Malphite Rework Round 2
Tried to bring Malphite up to date while keeping what I think are the healthiest and most defining aspects of the champion. Looking to raise his skill ceiling substantially without necessarily making him excessively complicated. I did aim to preserve both tank and AP Malphite, but regardless of which one you pick you're probably going to have a bad time against AP mages. The biggest change is I replaced Malphite's ultimate, converting it from a Body Rocket to a longer ranged landslide effect based on terrain, something akin to a 1/2 - 3/4 range Nami wave but its point of origin being the terrain you select. This was the best thing I could think of to justify bringing more power into the rest of his kit. With what I have below, it is my goal to make Malphite feel much more like a mountainous volcano elemental behemoth with control over earth and stone, but hopefully in such a way that he feels mostly mountainy and only a smidge volcano-like. Numbers are tentative rough estimates, but the type of scaling (AP, Armor, Health) on abilities I am confident in.
MOLTEN CORE
Malphite periodically (45 / 40 / 35 second static cooldown) shields himself for 25% of his maximum health, gaining 3 (+3 per level) (+30 / 45 / 60% bonus armor) bonus armor while the shield holds. Taking damage from champions, towers and epic monsters halts Malphite's shield regeneration timer and sets it back to a minimum of 10 / 8 / 6 seconds.
When the shield is broken, magma and rock erupt violently from Malphite's body, dealing 20 (+20 per level) (+50% AP) magic damage to nearby enemies and reducing their armor by 10% (+5% per 100 bonus armor) for 4 seconds.
TECTONIC SHIFT
After a brief delay, an unstable stone shard erupts from the ground at target location, dealing 50 / 90 / 130 / 170 / 210 physical damage to nearby enemies. This shard remains for up to 10 seconds and will detonate if struck by Seismic Slam or another shard, dealing an additional 70 / 110 / 150 / 190 / 240 (+50% AP) magic damage to nearby enemies and slowing them by 25% for 3 seconds.
CD 13 / 12 / 11 / 10 / 9
SMACK DOWN
ACTIVE: Malphite's next basic attack gains 75 bonus range and deals 15 / 40 / 65 / 90 / 115 (+10% AP) (+25% armor) bonus physical damage on hit. If the empowered basic attack has not yet been consumed and a nearby enemy dashes near Malphite within 0.5 seconds, Malphite will automatically target and knock down that enemy with the empowered attack, stunning them for 1 second.
For the next 6 seconds, Malphite's basic attacks deal 5 / 10 / 15 / 20 / 25 (+5% AP) (+15% armor) bonus physical damage on hit plus an additional 10 / 20 / 30 / 40 / 50 (+30% AP) magic damage over 3 seconds if his Molten Core shield is broken.
Smack Down resets Malphite's basic attack timer.
CD 15
SEISMIC SLAM
ACTIVE : Malphite begins charging in the target direction for up to 2.5 seconds, knocking aside minions and gaining up to 20% bonus movement speed over the duration.
SECOND CAST: Malphite lunges forward (25 - 75 units based on time charged) and slams the ground, dealing 65 / 80 / 95 / 110 / 125 (+15% bonus health) (+25% armor) magic damage to nearby enemies and crippling them by 30 / 35 / 40 / 45 / 50% for 3 seconds.
Seismic Slam cannot be interrupted by crown control.
CD 8
LANDSLIDE
ACTIVE: Malphite channels his elemental energy into a section of nearby terrain, causing a landslide of rock and earth to pour outwards in the general direction the terrain is facing, rooting enemies for 1 second, moving them 225 units in the direction of the landslide and dealing 200 / 300 / 400 (+80% AP) magic damage to them.