User blog comment:Baristar/Suggested Champion Complete Overhaul, Malphite, the Dreadnought/@comment-5847551-20170623154514

A few ideas you might want to work with:

Innate :

The +1 to armor on getting displaced is really dependant on the enemy team composition. Some games you might gain 10-20 armour while othertimes you would EASILY get 50+. I believe this is too RNG based to work with.

The other part of the ability is very interesting and unique although it is in need of a buff to matter.

My idea for the ability'd be to change the "+1 armor per displacement" to "+10% armor per second while stationary, stacks up to x times" or something similar, which would also fit the theme of a "Living Mountain"

For "Heavyweight" part of the passive, double the values.

1st Ability (Seismic Trail) : 

The ability concept is alright BUT:

4/5/6/7/8 second slow? Change it to 4 seconds at all ranks. The currently longest CC is Nasus's Wither at 5 seconds. 8 is way too long.

The AP scaling (70%) is a bit on the high side for an aoe, I'd change it to 45-60% but its up to you.

2nd Ability (Brutal Blow) :

Passive physical shield that is a copy of Galio's. No. Change/remove, way too unoriginal. The rest of the ability is good though. Work on the wording and details btw, some things that should be known are missing. Up the scaling. It is a Melee skill, should be 50-60% AP, 20% Armour, even with the stun, especially considering the low base damage. That or lower the cd from 15 to 12-13 seconds.

3rd Ability (Landslide) :

Its's a bit like Rammus's except slower and it can go through many units. I see nothing wrong here, scaling is ok, cd is ok.

Ultimate (Shatter Earth) :

Good. I'd personally make 3 changes.

1. WAY too high AP ratio. Halve it. This ult has more AP ratio than some mages have on their entire kit.

1. Change explosion delay from 1.5/1/0.25 (Too long/ok/Too short) to a static 1s.

2. (Important!) Allow casting during Landslide, would allow for some nice combos.

Overall, nice idea, good synergy between abilities, you should balance the damage though, too high for a tank.