[Rework Concept] Malphite, the Molten Monolith

TheGoomyGamer·9/8/2017, 8:59:29 PM·2 votes·1,189 views

https://imgur.com/UVl88xJ Malphite is a pretty outdated champion - that much is no secret. After seeing a malphite rework concept thread or two, I decided to make some changes of my own. I themed it around the rocky lava-monster thing from the Elementalist Lux teaser video a while back. So, without further ado, here are my proposed changes!


Passive: Cooling Lava Passively, the lava covering malphite cools over, granting him a shield equal to 10% of his maximum health that grants10/20/30/40/ bonus armor after 6 seconds of being out of champion/monster combat. When the shield breaks, malphite's molten interior is exposed, dealing 40/60/80 (+25% Bonus armor) (+25% Bonus AP)

Q: Magma bomb 60/70/80/90/100 Mana 8 Second Cooldown Malphite fires a volatile orb of lava, ash and rock at the target location from a volcanic crater on his shoulder.. Upon landing, the bomb deals 70/100/130/160/190 (+10% bonus armor) (+20% Bonus AP) physical damage and slows by 40%. The bomb leaves lava on the ground, that dissipates after 6 seconds. Lava slows all enemies inside it by 40%.

Units that enter lava while aflame ignite the lava. Ignited lava deals 70/115/160/205/250 (+30% AP) magic damage when it is first ignited and 20/30/40/50/60 (+5% AP) magic damage every second until the lava expires. Lava can be ignited by flaming effects such as Brand's blaze passive and Gangplank's trial by fire passive.

W: Volcanic Rupture 70/80/90/100/110 Mana 12 Second Cooldown Malphite slams the ground, sending out a stream of lava that deals 30/50/70/90/110 (+15% AP) magic damage. At its max range or when it hits an enemy champion, it will cause a sinkhole, slowing by 20%. After a 0.625 second delay, a geyser of lava will erupt out of the sinkhole, Knocking up enemies hit for 1 seconds and dealing 55/85/105/135/165 Magic damage and marking them as aflame, dealing 50/60/70 true damage over the course of 5 seconds. Basic attacking an aflame target stuns them for 1 second.

E: Tectonic Leap/Eruption _90 Mana 16/15/14/13/12 Second Cooldown Tectonic Leap: Malphite propels himself to the target location, dealing 40/70/100/120/140 physical damage. Upon landing, malphite gains a shield for 8% of his max HP that lasts for up to 10 seconds.While the shield persists, a volcanic dome forms around malphite, decreasing the damage of any projectiles that pass through the barrier by 10/11.5/13/14.5/16%. For the duration of the barrier, Malphite can cast Eruption. Eruption: Malphite channels the energy of his volcanic dome through his central crater. After 0.5 seconds, any shields provided by E or P are consumed, dealing 65/95/125/155/185 (+Remaining shield value) (+10% bonus armor) to all enemies near malphite.. If the shield granted by Passive: Cooling Lava is consumed, deal that damage as well in the larger Area of Effect.

R: Supervolcano 100 Mana 160/130/100 Second Cooldown Malphte channels for 1 second, before pumping underground currents of lava through the rift in a cone shape in front of him. Each vein of lava deals 120/170/220 (+40% AP) (+10% Bonus Armor) (+5% Bonus Health) Magic damage and slows by 20% for one second. Enemies can only be damaged by one vein of lava. When the veins of lava reach the end of the cone, they summon molten walls that act as impassable terrain and last for 8 seconds. Enemies within the walls as they are formed are always knocked towards the casting point. Standing next to the walls deals Ignited Lava's damage over time, while dashing over the walls deals Ignited Lava's ignition damage.

Malphite's role has been altered to a tank that sets up engage via the terrain set up by his ultimate. From this he can follow up by launching lava geysers for knockups and basic attacking enemies for the W stun. The E dash adds some mobility that his old ultimate provided, and provides some utility via the damage reduction on hostile projectiles, but can also unleash some damage. His passive and E allow for decent damage that requires some risky play - sacrificing your shield and bonus armor for additional damage. His Q provides some chasing power and ranged harass and synergises with champs like Brand and Gangplank to deal bonus damage.

I will be adding more details later on - please give some opinions as to lore, cooldowns/mana costs/values etc. as well as what you think of the concept in general. All feedback is appreciated! Have a nice day and thanks for looking at my concept :)

#Patch Notes ##Update 1: General Added ability cooldowns and mana costs Q - Magma Bomb Lava duration is no longer Refreshed upon being ignited _Lava lasts~~ 6 seconds~~ >> 3.5 Seconds E1 - Tectonic Disruption Removed 20% slow and 10% Bonus Health ratio E2 - Eruption Removed 60% slow R - Supervolcano Molten walls last 10 Seconds >> 8 Seconds

2 Comments

Chembaron Yamada9/8/2017, 11:45:10 PM1 votes

I like many of your ideas, but it still needs work.

  1. Every single skill in the kit has a slow attached to it. Pretty frustrating for the enemy.

  2. All the skills have persistent effects (with pretty long durations). Q has lava lasting 6 seconds (up to 11 seconds if ignited), W burns the enemy for 5 seconds, E has a shield lasting 10 seconds (and R creates a wall for 10 seconds). What does that mean? Every single skill in the kit needs long cooldowns, since these effects shouldn't really overlap too much. Your skills should have a downtime. And that means after using your skills, you can't do anything for a long time, since they all are bound to have long cooldowns to wait out. Frustrating for Malphites player.

  3. Too many defensive scalings. Look at the kit of other champions, I can't name a single champion who has damage scalings with defensive stats in every single skill. Giving him some defensive scaling is nice, but don't overdo it.

Theme seems great so far, I like Malphite being a living vulcano. But I get the feeling that you want to put too many things in one concept.

wiplash da beast9/9/2017, 12:19:13 AM1 votes

yeah this is a great Idea but I feel like he needs more CC or more tankyness