
Their Time is Short

Unsealed Spellbook
Swap one of your equipped Summoner Spells to a new, single use Summoner Spell. Each unique Summoner Spell you swap to permanently decreases your swap cooldown by 25s (initial swap cooldown is at 5 mins).
Your first swap becomes available at 6 mins.
Summoner Spells can only be swapped while out of combat.
After using a swapped Summoner Spell you must swap 3 more times before the first can be selected again.
Smite damage increases after two Summoner Spell swaps.Why?
Unsealed Spellbook allows you to heavily abuse your Summoner CDR with Lucidity Boots for **aggressive picks with Flash->[R]**. It also allows you to swap between Cleanse/Ghost and TP for when you need lane pressure.
Triple Tonic
Upon reaching level 3, gain an Elixir of Avarice.
Upon reaching level 6, gain an Elixir of Force.
Upon reaching level 9, gain an Elixir of Skill.Why?
Perfect Timing is a great rune in situations where enemy mid has dive potential on you and you want to make the out-play. It also allows you to buy an earlier/cheaper Zhonya's or just sell off the Broken Stopwatch for the free gold.
Jack Of All Trades
For each different stat gained from items, gain one Jack stack. Each stack grants you
1 Ability Haste .
Gain 10 or 25 bonusAdaptive Force at 5 and 10 stacks, respectively.Why?
Minion Dematerializer on Malzahar is great for empowering your ability to wave clear for optimal recall timing and roams to the side lanes.
Cosmic Insight
+
18 Summoner Spell Haste
+10 Item HasteWhy?
The extra bit of CDR and Summoner CDR from Cosmic Insight even further enables your potential to abuse your short Flash cooldown.
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 is incredibly strong for empowering your early-to-mid game push 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?
The bonus CDR granted from Transcendence is massively for empowering your mid-game teamfight control.






Suppression Into Oblivion

Summon Aery
Damaging enemy champions with basic attacks or abilities sends Aery to them, dealing 10 - 50 based on level (+
0.05 AP ) (+0.1 bonus AD ).
Empowering or protecting allies with abilities sends Aery to them, shielding them for 30 - 100 based on level (+0.05 AP ) (+0.1 bonus AD ).
Aery cannot be sent out again until she returns to you.Why?
Malzahar's repeated damage with refreshing [E] with [Q] and the DoT from [R] is great for lane harass and constant damage output.
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 mid-game damage output and harass with a sustained mana pool and easy stacking with [E].
Celerity
All movement bonuses are 7% more effective on you and gain
1% Move Speed .Why?
Celerity is a great rune on Malzahar largely thanks to the passive Movement Speed. The extra bit of speed allow you to get into range of that clutch [R] that you might not otherwise be able to get.
Scorch
Your next damaging ability hit sets champions on fire dealing 20 - 40 bonus magic damage based on level after 1s.
Cooldown: 10sWhy?
The option here is really a personal preference. Scorch is great for lane harass and early fights while Gathering Storm is great for scaling and pairs well with Magic Penetration. If it looks like your game might be stalled out by wave clearer (Anivia etc.), you can take Gathering Storm for scaling.
Cosmic Insight
+
18 Summoner Spell Haste
+10 Item HasteWhy?
Malzahar loves CDR for both his [R] and harassing/shoving in lane with [E]. Assuming you've completed Morello's, you'll already be at **35% CDR and incredibly strong at 10min**.
Magical Footwear
You get free Slightly Magical Footwear at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner.
Slightly Magical Footwear grants you an additional10 Move Speed .Why?
Magical Footwear is a great rune choice for simply saving money so you can hit your damage power-spikes that much sooner. If you prefer to rush Boots to catch your targets in [R], take Perfect Timing for a cheaper Zhonya's.





