
Let’s Rock

Arcane Comet
Damaging a champion with an ability hurls a comet at their location, or, if Arcane Comet is on cooldown, reduces its remaining cooldown.
Adaptive Damage : 30 - 130 based on level (+0.05 AP and+0.1 bonus AD )
Cooldown: 20 - 8s
Cooldown Reduction:
Single Target: 20%.
Area of Effect: 10%.
Damage over Time: 5%.Why?
Arcane Comet paired with [Q] max poke on Malphite allows you to poke for high amounts of damage early in the laning phase to pressure out your opponent.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 secondsWhy?
Manaflow Band allows you to keep up your [Q] lane poke. The guaranteed hit means you will quickly stack the rune quest to full for maximum mana sustain.
Transcendence
Gain bonuses upon reaching the following levels:
Level 5: +5Ability Haste
Level 8: +5Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.Why?
Transcendence allows you to stack massive amounts of Armor and CDR on Malphite white also gaining the benefit of the bonus AP when over-capped.
Scorch
Your next damaging ability hit sets champions on fire dealing 20 - 40 bonus magic damage based on level after 1s.
Cooldown: 10sWhy?
Scorch doubles down on your lane harass and poke with [Q] max. The extra bit of burn damage combined with Comet can set you up for kill pressure at level 6.
Conditioning
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Why?
Conditioning allows you to scale in to the mid game as a massive front-line tank. Paired with Malphite's natural bonus armor you'll be nearly unkillable.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.
When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.Why?
The bonus health granted from Overgrowth synergizes well with your massive armor stacking, making you incredibly difficult to kill.






They Will Lose

Grasp of the Undying
Every 4s in combat, your next basic attack on a champion will:
- Deal bonus magic damage equal to 3.5% of your max health
- Heal you for 1.3% of your max health
- Permanently increase your health by 5
Ranged Champions: Damage, healing, and permanent health gained are 60% effective. Why?
Grasp on Malphite allows you to trade effectively with auto attacks in lane. Each point of health is especially important/strong on Malphite thanks to having so much natural Armor.
Shield Bash
Whenever you gain a new shield, your next basic attack against a champion deals
5 - 30 (+2.5% Bonus Health) (+15.0% New Shield Amount) bonusadaptive damage.
You have up to 2s after the shield expires to use this effect.Why?
Shield Bash synergizes well with Malphite's passive and looking to trade with empowered autos from [W].
Conditioning
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Why?
If you manage to make it through the early game, Conditioning's bonus resists make a monster and incredibly difficult to kill in the mid game.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.
When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.Why?
Overgrowth's bonus health scales incredibly well with Malphite's natural Armor stacking. Each point of health you earn from Overgrowth is that much stronger thanks to your resists.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 secondsWhy?
Manaflow Band allows you to consistently harass in the lane phase with [Q] thanks to the point-and-click proc.
Transcendence
Gain bonuses upon reaching the following levels:
Level 5: +5Ability Haste
Level 8: +5Ability Haste
Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.Why?
Malphite's natural build consists of a lot of Cooldown Reduction items and Transcendence allows you to overcome any fear of over-capping CDR. The extra bit of AP you'll get from over-capping is welcomed.





