User:Care Level/Malphite

= Malphite Rework = Points of interest:
 * Match Malphite's thematics to his gameplay.

Contextual Changes:
Malphite's base attack speed is destroyed, and his base tanky stats are hit hard, forcing him to rely on his passive management in order to soak up damage.

He should primarily last-hit with Crush, like a melee Karthus. This should put him at risk of taking lots of harass, but his passive is designed for that. Fighting him should feel like fighting, well, a rock.

This is offset by him having little kill power without Momentum stacked up. His kill chain in lane should be a slow, painful process: he either pokes you low with a few Ground Slams into Crushes, then charges the lane with Momentum, either by backing up and running from his turret or by running at his opponent as they retreat, and goes for the stun, either knocking aside an enemy as he runs past, or smashing them into their turret as they run into its safety. As he skids to a stop, he can follow up with Unstoppable Force into an isolated Crush for the kill.

In teamfights, Malphite's role is largely the same: roll up, bomb in. Whereas the old Malphite didn't really do a ton after that (slowed a carry's attack speed, threw around a few slows to help clean up), this iteration of Malphite can either launch a carry out of the fight with his Momentum-empowered attacks, or charge past them and attempt a pseudo-Insec, knocking something back toward his team.

Mechanical Changes:
No changes.

Passive: Rock Solid
Malphite generates up to 10% of his maximum Health as an absorption shield every 20 / 15 / 10 seconds. While the shield persists, Malphite has 25 / 30 / 35 / 40% bonus armor and AD. When the shield is broken, it is disabled for 9 / 8 / 7 / 6 seconds, and the disable is renewed whenever Malphite takes damage.

Malphite's size is increased based on the size of his shield, and he gains AD and AP based on his current shield amount.

Q: Crush
ACTIVE: After a short cast time, Malphite smashes the ground, dealing 40 / 60 / 80 / 100 / 120 (+ 120% AD) physical damage and 40 / 60 / 80 / 100/ 120 (+ 60% AP) (+ 8% bonus Health) magic damage. The physical damage can critically strike and, if only one foe is struck, the bonus magic damage is doubled.

Crush applies on-hit effects and the cast time scales with Malphite's Attack Speed.

If used during Momentum, Crush casts twice as fast.

Range: Melee. Radius: 200. Cost: 25 mana. Cooldown: 1 second.

W: Momentum
ACTIVE: Malphite takes a giant step toward the cursor. Malphite can continue to reactivate Momentum within 2 seconds in a 60-degree cone from the direction of his last cast, increasing his movement speed by 10% (stacking up to 6 / 7 / 8 / 9 / 10 times) with each cast. During Momentum, Malphite knocks enemies aside, dealing 70 / 120 / 170 / 220 / 270 (+ 60% AP) (+ 4% bonus Health) magic damage to them.

Malphite's next basic attack, Crush, or Ground Slam ends Momentum and will deal 30 / 50 / 70 / 90 / 110 (+ 60% AP) (+ 8% bonus Health) bonus magic damage and knock his target(s) back 300 units, stunning them for 1.5 seconds if they collide with terrain. The damage and knockback distance increase by 10% for each Momentum stack.

When Momentum ends, Malphite slides to a stop.

Momentum's travel speed increases based on Malphite's movement speed.

Range: 200. Cost: 40 mana + 22 / 19 / 16 / 13 / 10 mana per additional cast. Cooldown: 8 / 7 / 6 / 5 / 4 seconds.

E: Ground Slam
ACTIVE: Malphite slams the ground, dealing 60 / 100 / 140 / 180 / 220 (+ 40% AP) magic damage to enemies within range, slowing them by 30 / 35 / 40 / 45 / 50% and silencing them for 1 second, and blinding them for 1 / 1.25 / 1.5 / 1.75 / 2 second[s].

The rubble reforms around Malphite, adding 5% of his maximum Health to his passive shield, up to the 10% cap.

Range: 250. Cost: 50 / 55 / 60 / 65 / 70 mana. Cooldown: 7 seconds.

R: Unstoppable Force
ACTIVE: After a short cast time, Malphite slowly leaps to a target area. On arrival, he deals 100 / 150 / 200 (+ 50% AP) (+ 10% bonus Health) magic damage to enemies within 600 range, knocking them into the air for 0.8 seconds; the damage and knockup are increased based on the distance jumped.

The shattered earth reforms around Malphite, greatly increasing his size and granting him a shield equal to 50 / 70 / 90% of his maximum Health. While the shield persists, Malphite's basic attacks deal 50 / 70 / 90% of their damage to foes within 200 range of his target and the radius of his spells is doubled; the double damage is applied to all foes within the original range.

If used during Momentum, the cast range is increased by 300 and the cast time is removed, but the cast direction is limited to a 60-degree cone of Malphite's last Momentum cast.

Range: 800. Cost: 100 mana. Cooldown: 130 / 115 / 100 seconds.


 * The speed of the jump should be somewhat like a Ziggs ult: you should have ample time to prepare for the shitstorm that's about to fuck your day up.
 * For the size increase, think Cho. Malphite should be on that Kaiju shit, too.
 * The Unstoppable Force shield is ON TOP OF the passive shield.