Main
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Traits
Tips & Tricks
- Save every power up and use every power up on Malphite to try and get Mage. It makes a massive difference in the comp’s strength. His ability scales its range with each cast, so mage is quite strong. Same reason Manazane is broken. Raises the comp by at least a tier if not more.
- After the reduction in Attack Speed on hero augments in Patch 15.3, Rageblade appears to no longer be Best-in-Slot on Malphite. Focus on crit-based builds instead.
Strong Conditions
+3 Tier Conditions C → S

+2 Tier Conditions C → A


+1 Tier Conditions C → B



Openers
The Crew









Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Economy Strategy
- Do not spend gold on leveling this stage. If you have 2-stars and a good item, you can consider playing to win some rounds. Otherwise lose streak is common for stage 2.
- Roll to 33 gold, buying any unit that will be part of the level 4 or 5 board. You can also buy units that will be part of the level 6+ board, but you can sell those if your bench fills and you need to buy other units. Rolling to 33 gold is advisable because it allows you to save back up to 50g by 3-5.
- Do not level if you haven’t hit your 3-star 1-costs yet. If you have your 3-stars, you generally should still stay level 5 if you can win or if leveling to 6 would put you below 20g. Try to get above 40g this round.
- Ideally above 50g, level 5 at this point or level 6 with 3-stars.
- If you haven’t hit your 3-stars yet, roll to ~52g each turn. You don’t want to roll to perfect 50g as any units you buy in shop will put you below 50g. If you have 8+ copies of an itemized 1-cost, you can roll to 40g or 30g every round instead. Level to 6 once you hit your 3-stars.
- If you haven’t hit your 3-stars yet, you must roll until you hit them. You should level to 6 after hitting. In some rare games, you will miss or spend so much gold you can never catch up. These games will usually result in bottom 4 placements.
- Level to 7 if you can stay above ~20g. Otherwise stay level 6.
- Level to 7.
- Level to 8 if you are in bottom half of lobby HP and are losing rounds. If you are higher HP and feel stable, you can wait until next turn.
- Level to 8 if you haven’t already. Roll for any remaining units necessary for the comp. If stable, you can try to go 9. Most games you will end on level 8.
- Level to 9 whenever possible. This is rare, but can happen in the games you have a chance of winning.
Why not build it with the 5 snipers variation? And why ap items instead of guinsso titans?
“Mage” seems bugged. Sometimes malphite only casts once which will result in loses. No idea if the 25% debuff is still active when only casting once.
How does mage compare to other stage 2 scaling powerups like 100 Push Ups / Not Done Yet / Final Form? Those feel like such infinite value, I don’t know if the scaling range is important enough to justify that, especially since people could keep carries safe with positioning.
protagonist should be at least +3. its like hitting build a bud, you’re able to aggressively push and roll on 7.
Absolutely – wondering why it wasn’t even mentioned
Added it, but I don’t think it’s push levels. You lose way too much value when you buy XP instead of roll with The Crew. Maybe push to level 6 and roll there for the rest of the game, but you’re never aggressively pushing 7 with Crew.
Decided to try this augment out with horizon focus and it went pretty well
same, but “went well” is an understatement, especially combined with “mage”