A guide that has been bringing much paaaiiiiin.
WARNING: This is all about inflicting damage through voluntary manslaughters, homicides and glorious kamikazes.
Flash & Ghost
Archmage's Savvy 3/3
Archaic Knowledge 1/1
Utility Mastery 1/2
Blink of an Eye 1/1
Presence of the Master 1/1
RUNES (14,145 Influence Points)
Magic Penetration (19~)
Quintessences: Greater Quintessence of Insight (Magic Penetration)
Marks: Greater Mark of Insight (Magic Penetration)
Glyphs: Greater Glyph of Insight (Magic Penetration)
Seals: Greater Seal of Focus (Cooldowns)
ITEMS (10,202 cash total '5,092 cash for Core')
(Slot 1) 1. Red Crystal -> 3. Haunting Guise
(Slot 2) 2. Boots of Speed -> 5. Mercury's Treads
(Slot 3) 4. Giant's Belt -> 6. Sunfire Cape
(Slot 4) 7. Sunfire Cape
(Slot 5) 8. Guardian Angel
(Slot 6) 10. Wards & Elixirs
Let's start with the skill order,
Seismic Shard (Q) > Ground Slam (E) > Brutal Strikes (W).
Unstoppable Force (R) when it's up.
You have your starter item, Red Crystal, all you gotta do is maintain your cash flow, last hit creeps and recharge your passive shield as it wears out. Start to harass at Lv3+ when you got 2 or more points into Seismic Shard. By Lv6 you'll have your initiating blow, Unstoppable Force, make sure you have enough energy (mana) for a kill. Send out Shards until target has about 500 health left (5 boxes) and unload 'em Unstoppable Force > Ground Slam > Seismic Shard > Bare Fists. Easy.
Hitting w/ Ground Slam
The move's got a very small range, normally attacking then slamming a fleeing enemy will often whiff. One trick here is to keep your opponent slowed with your shard. When facing multiple enemies, pop one of your summoner spells, Flash and Ghost, they help big time. Just keep in mind to always over extend, attack and stick close to them, they're not getting away from the smash.
Surprise: I Kill You
Gather up around 1500 and you'll have your Haunting Guise and Boots of Speed. Your penetration is sick at this point, start roaming, ganking, doing drive-by's. With just the mask, you deal a lot of huuuuurrrt with your Shards. Much more when you ruin them completely with the rotation.
As the game goes on, get more beefy and snag a Giant's Belt and those Mercury's Treads. This time around it's all about who stands last, health benefits you more than any resistance you'd rather have to survive.
Pushing & Farming
First, you really shouldn't be farming on creeps much early game. Farm on champs. Malphite's early game potential is outstanding and simply one of the best when going this route. Anyhow, later in the game you'll have your Sunfires, clean up waves of creeps with it in conjunction with Ground Slam and Brutal Strikes. Turn on those burning fists when hitting towers for some extra damage too.
Your role is to initiate a fight, aim for the carry and kill. But that's not all, make sure you also protect yours. How? Getting a Guardian Angel ensures you last long enough throughout the fight.
Style here is to keep hitting Q & E to their carries. Once 2 or 3 people (bless 5) group up, roll on them with your R. Can't stress enough the importance of staying in melee range, your attacks and spells hurt while your cape procs do AOE damage.