Malphite

Malphite Top Build 16.11

Malphite Top build in patch 16.11 has a 64.4% win rate over 59 games. This setup focuses on boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. they are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster.

Malphite Roles
Patch: 16.11
59 Matches
Win Rate: 64.41% / Pick Rate: 3.06%
Doran's Ring
Health Potion
Health Potion
Plated Steelcaps
Sunfire Aegis
Thornmail
Giant's Belt
Frozen Heart
Control Ward
Sunfire Aegis
Thornmail
Plated Steelcaps
Flash
Teleport

Malphite Build Guide & Strategy (Patch 16.11)

About Malphite

Malphite is an engage tank who punishes heavy physical damage, controls space with slows and attack speed reduction, and can instantly start winning fights with Unstoppable Force. He is at his best when enemies group carelessly or rely on straightforward front-to-back hitting, but he is much easier to exploit when his ultimate is down or when opponents spread before he finds an angle.

Malphite Build Strategy & Items

Boots support a tempo-oriented style where movement matters as much as raw stats, letting you weave in and out of trades, dodge skillshots, and reach waves or skirmishes sooner. They fit gameplans built around cleaner rotations, safer lane resets, and better control over distance in fights. This component fits front-to-back teamfighting and committed skirmishing because the extra health makes stepping into danger less risky. It supports gameplans built around soaking cooldowns, surviving burst long enough to keep fighting, and creating sturdier engage or peel windows. This item fits practical, low-risk play where a little extra health makes trading and wave contesting less punishing. It supports champions who want stronger room for error in lane without committing as much gold as a larger durability component. Boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. They are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster. Giant's Belt is a large health component purchased to noticeably raise your durability in one buy. It is mainly for champions who want a stronger raw HP threshold before finishing a tank or bruiser item. Ruby Crystal is a basic health component that adds a modest but immediate durability boost. It is mainly bought to survive lane damage more comfortably and to start building toward items that need an early HP base. Null-Magic Mantle is a basic magic resistance component bought to cut down incoming AP damage early. It is mainly used to stabilize against mages, magic poke, or support lanes that threaten through repeated spell damage. Amplifying Tome is the basic ability power component for champions who want an inexpensive increase to spell impact. It is mainly bought to make poke, waveclear, and burst more threatening while keeping AP build paths flexible.

Malphite Key Strengths

Their value shows up everywhere because early movement speed changes how quickly you can reposition, chase, retreat, and respond to map plays. Boots also make trading more reliable for champions that need better angles, tighter spacing, or faster entry into range. Giant's Belt gives an immediate survivability spike that is easy to feel in lane, dives, and mid-game fights where living through the first damage rotation matters. It is especially valuable when you need more room to contest space, start fights, or survive long enough for healing and resistances to matter. Ruby Crystal is appealing because its health is always relevant, helping against poke, mixed damage, and early all-ins in a very simple way. It also gives flexible build access for many tank, bruiser, and utility paths, so the purchase rarely feels dead-ended. Null-Magic Mantle is valuable because it directly answers magic-heavy lanes and champions whose pressure comes from repeated casts rather than sustained auto attacks. It also gives a cheap way to start building toward stronger MR options without overcommitting gold too early. Amplifying Tome is efficient because it gives direct AP at a low price, making it easy to convert a small recall into sharper damage or utility scaling. It also builds into many mage and support items, which keeps future decisions open while still giving immediate value. Doran's Shield is especially strong into lanes that win through repeated small hits, because it helps smooth out constant harassment and preserves your ability to stay in experience range. It also gives a sturdier early baseline for melee champions walking into ranged matchups or anyone expecting to concede some early control. Doran's Ring stands out because it helps both the damage and the usability of your early abilities, which matters more than raw AP alone in many lanes. It also makes farming and lane control smoother for champions that need to cast regularly to keep pressure or secure minions. Negatron Cloak is strong because the MR spike is large enough to noticeably change how threatening enemy magic damage feels in lane and skirmishes. It is especially valuable when one fed mage or AP support can otherwise force you out before a fight even starts. Needlessly Large Rod is prized because very few components make AP damage feel this different from one buy, especially on champions with strong ratios. It can dramatically improve kill pressure, faster shove patterns, and the ability to control fights through raw spell impact. Scorchclaw Pup is appealing because it pushes your jungle item choice toward actual combat impact instead of only improving movement or survivability. That makes it attractive on junglers who want sharper kill pressure when entering lanes or contesting camps and objectives against enemy champions. Gustwalker Hatchling stands out because movement changes how a jungler influences the map, from faster rotations to more reliable lane entry paths. It is especially useful for champions that thrive on repeated activity, countergank timing, or weaving rapidly between farm and pressure. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Control Ward is powerful because it changes what both teams are allowed to do around fog of war, often deciding whether a pick, dragon setup, or lane trap is even possible. It also creates lasting value well beyond its cost when placed in positions that survive and continue denying enemy vision. Kaenic Rookern is especially good when the enemy tries to soften you up with magic poke or remove you with one big AP rotation before you can front line properly. Its defensive profile gives a very clear answer to mage-heavy comps, making mid-game setups around dragon, Baron, and siege situations much safer. Protoplasm Harness is valuable because it solves one of the most common problems for dive champions: getting close enough for the rest of their kit to matter. It is especially strong when the enemy relies on spacing and peel, because a better entry tool can completely change whether your champion is relevant or ignored. Sorcerer's Shoes are strong because magic penetration often creates a more noticeable real-damage increase than small amounts of AP, especially against low-resistance targets. They are particularly useful when your champion's job is to threaten carries, control lane through spell damage, or make mid-game picks feel lethal. Glacial Buckler is useful because it solves two practical problems at once: getting less punished by physical damage and getting spells back into the fight more reliably. It also smooths awkward build paths for mana-reliant tanks or utility picks that want defensive progress without giving up cast frequency. Plated Steelcaps are strong because they answer one of the most common and persistent damage patterns in the game: sustained physical chip from attacks. They are especially useful into double-AD pressure, ranged harass lanes, or late-game carries that would otherwise shred you through repeated autos. Zeke's Convergence is attractive because it turns a tank support's normal play pattern into extra offensive support for the team rather than only more personal durability. It is especially useful when fights hinge on catching one target and collapsing fast, since the item rewards allies for playing off your setup. Sunfire Aegis is valuable because it adds practical threat to champions that otherwise only soak damage, letting them pressure waves and contribute steady damage while frontlining. It is especially strong in drawn-out fights and against melee-heavy comps, where enemies cannot easily avoid the constant burn while contesting space. Thornmail is especially useful into compositions with marksmen, drain bruisers, or sustain-heavy duelists because it turns their preferred damage pattern into a less efficient exchange. It also lets a tank answer healing without abandoning core defensive itemization, which is valuable when your team cannot rely on carries to buy grievous wounds quickly. Warden's Mail is especially useful into fast-hitting enemies because it directly targets the kind of repeated attack pressure that can chew through ordinary tanks. It also serves as a strong midpoint buy when you need to stabilize a lane or teamfight before completing a heavier anti-physical item. Fiendish Codex is useful because it improves two practical parts of spellcasting at once, making both the impact and the cadence of your abilities feel better on recall. It also serves as a clean bridge into many AP items, so it keeps build options flexible while still giving an immediately playable spike. Knight's Vow is valuable because it turns good positioning next to a carry into real defensive payoff, which matters a lot when the enemy team is built to collapse onto one damage source. It is especially strong in coordinated fights where the protected ally can keep dealing damage safely as long as someone is dedicated to covering them. Frozen Heart is especially strong into teams whose damage depends on attack frequency, because it attacks the rhythm of their fighting rather than only adding more armor to your own stat line. It also feels great on mana-hungry tanks and supports, since it combines a real anti-AD answer with smoother spell access in drawn-out fights. Mercury's Treads are valuable because they answer two common game-losing problems at once: heavy magic damage and chainable crowd control. They are especially useful when the enemy composition wins by catching someone first, since even a little more freedom to move or cast can completely change whether you escape the engage. Forbidden Idol is valuable because it directly reinforces the core job of heal-and-shield supports, making every well-timed cast carry more practical impact. It also smooths early support recalls, since it advances several important utility items while giving immediate lane relevance in poke-heavy matchups. Malignance is attractive because it concentrates power around the exact cast that often decides whether a skirmish starts well or fizzles out. It is especially useful on AP champions that can repeatedly create pressure from ultimate timing, since the item makes those moments both more dangerous and more central to their game flow. Spellslinger's Shoes are valuable because they turn the boot slot into a meaningful offensive choice for AP champions instead of only a positioning tool. They are especially strong on mages that create advantages through repeated poke, burst follow-up, or zone control, since the upgrade helps translate spell uptime into real threat. Shadowflame is valuable because it gives AP users a very direct offensive spike that shows up quickly in picks, skirmishes, and mid-game objective fights. It is especially strong when enemy backliners are still lightly defended, since it helps turn ordinary spell hits into real carry-threatening damage. Stormsurge is attractive because it reinforces the exact moment burst AP champions care about most: the first successful contact with a vulnerable target. It is especially useful when fights are decided by catching or chunking a carry early, since the item makes those brief windows far more punishing. Abyssal Mask is especially strong in magic-heavy team comps, because it lets one frontline slot both answer enemy AP pressure and amplify allied spell damage in the same space. It is particularly useful on champions with crowd control and short-range presence, since they naturally keep enemies where the item's payoff matters most.

Best Malphite Runes & Spells

Press the Attack centers on landing a quick sequence of hits to crack open a target for heavier follow-up damage. It is mainly chosen by champions that can stick long enough to complete the trigger and then immediately capitalize on the exposed window. Coup de Grace is a finisher rune that sharpens damage against targets already close to collapse. It is mainly taken to make execution windows cleaner so low-health enemies are less likely to escape after surviving the initial burst or trade. Ultimate Hunter is a cooldown-focused rune built for champions whose strongest play pattern begins with their ultimate. It mainly exists to shorten the downtime between those defining windows so key engage, pick, or burst tools come online more often. Electrocute is a burst rune made for fast damage spikes from compact hit combinations. Its primary purpose is to reward champions that can reach a target, deliver three quick instances of damage, and turn that window into immediate health loss or kill threat. Cheap Shot adds a small but repeatable burst of true damage when the user damages an impaired target. Its purpose is to convert crowd control, slows, or displacement into a cleaner damage spike during short trades and pick attempts. Grisly Mementos is a utility-focused rune built around collecting value from successful combat and converting it into lingering pressure. Its purpose is to reward players who consistently finish fights or influence takedowns by giving those moments extra strategic payoff beyond the kill itself. Transcendence is a haste-focused rune built to make a champion's kit cycle more smoothly across the game. Its core purpose is to shorten downtime between meaningful casts so spell-based champions can pressure more often and recover faster after using key abilities. Manaflow Band is a resource rune meant to stabilize mana usage so spellcasters can keep trading and pushing without running dry too early. Its main purpose is to support frequent casting and smoother lane control rather than direct combat spikes. Arcane Comet is a poke rune designed to add real punishment to repeated spell hits, especially when the target is slowed, controlled, or forced into predictable movement. Its purpose is to turn lane harassment and ranged pressure into more meaningful chip damage over time. Scorch is a lane pressure rune that adds extra burn damage to spell poke and early harassment. Its main purpose is to make each clean ability hit sting more in the opening stages of the game, where repeated chip can decide who controls the lane. Magical Footwear is an economy rune that delays early boot purchases in exchange for a later movement and gold-efficiency spike. Its purpose is to free up early spending for combat stats or lane tools while still securing stronger baseline mobility once the boots arrive. Cosmic Insight is a cooldown utility rune that increases how often a player can leverage summoner spells and item actives. Its purpose is to create more frequent access to high-impact tools like Flash, Smite, and active items that often decide whether a play works at all. Shield Bash is a shield-linked combat rune that turns defensive activation into a sharper retaliation window. It is mainly used by champions that gain shields regularly and want those moments to carry immediate offensive payoff instead of serving only as protection. Conditioning is a delayed durability rune that sacrifices early help in exchange for stronger defensive stats later on. Its main purpose is to give tanks, bruisers, and scaling frontliners a sturdier midgame and teamfight foundation once laning stops being the only thing that matters. Grasp of the Undying is a trading rune built around repeated short combat touches that slowly tilt lane and scaling in the user's favor. Its purpose is to reward champions that can step up regularly, land a hit in combat, and turn that pattern into both immediate trade value and long-term durability. Second Wind is an anti-poke sustain rune built to soften repeated chip damage during lane. Its purpose is to help a champion keep functioning through annoying harassment by recovering health after taking hits instead of being steadily bled out. Overgrowth is a health-scaling rune that steadily adds durability as the game progresses through normal minion and monster flow. Its purpose is to give frontliners and bruisers a passive long-term toughness boost without requiring any special combat trigger. Legend: Alacrity is a scaling attack-speed rune made to sharpen auto-based gameplay as stacks accumulate. Its main purpose is to increase how quickly a champion can deliver repeated hits, making sustained DPS and trigger-based attack patterns feel smoother and more threatening. Triumph is a takedown rune that rewards successful fights with a burst of recovery and extra payoff at the moment an enemy falls. Its main purpose is to keep momentum alive after the first kill so a champion can survive the aftermath and continue pushing the skirmish. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Smite is an objective and jungle control spell designed around camp clearing, neutral secure, and role-defining tempo. It is mainly taken to manage jungle routes efficiently and to give reliable finishing power on monsters that decide map control. Teleport is a map-wide tempo spell built to convert wave states and timing windows into presence somewhere else on the map. It is mainly used to protect lane economy, answer side pressure, and arrive at fights or objectives without giving up too much structure or farm. Ignite is an offensive finishing spell that adds immediate kill pressure and punishes healing during an all-in. It is mainly chosen to turn close trades lethal and to force respect from opponents who survive on narrow health margins.

How to Play Malphite (Early, Mid & Late Game)

Malphite Laning Phase (Early Game)

In the early game as Malphite in the Top lane, prioritize consistent farming and map awareness. Aim to secure your Plated Steelcaps as quickly as possible to establish a lane advantage and create opening opportunities.

Malphite Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Top Malphite, your roaming potential and skirmishing power are at their peak.

Malphite Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Malphite, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Malphite Mechanics & Gameplay Tips

Good Malphite players understand that Unstoppable Force is more than a panic engage tool, holding it for clustered carries, key counter-engage moments, or guaranteed follow-up rather than the first body they see. Strong play also shows in Seismic Shard and Ground Slam timing, where he uses slows and attack speed reduction to blunt the enemy's damage pattern before or after the initial impact.