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By GamGem ResearchLast updated 20 Aug 2026 · 00:00

Malphite

Shard of the Monolith

TankMage

League of LegendsPatch 26.16TopRanked Solo/DuoEmerald+NA5,636 gamesSample data

Role snapshot (Top)

CTier
48.3%
Win Rate
1.1%
Pick Rate
0.3%
Ban Rate

5,636

Games

Low

Confidence

Matchup map (Top) — level 1–18

40%60%
≥ 60%
Nobody in this lane sits here.
55 – 60%
50 – 55%
45 – 50%
40 – 45%
< 40%

Conditional build matrix

vs AP Burstvs AD Assassinsvs Tanksvs Sustain
Mythic / Core
Core 2
Core 3
Boots
Situational

Popular build

2,593 games

48.7%Win Rate

FlashIgnite

Reliable build

1,860 games

47.4%Win Rate

FlashTeleport

High observed win rate

676 games

50.8%Win Rate

FlashExhaust

Runes

Primary: Inspiration

  • Unsealed Spellbook
  • Cash Back
  • Triple Tonic
  • Jack Of All Trades

Secondary: Sorcery

  • Manaflow Band
  • Celerity

Shards

+9 Adaptive Force

+9 Adaptive Force

+10-180 Health (based on level)

Skill order

Skill order
Q123456789101112131415161718
W123456789101112131415161718
E123456789101112131415161718
R123456789101112131415161718

Ability details

  • Granite Shield

    Malphite is shielded by a layer of rock which absorbs damage up to 10% of his maximum Health. If Malphite has not been hit for a few seconds, this effect recharges.

    Passive — never cast

  • Seismic Shard

    Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds.

    Cost 70/75/80/85/90 ManaCooldown 8sRange 625

  • Thunderclap

    Malphite attacks with such force that it creates a sonic boom. For the next few seconds, his attacks create aftershocks in front of him.

    Cost 30/35/40/45/50 ManaCooldown 10/9.5/9/8.5/8sRange 400

  • Ground Slam

    Malphite slams the ground, sending out a shockwave that deals magic damage based on his Armor and reduces the Attack Speed of enemies for a short duration.

    Cost 50/55/60/65/70 ManaCooldown 7sRange 400

  • Unstoppable Force

    Malphite launches himself to a location at high speed, damaging enemies and knocking them into the air.

    Cost 100 ManaCooldown 130/115/100sRange 1000

Scaling — level 1–18

MalphiteTop average

Win Rate

1918

Damage / Min

1918

Gold / Min

1918

Counter plan — how to beat Malphite

  • Build percentage damageflat penetration falls off against the stats it stacks

  • Dodge the primaryits rotation is one skillshot; sidestep it and the rest is chip

  • Punish the cooldownMalphite is exposed while its rotation is down

  • Ward the flankvision is what turns its best opening into a worse one

  • Respect the spikeRiot rates the kit 2/10, so a practised player gets more out of it than the average

ARAM performance

A
50.8%
Win Rate
0.9%
6.9%
Pick Rate
1.2%
1.5%
Ban Rate
0.8%
Damage dealt
104.4%
Damage taken
95.0%
Healing
96.6%
Shielding
105.2%
Ability Haste
+14

Best ARAM build

Patch timeline

We hold the rates, not the balance log. What actually changed each patch is in Riot’s own notes.

  1. 26.16Live now+0.2
  2. 26.14Sample win rate across this patch-0.8
  3. 26.11Sample win rate across this patch-0.7
  4. 26.08Sample win rate across this patch+0.7
  5. 26.05Sample win rate across this patch+0.4

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Methodology

Data window
512,340 games on patch 26.16, Ranked Solo/Duo, NA. Last refreshed 20 Aug 2026.
Rank aggregation
Emerald+ and above, pooled. Splitting further leaves samples too small to separate a real effect from noise.
Role assignment
A champion is filed under the lanes it actually plays, not the one class it belongs to — which is why several appear in two.
Counters
A matchup, not a tier gap: how this champion does into that one specifically, over that pairing’s own games.
Minimum sample
The confidence indicator beside every rate is driven by how much of the window this champion appears in. A low reading means read the figure loosely, not that it is wrong.
Why a build is not a cause
The best-scoring build is the one the best-placed players happened to take. Correlation is what a rate can show; it is not evidence that buying those items caused the wins.
Where the numbers come from
Names, classes, lanes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates are derived samples — Riot publishes none of them, and nothing on this page presents one as measured.