Positioning for Malphite by class, range and real stat line — what to do when the fight starts, and what not to.
Malphite is a tank. In a five-on-five that means one thing: start the fight on your terms and be the most costly thing to ignore.
Items, runes and damage numbers are all downstream of standing in the right place when it starts.

| Stat | Level 1 | Level 18 |
|---|---|---|
| Health | 665 | 2433 |
| Attack damage | 62 | 62 |
| Armour | 40 | 124.2 |
| Magic resist | 28 | 62.9 |
Movement speed 335 and attack range 125 do not grow with levels — they are the two numbers that stay true all game.
At 125 range you are inside the fight by definition. The question is which side of it — entering on the same angle as your team makes you a threat, entering alone makes you a kill.
The armour and magic resist above are what you have before items, and they are the honest answer to whether you survive being focused.
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.
Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds.
Malphite attacks with such force that it creates a sonic boom. For the next few seconds, his attacks create aftershocks in front of him.
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.
Malphite launches himself to a location at high speed, damaging enemies and knocking them into the air.
These are the designers' words, not ours — the tips shipped in the client for Malphite.