Malzahar

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Malzahar
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The Prophet of the Void
Release Date: June 1, 2010
Cost: 4800 BE 880 RP
Primary Attribute: Mage
Secondary Attribute: Assassin
Resource: Mana
Statistics
Health Mini Icon.png Health: 537 (+ 87)
HealthRegen Mini Icon.png Health Regen: 5.42 (+ 0.55)
Mana Mini Icon.png Mana: 375 (+ 27.5)
ManaRegen Mini Icon.png Mana Regen: 8 (+ 0.8)
MovementSpeed Mini Icon.png Movespeed: 335
AttackDamage Mini Icon.png Attack Damage: 54.7 (+ 3)
AttackSpeed Mini Icon.png Attack Speed: 0.625 (+ 1.36%)
Range Mini Icon.png Range: 500
Armor Mini Icon.png Armor: 18 (+ 3.5)
MagicResist Mini Icon.png Magic Resist: 30 (+ 0)
Skins
Vizier Malzahar Released: 2010-06-01 / 520 RP
Shadow Prince Malzahar Released: 2010-06-01 / 520 RP
Djinn Malzahar Released: 2011-02-01 / 520 RP
Overlord Malzahar Released: 2011-09-19 / 975 RP
Snow Day Malzahar Released: 2014-12-16 / 975 RP
Battle Boss Malzahar Released: 2017-08-09 / 1350 RP

Lore

  • Biography
  • Previous Bio
Beneath the glare of the Shuriman sun, there have always been those blessed with the power of foresight. The only son of aging trinket peddlers, Malzahar did not realize his gift until his parents had already succumbed to a wasting sickness, leaving the young, traumatized boy to fend for himself on the city streets of Amakra. He read fortunes in the gutter, for a coin or scraps of bread.

As his auguries proved more and more accurate, his reputation grew. He used his second sight to predict who a curious cameleer might marry, or where throwing daggers would land in games of chance at the bazaar. Soon, he began to receive patrons dressed not in dirtied sandals, but jeweled slippers.

However, for all this, Malzahar could never see his own destiny. His future was hidden.

Increasingly disillusioned with his success, he noted the common disparities of wealth, and witnessed those unhappy with their lives acting out in spiteful violence against one another. It was apparent to him that people were bound up in a never-ending cycle of pain, often of their own making, and no hopeful prophecy seemed able to break it. Malzahar himself soon felt nothing but a sense of emptiness, finally relinquishing his mortal possessions and leaving Amakra for good.

For years, he roamed the land, from the trackless wastes of the lesser sai to the ruins of old Shurima. By distancing himself from others, he was alone with his thoughts at last. He divined not just how callous people could be, but also how corrupt the world might yet become. Feverish visions began to plague his waking hours, along with otherworldly whispers of war and strife, and endless suffering.

He wandered far, until the sands turned to salt. He could not know that he had arrived in Icathia, a lost city ravaged in the wars of a bygone age. There, gazing into the depths of a ragged abyss, Malzahar opened his unsteady mind, desperate for understanding.

And the Void answered.

That would have been the end of any other tale, and yet somehow Malzahar endured. What lay in the darkness below brushed against the soul of the broken seer, only for an instant, and yet its strange and unknowable energies saturated his mind completely.

The lone figure that eventually strode out of Icathia was no longer just a man, but something greater. Malzahar had seen in the abyss an end to all the suffering he had witnessed in his mortal lifetime. He realized the future he had believed hidden from him all this time was in fact a vision of his true calling: to accelerate the world toward inevitable oblivion. He had to return to the people, and spread word of the holy nothingness that would gladly embrace them, the willing and non-believers alike. He would become the herald of the world’s salvation.

Among the nomads of the deep desert, he found his first disciples. Before their astonished eyes, he used his new Void-given powers to rend the very earth itself, summoning chittering, nightmarish creatures to carry away any who dared to deny him. Within a matter of months, strange rumors began to travel with the merchant caravans; rumors of men and women gladly sacrificing themselves to unseen powers, and of powerful quakes opening up the bedrock of Shurima in new fault lines hundreds of miles long.

In the years since, Malzahar’s legend has spread even to the northern ports. As followers of “the Prophet” grow in number, nearby settlers are said to experience malefic visions grasping at their hearts, and fear gives rise to superstition—even the hardy villagers of the far wastes now make offerings of livestock to appease the voidling creatures below.

Little do they know, this only helps Malzahar in shepherding the coming of the end.

"We are timeless. We demand sacrifice."

- MalzaharSquare.png Malzahar

Many men have gone mad beneath the glare of the Shurima sun, but it was during the night's chilling embrace that Malzahar relinquished his sanity. Malzahar was born a seer, blessed with the gift of prophecy. His talent, though unrefined, promised to be one of Runeterra's greatest boons, but destiny plotted him another course; his sensitivity to the roiling tides of fate allowed other, unwelcome things to tug at his subconscious mind. In his dreams, where the veil of separation is thinnest, a sinister thing beckoned. For some time, Malzahar was able to resist its prodding solicitation, but with each passing night the voice grew louder, or perhaps deeper, until he could withstand the call no more.

He ventured into the desert without supplies, drawn by the lure of a specious charm. His destination: a lost civilization to the east, known to ancient texts as Icathia. Few believed such a place ever existed, and those who did were certain that the sands had long since devoured whatever remained. When Malzahar's cracked feet finally failed him, he found himself kneeling at the base of a bizarre crumbling obelisk. Beyond it lay the alien geometry of a ruined city and the giant decaying idols of dark and horrific gods. His eyes, seeing what others cannot, and what none should, were filled with the essence of the Void. His once shifting visions of the future were replaced with the immutable promise of Valoran beset by creatures of the Void. Standing alone, but not alone, amidst the echoing dunes and infused with the power of the Void itself, Malzahar set off to the north to seek his fate.

"The land may melt, the sea may swell, the sky may fall... but 'They' will come."

- MalzaharSquare.png Malzahar

Abilities

Void Shift.png Void Shift [Passive]
Cooldown: 30 / 24 / 18 / 12 seconds

Innate: When he hasn't recently taken damage or been crowd controlled recently, Malzahar gains 90% damage reduction and crowd control immunity, lingering for 0.25 seconds after taking damage or blocking a crowd control effect.

Damage from lane minions is not mitigated by this effect, but it does not trigger or reset its cooldown either.

Call of the Void.png Call of the Void [Q]
Cost: 80 Mana Cooldown: 6 seconds Range: 900 Area of Effect: 400

Active: Malzahar opens up two portals to the Void that fire projectiles inward, dealing magic damage and silencing enemies. Magic Damage: 70 / 105 / 140 / 175 / 210 (+65%)
Silence duration: 1.4 / 1.8 / 2.2 / 2.6 / 3 seconds
Void Swarm.png Void Swarm [W]
Cost: 40 / 45 / 50 / 55 / 60 Cooldown: 8 seconds Range: 150

Passive: Casting Malzahar's other spells gives him Gathering Swarm, increasing the number of Voidlings summoned by Void Swarm (max 2).
Active: Summons one or more Voidlings. Voidlings deal additional magic damage each hit.

Voidlings deal 300% damage to lane minions affected by Malefic Visions.png Malefic Visions. Voidlings deal 50% to monsters.

Duration: 8 / 8 / 9 / 9 / 10 seconds
Magic Damage: 5 - 64.5 (at levels 1-18) + 12 / 14 / 16 / 18 / 20 (+40% bonus) (+20%)
Malefic Visions.png Malefic Visions [E]
Cost: 60 / 70 / 80 / 90 / 100 Mana Cooldown: 15 / 13 / 11 / 9 / 7 seconds Range: 650 Area of Effect: 650

Active: Deal magic damage to an enemy target over 4 seconds. Applying Call of the Void.png Call of the Void or Nether Grasp.png Nether Grasp to the victim during this time refreshes the visions.

If the victim is killed, Malzahar gains (+2% max) and the visions spread to the nearest enemy

Total Magic Damage: 80 / 115 / 150 / 185 / 220 (+80%)
Nether Grasp.png Nether Grasp [R]
Cost: 100 Mana Cooldown: 140 / 110 / 80 Range: 700

Active: Malzahar suppresses a target champion for 2.5 seconds, dealing magic damage over the duration. A zone of negative energy is created around his target for 5 seconds, dealing magic damage per second. Magic Damage: 125 / 200 / 275 (+80%)
Null Zone Damage: [10 / 15 / 20% (+2.5% per 100) target's max]

Patch History

v8.9

25 mages have more mana regen and base mana, but less mana growth. 5 other mages have more mana regen.

We’re increasing mana regen on the champions most affected by the changes to Doran's Ring and Last Chapter. Mages are also getting some changes to their mana pools and their mana growth. Overall, they’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.


v8.2
Q scaling decreased. R cooldown increased.

Malzahar's burst combo is a bit too consistent so we're lessening its frequency and overall damage.

Call of the Void.png Q - Call of the Void

RATIO : [0.8] 0.65 ability power

Nether Grasp.png R - Nether Grasp

COOLDOWN : [120/100/80]
140/110/80 seconds


v7.24
R damage decreased.

Malzahar should need to press more buttons to kill people.

Nether Grasp.png R - Nether Grasp

DAMAGE : [125/225/325 (+1.1 AP)]
125/200/275 (+0.8 AP)


v7.22

BASE HEALTH : [525] 537
HEALTH GROWTH STAT : [75] 87


v7.12
Q and R damage reduced at later ranks.

Now that Malzahar’s back in mid and speccing into damage-oriented builds, we’re tailoring his late-game damage appropriately.

Call of the Void.png Q - Call of the Void

DAMAGE : [70/110/150/190/230] 70/105/140/175/210

Nether Grasp.png R - Nether Grasp

BEAM DAMAGE : [125/250/375] 125/225/325
BEAM RATIO : [1.15] 1.10 ability power
BUGFIX : Quicksilver Sash and Mercurial Scimitar now properly purge only the suppression portion of Nether Grasp. Beam damage will continue to tick as long as Malzahar’s target stays in range (1250 distance).


v7.11
Q, E, and R deal more damage. W spawns Voidlings based on Malzahar’s spellcasts. Voidlings are less threatening early.

Support Malzahar's been an ongoing source of frustration this season, and efforts to keep him in check have exacted a toll on midlane Malzahar, who's left in a pretty unhappy place. A big part of this is how overbearing Void Swarm is early when Malzahar doesn’t need to manage a solo lane. So, we’re pulling in Void Swarm’s early dominance, and redistributing power back into the rest of Malz’s kit. Voidlings are overall less reliable: they’re more fragile, easier to avoid, and have lower early damage that scales back up toward the late game. Void Swarms are also more costly to set up.

While his Voildings are less reliable, Malz himself is getting a lot in return. Malefic Visions, which previously enabled a ton of Voidling damage, now does more damage on its own. The same is true for Nether Grasp: to keep Malzahar’s all-in combo threatening against squishies, his ult now deals direct damage to its primary target. Finally, we’re making Call of the Void smoother to use by reducing the amount of time Malz sits still to cast it. The missiles take a bit longer to fire overall, giving us room to - you guessed it - add more damage. All in all, this patch paves the way for Malzahar to return home to mid.

Void Swarm.png W - Void Swarm

COST : [40] 40/45/50/55/60 mana
COOLDOWN : 8 seconds
CHARGES Malzahar no longer gains a charge every 20/19/18/17/16 seconds
STACKS Malzahar gains a stack of Gathering Swarm when he casts another ability (max 2)
ACTIVE : Malzahar summons a Voidling, plus an additional Voidling per stack of Gathering Swarm (max 3 per cast)
MULTIPLICATION Voidlings are no longer able to spawn additional Voidlings
CAST RANGE : [450] 150
Voidling stats

Call of the Void.png Q - Call of the Void

CAST TIME : [0.5] 0.25 seconds
POST-CAST DELAY BEFORE FIRING : [0] 0.4 seconds
RATIO : [0.7] 0.8 ability power

Malefic Visions.png E - Malefic Visions

RATIO : [0.7] 0.8 ability power

Nether Grasp.png R - Nether Grasp

BEAM DAMAGE 125/250/375 (+1.15 ability power) flat magic damage
NULL ZONE DAMAGE : [25/35/45% (+7.5% per 100 ability power)] 10/15/20% (+2.5% per 100 ability power) target’s maximum health


v7.8
Armor down. Voidling health down.

Malzahar’s voidlings are too damaging to ignore, but - for many bot laners - too difficult to dispatch quickly. Counters to their health pattern exist (on-hit abilities, recurve bow, or area of effect damage), but we’re reducing voidling health to make those counters somewhat more consistently effective when they are opted into.

Base stats

ARMOR : [20] 18

Void Swarm.png W - Void Swarm

VOIDLING HEALTH : [3] 2
VOIDLING GOLD REWARD : [10] 5


v7.3
Voidlings are slower if they stray from Malzahar and have a small delay before spawning. W has a cooldown between casts.

Malzahar’s the latest mage to migrate down to bot lane, but that shift in position has been accompanied with a problematic shift in playstyle as well. As it turns out, the needs of controlling a solo lane act as a limiter on the more frustrating parts of Malzahar’s kit. So, when put in an environment where he doesn’t need to manage minions or fight a solo laner, Malz is free to focus on being really annoying instead. (We mean voidlings.)

The first issue is support Malz’s unimpeded use of Voidlings as bodyblockers, shutting down skillshot champs too reliably. The reflex check is exciting in theory, but while mid Malz might give up lane pressure to use W creatively, support Malz doesn’t make the same sacrifice. The second issue is how effectively Voidlings chase melee champs out of lane. Melees can’t fight or run from Voidlings without taking heavy damage; this becomes far more painful in botlane (and toplane, for you theorycrafters) where the trip back to your turret is significantly longer.

We're taking steps to reduce the aggravation that Malzahar Voidlings are causing away from their home lane. Malz players who plan ahead will still be able to make some sick space-crab plays, but Void Swarms of opportunity will be easier to deal with.

Void Swarm.png W - Void Swarm

VOIDLING SPAWN TIME : [On-cast] 0.35 seconds after cast (matching the animation)
COOLDOWN BETWEEN CASTS 1 second
WAIT FOR ME Past 600 distance, Voidlings move 10% more slowly for every 100 additional distance farther they are from Malzahar


v6.23
Voidlings deal more damage but don’t multiply as frequently. Malzahar can now store 2 charges of Void Swarm.

Love him or hate him, Malzahar’s damage output can be downright confusing. When standing against his Void Swarm, the lack of clarity surrounding how the voidlings operate (and what you should do to fight them) can be more than a little overwhelming. In light of this, we’re adjusting how the mechanic functions to keep things understandable. With a heavier focus on chaining Malefic Visions for voidling success, Malzahar will have to set up minion waves to keep his swarm going - but opponents will have a far easier time stemming the tide by simply killing them.

Void Swarm.png W - Void Swarm

COST : [80 mana] 40 mana
CHARGES Now stores up to 2 charges
VOIDLING HEALTH Voidlings now have three health and take damage similarly to Zyra's plants. Champion basic attacks and spells deal 1 damage (0.25 damage per tick of damage over time effects).
VOIDLING PHYSICAL DAMAGE : [30/32.5/35/37.5/40% total attack damage] 30/35/40/45/50 (+0.4 bonus attack damage)
VOIDLING MAGIC DAMAGE RATIO : [0.1 ability power] 0.2 ability power
SWARMING : Voidlings can spawn other Voidlings within [8 seconds] 3 seconds of W cast
BURST FROM THEIR CHEST Voidlings no longer spawn other Voidlings by killing minions
BLOOD IN THE WATER Voidlings deal 300% damage to minions affected by Malefic Visions
MINION HATE Voidlings no longer execute low-health enemy minions
MOB MENTALITY Voidlings no longer gain 50% attack speed when three or more are active
SLACKERS Voidlings now only gain bonus movement speed toward priority targets if they’re within 600 units of Malzahar


v6.15
Passive cooldown up. Passive shield falls off faster.

Though Void Shift allows Malzahar to play aggressively without fearing every stray spell, opponents should be able to capitalize on his immobility after they poke his shield down. Right now his window of protection is simply too long, allowing him to retreat to a safer position in the time it takes for his passive to fall off.

Void Shift.png Passive - Void Shift

COOLDOWN : [30/18/10/6 seconds (at levels 1/6/11/16)] 30/24/18/12 seconds (at levels 1/6/11/16)
SHIELD DURATION : [1 second after taking damage] 0.25 seconds after taking damage


v6.14
Movement speed and attack range down.

Unlike some of the other changes in 6.14, Malzahar’s are pretty clean-cut. We’re happy with how Void Shift’s gameplay incentivizes chipping away at Malzahar’s defenses, but his range and raw pushing power give him too much control over when opponents get to interact with him. Laning against Malzahar should feel interactive, so we’re giving opponents more windows to find favorable trades when Malzahar goes all-in on shoving the wave.

General

MOVEMENT SPEED : [340] 335
BASIC ATTACK RANGE : [550] 500


v6.10
Passive cooldown up.

While our balance hotfix looks to have solved much of Malzahar’s over-the-top performance (like soloing dragons at level 3), Malzahar’s still ahead of the pack when it comes to mage dominance on 6.9. Void Shift is an important tool to facilitate Malzahar wading through the midlines to lockdown a priority target, but the cooldown is so flexible during laning that it makes most aggression feel meaningless. We’re dramatically increasing the windows opponents have to pull Malzahar out of the void and back to his fountain (especially early game).

Void Shift.png Passive - Void Shift

COOLDOWN : [23-6 seconds (at levels 1-18)] 30/18/10/6 seconds (at levels 1/6/11/16)
VOID CLARITY : Cooldown indicator is now also shown on buff bar


5/9/2016 Balance Update

Malzahar is powering through both lane and jungle a bit too well. We're hitting the efficiency of his spells to slow his roll.

Call of the Void.png Q - Call of the Void

COST : [60 mana] 80 mana

Void Swarm.png W - Void Swarm

COST : [60 mana] 80 mana
Voidly Duration : [75%] 50%
Neutral Monster Damage Reduction : [12 seconds at all ranks] 10/10.5/11/11.5/12 seconds

Nether Grasp.png R - Nether Grasp

NULL ZONE DAMAGE PER SECOND : [6/8/10%] 5/7/9% maximum health


v6.9

Malzahar faces a constant dilemma: never use his abilities in lane or push constantly. This playstyle causes Malzahar to be very binary and non interactive; either he has enough AP to drop his spells on a wave and leave lane or he slowly pushes out, leaving him exposed to constant ganks. As well, the nature of his ultimatcancelable by any CC amakes Malzahar’s curve binary by necessity: you either stop his channel or somebody dies.

In both cases, what Malzahar needs is leeway; a brief window of protection. Adding that window allows us to dial back on Malzahar’s burst and wave clear while giving him more sustained threat in a larger fight. Malz’s actions shouldn’t feel inevitable, but at least he’ll feel less bad about trying to make plays.

He’ll still be the consistently damaging voidling master, but he should feel better about brawling near the frontlines when he brings more sustained cooldowns and a little bit of protection.

General

SPLASH : Malzahar’s splash art has been updated
TEXTURES : Malzahar’s base textures have been updated
ICONS : Malzahar has all-new ability powericons

Void Shift.png Passive - Void Shift
Malzahar skirts the line between dimensions, activating Void Shift after avoiding direct damage for a period of time. During Void Shift, Malzahar takes heavily reduced damage and is immune to crowd control. Malzahar loses Void Shift a second after taking damage from a non-minion source or blocking a crowd control effect

VOID SHIFT DAMAGE REDUCTION : 90%
VOID SHIFT COOLDOWN : 23-6 seconds after taking direct damage (at levels 1-18)

Call of the Void.png Q - Call of the Void

COST : [80/85/90/95/100 mana] 60 mana
COOLDOWN : [9 seconds] 6 seconds
DAMAGE : [80/135/190/245/300] 70/110/150/190/230
RATIO : [0.8 ability power] 0.7 ability power
CAST TIME : [0.25 seconds] 0.5 seconds
DELAY AFTER CAST TIME [0.5 seconds] Removed

Void Swarm.png W - Void Swarm
Summons a Voidling. The first time Voidling attacks a champion, large monster, or epic monster, or assists in killing a unit, Malzahar spawns a new Voidling with the same remaining duration. When 3 or more Voidlings are active, they each gain 50% attack speed.

COST : 60 mana
COOLDOWN : 20/19/18/17/seconds
RANGE : 450
VOIDLING DURATION : 12 seconds
VOIDLING DAMAGE ON-HIT : 10/15/20/25/30
VOIDLING DAMAGE RATIO : 0.3/0.325/0.35/0.375/0.4 total attack damage + 0.1 ability power
MINION HATE : Voidlings deal triple damage to lane minions below 25% health
MONSTER SYMPATHY : Voidlings deal 75% damage to monsters
LOCKED OUT : Additional Voidlings won’t spawn if the current Voidling has less than 4 seconds of duration left.
TARGETING : Voidlings prefer to attack targets afflicted by Malefic Visions or Nether Grasp, gaining 100% movement speed when moving toward them
THINK FOR YOURSELVES! Voidlings no longer prefer to attack champions that Malzahar has basic attacked

Malefic Visions.png E - Malefic Visions

COST : [60/75/90/105/120 mana] 60/70/80/90/100 mana
DAMAGE : [80/140/200/260/320] 80/115/150/185/220
RATIO : [0.8 ability power] 0.7 ability power
MANA REFUND ON AFFLICTED KILL : [10/14/18/22/26 mana] 2% maximum mana
KEEP WATCHING : If an afflicted enemy is hit by Call of the Void or Nether Grasp, Malefic Visions’ duration is refreshed.

Nether Grasp.png R - Nether Grasp
Malzahar suppresses a target champion for 2.5 seconds and creates a zone of negative energy around them that deals damage to all enemies inside for the duration.

NULL ZONE DURATION : 5 seconds
DAMAGE : [250/360/440] 6/8/10% maximum health per second to all targets in the Null Zone
RATIO : [1.3 ability power] 1.5% of the target’s maximum health per 100 ability power, per second
CAST TIME [0.25 seconds] Removed


v5.24
W damage down.

Malzahar’s been sleeping just below the surface of too powerful for a long time, only just recently breaking through the top of Strong Mountain. Instead of taking away from his signature lane control and single-target lockdown, we’re opting to chip away at his unintended strengths, targeting incidental area damage instead.

Null Zone.png W - Null Zone

damage : [4/5/6/7/8% of target's maximum health] 4/4.5/5/5.5/6% of target's maximum health


v4.21
Mass Texture Rebalance (Part 4)

"We're continuing our comprehensive pass at the game's older character textures. As with parts 1, 2 and 3, our goal is to improve parity with newer releases and make sure everybody looks at home on the newly-updated Rift. Is anyone even reading this paragraph anymore? "
  • TEXTURES : The following textures have been updated:
  • MalphiteSquare.png Malphite
    • Base, Coral Reef, Marble, Obsidian, Shamrock
  • MalzaharSquare.png Malzahar
    • Base, Djinn, Overlord, Shadow Prince, Vizier
    • ShenSquare.png Shen
    • Base, Blood Moon, Frozen, Surgeon, Warlord, Yellow Jacket
  • WukongSquare.png Wukong
    • Base, General, Jade Dragon, Volcanic
  • Xin ZhaoSquare.png Xin Zhao
    • Base, Commando, Imperial, Viscero, Winged Hussar

v4.8
Nether Grasp is cheaper. We probably don't need to summarize these.

"We realize that high mobility mages are currently valued in the competitive landscape, but buffing Malz against his identity ends up flattening the role of a mage and inhibits other forms of role experimentation. Still, streamlining Nether Grasp's mana cost to be in line with other high cooldown ultimates was a change Malz could use, so we heeded the call (... of the void)."

  • NetherGrasp.jpg R - Nether Grasp
    • COST: 150 mana ⇒ 100 mana

v4.5
Malzahar's voidling's attack priority system has been reworked to function more intuitively and not just occasionally sit there.

  • SummonVoidling.jpg Passive - Summon Voidling
    • "NEW" PRIORITY SYSTEM
      • Attack the target of Nether Grasp.
      • Attack the nearest champion with Malefic Visions.
      • Attack the nearest non-champion with Malefic Visions.
      • Attack the nearest enemy.
      • Attack priorities no longer conflict with each other, causing the Voidling to continuously switch targets.

v4.1

  • NetherGrasp.jpg R – Nether Grasp
    • Now halts the target's movement if they were being moved by a friendly effect (dashes, jumps, etc.)

v3.10

  • Call of the Void
    • Missile visibility from fog of war and brush now consistent with other missiles
  • Summon Voidling
    • Voidlings no longer repeatedly switch targets when more than one unit is affected with Malefic Visions

v3.09

  • Call of the Void
    • Now correctly grants vision on the entire line path
    • Damaged targets will now always become visible
  • Malefic Visions
    • Will now jump when active on a zombified champion (i.e. Karthus, Kog'Maw, Zyra, etc.)

v3.06

  • Call of the Void
    • Mana cost reduced to 80 / 85 / 90 / 95 / 100 from 80 / 90 / 100 / 110 / 120
  • Null Zone
    • Mana cost reduced to 90 / 95 / 100 / 105 / 110 from 90 / 100 / 110 / 120 / 130

v1.0.0.152

  • Base Movement Speed increased by 25.

v1.0.0.149

  • Fixed a bug where Voidlings could get stuck in walls when using abilities in impassible terrain

v1.0.0.143

  • Summon Voidling (Passive)
    • Voidlings prioritize enemies Malzahar is autoattacking if Malefic visions isn't present
    • Voidling pathing and general AI improved
    • Voidlings will now hide in brush and won't attack if Malzahar is in brush and not in combat
    • Voidling dance animation added
  • Call of the Void
    • Delay is now consistent at 0.6 seconds
    • Now deals damage in a single hit - rather than two separate hits
    • Now grants vision along the entire line path - rather than only at the two end points
    • Now deals damage to units surrounding the end points
  • Null Zone
    • Cast time removed - Malzahar may now cast this ability while moving
    • Damage now starts 0.25 seconds after casting the ability
  • Nether Grasp
    • Malzahar ignores orders that would cancel his ultimate within the first 0.5 seconds of Nether Grasp
    • Voidlings prioritize champions immobilized in Nether Grasp above all other priorities

v1.0.0.126

  • Fixed a bug where Call of the Void would not finish casting if Malzahar died.
  • Nether Grasp
    • Fixed a bug where Nether Grasp couldn't break with distance
    • Nether Grasp will now stop channeling if the target becomes a zombie

v1.0.0.121

  • Fixed a bug where Nether Grasp would sometimes only deal 4 ticks of damage instead of 5

v1.0.0.120

  • Null Zone
    • Damage reduced to 4 / 5 / 6 / 7 / 8% from 5 / 6 / 7 / 8 / 9%
    • Ability power ratio reduced to 1% per 100 ability power from 1% per 80 ability power
    • Cooldown reduced to 14 seconds from 16
  • Nether Grasp's ability power ratio reduced to 1.3 from 1.5

v1.0.0.108

  • Fixed a bug where the Malefic Visions spell cast by opposing Malzahars behaved inproperly

v1.0.0.107

  • Null Zone
    • Percent of health damage increased to 5 / 6 / 7 / 8 / 9% from 4 / 5 / 6 / 7 / 8%
    • No longer has a minimum damage dealt
  • Voidlings now spawn after 4 casts instead of after 5

v1.0.0.103

  • Nether Grasp range reduced to 700 from 750
  • Call of the Void mana cost reduced to 80 / 90 / 100 / 110 / 120 from 90 / 100 / 110 / 120 / 130
  • Null Zone mana cost changed to 90 / 100 / 110 / 120 / 130 from 80 / 95 / 110 / 125 / 140

v1.0.0.100

  • Call of the Void cooldown reduced to 9 seconds from 10
  • Null Zone
    • Mana cost reduced to 80 / 95 / 110 / 125 / 140 from 90 / 105 / 120 / 135 / 150
    • No longer places a blank buff on Malzahar
  • Malzahar's Voidlings will now attack the target affected by Malzahar's most recently cast Malefic Visions
  • Nether Grasp
    • Now suppresses summoner spells in addition to stunning the target
    • Range increased to 750 from 650

v1.0.0.98

  • Base movement speed incraesd to 315 from 310
  • Malefic Visions
    • Range increased to 650 from 600
    • Cooldown reduced to 15 / 13 / 11 / 9 / 7 from 16 / 14 / 12 / 10 / 8
  • Nether Grasp range increased to 650 from 575

v1.0.0.96

  • Nether Grasp
    • Range increased to 575 from 450
    • Fixed a bug where the stun component would not break even if the channel was broken

v1.0.0.87

  • Fixed a bug where a Voidling's attacks would reveal Malzahar through the Fog-of-War and Brush
  • Increased Voidling's movement speed to 451 from 419

v1.0.0.86
MalzaharSquare.png Malzahar released



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