Mechanical Mistakes
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Wrong Action: Holding Unstoppable Force (R) for the "perfect" five-man knockup while your team loses health rapidly.
Consequence: You die with your ultimate ready, or you are forced to ult a single low-health target just to survive, wasting massive potential damage.
Correct Action: Look for a solid three-man engagement or a catch on their primary carry. In Mayhem, the pace is too fast to wait for perfection.
Recovery: If you held it too long and teammates died, use R to disengage or zone the enemy off your tower. Do not force a bad follow-up fight. -
Wrong Action: Casting Ground Slam (E) before Unstoppable Force lands.
Consequence: The attack speed reduction applies after your knockup ends, but more importantly, you waste a chunk of damage that could have stacked with your R burst.
Correct Action: Chain your crowd control. R onto the cluster, let the knockup begin, then cast E so the attack speed slow hits them as they stand up.
Recovery: If you E too early, immediately follow with Q to slow any targets trying to run away before your R connects. -
Wrong Action: Using Seismic Shard (Q) on a tank or bruiser who is already running at you.
Consequence: You steal move speed, but the target still reaches you because they have gap closers. You also waste mana on a low-value target.
Correct Action: Save Q for the enemy marksman or mage trying to kite you. Use it to close the gap or to finish a runner.
Recovery: If you waste Q, play back slightly until it comes back up. Do not overextend without your speed steal. -
Wrong Action: Flashing after an enemy who is already knocked up by your R.
Consequence: You burn Flash for no reason. The target is already disabled and taking damage from your team.
Correct Action: Save Flash for the next rotation or to reposition if the enemy team collapses on you post-ult.
Recovery: If you burn Flash unnecessarily, hug your support or tower until it returns. Avoid aggressive Snowball plays in this window. -
Wrong Action: Canceling your auto-attack animation by moving too early during the Granite Shield passive reset window.
Consequence: You fail to proc Thunderclap (W) damage or reset your shield properly, losing trades you should have won.
Correct Action: Commit to the auto-attack when you go in. Let the W empowered hit land before you reposition.
Recovery: If you whiff the trade, back off instantly. Your shield is likely down, and you are vulnerable to poke.
Decision Mistakes
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Wrong Action: Engaging with Snowball (Mark/Dash) when Unstoppable Force is available.
Consequence: You dash in, get peeled back, and now have no ultimate to force a real fight. The enemy punishes your predictable engage.
Correct Action: Use R for the primary engage. Save Snowball for follow-up, chasing low-health targets, or dodging key enemy abilities.
Recovery: If you Snowball in and get nothing, immediately look for an R disengage or peel for your own carries. Do not keep chasing. -
Wrong Action: Building full Ability Power when your team already has three magic damage dealers.
Consequence: The enemy team stacks Magic Resist. Your one-shot potential vanishes, and you become a squishy engage bot that dies instantly.
Correct Action: Adapt to the team. If the team is AP-heavy, build Tank or Sunfire-based bruiser items. Your R utility is valuable even without the AP ratio.
Recovery: If you already started AP items, pivot to magic penetration or a hybrid tank item like Jak'Sho. Stop stacking pure damage. -
Wrong Action: Engaging on the enemy frontline tank instead of the backline.
Consequence: You ult their Ornn or Leona. Their carries are safe, and you have no tools left to reach them. Your team gets kited backward.
Correct Action: Ignore the tank. Position in the fog of war or use flanks to R the enemy ADC or mage. You are an assassin-initiator in Mayhem, not a tank-killer.
Recovery: If you ult the tank, immediately peel for your own carries with E. Reduce the attack speed of the enemy divers to salvage the fight. -
Wrong Action: Fighting without your passive shield up in the early game.
Consequence: You take heavy poke damage before the fight even starts. You enter the all-in at half health or lower.
Correct Action: Wait for the shield to refresh. Bait enemy cooldowns, step back, let the shield form, then engage.
Recovery: If you took poke and your shield is broken, recall to heal or play strictly for experience until your health is safe. -
Wrong Action: Picking fights when the enemy has strong disengage tools like Janna, Gragas, or Alistar available.
Consequence: You press R, they counter-ult, and your team gets nothing. You are isolated and deleted.
Correct Action: Track the enemy disengage cooldowns. Wait for them to burn key peels on your teammates, then R. Or, force them to use disengage by threatening with Snowball first.
Recovery: If you get bounced away, reset your camera and retreat. Do not re-engage immediately; their cooldowns will be back up before yours. -
Wrong Action: Diving the enemy fountain or tower diving too deep when your team is not in range to follow.
Consequence: You get a kill, die, and the enemy team respawns instantly in Mayhem. You lose map pressure and potentially your tower.
Correct Action: Check your teammates' positions before you commit. If they are resetting or dead, hold your engage.
Recovery: If you die alone, type "my bad" and group immediately on respawn. Do not split push; Malphite cannot siege alone effectively.
