How To Use Malene's Abilities Top
Note :
Malene's (A) and (B) abilities have separate cooldowns in either form. Example : Using Light (A) will not put Dark (A) on cooldown when Malene uses
Enchanted Transformation.
Masked Ball -
Malene's ultimate
Enchanted Transformation is available at Level 1. It has 4 levels instead of the usual 3.
Malene's
basic attacks also deal bonus Crystal damage so abusing
Aftershock and
Alternating Current is ideal for her.
Light Ribbons /
Shadow Tendrils -
Malene's (A) is her
basic poke and kill set-up. Use her
Light Ribbons to
root the enemy first, then engage a fight with them or allow your team to jump onto them. You can also use it to root enemies and run away with your (B).
Shadow Tendrils will be used more in teamfights and clearing minion waves.
The tendrils go through all enemies so in big fights this will deal a lot of damage once you get some CP going.
Be sure to keep changing form so you can keep using both of these abilities.
-
Light Ribbons : Ribbons
root a target to either
escape or initiate a fight.
-
Shadow Tendrils : Three Tendrils deal
Crystal Damage to all enemies within path.
Royal Amnesty /
Wicked Escapade - These are
Malene's
escape and chase abilities.
Royal Amnesty is
used to catch up to an enemy or to gain speed in order to run and reposition.
Wicked Escapade is
used to dodge CC, damaging abilities, and ganks.
-
Royal Amnesty :
Shield and Speed Boost to
chase or run.
-
Wicked Escapade :
Invulnerability and pseudo-stealth for 1.5 seconds. She also
leaves a pit that deals damage and slows enemies she passes through while in the form. Activate when an enemy such as
Kestrel is about to kill you with
One Shot One Kill, or to run out of
Ardan's
Gauntlet.
Enchanted Transformation -
Malene switches to either Light or Dark form, depending on whichever one she currently is and gains new abilities. Her transformation to
Light grants her next basic-attack a slow while her
Dark transformation grants her bonus damage. Since this ability is on such a low cooldown at no Energy cost she can constantly use this to proc
Aftershock and abuse the bonus effects she gets on her basic-attacks.
- Before engaging a fight,
start in your Dark form so when switching, you can Slow + Root the enemy first before starting to deal damage.
- This will also
reset her basic attack animation, meaning that right after your projectile is in the air, using
Enchanted Transformation will make her immediately attack again.
As
Malene you want to basically spam your
Enchanted Transformation as often as possible to keep the cooldowns of
Light Ribbons /
Shadow Tendrils and
Royal Amnesty /
Wicked Escapade as low as possible through
ability spamming. ALWAYS basic-attack as that is her main form of consistent damage.
Itemization Top
Core Items
Eve of Harvest - The
sustain and energy are great for
Malene as she is lower ranged, meaning that she can't stay safe in the backline usually in big fights. Works best when you can keep landing your
Shadow Tendrils to maximize the area damage.
Dragon's Eye -
Malene is great at kiting and staying around edges of fights, so
she can easily stack up CP to not only do more damage but heal even more from
Eve of Harvest.
Clockwork - As your usual 3rd or 4th item, the amount of
Cooldown Reduction you get from spamming abilities is insane and can allow for
Malene to
cycle combos to maximize damage potential.
Halcyon Chargers - An early purchase because of the Cooldown Reduction and energy pool to help
Malene get by before purchasing a
Clockwork. Interchangeable with
Journey Boots to kite better and have overall more speed in fights if you do not need the initial CDR.
CP Options
Aftershock - This is a good item for her as she can proc this easily by switching forms with
Enchanted Transformation and it synergizes with the bonus effects she gets from using
Enchanted Transformation. The early CDR will also help lower her cooldowns early on.
(10% Max Health Damage + 25% Lifesteal + Slow/Extra Damage)
*Note : I do not recommend buying this now because of her much lowered range, making it harder for her to actually apply on-hit effects vs longer ranged matchups such as vs.
Samuel and
Celeste.
Alternating Current - Since
Malene focuses on using her Basic Attacks with
Aftershock and
Enchanted Transformation this also works well with giving her more consistent damage.
Shatterglass - A solid amount of
CP for her abilities, this can be preferred if you can't keep
Dragon's Eye stacks up enough.
Spellfire -
Mortal Wounds and burn damage against heroes like
Krul and
Lyra or those who bought Lifesteal items. Can also be used to apply poke before going in for a kill.
Broken Myth - When the
enemy builds defensively, use this to
ignore a portion of their defenses and keep doing damage. Buy this later into the game as a 3rd or 4th item.
Frostburn - If you need some help with
kiting and providing utility for your team to collapse on then this will help. Also allows for
better chasing power since you can outrun whoever you're killing.
Defense
Aegis - The anti-cc with
Reflex Block will add even more defense to
Malene as she has both versions of her (B) to keep her alive against CC heavy teams. With her
Wicked Escapade she has two free passes basically.
Metal Jacket /
Atlas Pauldron - Both deal with
WP carries such as
Ringo and
Rona.
Metal Jacket is better suited for
ranged carries while
Atlas Pauldron will do best against
Attack Speed reliant heroes who can jump on top of you.
With the new
Atlas Pauldron changes, it is now much more effective at stopping WP carries that can jump onto you.
Celestial Shroud - If you're against enemies that rely on landing a certain combo / ability in order to kill you afterwards or a team that can quickly follow up with CC + debuffs, buying this will help you survive. Since it only grants Shield, I personally do not like buying this as it leaves you open to WP damage as well as not being a consistent defensive tool.
Slumbering Husk - You will almost always buy this item because of the
great defensive stats and passive to mitigate burst damage. As stated above,
Aegis can be preferred for messy teamfights with crowd control being thrown everywhere.
Patch Notes On Malene Top
*Note - This is basically an archive of changes to
Malene over the patches. I just want to keep them here as a reference, so there is basically no use for them usually.
Patch 3.3 - As expected of SEMC,
Malene has been nerfed fairly hard with the most recent patch.
-
Light Ribbons : Damage 60/115/170/225/280 → 60/105/150/195/240
-
Enchanted Transformation : Cooldown 5/4/3/2 → 6/5/4/3
- Light Form Slow : 30/45/60/75% → 30/40/50/60%
- Shadow Form Damage : 60/120/180/240 → 60/100/140/180
These changes won't be extremely detrimental, but her burst combo will be harder to pull off with damage and cooldown nerfs.
Patch 3.4 - Oh boy, even more nerfs.
-
Enchanted Transformation
- Damage 60/100/140/180 → 40/80/120/160
Crystal Ratio 100% → 80%
- Cooldown Ratio 6/5/4/3 → 7/6/5/4s
Patch 3.5 - Another set of nerfs. Luckily, these only affect cooldowns.
-
Light Ribbons
- Cooldown
14/13/12/11/10 → 16/15/14/13/12
-
Shadow Tendrils
- Cooldown
8/7.5/7/6.5/6 → 10/9.5/9/8.5/8
-
Royal Amnesty
- Cooldown
15/14/13/12/11 → 17/16/15/14/13
Patch 3.8 - I seriously don't know who is balancing the game, but they're doing an absolutely terrible job.
- STATS
- Attack Range
6.2 → 5.8
*Note - With a range nerf, in harder lane matchups (out-ranged, poke) it could be better to not build
Aftershock and instead buy a regular CP item such as
Spellfire or
Shatterglass.
-
Enchanted Transformation (LIGHT)
- Slow
30/40/50/60% → 25/30/35/40%
- Slow Duration
1.25s → 1s
Patch 3.10 - Oh my god they're actually buffing Malene to compensate for her reduced basic attack range and inability to play vs. competent ranged players?! Did someone hijack SEMC?
-
Light Ribbons
- Root Duration
0.7/0.8/0.9/1/1.2 → 1/1/1/1/1.5
- Damage
- Crystal Ratio
120% → 100%
*Note - The CP ratio nerf is made up for by the root duration buff. This is extremely helpful for not only catching out enemies, but for kiting as well.
-
Shadow Tendrils)
- Damage
35/60/85/110/135 → 30/60/90/120/150
- Crystal Ratio
55% → 60%
-
Royal Amnesty
- Barrier
60/105/150/195/285 → 75/120/165/210/300
- Bonus Movement Speed
1/1.1/1.2/1.3/1.4 → 0.8/1/1.2/1.4/1.8
-
Wicked Escapade
- Cooldown
22/21/20/19/16 → 20/19/18/17/14
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