Malphite Rework Idea

GrReaper96·10/1/2017, 2:29:43 AM·16 votes·1,031 views

What Malphite is supposed to be:

  1. THEMATICALLY a mountain-like being, tough, immovable and earth-based skills
  2. An armor-scaling champion, the opposite of Galio
  3. Being able to have 2 distinct play-styles, as a tank and a mage

What Malphite is now:

  1. The exact opposite of an immovable mountain, quite mobile and hardly any of his skills feel very earth-like
  2. More of a free-stats champion when it comes to armor, relies too heavily on armor unlike Galio and MR
  3. Mage and tank play-styles are pretty much the same, land a good ult and try to do something with your remaining skills

This rework hopes to give him a more solid identity: a slow, immovable tank who can chose to forgo his tankiness in order to increase mobility and dish out more damage overall.


#[MALPHITE, THE SHARD OF MONOLITH]

Movement speed decreased from 335 to 325


##ABILITIES ##[Passive] -- HEAVY SKIN Malphite shields himself for 100% of his armor, refreshing if he has not taken damage in the last 10 / 8 / 6 seconds.

When Heavy Skin is active, Malphites exterior is covered in solid stone, granting him bonus armor equal to 25% of his armor and immunity to knockup

When Heavy Skin is down, Malphite loses his exterior and becomes much lighter, gaining 30 bonus movement speed


##[Q] -- SEISMIC SHARD Malphite throws a rock towards a target location, dealing 70 / 120 / 170 / 220 / 270 (+ 60% AP) magic damage in a small area (700 range, 150 radius, 1500 missile speed)

When Heavy Skin is active, the rock thrown is larger, increasing the impact radius by 50% and slowing enemies hit by 50% for 2 seconds

When Heavy Skin is down, the rock is thrown is lighter, increase the range and missile speed by 50%

Cost: 70/75/80/85/90 mana | Cooldown: [8 seconds]


##[W] -- CAST OFF Passive : Malphites basic attack deal 10 / 15 / 20 / 25 / 30 (+10% armor) physical damage which splashes to enemies around his target. This damage is doubled when Heavy Skin is active.

Active : Malphite breaks out of his Heavy Skin, immediately losing his shield and dealing magic damage equal to 50 / 75 / 100 / 125 / 150 (+50% armor) plus the remaining amount of his shield to nearby enemies (200 radius). Malphite will maintain the bonus armor from Heavy Skin for 3 seconds upon using Cast Off

Can only be cast when Heavy Skin is active

Cost: No cost | Cooldown: [0 seconds]


##[E] -- CRATER SMASH Malphite slams the ground, dealing 60 / 90 / 120 / 150 / 180 (+ 60% AP) magic damage to all nearby enemies and creates a crater around him (400 radius). Enemies inside the crater have their attack speed slowed by 20% (+ 10% per 100 bonus armor)

Knocked up enemies that land inside the crater are pulled towards the center of the crater.

Cost: 70/80/90/100/110 mana | Cooldown: [14/13/12/11/10 seconds]


##[Ultimate] -- UNSTOPPABLE FORCE

Malphite leaps towards a target location, becoming immune to crowd control effects for the duration and, upon impact, dealing 200 / 300 / 400 (+ 100% AP) magic damage to all nearby enemies as well as knocking them up for 1.5 seconds.

Can only be cast when Heavy Skin is down

Cost: 100 mana | Cooldown: [130/115/100 seconds]

19 Comments

rework trundle10/1/2017, 2:46:43 AM7 votes

I don't know where to start, this is genius.

I especially love the passive, and that you respected the nature part of his lore.

Riot please hire this man.

Atinizer10/2/2017, 2:00:38 AM2 votes

I have a few thoughts on this but first I'll get my general feelings out of the way now before my criticisms come off as too harsh: I think this is a pretty cool concept with the passive changing how his abilities work, it's clear that you really do love the champ and want to see him made into something that is more unique and interesting.

Passive: This feels extremely overloaded, there's a lot going on with just this one ability as you have a 300 HP shield, a knock-up immunity, and his old W passive temporarily. The speed up kinda feels like it's just thrown in there and it doesn't really make sense other than that you want him to be less mobile. Sej has slow immunity, bonus armor, and magic resist; this has a shield, bonus armor, KNOCK-UP immunity, and a slight speed up. You're invulnerable to a large portion of CC in the game, have a big-ass shield, and have bonus armor. If there's anything I'd take out I'd say the knock-up immunity since you literally make Yasuo cry and be useless along with Alistar.

Q: Honestly I don't see any problems with this spell except that it feels like it punishes you for having your passive down which means it punishes you for going in with your ultimate and tanking like you should be. Perhaps give it a weaker slow on the tiny rock so that it doesn't feel so bad to not have your passive?

W: Old Taric tried this, it didn't work. Not only is your radius practically nonexistent but the amount of times you can or want to use this are few and far between. The reason old Taric got some mileage out of it is because it shredded armor for his ADC to just pop off on. My advice would be to scrap it entirely because it feels boring and just on paper I can already see it being fairly useless. The passive portion of it makes as little sense as his current W because why the hell am I auto-attacking multiple times on a tank mage? Taric at least has rhythm and flow to fit his passive hits in.

E: A 60% attack-speed slow late game is absolutely ridiculous, think of how slowly you attack while you're withered and this is even more than that. This is also for an entire group of people rather than just a singular target. The falling part of when you knock people up is pretty cool but it makes the combo with your ult feel like Oriana ult but better.

R: So I can't initiate with this unless I just pop my W on nothing. Why? It makes no sense for me to have to take away my shield, my bonus armor, and the good version of my Q just to use my ultimate to start a fight. There are much better ways of putting counter-play into a kit than limiting me to using it in the middle of the fight when I'm supposed to be the main person my team is relying on to go IN with.

Again, I don't mean to flame you, I just want to point out a lot of the issues the kit has and hopefully help you come up with a more SOLID concept. (Get it? :D )

Arakadia10/1/2017, 11:13:39 PM1 votes

Does his ult gain anymore counterplay?

Julybabo1410/2/2017, 7:38:15 AM1 votes

Well the way you made it makes him quite mobile for an imovable object isnt it?i have a better idea for hes q.pick up a rock from the ground hold it above your head and trow it like mega gnar's q.W,everytime he q s and w's after he instead absorbs the rock giving him a stack of armor based on how much hes aa killed that time.hes e gives a brittle instead of aa speed reduction and hes ult is as you described it but it takes a little cast time to do it just like galio but it has a bit wider cirlce

zero35610/2/2017, 5:12:44 PM1 votes

Good, but

Ideally, for full AOE damage, I would ult then pop my W Which I can't do because R requires no shield and W requires it

It's a mismatch that needs to be reconsidered

Also, too much from the passive. The total amount of stuff I think is fine, but spread it out.

And i would suggest only adding the CC on E if he has his shield up But what to do with it when his shield is down? You could also play around with the idea of an earthquake if you don't want a crater.

Ðeath XIII10/2/2017, 5:38:59 PM1 votes

This is really bad.

The whole point of Malphite ult is that it is quick initiation w/o specific targeting. You removed that. In addition, you made a shit shield. It's supposed to be HP. Do you understand how bad that is going to be if it scaled off armor? You'll have a 40~60 hp shield until your 3rd item when playing against a magic damage dealer. In addition, you heavily tied other mechanics into the shield. You had to make a bullshit reason for why Malphite would want to remove that shield by gating his ult. You've made him even more worthless by unnecessarily clunking his kit up. You have to be in a crater for an attack speed slow? What are you even doing? Riot made his W become stronger while his shield is up to give more gameplay, but they didn't sacrifice smoothness or gameplay for dumb interactions. Let's not only make him worse than Alistar, let's gut his Q into a skillshot without adding anything! Might as well play Gnar.

LuaDotExe10/2/2017, 7:24:53 PM1 votes

It seems like Arakadia and Atinizer's been here, so I'll TRY to keep it short, since for the most part, they know what they're talking about. Gonna try not to be too harsh, but take what I say with a grain of salt.

I like it, but his ultimate still very much has the counterplay issue; the only thing here is that it may feel a bit clunkier. It's supposed to be an engage, and he has to've taken damage first in order to use it, meaning either the enemy team is unloading lots of poke, or you're already in the fight. You still have the ability to hit it, without ability for them to fight back. Chances are, too, you're definitely gonna get it off; they can't pop you unless you're AP.

Your base damages are a tad high, meaning that Malphite is going to be unloading decent damage still, despite going full tank. 270 base damage on an 8 second cooldown is pretty good, and you're going to be building CDR to abuse your ultimate.

I feel like by causing his shield to scale with pure armor, you're going to have issues where you're building armor when you don't want to, simply because it increases your shield. This kinda conflicts with your whole "relies too heavily on armor unlike Galio and MR" thing.

Honestly, I think I'd scrap the AoE-on-auto all-together.

I think it's good for the Q to become a skill-shot, so that you increase the skill floor a little.

I'm not too sure how I feel about his E attack speed slow lingering. It's either useless or busted, since you could keep them from leaving it and get the full effect, or they could just walk out of it.

I don't really think you accomplished the differentiation between AP and tank playstyles; you're still gonna ulti in, and E into Q. The only change is that your is an AoE now.

A bit of a wrap-up: honestly, I'm not sure whether or not this fixes Riot's main problem with him: he's an ulti bot, and when you don't have ult, your abilities are rather underwhelming. A common trend I'm seeing with these ideas of a Malphite rework is a crust that's broken off, and him becoming either burstier/faster when it DOES come off. In my honest opinion, I don't think the state changing fits him, because you're giving him more mobility when, again, he's supposed to be this unmoving behemoth.

Edit: I failed at keeping this short I'm sorry;;;;

yoshi279010/1/2017, 4:21:53 PM1 votes

315 movement speed is IMO, incredible low for a melee champion, and too low. I would just keep 335 movement speed. and then lower the bonus by 20.

I LOVE the idea though!