Malphite

Malphite Jungle Build 16.11

Malphite Jungle build in patch 16.11 has a 44.4% win rate over 9 games. This setup focuses on 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.

Malphite Roles
Patch: 16.11
9 Matches
Win Rate: 44.44% / Pick Rate: 4.97%
Gustwalker Hatchling
Zeke's Convergence
Protoplasm Harness
Mercury's Treads
Zeke's Convergence
Protoplasm Harness
Control Ward
Ruby Crystal
Kaenic Rookern
Mercury's Treads
Flash
Smite

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

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. This companion fits a proactive jungle style built around fighting for river control, punishing overextended lanes, and carrying pressure into duels. It supports champions who want their pathing to lead into damage-heavy engagements where a little more offensive edge can decide the trade. This companion supports a mobile jungle approach where tempo, pathing efficiency, and quick repositioning create the real advantage. It fits champions that want to cover more ground, arrive to skirmishes sooner, and set up ganks through better angles instead of brute-force fighting power. 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. Scorchclaw Pup is a jungle companion for players who want their clears and ganks to translate into more aggressive damage pressure. It is mainly for junglers looking to add extra threat in skirmishes, chases, and finishing situations rather than leaning into pure speed or toughness. Gustwalker Hatchling is a jungle companion centered on movement and map tempo rather than direct combat durability. It is mainly for junglers who value faster path transitions, cleaner angles into lanes, and better freedom to move between camps, fights, and objectives. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall. Control Ward is a vision tool used to secure information, deny enemy scouting, and make contested areas safer to play around. It is mainly bought to protect key zones like river entrances, objectives, lane brushes, and flanks from unseen movement.

Malphite Key Strengths

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. 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. 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. 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. 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. 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. 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. 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.

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

Malphite Laning Phase (Early Game)

In the early game as Malphite in the Jungle lane, prioritize consistent farming and map awareness. Aim to secure your Zeke's Convergence 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 Jungle 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.

Malphite Jungle Build (Patch 16.11) - Best Runes & Items | LoL Quick