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)
- 48.3%
- Win Rate
- 1.1%
- Pick Rate
- 0.3%
- Ban Rate
5,636
Games
Low
Confidence
Matchup map (Top) — level 1–18
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational |
Popular build
2,593 games48.7%Win Rate
Reliable build
1,860 games47.4%Win Rate
High observed win rate
676 games50.8%Win Rate
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
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
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
1918
1918
1918
Counter plan — how to beat Malphite
Build percentage damage — flat penetration falls off against the stats it stacks
Dodge the primary — its rotation is one skillshot; sidestep it and the rest is chip
Punish the cooldown — Malphite is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 2/10, so a practised player gets more out of it than the average
ARAM performance
- 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.
- 26.16Live now+0.2
- 26.14Sample win rate across this patch-0.8
- 26.11Sample win rate across this patch-0.7
- 26.08Sample win rate across this patch+0.7
- 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.
