Malphite vs K'Sante Matchup Guide
Malphite
Top Lane Tank
Shard of the Monolith – armor-scaling engage tank with anti-AD tools
K'Sante
Top Lane Tank
K'Sante – matchup-specific duelist profile
Champ Select Cheat Sheet — Malphite vs K'Sante
Matchup Dynamics
How This Matchup Works
Malphite wins short, armor-weighted trades with E –
Ground Slam
E – Ground SlamMalphite 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. (3s AS slow) and sets kills with R at 6. K'Sante wins extended fights or long lanes. The matchup pivots on level 6 and first item at ~10–11 minutes.
Early Game (1-5)
Skill Matchup - Wave state + junglers decide; trade on shield timer and cooldown windows.
Mid Game (6-11)
Skill Matchup - Wave state + junglers decide; trade on shield timer and cooldown windows.
Late Game (12+)
Skill Matchup - Wave state + junglers decide; trade on shield timer and cooldown windows.
Key Interactions
- Punish after
Footwork
E – FootworkK'Sante dashes and gains a shield. If targeting an ally, K'Sante dashes to the ally with increased range and both gain a shield.When All Out, cooldown is reduced and speed is increased. /
Ntofo Strikes
Q – Ntofo StrikesK'Sante strikes, damaging and slowing enemies in a short line.On hit, grants a stack of Ntofo Strikes. At 2 stacks, K'Sante fires a shockwave that pulls enemies in.When All Out, cooldown is reduced. is used: Trade Q –
Seismic Shard
Q – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds. > W –
Thunderclap
W – ThunderclapMalphite attacks with such force that it creates a sonic boom. For the next few seconds, his attacks create aftershocks in front of him. AA > E –
Ground Slam
E – Ground SlamMalphite 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. after K'Sante expends
Footwork
E – FootworkK'Sante dashes and gains a shield. If targeting an ally, K'Sante dashes to the ally with increased range and both gain a shield.When All Out, cooldown is reduced and speed is increased. or
Ntofo Strikes
Q – Ntofo StrikesK'Sante strikes, damaging and slowing enemies in a short line.On hit, grants a stack of Ntofo Strikes. At 2 stacks, K'Sante fires a shockwave that pulls enemies in.When All Out, cooldown is reduced.; exit before their next cycle (≈8–16s). - Deny auto-DPS during burst: Cast E –
Ground Slam
E – Ground SlamMalphite 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. as K'Sante commits; 3s AS slow cuts K'Sante DPS; kite with Q slow (3s). - Space around key CC: Bait K'Sante
Footwork
E – FootworkK'Sante dashes and gains a shield. If targeting an ally, K'Sante dashes to the ally with increased range and both gain a shield.When All Out, cooldown is reduced and speed is increased.; hold R –
Unstoppable Force
R – Unstoppable ForceMalphite launches himself to a location at high speed, damaging enemies and knocking them into the air. to counter when it’s down; buffer
Flash
FlashTeleports you a short distance toward your cursor.>R to bypass reactions. - Wave and range rule: Only fight with ≥6 allied minions; keep >325 units when E is down to prevent opponent all-in with dash/CC.
Malphite
Strengths
- E –
Ground Slam
E – Ground SlamMalphite 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. reduces AS for 3s; cripples auto-reliant champs - Q –
Seismic Shard
Q – Seismic ShardMalphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing Move Speed for 3 seconds. point-click slow enables disengage/chase
Granite Shield
P – Granite ShieldMalphite 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. refreshes after 8s out of combat; enables chip trades- R –
Unstoppable Force
R – Unstoppable ForceMalphite launches himself to a location at high speed, damaging enemies and knocking them into the air. guarantees pick from fog
Weaknesses
- Long CDs; losing extended fights if E/R down
- Mana-gated early; missed Q loses tempo
- Struggles in long lane vs ranged poke (Jayce, Kennen, Teemo)
- Percent‑HP shred and true damage bypass armor stacking
K'Sante
Strengths
- K'Sante excels in extended 1v1 with kit synergies
- Punishes cooldown windows and long lanes
- Can snowball on stacked waves and with jungle
Weaknesses
- Hates AS slow + armor stacking
- Telegraphed engage can be countered by R knockup
- Short trades into Malphite shield rarely stick
Power Curve Comparison EXPERIMENTAL
Power Curve Visualization
Win Conditions
Malphite's Win Condition
- Freeze 4–6 minions 3:30–5:00; deny XP; call jungle for timer dive
- Crash Wave 4 at ~3:20; take plate or base to components
- Buy Bramble early vs lifesteal; convert to
Thornmail
Thornmail150 Health75 ArmorThornsWhen struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion. post‑2 items - Hover Herald 8:00–10:00; use
Flash
FlashTeleports you a short distance toward your cursor.–R to start before enemy collapses
K'Sante's Win Condition
- Extend lane; take long trades after Malphite uses E; punish R cooldown
- Stack wave for dive with jungler; fight away from Malphite tower
- Rush armor‑pen/anti‑armor to cut Malphite stacks
- Avoid river chokes when Malphite has
Flash
FlashTeleports you a short distance toward your cursor.–R
Laning Phase Guide
| Level/Phase | Malphite | K'Sante |
|---|---|---|
| Level 1 | Start Q vs ranged or E vs melee; last-hit only; slow-push wave 1; trade after K'Sante uses a primary spell; ward river/tri at 2:20; avoid long lane. | K'Sante: start standard poke/CS tool; avoid hitting Malphite shield; track Q slow; ward brush 1:15 vs cheese. |
| Level 2 | Take W; hold freeze 3–4 minions; Q>W AA then drop aggro; punish K'Sante when dash/CC is down; keep wave 6–8 from tower; ward pixel/tri 2:40. | K'Sante: trade when Malphite E is down; thin wave to break freeze; prep level 3 all-in windows. |
| Level 3 | Unlock full combo; look Q>W>E then exit as E slow ends (3s); prep crash for Wave 4; track jungler timers. | K'Sante: full combo online; bait E then chase; crash wave if jungler topside; deny cannon setup. |
| Level 4-5 | Crash Wave 4 (first cannon) ~3:15–3:30 top side; base if 900–1300g; if unsafe, hold freeze near tower; avoid extended fights. | K'Sante: contest Wave 4 crash; call jungler to break freeze; fight long lane with vision. |
| Level 6 | Hit 6 first by slow-push then crash; |
K'Sante: hold dash/defense for Malphite R; only fight after he spends R or E; respect |
| Level 7-8 | Reset on bounce; with Iceborn/Hollow, extend trades into walls; hover Herald; TP only to stacked waves or objectives (TP cd ~300s). | K'Sante: punish Malphite mana; shove and roam if R is down; drop deep wards before Herald. |
| Level 9 | E max; perma-freeze near tower vs split-pushers; punish overstep with R from fog; swap sides for objective timers. | K'Sante: break freezes with jungler; avoid chokes when |
Power Spikes
Level Spikes
| Malphite | K'Sante | ||
|---|---|---|---|
| Level | Description | Level | Description |
| 3 | Minor Q+W+E online; trade on shield timer; exit after 3s E slow | 3 | Minor K'Sante full combo; punish Malphite when E on CD |
| 6 | Major R unlocks guaranteed pick with jungler or counter-engage | 6 | Major K'Sante ultimate adds all-in or escape |
| 9 | Major E max amplifies AS slow; wins brief skirmishes | 11 | Major First max rank + item spike for K'Sante |
| 13 | Critical 2-item (Iceborn + |
||
Item Spikes
| Malphite | K'Sante | ||
|---|---|---|---|
| Item | Description | Item | Description |
| Spellblade slow + damage reduction lets you stick to duelists | Armor shred against Malphite’s stacking | ||
| Wave control + Immolate burn improves shove/skirmish DPS | Gap close/slow to chase after R knockup ends | ||
| Anti- |
Split-push pressure in long lane | ||
| Big magic shield vs AP burst comps | |||
| MR + aura shred; amplifies allied magic damage | |||
Best Build for Malphite
Starting Items
Doran's Shield
Doran's ShieldGood defensive starting item (400g) +
Health Potion
Health PotionConsume to restore Health over time
Core Items
Iceborn Gauntlet
Iceborn GauntletHigh Magic Resist.Passively slow nearby enemies. When spells are cast near you, release a wave of energy that damages and slows. →
Plated Steelcaps
Plated SteelcapsEnhances Move Speed and reduces incoming basic attack damage →
Thornmail
Thornmail150 Health75 ArmorThornsWhen struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion./
Hollow Radiance
Hollow RadianceImmobilize enemies to gain a shield. Activate to run faster at opponents.
Runes
Primary: Resolve:
Grasp of the Undying
Grasp of the UndyingEvery 4s your next attack on a champion deals bonus magic damage, heals you, and permanently increases your health.,
Demolish
DemolishYour third attack against turrets deals bonus damage.,
Second Wind
Second WindAfter taking damage from an enemy champion heal back some missing health over time.,
Overgrowth
OvergrowthGain permanent max health when minions or monsters die near you.
Secondary: Inspiration:
Biscuit Delivery
Biscuit DeliveryGain a free Biscuit every 2 min, until 6 min. Consuming or selling a Biscuit permanently increases your max health and restores health.,
Time Warp Tonic
Time Warp TonicPotions grant some restoration immediately.
Summoner Spells
Flash
FlashTeleports you a short distance toward your cursor. +
Teleport
TeleportAfter a brief channel, become untargetable and travel to an allied unit. Upgrades into Unleashed Teleport, which significantly increases travel speed.
Priority Build Path
Spellblade slow + DR vs bruisers; helps stick pre‑R
Reduces incoming auto damage; lane survivability
Grievous Wounds + reflect vs sustain autos
Waveclear + sustained AoE damage in skirmishes
Situational Adjustments
Kaenic Rookern
Kaenic Rookern400 Health80 Magic Resist100% Base Health RegenMagebaneAfter not taking magic damage for 15 seconds, gain a magic shield.: Heavy AP burst (Kennen/Jayce AP + AP jungle)
Abyssal Mask
Abyssal Mask350 Health45 Magic Resist15 Ability HasteUnmakeNearby enemy champions take 12% more magic damage.: AP heavy comps; boost allied magic damage
Mercury's Treads
Mercury's TreadsIncreases Move Speed and reduces duration of disabling effects: High CC or AP top/jungle (cost 1250g)
Key Patterns
Lethal Combos
Flash >
R – Unstoppable Force >
W – Thunderclap AA >
E – Ground Slam >
Q – Seismic Shard
Hold Footwork or Path Maker to dodge or interrupt follow-up; kite back then re-engage when E expires
Survive initial burst; win extended 1v1Trading Combos
Q – Seismic Shard > walk up >
W AA reset > 1–2 autos >
E to cut AS > disengage at 3s
Ntofo Strikes poke/trade; hold dash to dodge R; all‑in only after Malphite E on cooldown
Take long trades across the lane; avoid fighting in chokesLethal Thresholds
- Malphite Kill Range: R pick is lethal if target <60% HP without dash/
Flash
FlashTeleports you a short distance toward your cursor.; <40% if tankier;
Ignite
IgniteDeals true damage over time to target enemy champion and reduces healing effects on them for the duration. lowers threshold - K'Sante Kill Range: K'Sante wins when Malphite E and R are both down; force fights in long lane spaces
- Critical Levels: 6: kill threat; 9: E max; 13: two‑item spike; 14: Unleashed
Teleport
TeleportAfter a brief channel, become untargetable and travel to an allied unit. Upgrades into Unleashed Teleport, which significantly increases travel speed. map plays
Level by Level Game Plan
| Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
|---|---|---|---|---|---|
| 1 | Establish Q/E trading timer | Keep wave outside tower; avoid long lane | Q poke or E vs melee; shield reset every ~8s | Low; only with jungle and minion lead | Hit 2 first on stacked wave; Ahead: stack wave; Even: hold; Behind: thin and ping |
| 2 | Enable AA reset trades | Freeze 3–4 minions | Q>W AA; exit | Low‑Medium if enemy wastes dash | Track jungler 2:45; Ahead: zone on big wave; Even: farm; Behind: hug tower |
| 3 | Full combo access | Prepare cannon wave crash | Q>W>E then back; time around E 3s slow | Medium with |
|
| 4-5 | Pre‑6 stability | Crash Wave 4 (first cannon) then bounce | Shield‑timed short trades | Medium on bounce | Reset for boots/components; Ahead: plate; Even: reset; Behind: freeze near tower |
| 6 | Leverage R threat | Control brush; threaten all‑in or counter‑engage | High vs dashless or Flashless | Ping jungler; Ahead: dive; Even: trade ults; Behind: hold R to peel | |
| 7-8 | First item window | Hold wave near tower or shove to roam | Longer trades with Iceborn/Hollow | Medium‑High with |
Hover Herald; Ahead: invade topside vision; Even: contest; Behind: farm safely |
| 9+ | Transition to side lane | Freeze or slow push for tower | Anchor fights around E AS slow | Medium; pick with R | Deep wards; Ahead: pressure; Even: match; Behind: group for fights |
| Mid Game (11-16) | Objective control and picks | Flank from fog | Skirmish around Herald/Dragon | High on carries without |
TP 300s; plan windows; Ahead: force; Even: trade objectives; Behind: turtle and pick |
| Late Game (16+) | Frontline engage or peel | Front‑to‑back in river/chokes | Engage→disengage after burst | High with team follow | Control vision in chokes; Ahead: start fights; Even: counter‑engage; Behind: peel for carry |
First Back Goals
Ideal Back (1200–1600g)
Plated Steelcaps
Plated SteelcapsEnhances Move Speed and reduces incoming basic attack damage (1200g)
Bramble Vest
Bramble Vest30 ArmorThornsWhen hit by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion. (800g)- Control Ward (75g)
Crash Wave 4 (first cannon) then base; preserves tempo
Standard Back (800–1100g)
- Ruby Crystal (400g)
- Cloth Armor (300g)
- Boots (300g)
Base on wave bounce; keep TP for objectives (TP ~300s)
Teamfight Tips
| Aspect | Malphite | K'Sante |
|---|---|---|
| Primary Role | Primary engage or peel based on comp | Side‑lane threat or dive |
| Target Priority | Enemy ADC Fed mid/AP Jungler |
Punish Malphite post‑R Hit backline if R used |
| Objective Control | Start fights around Dragon/Herald Zone chokes with R |
Force side pressure during objectives |
| Positioning | Approach from fog/brush; flank river/jungle entrances | Kite back; spread vs |
| Other Tips | Buffer Hold Q to chase post‑knockup |
Ward flanks; track |
UpMatched