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General Information
TitleShard of the Monolith
Release DateSeptember 2, 2009
Cost1350 BE 585 RP

644 (+ 104)

7 (+ 0.55)

280 (+ 60)

7.32 (+ 0.55)


62 (+ 4)

0.736 (+ 3.4%)


37 (+ 4.95)

28 (+ 2.05)
Developer Info
DDragon KeyMalphite
Integer Key54
External Links
Game Info Wikileagueoflegends.fandom.com

Malphite is a champion in League of Legends.


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
A massive creature of living stone, Malphite was born from the heart of the great Ixtali construct known as the Monolith. He has studied the elemental balance of Runeterra for centuries, using his tremendous strength to maintain order in a frequently chaotic world, and crush the dark things that crawl beneath it. Now, roused all too often from his slumbers, Malphite endures the fluid temperaments of mortals, in pursuit of the only cause worthy of the last of his kind.

For more than two millennia, Shurima dominated the known world—an empire that reigned over countless peoples without challenge, and without threat.

Until the day Icathia fell.

From the moment the Void tore its way into the material realm, the armies of Shurima faced an enemy that could not only lay their grand empire low, but one that seemed to grow stronger the more they fought it. The corruption spread rapidly from Icathia’s ruins, boiling over the land and beneath the oceans, before its hideous tendrils reached the southernmost jungles of Ixtal.

Ne’Zuk of the Ascended Host was an Ixtali elemental mage of colossal power, and almost unrivaled arrogance. He went before the emperor, pledging to create a weapon powerful enough to take the fight to the Void, and eradicate it at the source of its original eruption.

After months of inhuman labor, Ne’Zuk revealed the Monolith—a floating fortress of living stone, maintained by the greatest elemental mages, and its ramparts manned by his fellow Ixtali god-warriors. The size of a city itself, the Monolith glided titanically toward the wastelands of Icathia, the lightning crackling from its magical inhibitors fusing the sands to glass beneath it. Ne’Zuk and his superweapon arrived at their destination, to face once more the howling infinite darkness of the abyssal realm, and the hordes of Voidborn monstrosities it had created.

The battle dragged into weeks. It was violence of a scale and intensity never before witnessed in Runeterra. Sorcery enough to raze entire civilizations, or render whole continents into naught but a memory, was unleashed upon the Void.

The darkness retaliated in kind. Its hideous energies gouged deep wounds into the living stone of the Monolith, whose surfaces became pocked and seared with unnatural malphite—from the Ixtali for “bad stone”—and leaving mineral-like scars. The fortress was pushed to the very limits of its design, struggling to self-repair and reknit its weakened superstructure… but even the incredible magics that held it aloft had a breaking point.

As Ne’Zuk fought to rally his Ascended brethren for one last, desperate charge, the unthinkable happened. Sagging for an instant, the Monolith crashed down to earth, cleaving through the bedrock of Icathia and opening the Void beneath to the skies.

Much of the fortress was lost within that gaping maw, vanishing into the silent nothingness beyond. The rest rained down as great ruins, littering a landscape already blackened by the terrible conflict that had been cut so abruptly short. Only a single Ascended survived—Ne’Zuk hauled himself from the wreckage, choking on the ashes of what was meant to be his grandest triumph, now his greatest folly, and fled for his life.

In defiance of all worldly reason, some disparate fragments of the Monolith endured, still imbued with something like magical life. The far-flung shards struggled to heal, to reform the whole to which they had once belonged. But the Void’s endless hunger leached away at them, rendering them as little more than inert shapes clawing feebly in the dust.

However, against all that had been lost, a single shard remained.

Buried deep beneath the surface, forgotten even by those that dwelt in the abyss, it slowly gathered in strength. It lived, until at last it awakened after uncounted centuries, and realized it was alone.

In all the centuries since that dark day, Malphite, the last shard of the Monolith, has become something of a legend in Runeterra. It has reputedly been sighted everywhere, from Targon to Zaun; heard sometimes as a tectonic roar in the deepest caverns, and sometimes as a quiet voice, humming to itself, that it might still remember the sounds of the world it once knew.

Despite the enormous span of its existence, the overwhelming drive enkindled by Ne’Zuk’s creation of the Monolith has not wavered. Now, Malphite knows it must soon rise to meet the resurgent darkness it once battled, as the Void awakens to threaten all of Runeterra once more.

"Beware, minions of chaos! The Shard of the Monolith has come."

- MalphiteSquare.pngMalphite


Dust hung in veils as Shoorai followed the mechanical-limbed form of Tunnel-Chief Hewlett deeper into the mine shaft. She breathed via a used esophilter, and tried not to imagine how many Zaunite miners had sucked air through it over the years. Sputtering chem-flares strung from timber roof beams dribbled glowing droplets onto their pitted iron helmets as they passed underneath.

“Heed you waz assay on’a square,” grunted Hewlett, looking over his shoulder. “Waz big teem ’staken.”

We heard you were a good assayer, Shoorai translated. But we were sorely mistaken.

Seven years since she’d come to Zaun, but the miner’s strange argot still took her a moment to parse.

“Say ta Ore-seer we no need Piltie assay,” continued Hewlett. “She not savvy wit Zaunrock liken we is. They as done sunk us inna first teem!”

“I assure you, Chief Hewlett, I have delved mines everywhere from Shurima to Zaun,” said Shoorai. “I know this rock as well as you.”

“So you sayin’,” grunted Hewlett, as they entered the gallery chamber at the end of the shaft, “but rock here not be liken you say.”

Dust-smeared miners sat next to chem-drills, pneuma-picks, and crates of hexplosives. Every one of them ought to be attacking the rock in search of the hexite seam she’d promised Baron Grime was here. To see them idle railed against her work ethic.

Hewlett lifted a chem-lamp to illuminate the rock at the end of the chamber. At first, Shoorai wasn’t sure what she was seeing. Zaunite strata was most often crushed sedimentary limestone, interspersed with pockets of metamorphic rock wrought by intense, and not-so-long-ago, heat and pressure.

This was something else entirely…

Shoorai snatched the lamp and walked the length of the gallery. She pulled off her glove and ran her fingertips over the wall. Pitted and warm to the touch, with a curious umber hue—like something she’d expect to find in her native Shurima.

“This makes no sense,” she said. “This wasn’t here yesterday.”

“I try telling ya,” replied Hewlett. “We drill on the yester, jus’ liken you say. Come back on’a first bell and seen this.”

“Whatever this is, the Baron isn’t paying you to sit around doing nothing. Blast through it.”

Hewlett grinned. “So we fix’n to lay out ’splosives, yah?”

“Yes,” agreed Shoorai.


The voice boomed from all around them—a shockwave in the air, each word sounding as though it had been formed by grinding tectonic plates.

The miners took to their heels, but Shoorai flattened herself against the side wall of the chamber and pulled her helmet tightly down on her head. The voice sounded like it belonged to something titanic. Cracks spread across the ceiling of the gallery.

She looked up in time to see the pitted rock wall… move.

It shifted, grinding as it reshaped itself. Shoorai watched in amazement as it formed two deep craters that looked like closed eyes, and a projecting crag that could be a nose. Dust poured from a curved and jagged chasm that looked horribly like a vast mouth.

The face filled the wall before her, fully thirty feet across and twice that high.

AzirSquare.pngAzir's bones! If this is its head, how big is the rest of its body?

The craters of its eyes opened with a grinding sound that reminded her of the time she’d seen that TaliyahSquare.pngwandering weaver girl perform wonders on the road to Kenethet. Shoorai met the gaze of the colossal face, its eyes a liquid yellow gem-like material.

Quartz, she thought. Not natural to this region.

“THIS ROCK IS INFESTED,” said the voice, and Shoorai pressed her hands against her ears at its deafening volume. “CREATURES MOVE WITHIN IT. BEAUTIFUL IN THEIR OWN WAY, BUT CHAOTIC. YOU SHOULD NOT BREAK THIS ROCK, IT WILL END BADLY FOR YOU.”

The eyes blinked, and pebbles fell from their rocky lids.

“Um, are… are you the mountain spirit or something?” she asked.

The brow of the face creased with a groaning rumble.


“So what are you?” she asked.

“AH, WHAT INDEED?” it said, and the mine shaft flexed as the face sighed mournfully. “A SHARD OF A GREATER WHOLE. A SERVANT OF ORDER SEEKING PURPOSE. CALL ME… MalphiteSquare.pngMALPHITE.”

Loose shale cascaded from cracks in the walls of the tunnel, and the timber supports groaned as they were subjected to stresses they were never built to endure. Shoorai didn’t like the look of the split lines on the seam above her head. They were ambitious, eager to race onwards.

“Could you stop moving? I think you’re going to collapse the cave.”


“You said the rock was… infested?” asked Shoorai. “With what?”


Shoorai felt her heart race. Growing up in the shadow of lost Icathia, she knew of creatures that matched such a description.

“I know them,” she said. “But they only dwell in the deserts of the southern continent.”


Shoorai looked uneasily at the ground.

The rock face chuckled, and more shards of stone fell from the roof.


The glow of the creature’s eyes faded as its heavy lids closed and the tunnel began to shake.

“YOU SHOULD GO NOW,” said the rock face.

Hewlett appeared behind Shoorai and took hold of her with his chem-powered arm.

“We gotsta skedaddle, assay,” he said. “We linger, cave be crushin’ us.”

Shoorai nodded, backing away from the gallery. “I’ll tell Baron Grime this seam was played out.”

Hewlett grinned. “Maybe you assay on’a square after all.”


Granite Shield.png Granite Shield [Passive]
Cooldown: 10 seconds

Innate: Malphite is shielded by a layer of rock which absorbs damage up to [+9% max]. If Malphite has not been hit for 10 seconds, this effect recharges.
Seismic Shard.png Seismic Shard [Q]
Cost: 70 / 75 / 80 / 85 / 90 Mana Cooldown: 8 seconds Range: 625

Active: Deals magic damage and steals Movement Speed from the target for 3 seconds. Magic Damage: 70 / 120 / 170 / 220 / 270 (+60%)
Movement Speed Stolen: 20 / 25 / 30 / 35 / 40%
Thunderclap.png Thunderclap [W]
Cost: 25 Mana Cooldown: 12 seconds Area of Effect: 200

Passive: Malphite's armor is increased. This effect is tripled while Granite Shield.png Granite Shield is active.
Active: Malphite's basic attacks create aftershocks for the next 5 seconds, dealing physical damage in a cone. His first attack after activating Thunderclap deals increased physical damage to his target.
Bonus Armor: 10 / 15 / 20 / 25 / 30%
Aftershock Damage: 15 / 25 / 35 / 45 / 55 (+15% Armor) (+20%)
First Strike Damage: 30 / 45 / 60 / 75 / 90 (+15% Armor) (+20%)
Ground Slam.png Ground Slam [E]
Cost: 50 / 55 / 60 / 65 / 70 Mana Cooldown: 7 seconds Area of Effect: 400

Active: Malphite slams the ground dealing magic damage to surrounding enemies, reducing their Attack Speed for 3 seconds.

This ability gains damage equal to some of Malphite's armor.

Magic Damage: 60 / 95 / 130 / 165 / 200 (+30% total Armor) (+60%)
Attack Speed Reduction: 30 / 35 / 40 / 45 / 50%
Unstoppable Force.png Unstoppable Force [R]
Cost: 100 Mana Cooldown: 130 / 105 / 80 seconds Range: 1000 Area of Effect: 325

Active: Malphite charges to target area. Upon his arrival he deals magic damage to nearby enemies and knocks them into the air for 1.5 seconds. Magic Damage: 200 / 300 / 400 (+80%)

Patch History[]

Patch 10.3

BASIC ATTACK : Added heft and size to swings and hits
E GRANITE SHIELD : Added activate and deactivate sound effects
SEISMIC SHARD : Cleaned up and added a sound for when his haste run activates
THUNDERCLAP : Updated with hooks for cast, loop, and new empowered W hit and auto attack hits
GROUND SLAM : Cleaned up
UNSTOPPABLE FORCE : Updated with new hooks for cast, miss, and hit
ALL SKINS Cleaned up and matched for base changes :
GLACIAL MALPHITE : New W cast, W loop, and R miss
MECHA MALPHITE : Custom e active; new W loop and R miss
IRONSIDE MALPHITE : Custom e activate; new W loop
ODYSSEY MALPHITE : Custom e activate; updated W hits

Patch 9.15
Q slow increased. W base cleave damage increased.

Our 9.14 changes were intended to be a moderate buff, but we were a bit too cautious and undershot as a result. We’re giving him some more power, alongside some bugfixes.

Seismic Shard.png Q - Seismic Shard

SLOW : [15/20/25/30/35%]

Thunderclap.png W - Thunderclap

BASE CLEAVE DAMAGE : [20/35/50/65/80]
BUGFIX : Cleave damage will now trigger Hunter's Talisman

Unstoppable Force.png R - Unstoppable Force

BUGFIX : Now casts at max range if used outside of max range

Patch 9.14
Q slow increased, slow duration decreased. W empowers basic attacks on cast and cleaves in a cone; cost increased and scales with rank. VFX and QoL updates.

Malphite is one of the League's oldest champions, and we all know that rolling stones gather no moss. To that end, we're giving the Shard of the Monolith a giant quality-of-life update that should make his abilities feel more satisfying to use. Specifically, his Q should look and feel more responsive, and his W now resets his attack swing animation and cleaves in a longer-reaching cone rather than a circle. We're also enhancing the fantasy of playing a literal mountain by scaling Malphite's size as he stacks armor throughout the match. Finally, a suite of new ability visual effects ties the whole update together and should help Malphite feel more rock solid than ever.

Visual Updates

SHINE AND POLISH : New VFX for all abilities and skins
MOUNTAIN OUT OF A MOLEHILL : Malphite is slightly smaller at the start of the game
MOUNTAIN MAN Malphite's size now increases with his armor, capping around 850 armor

Granite Shield.png Passive - Granite Shield

MOHS SCALE Shield regeneration VFX added

Seismic Shard.png Q - Seismic Shard

ROLLING STONES : Improved cast animation for most skins
THE ROCK IS COOKING : Malphite now spawns his rock ~100 units in front of him rather than at his center point
SLOW : [14/17/20/23/26%]
SLOW DURATION : [4] 3 seconds

Thunderclap.png W - Thunderclap

EMPOWERED BASIC ATTACK : Malphite's next basic attack within 6 seconds gains 50 increased range and deals 20/35/50/65/80 (+0.2 AP)(+0.15 armor) bonus physical damage
ROCKY ROAD CONE : For the next 5 seconds after casting, Malphite's basic attacks cleave enemies in a cone in front of him, dealing 10/20/30/40/50 (+0.2 AP)(+0.1 armor) physical damage to enemies hit
COST : [25 at all ranks]

Attack damage growth increased. E ratio increased. R cooldown decreased.

Malphite is definitely a sedimentary rock champion: He has layers. Some players build him tanky, others build ability power, and some even build Trinity Force. At the moment he's underperforming, and we're looking to give him power that suits all of his builds.

Base Stats


Ground Slam.png E - Ground Slam

RATIO : [0.20] 0.60 ability power

Unstoppable Force.png R - Unstoppable Force

COOLDOWN : [130/115/100]


BASE ARMOR : [28.30] 37

W passive bonus armor is now tripled when Granite Shield is active.

Malphite is falling a tad short in his role as an anti-physical tank, so we want to give him the opportunity to play his strengths in a way that's tied to his identity. Now, there's an opportunity for Malphite to play around his passive more often, as items like Thornmail and Iceborn Gauntlet get even more powerful when his passive is up. This will also give his opponents something to pay attention to when playing against him. #Counterplay

Thunderclap.png W - Brutal Strikes

BRUTAL GRANITE Brutal Strikes’s passive armor is now tripled while Granite Shield is active
PASSIVE ARMOR : [15/20/25/30/35]
10/15/20/25/30 percent armor

E armor ratio up.

Sunfire Cape followup buff!

Ground Slam.png E - Ground Slam

RATIO : [0.3] 0.4 armor

W cooldown decreased. W gives more armor, and scales better with armor as well.

One of League’s iconic frontliners, Malphite’s best known for translating his consistent laning into rock-solid teamfighting. In recent patches though, Malphite finds himself being slapped around harder than you’d expect, even against the physical-damage foes he’s meant to excel against. We’re amping the rock man’s ability to fend off would-be oppressors and clap back against cleaver-lovers everywhere.

Thunderclap.png W - Brutal Strikes

COOLDOWN : [14 seconds] 12 seconds
BONUS ARMOR : [10/15/20/25/30%] 15/20/35/30/35%
ACTIVE DAMAGE RATIO : [0.1 bonus armor] 0.15 bonus armor

Health regen and E damage down.

Thanks to a mixture of preseason goodies (here's looking at you, Grasp), Malphite's putting up rock-solid performances across the board. Given Malphite's reliable lategame as a terrifying initiator, we're softening his laning phase to provide an opportunity to break up his consistency in getting there. Malphite may always be an unstoppable force, but playing against him shouldn't feel like you're caught between a rock and a hard place.



Ground Slam.png E - Ground Slam

BASE DAMAGE : [60/100/140/180/220] 60/95/130/165/200

W's base damage is less, but scales with Armor and hits a larger area-of-effect.

"Like we said in our 5.11 notes, Malphite's changes to Brutal Strikes were all about getting the it to occupy a better space in his overall pattern. Now that he's successfully rock-slapping folks, we're briefly revisiting the ability's tuning to get it just right - specifically, reinforcing his Armor purchases and making you feel better about clobberin' minion waves and teamfights alike."
  • Thunderclap.png W - Brutal Strikes
    • DAMAGE : 25/40/55/70/85 (+0.15 ability power) 15/30/45/60/75 (+.1 ability power) + (.1 total armor)
    • SPLASH AREA : 200 225
    • STEALTH ROCKS : Fixed a bug where Brutal Strikes could be seen through Fog of War

W reworked to give armor passively, activate to rock-slap people.

"These changes for Malphite are all about 'Play Pattern', which is to say the style in which a champion executes their abilities in the game. Malphite's kind of a one-trick-pony - after using Unstoppable Force and getting in your grill, he quickly runs out of things to do and finds himself waiting for cooldowns (and hoping you can't escape or kill him as he does it). We're changing Brutal Strikes to be a more satisfying button press and help him have something to do to kill the time. We're aware that AP Malphite's been popping up somewhat recently, and while build diversity is sometimes neat, we're more interested in what this does for Malphite's flexibility in playstyle. We'll iron out the scaling as necessary, but the idea is giving the ol' rolling stone a rock solid game-plan when his basic spells don't get the job done."
  • Thunderclap.png W - Brutal Strikes
    • PASSIVE : Basic attacks deal 30/38/46/54/62% attack damage to nearby enemies Malphite gains 10/15/20/25/30% additional armor
    • ACTIVE : Malphite gains armor and attack damage Basic attacks deal an additional 25/40/55/70/85 (+0.15 ability power) physical damage to the target and nearby units
    • CLARITY SLAP : Brutal Strikes now displays a visual effect that indicates the effective area
    • CLOBBERIN' TIME : Basic attacks while Brutal Strikes is active now use Malphite's critical strike animation


"We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
  • PORTRAITS : The following champion portrait icons have been updated:
    • Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean

Mass Texture Rebalance (Part 4)

"We're continuing our comprehensive pass at the game's older character textures. As with parts 1, 2 and 3, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. Is anyone even reading this paragraph anymore? "
  • TEXTURES : The following textures have been updated:
  • MalphiteSquare.pngMalphite
    • Base, Coral Reef, Marble, Obsidian, Shamrock
  • MalzaharSquare.pngMalzahar
    • Base, Djinn, Overlord, Shadow Prince, Vizier
    • ShenSquare.pngShen
    • Base, Blood Moon, Frozen, Surgeon, Warlord, Yellow Jacket
  • WukongSquare.pngWukong
    • Base, General, Jade Dragon, Volcanic
  • Xin ZhaoSquare.pngXin Zhao
    • Base, Commando, Imperial, Viscero, Winged Hussar

Granite Shield now recharges faster at later levels, and Brutal Strikes costs a low amount of mana at all levels.

"We like how Malphite's Granite Shield works for the early laning phase, but it has trouble scaling into the rest of the game. Brutal Strikes was designed to help Malphite trade damage when he's in someone's face, but its higher mana costs weren't allowing it. Similar to Jarvan, Malphite offers a lot of unique team-focused wombo combo power even when he's behind, so we're also giving him some help to compete."

  • Granite Shield.png Passive - Granite Shield
    • RECHARGE RATE: 10 seconds at all levels ⇒ 10/8/6 seconds (at levels 1/7/13)
  • BrutalStrikes.jpg W - Brutal Strikes
    • COST: 50/55/60/65/70 mana ⇒ 25 mana


  • Base Movement Speed increased by 25.


  • Ground Slam
    • Armor ratio reduced to 30% from 50%
    • Now has a 0.2 ability power ratio
    • Attack speed reduction duration reduced to 3 seconds from 4


  • Health per level increased to 90 from 82
  • Increased Malphite's travel speed during Unstoppable Force


  • Fixed a bug where Polymorph was interrupting Unstoppable Force


  • Fixed a bug where Seismic Shard's Movement Speed was lost if the target died


  • Granite Shield now shows a cooldown timer
  • Unstoppable Force
    • Area of effect radius on impact increased to 325 from 300
    • Malphite can no longer flash while using Unstoppable Force
    • Fixed a bug where Malphite would seem to hit the target but would not cause the effect


  • Base armor increased to 21.75 from 16.75
  • Brutal Strikes cooldown reduced to 14 seconds from 16 seconds
  • Ground Slam cooldown reduced to 7 seconds from 8 seconds


  • Brutal Strikes
    • Modified the shape and range of Brutal Strike's passive cleave component.
    • Added a visual indicator on targets hit by Brutal Strikes


  • Fixed a bug where the armor value in the tooltip was not rounding


  • Brutal Strikes mana cost reduced to 50 / 55 / 60 / 65 / 70 from 55 / 60 / 65 / 70 / 75
  • Ground Slam
    • Radius increased to 400 from 350
    • Mana cost reduced to 50 / 55 / 60 / 65 / 70 form 60 / 65 / 70 / 75 / 80
  • Fixed a bug where Unstoppable Force sometimes failed to pass through Crystallize, Pillar of Filth, and Cataclysm


  • Granite Shield recharge rate reduced to 10 seconds from 12


  • Granite Shield reactivation time increased to 12 seconds from 8
  • Ground Slam bonus damage based on armor decreased to 50% from 70%


  • Updated tooltips


  • Seismic Shard
    • Slow and haste changed to 14 / 17 / 20 / 23 / 26% from 10 / 15 / 20 / 25 / 30%
    • Cast range reduced to 625 from 700
  • Ground Slam mana cost increased to 60 / 65 / 70 / 75 / 80 from 60 at all levels


  • Seismic Shard damage reduced to 70 / 120 / 170 / 220 / 270 from 80 / 135 / 190 / 245 / 300


  • Fixed a bug with Ground Slam where it broke through spell shields and still affected the target


  • Fixed a bug where Unstoppable Force wouldn't last long enough. It now stuns for 1.5 seconds up from 1 second
  • Magic resistance per level increased to 1.25 from 0


  • Seismic Shard cooldown reduced to 8 seconds from 10
  • Unstoppable Force cooldown reduced to 130 / 115 / 100 from 140 / 125 / 110
  • Fixed a bug with Ground Slam causing it to look like it had shorter range than it actually did


  • Unstoppable Force can no longer be cast while rooted


  • Seismic Shard
    • Cooldown reduced to 10 seconds from 12
    • Duration of the slow reduced to 4 seconds from 5
    • Mana cost reduced to 70 / 75 / 80 / 85 / 90 from 80 / 90 / 100 / 110 / 120
  • Brutal Strikes
    • Changed the active effect to increase Malphite's armor and damage by 20 / 25 / 30 / 35 / 40% instead of increasing his damage by 30 / 40 / 50 / 60 / 70%
    • Cooldown reduced to 16 seconds from 20
    • Fixed a bug where the cleave percent would take double the amount of bonus attack damage
    • Passive cleave percent increased to 30 / 38 / 46 / 54 / 62% from 30 / 35 / 40 / 45 / 50%
    • The cleave passive will no longer proc while hitting towers
  • Ground Slam
    • Mana cost reduced to 60 at all levels from 60 / 70 / 80 / 90 / 100
    • Updated the tooltip to display how much bonus damage Ground Slam gains from armor
  • Unstoppable Force is now unstoppable and cannot be interrupted by disables
  • Granite Shield (Passive)
    • The shield now recharges after 8 seconds instead of 10
    • The shield will now automatically restore to full after 8 seconds of not being hit. Previoiusly it would not replenish until a new shield activated
    • Fixed a bug where the shield particle would not appear for a second after the shield activated
    • Fixed a bug where the shield strength would not update after buying a health item until a new shield actiavted
  • Updated recommended items


  • Attack ranged increased to 125 from 100
  • Base movement speed increased to 310 from 300
  • Fixed a bug with Unstoppable Force where it was sometimes uncastable while Malphite was at low health


  • Updated recommended items to better account for his passive


  • Unstoppable Force animation improved



  • Removed Cast Animation for Brutal Strikes
  • Base Armor increased to 16 from 7


  • Ground Slam
    • Mana cost increased to 60 / 70 / 80 / 90 / 100 from 60 / 65 / 70 / 75 / 80
    • Attack speed reduction modified to 30 / 35 /40 / 45 / 50 from 20 / 30 / 40 / 50 / 60
  • Base armor reduced to 7 from 20
  • Base armor per level increased to 3.75 from 3


  • Seismic Shard now steals the amount of Movement Speed that the target has lost instead of increasing Malphite’s Movement Speed by the equivalent percentage lost
  • Unstoppable Force
    • Stun Duration reduced from 1.5 / 2 / 2.5 to 1.5 / 1.75 / 2
    • Cooldown increased from 120 / 100 / 80 to 140 / 120 / 100


  • Updated secondary / critical strike animations


  • Changed Malphite's ability hotkeys
  • Land Slide (Passive) armor to damage ratio increased from 50% to 70%
  • Seismic Shard range reduced from 790 to 700
  • Obduracy cooldown increased from 16 to 20
  • Unstoppable Force
    • Updated area of effect to sync up with indicator
    • Increased cooldown from 105 / 90 / 75 to 120 / 100 / 80
    • Reduced range from 1,300 to 1,000

MalphiteSquare.pngMalphite released

Additional Content[]

Champion Information[]

Related Lore[]

Journal of Justice

Skin Release[]

Promotional Page




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