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Malphite Shard of the Monolith

Start items

Health Potion x5

Hunter's Machete

Core items

Sunfire Cape

Ninja Tabi

Spirit of the Ancient Golem

Endgame items

Randuin's Omen

Frozen Heart

Team fights

Team fights are fairly simple as Malphite. When the enemy overextends or groups up, initiate with Unstoppable Force, catching as many targets as possible and making sure you hit at least one priority target, hopefully the most dangerous carry. Activate Brutal Strikes and use Ground Slam (use Randuin's Omen after this if you have it). Target your team's desired target to focus, often the ranged DPS, and use Seismic Shard to slow them. By this point, the enemy team will have taken a fair amount of damage from your burst and will have hopefully blown a few important spells on you. While you're tanking their initial focus and dealing an annoying amount of damage, your team will rush in, your AP will burst down one of their carries while your AD will be hammering at anything close to him. In a long team fight, try to protect your carries by blocking CC and skillshots, while debuffing the enemies with your abilities and items. Make sure you're autoattacking since it actually contributes a lot of damage.

If your team is victorious, use Seismic Shard to slow down any fleeing champions for your team to finish off. Flash in for a last hit if appropriate. Your team can then choose to push, dragon, baron, take buffs, or recall to base and shop. Team fights near the enemy tower usually call for a push, while a victory in the jungle may leave dragon or baron unguarded. Keep an eye on the enemy death timers when deciding which objective to pursue, since they increase throughout the game. If it's still relatively early in the game, the enemy team can be back to fight you again in as little as 30 seconds.

In the event your team is losing the fight, ping the retreat and slow down dangerous champions with Seismic Shard. You can use Flash to escape if necessary, but make sure you don't leave behind your carries if you can still help them. If you haven't used your ultimate, USE IT if it will help your carries escape, even if it means dashing back into the fray. The death of a tank is worth the survival of a carry, just make sure you don't suicide if you don't need to.

For League Of Legends Champions Guide : elohell.net

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11y ago

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