Wild Rift Guides
Malphite Baron Lane Wild Rift Guide
Malphite Baron lane counters include Darius, Garen, and Dr. Mundo. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Trade when your shield is ready Use your 1st ability to poke, then stay out of combat until your passive shield returns before taking another trade.
- Stay healthy for level 5 Your ultimate makes it much easier to set up a kill with your jungler.
- Catch damage dealers with your ultimate Wait until your teammates are close enough to follow instead of diving too far ahead.
Strengths
- Game-deciding engage: his unstoppable ultimate can win a teamfight in one cast.
- Armor scaling makes him brutal against attack-damage teams, with tank items doubling as damage.
- Comfortable, poke-resistant laning thanks to his recharging shield.
Weaknesses
- Without his ultimate he is a slow body with little threat, and everyone knows the cooldown.
- Easily kited, and weak before level 5.
- True damage ignores armor, while percent-health physical or magic damage remains mitigated but still pressures tank health efficiently.
Build Snapshot
Rune Setup
Summoner Spells
Malphite Baron Lane Counters
Who counters Malphite Baron Lane in Wild Rift (WR)? These champions beat Malphite in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Darius: Granite Shield (Passive) absorbs Darius's bleed like other damage; the bleed does not bypass shields. The problem is that repeated ticks delay Granite Shield (Passive) from refreshing, while Apprehend (3rd) pulls Malphite back before he can reset the trade.
- Garen: The silence interrupts your trade pattern, his regen refunds your poke, and the spin grinds down your small early health pool.
- Dr. Mundo: Mundo's regeneration wins long poke wars, and his passive can block Unstoppable Force's (Ult) knockup by consuming the canister effect. Malphite has no other immobilize to remove that passive himself, so coordinate with an ally before spending the ultimate on Mundo.
- Shen: Spirit's Refuge (2nd) blocks Malphite's basic attacks, including Thunderclap's (2nd) empowered hit, but it does not block Q (1st) or E (3rd). Shen's taunt forces attacks and prevents spell use during the disable, while Stand United (Ult) can turn a quiet lane into a cross-map numbers advantage.
- Sion: Sion's health stacking and shield can outlast Malphite's lane poke, but Decimating Smash (1st) does not out-range Unstoppable Force (Ult). The real threat is Sion's long-range ultimate engage and his ability to keep scaling health through a quiet tank lane.
Champions Malphite Is Strong Against
Malphite's best matchups in Wild Rift. Malphite holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.
- Tryndamere: Your E (3rd) cuts the attack speed his whole champion runs on, your armor blunts his crits, and your Q (1st) steals the movement speed he chases with.
- Jax: Counter Strike (3rd) dodges Malphite's basic attacks but not Seismic Shard (1st), Ground Slam (3rd), or Unstoppable Force (Ult). It still reduces incoming champion area damage by 25%, so Jax takes reduced damage from E (3rd) and R (Ult) while it is active; Ground Slam's (3rd) cripple remains valuable after the dodge ends.
- Yasuo: Windwall (2nd) cannot block your slam or your ultimate, and your E (3rd) strips the attack speed his crits depend on. His mobility answers none of it.
- Jayce: Most of Jayce's sustained damage is physical, so armor is efficient, but his Mercury Hammer (Ult) transformation adds magic damage and no amount of armor makes careless ranged poke literally harmless. Preserve Granite Shield (Passive) and engage after his acceleration gate (3rd) or knockback is spent.
- Fiora: Fiora's Vital damage is percent-maximum-health true damage, so armor does not blunt it. Riposte (2nd) can also block Unstoppable Force's (Ult) damage and knockup even though Malphite has displacement immunity during the dash; bait the parry or engage another target.
- Renekton: Renekton's Fury combo is mostly physical, so armor reduces it, but Cull the Meek (1st) heals him; more when it hits champions; so he does have lane sustain. Trade around Granite Shield (Passive) and avoid letting an empowered stun set up his full rotation.
Early Game
Trade while Granite Shield (Passive) is available and back away while it recharges. Use Seismic Shard (1st) when the opponent steps up for a last-hit, then add Ground Slam (3rd) only if the wave and enemy jungler make the closer position safe. Against ranged lanes, preserve health and farm near the turret rather than spending all mana on poke. Reach level five without giving away a large wave, because Unstoppable Force (Ult) creates the first reliable all-in and roam window.
Mid Game
Crash the Baron wave before moving to Herald or dragon, then approach through fog instead of showing the engage from the front. Use Unstoppable Force (Ult) on a valuable cluster when allies are close enough to follow, and add Ground Slam (3rd) immediately to reduce the attack speed of nearby carries. If the enemy spreads, hold the ultimate and frontline rather than using it only to reach one tank. Return to the side wave after the objective window so grouping does not give away the turret.
Late Game
Clear side waves early enough to join the Baron or Elder setup before vision is contested. With Unstoppable Force (Ult) available, hold a fog or flank angle that makes the enemy carries respect grouping together. Without it, stay beside your carry, absorb damage, and avoid presenting a false engage that the team cannot follow. Use the ultimate when its knockup creates a clear damage window, not simply because several health bars appear in range.
Teamfights
You have one job: land the ultimate on the most valuable cluster and let your team follow the knockup. Lead with it from fog when you can, follow with the slam, and Q (1st) whoever tries to leave early. If their team spreads out to deny you, that spacing is already a win, since five people standing apart fight worse than five standing together. Hold the ultimate until it matters; spending it on one tank throws the fight away.