build any AP and even still is weaker for AP malz unless you properly combo w-e-r combo at which it should retain it's pre rework kill potential only if you combo.

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