Malphite rework proposal

Death Crave·8/3/2015, 2:59:09 AM·1 votes·748 views

So today is day 5 of me posting rework proposals. Like I have said before I will keep going until I run out of ideas, or champions I feel need reworks.

I am hoping to generate some feedback of course, and my end goal remains to work at Riot or just as a concept creator in the industry.

With each one of these I make I can already see my style growing and shaping.

Links to each of my other reworks -

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/u7zGynM7-yorick-rework-proposal

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/60g8fy5i-akali-rework-proposal

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/bw6UcNA0-urgot-rework-proposal

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/XrQkFE2j-taric-rework-proposal

Malphite - The Shard of the Monolith

Malphite was one of the first champions I played in league, so he holds a special place in my heart.

He also was the first champion I ever felt I could win any game with given I got the items I needed. Yes back in the day Malphite had a special combination of items that could shutdown any auto attacking champion for long periods of time.

That was the passive effect of Frozen Heart slowing attack speeds by 20%, which has since been lowered to 15%. You also needed a Randuin's Omen, which slowed attackers attackspeeds by 30%, or had an active with the same effect which has since been changed.

These two items, plus his own ability ground slam, could be combined to lower the attackspeed of would be attackers by 100%.

I was shocked when after several games my eyes did not decieve me, this meant they could not attack.

Now his ability has since been nerfed as well, which does seem odd as the items he needed were already nerfed. Now was that the only way to build Malphite? No, it was just very strong.

Ever since he has lost his ability to shut out attackers I have been wishing he would get some much needed love. He has gotten buffs, but they still dont bring him anywhere near what he once was.

With that in mind I have a rework proposal for my favorite rock golem.

Skills - Passive - Granite Shield - Malphite is protected by a layer of thick granite providing him with a shield equal to 10% of his health. While the shield is intact he also gains bonus armor and magic resist. The shield recharges after 14 seconds of not taking damage. (Lowered to 12 / 10 / 8 seconds at levels 6 / 11 / 16.)

Not a huge change here, just granting him bonus armor and magic resist while the shield is up. With his skills scaling from his armor the bonus will help him maintain damage while building tanky. The trade off is it takes longer in the early game to get his shield back.

Q - Seismic Shard - Malphite throws a rock at target location dealing damage and stunning any enemy hit by it. Stun scales up with Malphites bonus armor.

The change here is that it is not targetable, does not give Malphite movementspeed, but it now stuns and is a longer distance. With it being a skillshot allowing for more power on the skill by increased difficulty.

W - Ground Slam - Malphite slams the ground damaging and slowing enemies he hits in an area around him. Slow scales with Malphites bonus armor.

Yeah ground slam no longer reduces attack speed. With the synergy from the items barely there, its better to shift the power elsewhere. By giving him the extra stun on his Q, and the slow on his W (Which is his old E) he gains some of his old lockdown power but it is more manageable for the enemy instead of just being I press this button to stop you.

E - Brutal Charge - Malphite charges forward slightly dealing heavy damage and shreding the armor and magic resist of all targets hit. Scales based on Malphites bonus armor and magic resist.

The goal here is to give Malphite a way to close the gap witthout his ultimate. With the bonus movementspeed shifted off his Q he will need a method to catch his opponents. Additonally with him being used as a jungler the bonus damage this gives him in the jungle, along with the bonus ganking potential pre level 6 puts him in a higher spot as a jungler.

R - Unstoppable Force - Malphite first readies himself becoming untargetable, then dashes in target direction dealing damage and knocking up any enemies he collides with along the way or near his end point.

Lots of changes here, first it isnt instant. Second he does instantly become untargetable, because as is Unstoppable Force is stoppable. Third its slower than before, and of course has a delay between setup and launch. And lastly it hits anyone in his path along the way.

Malphite was among the 2 premier go in and ultimate tanks along with Amumu. Since alot have followed, Sejuani, Hecarim (not considered a tank but he totally is,) Galio. # of those including Amumu jungle faster, and more safely than Malphite and can gank pre level 6.

Overall the changes here are to allow Malphite healthy number adjustable skills that will last. Allow him to jungle with more options. and make him less reliant on the nemy team being all physical damage. (Although he still loves armor.)

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