Malphite (Rework Concept)

MrChar1es·9/17/2017, 4:05:06 PM·3 votes·1,910 views

So, I heard that Riot was doing a rework of Malphite in the future and I had an idea for his new kit.

Malphite Passive: Strength of the Mountain: Malphite passively gains Armor and MR for every enemy champion nearby. Also, every time Malphite casts an ability, he gains a shield equal to 2% of his maximum health stacking up to 10%. This shield naturally decays by 1% of his max health every 2 seconds

Q: Seismic Punch: Very short range 'skill shot' that knocks up any champions for 1 second and knocks back any minions within its range. 9/8/7/6/5 second cooldown

W: Earth Shield: Malphite creates a shield in front of himself, absorbing 50/55/60/65/70% of damage from that direction, slowing himself by 80% and channeling for 3 seconds. During the channel, he is also immune to CC. Any projectiles that hit the shield grants Malphite stacks of Earth Shield, granting him small amounts of permanent bonus armor and MR. 14/13/12/11/10 second cooldown

E: Piledriver: Pulls any Airborne champion or minion in a short radius to the ground doing high damage and stunning them for 0.5 seconds. No cooldown

R: Unstoppable Force: Malphite ferociously charges to a location, damaging enemies and knocking them into the air (Same as old ult)

Malphite was always centered around being a massive tank and great initiator. Most of his old abilities have splash damage, making him at home in the middle of the enemy team. However, his old W and E were kinda redundant and his old Q was a targeted slow that felt boring to use.

And so I present the new Malphite. He's all about sending you skyward and Piledriving you into the ground as well as becoming the tankiest late game character in the game. His passive is there to incentivize him to be right in the center of things and give him enough shielding to survive a little longer. His old passive was kinda boring and non-interactive. Rakan has the same issue where sometimes you've got a shield, and sometimes you just don't. So, instead, the passive rewards frequent combos. His new Q won't do great damage but the knock up is there to combo with his E. It will have less range than a Yasuo Q, but it will be wider. The typical Malphite trade should be Q, E, W to prevent a trade back. His W is a reverse Veigar Q. Instead of farming all day, Malphite wants to be at the front line absorbing whatever abilities you have so he can get tankier. The ability is more similar to a Braum shield than a Yasuo wind wall. Malphite can't change the direction of it once he starts, and it doesn't totally negate damage. But the more you hit Malphite, the stronger he gets. His E is his primary damage source. This ability will make knock-up team comps (Janna, Vi, Kallista, Orianna for example) insane with a Malphite in the center of the enemy team. The short radius will mean that he's got to be right up in your face for this to work, further emphasizing Malphite's role as a front liner. The 0.5-second stun might be a little short, but once you get wombo combo-ed a few times, I think it will be plenty. No changes to his ultimate. It is WAY to iconic for that.

This Malphite wants to be as up close and personal with the enemy as possible, punching people into the stratosphere, piledriving them back into the earth, and absorbing your skill shots and growing tougher.

So what do you think? Too much shielding from his passive? Think no one would ever even hit the W shield? Let me know what you think in the comments!

9 Comments

stone the blacks9/17/2017, 5:58:59 PM2 votes

id change the e to a spam aoe/wave clear ability, other wise he'd struggle way to much in lane

scribbles7829/17/2017, 8:54:50 PM2 votes

As someone with 200k mastery points on Malphite, I shall be the one to judge this.

Passive- The way you put this kind of confused me, but it seems a bit strong. Maybe make the shield go down faster.

Q- This seems pretty nice, and it has good synergy with his E. Could be really useful.

W- From what I understand this is a defensive version of Ornn's W. But it doesn't seem THAT useful because it only shields damage from one direction. Could use some work but cool design overall.

E- This is really unique and I think the only thing that can be done is make it stun the person for what the duration of what the knock up would have been. And this should have at least like a 1 second cooldown. We don't want him doing massive damages to everyone within an AOE knock up (like his ult) almost instantly.

R- Glad you kept it the same.

BETA2539/17/2017, 4:11:49 PM1 votes

i love malphite, i dont care how much i lose with him, he's fun and even though he'll never be amazing, he'll always be in my heart. btw the passive sounds like ki barrier(shens passive(

OBAFGKM9/17/2017, 6:24:12 PM1 votes

Overall, sounds nice. Interesting decisions now arise for opponents ans Malphite which is exacrlt what Riot wants. E is an amazing idea I absolutely love it. Reserving R is important so it's good you kept it in. The Q sounds like a really cool idea. The passive sounds much too strong. Kinda like a Morde shield on a champ that isn't usless 24/7.

W sounds like a Braum shield that rewards Malphite for enemy mistakes. The issue I have with this is that Malphite doesn't have to play well in order to reap permanent benefits. The buff should be temporary or should not make enemies feel bad for even attempting to damage someone. So Braum's shield only feels annoying because it prevents you from doing something, but as a Thresh throwing a hook vs Braum, you have nothing to lose. Against this shield, Thresh has something to lose. There's risk and reward for thresh and that shield increases risk for thresh and gives malph free rewards. There is no risk to Malphite at all. He may as well use it whenever it's up just in case thresh tries to do something.

Going back to his passive, Malphite may as well use his W off cooldown. He gains a shield, he may gain permanent buffs and he may block an ability or attack. Using an ability is no risk or reward, especially on a tank. Malphite should have to risk his own health to gain such stupendous rewards.

How about he gains a shield for CC'd enemies and the more shield he has, the higher his Armor becomes? Possibly scaling from having only 95% base armor with an extra 5% given per 2% HP shield, stacking up to 5 times?

This gives Malphite a clear weak point and a clear high point. He will remain strong after ulting as a type of sandbag that enemies need to resist hitting since it is futile.

Alex Malasorte3/3/2018, 3:48:45 AM

I was thinking about an Malphite's rework in a different way:

His passives:

Rock solid: Malphite's arrmor and magic resist are increased by 2 and 1% at every level

Granite shield: After using an ability gain 5% of his health as a shield for 6 sec. This effect stacks.

Q: Shard of monolith: First active: CD:16-8 sec Cost:60 M Range:800

Creates an pillar for 3 sec. at target location close to an enemy's position. Does not apply "Granite shield" passive

Second active: Swich places with pillar and slows nearby enemy's movement by 20%-40% for 3 sec.

W: Brutal strikes: CD:12 sec. Cost:25 M

Basic attacks deal 15-75(+0.1 bonus arrmor)(+0.1 ap) bonus physical damage to target and nearby enemies and slow their attack speed by 15% for 5 sec Stacks up 3 times.

E: Ground slam: CD:8 sec. Cost:40 M Range:400 Deals 60-200(+0.3 ap) magical damage to surrounding enemies and knock them away from him. Enemies that collides with terrain take 100% additional damage and are stuned for 1 sec.

R: Same stats like old R,the only diference is that R's damage scales with(+0.6 bonus arrmor)(+0.6 ap)

I think these changes would make Maphite's kit more effective as a tank and more fun to play with .Tell me what do you think about this concept.