Malphite rework?

dontspinbutwin··3 votes·3,009 views

Zoned out in class. Kit popped into head. Lets get started.

Passive: Stone Armor While Malphite is shielded, his armor increased by 50%, and takes 25% less damage from auto attacks. While malphite has no shield, he has a 15% movement speed bonus

Q: Cracked shard Malphite throws out a stone piece. If the stone piece hits, it slows the enemy for 2 seconds. This ability disappears after a certain distance (similar to how you can run out of illaoi's e). This ability can be charged up for 2 seconds, the longer the chargeup, the longer the ability can travel and the longer it slows, up to a 4 second slow. Enemies hit in a small circle around malphite as he charges this ability get knocked back slightly, from .25 seconds to 1 second, depending on the length this ability was charged.

W: Crippling strikes Malphites auto attacks slow for the next few seconds.

E: Ground Shatter After .75 seconds, malphite slams down on the ground, dealing damage based on AP and Armor, slowing any enemy's attack speed caught in the radius, and leaves behind cracked ground. If malphite autos someone while Crippling strikes are active while the enemy and malphite are on cracked ground, the ground will erupt, rooting all enemies in the radius for 1 second. After this occurs, Crippling strikes will end, and be placed on cooldown.

Furthermore, if Malphite stays on cracked ground for 5 seconds, he can click on the ground to absorb the cracked ground, granting him a 10% max HP shield, while removing the cracked ground. This can be done during combat, however, if he obtains a shield while in combat, stone armor's shield bonus is not applied.

R: Unstoppable force. Unchanged. Malphite selects an area and slams down, knocking up anyone he hits.

How does this sound? It retains the old malphite feel, gives him some much needed love, grants him a rework that isn't just about extra damage but rather gives him tankiness and sustain, and enhances the idea of a flat tank, while still making him quite immobile.

5 Comments

Exodus2471 votes

I like the idea, but i think the part of clicking the ground should be changed for his e, maybe to have a constant effect of a smaller pulsing shield, or if its rather 'either blow it up for a root or dont blow it up and stay on it' then id put it lower than 5 seconds, maybe 3 or 2.5 depending on the spell cooldown so it isnt super spammable. I really like it tho, but besides that, and maybe adding back his extra magic dmg to his w or something besides just slowing, i think its quite nice!

General Matty1 votes

{quoted}

Zoned out in class. Kit popped into head. Lets get started.

Lol i spend a majority of time here on the boards instead of paying attention in class.

RaedXray1 votes

I read through the rework and I don't like these ideas for a few reasons :

  • The passive seems busted, 25% less auto attack damage taken plus the armor and E attack speed slow is basically a screw you to any ADC out there (or any champ with attack speed for that matter), making the role useless with a Malphite in the same game. I also believe that the current Malphite is a gimmick, with an instant knockup and attack speed slow without any skill required. Making this aspect stronger in him is ridiculous.

  • Malphite's gameplay is beyond boring, with little to no skill input especially when using his most effective ability, his E. Makes matchups very boring to play against with little to no interaction between champions, especially in comparison to the ones that came out recently with all the versatility they have.

  • In my opinion, Malphite shouldn't be a Vanguard type of Tank, and more of a Warden, since his lore shows that he's supposed to be a servant to humans and since he used to serve an ecosystem called the Monolith. I actually quite like the lore behind him as it's unusual and interesting, and I think his gameplay should mirror how he's portrayed in the League universe.

  • The identity of an armor based tank that counter's auto attackers is already Rammus's thing. Making two champions with the same gameplay idea seems redundant.

I don't like tooting my own horn, but I have ideas for a Malphite rework for anyone interested in the champion and willing to read a bit of text. I really love the idea of a stone titan but only if it's done right. I feel like I have a good grasp on how to make him more fun and interactive, but if you feel like my ideas are bad please let me know. Here's the link :

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/ogrWIUns-malphite-rework-idea

dontspinbutwin1 votes

I wanted to strengthen the niche of an actual tank, someone like naut or maokai, as opposed to a "tank" like ornn. Technically, both are classified as cc tanks, but ornn is more damage loaded. I wanted to throw in some variety into malphite without infecting him with further damage creep nonsense. The passive does seem busted yes, but malphite doesn't naturally regenerate a shield in this rework. He gets the shield from using up cracked ground, which is a strong zoning tool malphite has. Take that away and the enemy can be a bit more aggressive. If an ally decides to shield him, then the backline misses out on that said shield.

This passive is strong, but doesn't account for AP damage. AP should easily shred through this rework, and if malphite wants to build MR, then his passive becomes less effective. Once malphite loses his shield in combat, it's gone. If he gets shielded again after it disappears, malphite is still in combat, so he doesn't get the bonus, making it near useless on him, as it should be used on squishier backliners. Either way, he loses out.

I do agree that malphite's combo/kit is very bland. DId he get caught out? E, Q, walk away. Is it laning phase? Q. Is it a teamfight? Ult, E, Q, W, auto. With this rework, while it is technically the same combos, theres some variety and choices malphite can make. Sure he can take that cracked ground and make it a shield, but should he keep it to zone the enemy and cc them? Should malphite auto the enemy into cracked ground and use up his W? Should he long charge his Q after ulting for an extra knockback effect, or remove the risk and do quicker damage? If he makes the right choices and combinations, he should be rewarded with a long cc combo. If he fails, he flails awkwardly, before getting kited to death.

As with the rammus argument, I can see that point. However, I didn't mean for malphite to be a better rammus, both champs have their niches. However, before rammus came out, malphite was the "anti ADC tank" to pick. After rammus came out, malphite just became a knockup tool. So technically, rammus copied malphite. Thats like complaining that naut or thresh were created after blitzcrank, just because they're tanky initiating peelers who have a gamechanging pull. Other champions can have similar roles, but depending on the playstyle, you should change the champ. Going for a peel-oriented pull? Pick thresh. Want to hold the enemy down, and be the bridge for your allies? Pick Nautilus. Want to turn a 5v5 to a 4v5? Pick blitz. Want to initiate at high speeds, and wade through the enemy, and potentially lock down their carrys as an "anti ADC"? Be Rammus. Want to be a zoning cc monster who can peel or engage? Be Malphite.

In short, this would only be busted if he had some form of insane damage. I want him to have minimal damage with max cc, like naut. He shouldn't be able to 1v2, or even 1v1. He should instead help is team survive/fight, and help them win.

RaedXray1 votes

I appreciate the long reply, but some things here I feel aren't correct.

Firstly, I think the idea of a "true tank" is a bit redundant, because even Ornn can build super tanky, be as tanky or even more so than Nautilus, Zac or Maokai and do tons of damage, that's just balance wise that these things should be fixed. Anyone can pretty much be a tank as long as they have the necessary base stats (HP, armor and mr) with relative ease so the idea of making Malphite a true tank doesn't really make sense, since the only way tanks do damage anyways is by comparison. They one shot an adc, but an adc can't one shot them back. And that applies to any tank pretty much.

I agree that Malphite gets destroyed by AP, that's part of his gimmick. But making something incredibly unfair to one role and saying it'll be ok because he gets destroyed by another is a toxic concept that could make games unfun because of the lack of counter play born from something as simple as picks choices. Basically, you lose the game from match select, or you don't. This idea shouldn't exist. The game should be all about outplays and how to outsmart your opponent. It's more fun that way and more challenging skill wise. When you have a champion like Malphite that walks around and just tanks 5 billion damage due to the innate armor he builds anyways for his gimmicky playstyle and on top of that gets a shield that makes attacking him even more tedious, forget about it. Tl;dr : he can be counterpicked, but counter picking shouldn't be how games are won, it should be with actual skill.

Note : his laning phase against auto attacking champions would also pretty much be an auto lose, which is toxic design.

On the third point you made, I appreciate the mind games he's able to pull off in this kit, but that doesn't make him any more fun. It's still as tedious and feels a bit like Sion, except without the actual skill of landing his ult or Q. The whole point of the rework I thought of was to put more skill input possibilities from the player with skill shot and reaction based abilities, that would also change up his playstyle from walk into the enemy team and ult into E combo, to a playstyle with more intuition on whether or not to use his E, or his Q, when to protect allies with his W, or when push comes to shove, use his ult to push back enemies. Every ability being a skill shot in a way except for his W. This would for sure make him more interesting to play with than the basic Vanguard playstyle.

And as for the Rammus comparison again, it doesn't matter who copied who first or who did what first. This isn't a time based competition. The only truth here is that Rammus is currently more effective than Malphite and more fun, being able to do the exact thing Malphite does without the attack speed slow and with a better cc for adc's, a taunt, which is countered by QSS. The description you gave Malphite is ironically the description you can give to ANY tank you listed, which proves my exact point, he's a very basic adc counter gimmick; a downgraded version of Rammus. I'll even quote you : "Want to be a zoning cc monster who can peel or engage? Be Malphite.". Guess who else can do that, literally every tank, the zoning aspect isn't even a Malphite thing, ANY tank can zone due to their tankiness just by standing in front of an enemy, and even Ornn, the "damage" tank as you called him, is played support now because of his cc. So he can peel and engage too. Tl;dr : Malphite currently has a niche, yes, but it's been done better by Rammus, and is due for a rework that should change everything hopefully, otherwise he'll still be the boring mess he is now.

I'll finish with something you said : "He should instead help is team survive/fight, and help them win.". This sentence here goes against your whole rework idea because with the playstyle he currently has and the playstyle he will have with this rework which is an enhanced version of his previous self, the only thing he will do is be an R bot. Press R on enemy and use abilities in most likely the most time efficient way possible, which is annoying to play/play against, since the gameplay has no depth.

Check the link if you're interested in a version of Malphite that helps his team survive/fight, as I think I've thought of a good way to do it by changing up his abilities but keeping his core feel of an immovable rock.

More from Concepts & Creations

More by dontspinbutwin