All Guides Malphite Guides [pre-S6] An in-depth guide to tank Malphite
2 years ago

Malphite Statistics for buurbs

Author's performance with Malphite compared to the ranked average.

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score


  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

14.png It helps you get the kills in the laning phase. Use it on high lifesteal/healfocussed champions like most adc's.
Don't really like this on malphite as it is a relatively low killpotential champ and you will rarely make better use of it than teleport

4.png Always take it, it's great to help you get that little bit closer to large groups of enemies to unstoppable force on.

12.png The unexpected ganks are fun but it's hard to pull off without good team communication. 
Note: This is by far the best summoner spell on most toplaners when used correctly!
          The only reason why you wouldn't take it is because you don't know how to properly use it. LEARN IT!
          It's very easy to learn and use! Don't be afraid to pick it!

New Runes Back to Top

Masteries Back to Top

First of all, I recommend to always go the full way to pick up the Keystone Mastery in the Resolve tree.

Below you find every single mastery and what it does for Malphite if you really want to go in depth.


You can go into this tree if you want a bit more damage and don't really need the help of last hitting provided by the Cunning tree, the Ferocity tree also doesn't offer any defensive capabilities unlike again the Cunning tree. If you really want to spec into this tree however I recommend going Sorcery 5/5 - Feast/ Double Edged Sword - Natural Talent - Bounty Hunter/Oppressor

  • Fury doesn't give anything meaningful as Attack Speed is usually a useless stat on malphite if you go tank
  • Sorcery gives straight up more damage in your abilities. This is the better one over Fury in this tier
  • Vampirism Lifesteal and Spellvamp are useless stats on tank malphite as you don't deal enough damage to make up for the loss of Natural Talent
  • Natural Talent gives scaling AD and AP without losing anything by not choosing Vampirism, This is the best choice in this tier
  • Bounty Hunter pretty useless as you probably won't kill many people, let alone 5 different people in 1 game.
  • Oppressor Gives you more damage when your target is cc'ed, you have a lot of cc and your ult also counts as a cc so you deal 2.5% more damage to everyone knocked up in your ult for the duration of your ult. Your Q also almost permanently slows so against that slowed target you'll also be dealing more damage pretty much the entire time.
  • Battering Blows/Piercing Thoughts give you % armor and magic penetration respectively, Piercing Thoughts is usually the better choice if you decide to go more damage unless you go an AD-bruiser kind of build.


  • Warlord's Bloodlust this one is useless as you'll never crit unless in a troll game where you build AD Malphite. It's even worse now because it only procs off of champion hits and not minions or monsters.
  • Fervor of battle You don't attack often and your spells aren't really spammable so this one is also pretty useless because it gives AD which Malphite makes very little use of. This one also requires you to hit champions so you won't be able to get the stacks up most likely.
  • Deathfire Touch Clearly wins out on the other Keystone Masteries as this is the only one that gives you more damage with your abilities. This is very good for poking but falls on its face on most champions compared to Thunderlord's Decree.


For this tree I recommend going Savagery - Secret Stash - Merciless - Dangerous Game
This is a more utility focussed tree with some damage elements mixed in making it a very good choice as a secondary tree. I recomment the Cunning tree over the Ferocity tree, this doesn't mean you can't go both ways.

  • Wanderer gives you movement speed out of combat which is very useful for roaming and this is the better option if you feel confident enough about your last-hitting abilities with Malphite
  • Savagery This gives you more damage against minions and monsters making it easier to last-hit in lane but beware that it doesn't increase AoE ability damage against minions and monsters.
  • Runic Affinity gives you more time on buff which you usually don't get unless you kill an enemy with such buff which also rarely happens, I consider this a wasted point and you're missing out on Secret Stash
  • Secret Stash makes your potions more valuable by making them give you more health back and a little bit of health and mana instantly which can make the difference in the heat of the moment
  • Assassin is pretty much the opposite of Bond of Stone and there is no point taking this one if you're taking Bond of Stone. If you're playing Malphite as an assassin and not tank, then this can be viable but in every other situation just don't get it.
  • Merciless gives more damage against targets with low hp, this can be useful and is in my eyes better than Meditation unless you feel like you need the mana regen instead of increased damage to targets with low health
  • Meditation gives you mana back every 5 seconds equal to 1.5% of missing mana if you max this mastery out, this can be useful if you're not very careful around spending your mana but normally mana wouldn't be a problem especially after Frozen Hearth unless you're really spamming your abilities off cooldown.
  • Bandit this mastery is aimed at support champions and the extra gold you get doesn't make up for not having Dangerous Game in any way, the passive portion of this mastery you'll also never get because it's minions killed by allied champions and you're a sololane. This mastery is useless
  • Dangerous Game 5% of missing health on enemy champion kill or assist can make the difference in very tight situations, this might even save you from an ignite in a very clutch 1v1 situation where you barely come out on top
  • Precision gives 3+0.3 per level armor and magic penetration which can be very useful aswell as it flatout increases your damage by a marginal amount. At level 18 this mastery gives you 8.4 armor and magic penetration which isn't a lot but it sure can help
  • Intelligence You get passive 5% cooldown reduction and your cooldow reduction cap is also increased to 45% from the usual 40%. this is very helpful as it gives your long cooldown ultimate a shorter cooldown which actually can make the difference between finding a good engage at one moment or barely missing that engage by not having your ultimate available


  • Stormraider's Surge Dealing 30% of a champions max health as a tank very rarely happens if it happens at all, this mastery isn't suited for tank Malphite. If you're playing burst Malphite it can be decent because Malphite lacks innate escape and it synergizes pretty well with his Q-ability. Still worse than Thunderlord's Decree if you're going for that assassin playstyle.
  • Thunderlord's Decree gives you an AoE shock when you hit an enemy 3 times with attacks or spells. Your combo is basicly 3 spells cast in a rapid succession so guaranteeing the proc always. The proc won't deal too much damage because you are tank and is on a reasonably cooldown which means you won't make that much use of it. It can be useful however if the enemy team is extremely squishy and this does happen every now and then in SoloQ so you can make sure your teams wombo combo is better by making the enemy team crispier for your team to devour them. This is pretty much the bread and butter keystone for playing an assassin.
  • Windspeaker's Blessing This agains is a useless mastery as Malphite only has a self shield which isn't all that big in the first place and in order for it to recharge you have to not take damage for a period of time. This mastery should never be taken on a Malphite.


This is the mastery tree that I recommend to take to the Keystone everytime you play tank Malphite. This tree gives the most defensive options and really fits Malphite's kit in every way.
The masteries I recommend going are Unyielding - Though Skin - Veteran's Scars - Insight - Swiftness - Grasp of the Undying/strength of the Ages/Bond of Stone

  • Recovery gives you health regen which is very useful in the laning phase but I don't recommend to take it over Unyielding
  • Unyielding gives you bonus armor and magic resist which makes your tank items even stronger and makes you a tougher rock, you'll be gettin a lot of armor and magic resist in the late game and this one increases that ever so slightly but still helps a lot
  • Explorer isn't really a good mastery to take because it denies you Though Skin which does directly help you
  • Though Skin flat damage reduction that really adds up in the long run. The more little but frequent attacks your enemy has, the less damage they will do in total. 2 doesn't sound like much and it really isn't but when facing an attack speed champion who attacks multiple times with autoattacks per second and has spells mixed in there like Jax, then that damage reduction really starts to stack up
  • Runic Armor is never worth to be taken over Veteran's Scars because your shield scales with maximum health making this the inferior option every single time
  • Veteran's Scars gives you a % total health increase which is very useful as you tend to have a lot of health and your passive shield also scales on total health making this a very good mastery on Malphite in every situation
  • Insight less cooldown on summoner spells means more frequent game changing teleports and flashes, speaks for itself, a very good mastery
  • Perseverence is never better than reduced cooldowns on your masteries, your health regen will never be good enough for this mastery to overtake Insight in value
  • Swiftness in a world with increasing mobility it's very important not to get slowed or cc'ed because if you do, you're easily caught by the enemy team, this talent reduces their chance of reaction at such catches and gives you way more sitckyness in teamfights to disrupt the enemy
  • Legendary Guardian gives you 15 armor and magic resist in a 5v5 teamfight, this however isn't that much and is never better than tenacity and slow reduction


  • Grasp of the Undying I recommend this mastery because it's just the best choice in the current state the mastery system is in. Getting 3% of your max health every 4 seconds theoretically is very good and not only do you get that health, you effectively steal that health from the enemy making it even better. This mastery is the go to choice for most top laners at the moemnt because it gives you a decent amount of health while dealing decent damage to the enemy. This can make the difference in skirmishes as the health difference it gives is bigger than just that 3% and might be that little push that gives you the advantage. The mastery isn't very good in teamfights tho because it requires you to be in combat for 4 seconds before being able to proc and you're not the stickiest of champions so making good use of this in teamfights can be very tough. You would take this mastery if you want a little hand helping you to win the lane.
  • Strength of the Ages This keystone gives you a decent amount of health when it's fully stacked making it useful throughout the game but it just can't beat Grasp of the Undying in the current state of the game.
  • Bond of Stone This mastery is at the least useful for a solo lane at the moment, the other keystones are just a better option right now

Abilities Back to Top


Seismic Shard on level 1 or Ground Slam if you want to fight AT level 1. If your having problems against a ranged champion, this is your go-to skill

Max Brutal Strikes when the enemy is full AD, this gives you a nice armor boost for the mid-game. Activate this before the first autoattack because it's not an autoattack reset.

I max Ground Slam second because AS reduction is so powerful (50% at max rank)

If you're going for a more magic damage-focussed build skill up order is Q>E>W or E>Q>W depending if you're going up against a melee AS based champion like warwick that really needs to get in your face(take E>Q>W first in this situation!) and grab your ultimate whenever possible

Note: generally level up Q but if your against melee it's usually more beneficial to level E first as it does more damage and enables you to win trades more easily. In even rarer cases you'll want to level W first because of the passive % armor it grants you which is very strong

Items Back to Top

Starting Items

    boots and 4 pots are generally good to start with against champs with skillshots
    This can be a good choice if you need a decent amount of sustain and the extra damage you get when you activate it is always nice. You can also opt to not upgrade refillable potion and get some health pots instead
    cloth 4 pots are good against an ad top
    prevents 8 damage per autoattack. You can build this if you don't need extra health regen that comes in the refillable potions.

Core Items

    Take these items to tank entire teams mid-game
    These items are great when facing AP teams
    Iceborn Gauntlet is now a really good option aswell, it gives 65 armor and 20% cooldown reduction. The slow field increases with armor.
    Frozen Heart just became an even better option because of the stronger AD carries this season, this also synergizes very well with Malphite's E ability to make your enemy's attack speed non existant for a good few seconds
    This item is also very good as it give you a decent amount of tanky stats and provides you with a slow on hit when the item is charged up, not only does it slow the enemy, it also speeds you up as you're walking around

Situational Items

    this is a good generalist build
    if you need to burst people down while still being pretty tanky, these items are a good choice
    Midlane build, good for bursting down that enemy squishy. Luden's Echo first, other items are interchangeble.
    Sterak's Gage provides you with a decent damage and health boost, this item also makes you deceptively tanky as you get a shield based on max health when taking big damage.
    This item provides your team with a nice speed boost to make your engage easier. The item doesn't give any armor or magic resist but makes up for that in health, mana and utility
    Is a pretty cheap item which gives an insane amount of armor but no other tanky stats, don't get this before you have a decent health pool or you just locked away a bunch of gold that doesn't get fully utilized until later when you do have the health to back it up
    Is a decent item if you don't need much resistances and feel like you're not missing out on another important item when building this. This gives you a decent health and mana pool combined with a decent damage boost as well
    Only get this item if your jungler or support haven't bought this and don't intend on buying it, this item gives your team a nice boost in survivability directly in the form of an AoE shield and indirectly in the form of passive resistances
    Torment can be a good item if your team seriously lacks in tank busting and if you don't hurt yourself by not being able to build another item instead of this one
    Frozen Mallet can be good in some situations but i don't recommend building this item
    Is a not too bad choice if your team desperately need waveclear but I don't see this item being fully utilized most of the time, there simply are better options
    Is a very strong item against heavy AP comps but has a prerequisite to use it to it's fullest potential, get this item as a last item when you don't feel like any of your options have a clear winner because this is a very good generalist tank item in the late game
  • 3025.png is a very solid choice now as well because of the pretty good tank stats and the slowing field now increases with armor making this item synergize very well with Malphite's kit.
  • I recommend going both 3143.png and 3110.png because of the stronger AD carries, these items will make their day bad and combined with their E can nerf their attack speed to oblivion for a good few seconds at least.
  • 3075.png gives you a large amount of armor for a pretty low cost, don't build this when you don't have the health to back it up however as the item will just be wasted until you get some more health items. Against heavy AD teams this item is very attractive to just buy early on but I recommend building at least Randuin's Omen and Frozen Hearth before this item.
  • 3742.png is not only a tanky item, it's also loaded with utility that is fully utilized and synergizes well with your kit. The extra movement speed allows for easier positioning to get a good, clean ultimate off and the slow comes in very handy to lock down an enemy carry after your ult. This item's slow combined with your Q makes it very hard for the enemy to get away and makes for easily caught out enemies because it makes it very easy for your team to react and catch up with them.
  • If you need MR and want more damage with your abilities and sunfire, 3001_32.png is a decent choice. This item doesn't provide you with health tho so be careful as a lot of resistances but low total health can be very bad for you
  • 3065.png doesn't only provide you with good stats, it also buffs your health potions because it increases all healing, including health pots and health regen. The cooldown reduction this item provides is always helpful.
Items should never be bought in a certain order but always as a reaction to the enemy team! So basically don't build MR against full AD teams, that's just silly! Just take a look at the enemy team and who is strong at what times and when you will need to get certain resistances to make a good choice for what item to build next.

Just 1 typer of tanky stat is never good, never get only armor but no health for example. You need health to back up your resistances in order for you to be tanky but the other way around you also need resistances to back up your health or you'll just be a massive health spunge that still is pretty easily killed by most champions. For example 100 armor with 1000 health is much less valuable than 100 armor with 2000 health and 1000 health with 0 armor is much less valuable than 1000 health with 100 armor.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
  • Akali
  • Cassiopeia
  • Cho'Gath
  • Darius
  • Diana
  • Dr. Mundo
  • Ekko
  • Elise
  • Fiora
  • Fizz
  • Galio
  • Gangplank
  • Garen
  • Gnar
  • Gragas
  • Graves
  • Hecarim
  • Heimerdinger
  • Irelia
  • Jarvan IV
  • Jax
  • Karma
  • Lissandra
  • Riven




Aatrox is really good at longer skirmishes, whenever he engages, immediately pop Ground Slam to reduce his attack speed. Aatrox can't deal with the AS slow and can be kept off your creeps to deny him sustain. If he is winning trades, you're doing something wrong! In general just run away when the attack speed buff fades off him.




Early it's pretty easy as akali is rather squishy and your spells have decent base damage so you can zone her quite easily. Be carefull post-6 because her burst skyrockets with her ult.




Her poisons and twin fangs can force you out of lane very easily because she deals a lot of damage. Try to soak as much experience as possible and try to not get hit by poisons or you're gonna have a bad time. Start boots and pots to be able to dodge her skillshots or flask and pots if you think you'll get hit very often and need more hp regen




As long as you dodge his Q and W and harass him with autoattacks everytime he comes to cs you'll be fine, just don't fight cho below 400 hp after level 6 when he has his ult up.




Go for sustain "cloth+5 or flask+3 or 1 depending wether you want a ward" to stay in lane as long as possible and farm up for your Ninja Tabi and Sunfire and he won't be doing enough damage, just watch out to for his ult, generally don't fight him under 600 hp.

The new darius has insane healing and damage so there's very little chance to kill him if you let him heal and you probably won't be killing him anytime soon.




Farms easily while keeping you off your farm and you can't trade with her as she'll win them all


Dr. Mundo


Mundo can zone you off the creeps and out of exp range with his cleaver as both his poke and skirmish skills are magic damage and he doesn't rely on AS completely. His kill potential skyrockets post-6 because his ult+cleavers give him great chase potential and you just can't deal with both his damage and sustain.




Ekko lacks damage early on, you'll be able to out trade him in extended trades, try to not let him proc his passive on you or he'll just run away and you won't be able to counterattack. Ekko gains a big movement speed buff after proccing his passive on champions so use this to your advantage and use your Q when he procs his passive to gain a large part of his movement speed buff.




Keeps you off your farm, start with flask and 3 pots or 1 pot + a ward to stay in lane as long as possible to maybe get some farm here and there, if she comes to close try to harass her, after you have your ult you might be able to go in and snatch a kill with ignite+Seismic Shard and autoattacks. If she pops her W try to Ground Slam to reduce her AS again




Farm up for Ninja Tabi and Sunfire and she'll be dealing significantly less damage to you outside of her ultimate. Don't use your Q when she has her parry up, max W for more armor or E for more damage.




He kills you if your not carefull enough, start flask and + pots/ 1 pot+ ward to stay in lane as long as possible and farm up. Alternatively you can actually go with doran's shield as it gives you a good a mount of health+sustain+blocks some damage .




He keeps harrassing you with Q and E until your low enough so you have to back, start flask and pots to stay in lane as long as possible and farm up.




Try to make it a farmfest and grab Ninja Tabi and Sunfire as soon as you can and there goes his damage. Beware of the barrels which ignore 40% of your armor but outside of that when you have a little armor he won't be much of an issue to you




Farm up for Ninja Tabi and Sunfire and he won't be dealing much damage anymore, don't try to fight him with less than 400 hp tho since the ult is magic damage does more damage the lower YOU are. Start flask and pots or cloth armor and pots.




Level your W to gain more armor if you have a difficult time dealing with Gnar. It's hard to kill him in his passive because he gains massive tanky stats gains a portion of his health back when it procs. Don't trade with him in his Mega Gnar form, wait for him to be mini Gnar and get too close to you so you can use Q and catch up with him for a couple of autoattacks. Start flask and pots or cloth armor and pots.




If he's AD try to make it a farmfest and rush Ninja Tabi and Sunfire.

If he's AP pray to god he let's you farm a bit, start with flask and pots or cloth + 5 or doran's shield.




Graves top is really a pain in the ass because he can stay out of range and just jump away. Beware the ARpen runes on top Graves, they might just cost you your live by underestimating his damage by looking at his relatively low AD early.




He wants to have a farm lane and that's just what you want aswell, he won't be doing anything after you get your Ninja Tabi and Sunfire. Just easily kill him when you get the chance. Beware jungle Hecarim tho as his ganks are godlike, avoid his ult at all costs if he's ganking even if it means burning your own ult.




Keeps you off your farm, everytime you go in he pops ult and runs away and ruins your day. Very annoying matchup. Start flask and pots.




Irelia wants a farmfest, you want a farmfest, farm as best as you can while keeping her off her farm a bit and she won't be doing much after Ninja Tabi and Sunfire as she is a pretty autoattack reliant champion. Beware the true damage, try to use Ground Slam everythime she pops the true damage thing to reduce her damage as much as possible and you'll be dueling her in no-time. For teamfights build either Frozen Hearth or Randuin's Omen depending on whether you need more mana or health, if you get focussed Randuin's might be a good choice, if not, get Frozen Hearth


Jarvan IV


He has armor shred and a knockup but he just doesn't have the damage to kill you especially after Ninja Tabi and Sunfire but beware ganks of high damage Champions as they can attack you freely after his knockup/ulti. Jarvan is very strong early game tho so try not to let him get the advantage, his Q is very easy to hit and pushes the wave while harassing you, don't stand in the minion line to make him choose between harassing you or pushing the wave. Start flask and pots or cloth armor and pots.




If Jax farms well, he will be a beast no matter what, you can counter this by building AS slow items like Frozen Hearth or Randuin's Omen. Jax won't trade autoattacks with you, he'll try to jump on you, autoattack and W so you have little time to counteract. After 6 he'll autattack a minion twice and jump on you for the W+ passive damage. Jax will not win an extended trade inside the duration of your Ground Slam AS slow, back off once this effect runs out, you'll be able to outrun him with your Q active on the target so use it when you are retreating from him. In teamfights peel for you carries by sticking close to Jax and using Ground Slam whenever he's in attack range of your carries. Don't be afraid to ult him if necessary even if it's only him. Start flask and pots, cloth armor and pots or doran's shield and a pot.




You'll never get to her because everytime you go for her she uses her snare. She can harass you for free very easily because you can only harass her with your Q and she shield the entire damage pretty much or most of it anyway. This matchup is hell and will force you to lose a lot of farm. Get Spectre's Cowl as soon as possible to at leat mitigate a portion of her harass and you'll have a much easier time. Start with flask and pots because you'll want as much health regen as you can possibly get. 




Magic damage that is easy to land with a very short cooldown, she will poke you down very hard and make your life a living hell. Try to farm up as much as possible while not dying, try to roam when you're getting denied all the cs.




Max your W, it increases your armor and Riven will have a really hard time killing you in lane after you get at least 1 armor item. As long as Riven doesn't snowball early enough to kill you, you should be fine and get more armor than she can handle until her Last Whisper.

pros and cons Back to Top


  • A lot of damage while being really tanky thanks to his damage scaling with armor
  • He can 1v1 most AD champions late game, including ADCs that don't have much mobility so you can keep hitting them for free
  • Free AD and Armor
  • Super tanky after Ninja Tabi and Sunfire Cape
  • Great passive that gives shield
  • Fun to play
  • Incredibly fun to walk into 5 man team in a bush, getting everything they have thrown at you and still walking away with 50% hp
  • Has escape with ult if necessary
  • Flexible builds
  • Very good ult if teammates know how to follow up
  • Very good in the AD carry meta, you like to build armor and they hate that.


  • Hard to lane against ranged champions
  • shield takes 10 seconds to come back 
  • CC can ruin your timing on your Unstoppable Force completely
  • Kind of high cooldown ult
  • Can't carry games as hard as other toplaners because he relies a lot on your team following up on engages
  • If your team doesn't know how to follow up on engages or you make a bad engage you can get punished VERY hard
  • Requires a bit of experience with engaging to know whether it's a good engage or not

Laning, Mid and Lategame Back to Top

  • Laning phase
Try to farm as much as possible and heal up any damage taken with health pots, if you're kinda low wait a bit for shield and try to pop W if you need when you go in for cs. Also if there's an opportunity to kill your opponent with flash or ult, don't hesitate to do anything to get you ahead in lane. If you've destroyed your turret and face no threat of getting your turret destroyed, go roam and do stuff like warding enemy buffs or ganking other lanes.  

  • Mid game
try to be in teamfights and always use your ult if there is an opportunity for kill. Malphite is not very good at splitpushing but that doesn't mean you never should go to sidelanes to set up slowpushes. 

  • Late game
Be the big guy that no one can kill, protect your carry at all times and if you see an opporunity to ult on 3 or more targets at least and you think you can fight, do it!
If your carries suck, just leave him and try to make them focus you instead

Tips & Tricks Back to Top

  • Seismic Shard
-The higher the enemies MS is the more you get.
-You can use it on minions or monsters to get a quick boost of speed if you're getting chased or chasing out of reach champions

  • Brutal Strikes
-This ability gives you more armor passively, this allows for insane amounts of armor.
-Activate this ability to get splash damage and extra damage based on your armor. Activate this whenever engaging and you have plenty of mana. This is NOT an auto attack reset so use it before your first autoattack

  • Ground Slam
This is a really big AS reduction (50% at max rank) so always try to use it on a few high attack speed champions, this works wonders against champions like kayle, jax or xin zhao as they all need the AS to deal damage.

  • Unstoppable Force 
This is one of the strongest ults in the game because of the decent damage and knockup. try to hit multiple targets with this ( preferrably at least 3 ) and the moment they hit the ground do a Ground slam to hit them all and a Seismic Shard on the highest MS target possible if you're in trouble after your initiation
It's OK to ult single targets IF and ONLY IF killing that certain champion is in your win condition!

changelog Back to Top


  • Added AP focussed items to item builds and updated author notes with 3023_32.png and 3001_32.png.
  • Added alternative skill orders in the author notes.
  • Added alternative masteries
  • Updated some other author notes
  • Added changelog and removed other guides section
  • Improved the look on the author sections


  • Added 1054_32.png to starting items and  improved explanation on starting items.

  • Changed the skill order to the usual order (more common order)


  • Changed some of the matchups to no longer say 9 pots 2 wards and giving altenatives instead

  • Updated the masteries section to match the S4 patch
  • Removed WILL BE UPDATED SOON™ section as it is no longer relevant

No changes made but I want to take this opportunity to say thanks to everyone who supported this guide by viewing and liking it so it could pass that 1.000.000 view mark. Big thanks to everyone
  • 1.000.000 views reached! Thanks all!


  • Updated some notes to be more relevant to my thoughts about things

  • Updated skill notes to match the skill order again

  • Updated multiple sections to be relevant again

  • Updated mastery page to no longer be incomplete. Big thanks to Ryndaar for noticing!


  • Slightly changed mastery page 
  • Updated some matchups to be more accurate and reflect changes in matchups of the new juggernauts
  • Updated W- Brutal Strikes part of tips and tricks to no longer reflect the outdated ability
  • Updated W- Brutal Strikes part of Abilities to no longer reflect the outdated ability


  • Updated and added some matchups

  • Completely redone the mastery sections to reflect and explain the season 6 masteries


  • Updated and mostly redone the Items section of the guide, there will no longer be irrelevant information and various items have been added and discussed in the section

  • Updated parts of the mastery section to reflect changes to keystones and my opinion

  • 5.000.000 views reached! Big thanks to all!

About me Back to Top

Hi, I'm buurbs and play on the EUW server.

I like playing everything but jungle. I like solo lanes because the only thing that can screw it up is yourself. If your good enough you'll win every lane because it's just you and your own skill. Never rely on the jungler to win your lane and always ward up especially with no escape Champions unless you're tower hugging and think they won't be towerdiving you. As for botlane, I love playing botlane with good synergy because it can be the most rewarding lane in the game because of the 2 champions.

I am now looking for a team, feel free to ask me in.
If you have any questions, feel free to ask, i respond to every comment!
If you want me to make a guide for another champion don't hesitate to ask me and i will make at least a basic guide!

Good luck and Have fun!

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