// Recommended builds

The best trait and item combination at every level, 2 stars, by effective health.

Level 7Dragon's ClawCrownguardWarmog's Armor28,035effective health
Blackthorn 4Monolith 1Sacrifice: tank 2-cost 2-star
CalculatorFind the comp
Level 8Dragon's ClawCrownguardWarmog's Armor28,035effective health
Blackthorn 4Monolith 1Sacrifice: tank 2-cost 2-star
CalculatorFind the comp
Level 9Dragon's ClawCrownguardWarmog's Armor28,035effective health
Blackthorn 4Monolith 1Sacrifice: tank 2-cost 2-star
CalculatorFind the comp
Level 10Dragon's ClawCrownguardWarmog's Armor28,035effective health
Blackthorn 4Monolith 1Sacrifice: tank 2-cost 2-star
CalculatorFind the comp

Every level and star level below

// Top items

What each item adds on its own, in effective health, with no other item.

Bloodthirster+5,006
Crownguard+4,802
Spirit Visage+4,719
Gargoyle Stoneplate+4,686
Dragon's Claw+4,495
Warmog's Armor+3,909
Protector's Vow+3,895
Adaptive Helm+3,382
Sterak's Gage+3,230
Nashor's Tooth+2,635
Steadfast Heart+1,612
Bramble Vest+1,463

Builds by level

Every combination of Malphite's own traits that a comp of the chosen level can reach, ranked by the effective health of its best defensive build under the chosen incoming damage stream (half physical, half magic). Numbers open the Tank Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Damage per second
Debuffs on the tank
/ 20
#TraitsBest buildEffective health · no itemsEffective health · with buildDeathOpen
Blackthorn 4Monolith 1Sacrifice: tank 2-cost 2-starDragon's ClawCrownguardWarmog's Armor11,22028,035survives the roundCalculatorFind the comp
Blackthorn 2Monolith 1Sacrifice: tank 2-cost 2-starDragon's ClawCrownguardSteadfast Heart10,82327,237survives the roundCalculatorFind the comp
Monolith 1BloodthirsterDragon's ClawWarmog's Armor6,69922,127survives the roundCalculatorFind the comp

// Cast timeline

up to 4.00 smana lock per cast
0.70 scast window3.30 slocked while the effect runseffect 0.05 s

From the mana bar filling until mana can come in again. No mana comes in during this time. The mana lock lasts as long as the shield holds, at most 4.00 s. Attacks continue.

0 / 80mana at start / to cast
+5mana per attack
0.55attacks per second
0.75 sattack delay: from the start of an attack until it hits
0.00 safter the hit until it can cast or attack again
0.0 s0.55 attacks/s0/80
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)
  • effect

First cast at 28.03 s with 0.55 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 80/80: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 0.70 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.05 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 0.70 to up to 4.00 s: the shield keeps the mana lock on until it breaks or expires. Attacks land, no mana comes in.
  5. 0.70 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.45 s at base attack speed (the attack delay is 42% of the attack animation).
  6. Attack loop: the attack lands at 42% of the attack animation (mana granted) and unlocks at 42%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  7. Mana gain: 5 per attack; combat starts at 0/80.
  8. Overflow is banked: mana past 80 from attacks or regen is kept through the cast (78/80 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.

Monolith: Data tables

Numbers in the trait text

Value
Resists10

// Itemized Roles

Main TankPrimaryWarmog's ArmorGargoyle StoneplateSpirit Visage

4-cost AP Tank (game role tag). Tanks take the frontline item set. Mana lock 4.00 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.

Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.