
Malphite
Top Lane Tank
Shard of the Monolith – armor-scaling engage tank with anti-AD tools

Aatrox
Top Lane Bruiser
Aatrox – matchup-specific duelist profile
Matchup Dynamics
How This Matchup Works
Malphite wins short, armor-weighted trades with E – Ground Slam (3s AS slow) and sets kills with R at 6. Aatrox wins extended fights or long lanes. The matchup pivots on level 6 and first item at ~10–11 minutes.
Early Game (1-5)
Aatrox Favored - Aatrox wins extended fights or long lane; punish Malphite when E/R are down.
Mid Game (6-11)
Skill Matchup - Wave state + junglers decide; trade on shield timer and cooldown windows.
Late Game (12+)
Aatrox Favored - Aatrox wins extended fights or long lane; punish Malphite when E/R are down.
Key Interactions
- Punish after Umbral Dash / The Darkin Blade is used: Trade Q – Seismic Shard > W – Thunderclap AA > E – Ground Slam after Aatrox expends Umbral Dash or The Darkin Blade; exit before their next cycle (≈8–16s).
- Deny auto-DPS during burst: Cast E – Ground Slam as Aatrox commits; 3s AS slow cuts Aatrox DPS; kite with Q slow (3s).
- Space around key CC: Bait Aatrox Umbral Dash; hold R – Unstoppable Force to counter when it’s down; buffer Flash>R to bypass reactions.
- Wave and range rule: Only fight with ≥6 allied minions; keep >325 units when E is down to prevent opponent all-in with dash/CC.
Malphite
Strengths
- E – Ground Slam reduces AS for 3s; cripples auto-reliant champs
- Q – Seismic Shard point-click slow enables disengage/chase
- Granite Shield refreshes after 8s out of combat; enables chip trades
- R – Unstoppable Force guarantees pick from fog
Weaknesses
- Long CDs; losing extended fights if E/R down
- Mana-gated early; missed Q loses tempo
- Struggles in long lane vs ranged poke (Jayce, Kennen, Teemo)
- Percent‑HP shred and true damage bypass armor stacking
Aatrox
Strengths
- Aatrox excels in extended 1v1 with kit synergies
- Punishes cooldown windows and long lanes
- Can snowball on stacked waves and with jungle
Weaknesses
- Hates AS slow + armor stacking
- Telegraphed engage can be countered by R knockup
- Short trades into Malphite shield rarely stick
Power Curve Comparison EXPERIMENTAL
Power Curve Visualization
Win Conditions
Malphite's Win Condition
- Freeze 4–6 minions 3:30–5:00; deny XP; call jungle for timer dive
- Crash Wave 4 at ~3:20; take plate or base to components
- Buy Bramble early vs lifesteal; convert to Thornmail post‑2 items
- Hover Herald 8:00–10:00; use Flash–R to start before enemy collapses
Aatrox's Win Condition
- Extend lane; take long trades after Malphite uses E; punish R cooldown
- Stack wave for dive with jungler; fight away from Malphite tower
- Rush armor‑pen/anti‑armor to cut Malphite stacks
- Avoid river chokes when Malphite has Flash–R
Laning Phase Guide
Level/Phase | Malphite | Aatrox |
---|---|---|
Level 1 | Start Q vs ranged or E vs melee; last-hit only; slow-push wave 1; trade after Aatrox uses a primary spell; ward river/tri at 2:20; avoid long lane. | Aatrox: start standard poke/CS tool; avoid hitting Malphite shield; track Q slow; ward brush 1:15 vs cheese. |
Level 2 | Take W; hold freeze 3–4 minions; Q>W AA then drop aggro; punish Aatrox when dash/CC is down; keep wave 6–8 from tower; ward pixel/tri 2:40. | Aatrox: trade when Malphite E is down; thin wave to break freeze; prep level 3 all-in windows. |
Level 3 | Unlock full combo; look Q>W>E then exit as E slow ends (3s); prep crash for Wave 4; track jungler timers. | Aatrox: full combo online; bait E then chase; crash wave if jungler topside; deny cannon setup. |
Level 4-5 | Crash Wave 4 (first cannon) ~3:15–3:30 top side; base if 900–1300g; if unsafe, hold freeze near tower; avoid extended fights. | Aatrox: contest Wave 4 crash; call jungler to break freeze; fight long lane with vision. |
Level 6 | Hit 6 first by slow-push then crash; Flash>R>W>E if Aatrox has no dash; else hold R to counter; ping jungler to dive on cannon wave. | Aatrox: hold dash/defense for Malphite R; only fight after he spends R or E; respect Flash>R range. |
Level 7-8 | Reset on bounce; with Iceborn/Hollow, extend trades into walls; hover Herald; TP only to stacked waves or objectives (TP cd ~300s). | Aatrox: punish Malphite mana; shove and roam if R is down; drop deep wards before Herald. |
Level 9 | E max; perma-freeze near tower vs split-pushers; punish overstep with R from fog; swap sides for objective timers. | Aatrox: break freezes with jungler; avoid chokes when Flash–R is up; pivot to split or group by comp. |
Power Spikes
Level Spikes
Malphite | Aatrox | ||
---|---|---|---|
Level | Description | Level | Description |
3 | Minor Q+W+E online; trade on shield timer; exit after 3s E slow | 3 | Minor Aatrox full combo; punish Malphite when E on CD |
6 | Major R unlocks guaranteed pick with jungler or counter-engage | 6 | Major Aatrox ultimate adds all-in or escape |
9 | Major E max amplifies AS slow; wins brief skirmishes | 11 | Major First max rank + item spike for Aatrox |
13 | Critical 2-item (Iceborn + Thornmail/Rookern); flips most AD 1v1s |
Item Spikes
Malphite | Aatrox | ||
---|---|---|---|
Item | Description | Item | Description |
Iceborn Gauntlet (2900g) | Spellblade slow + damage reduction lets you stick to duelists | Black Cleaver (3000g) | Armor shred against Malphite’s stacking |
Hollow Radiance (2800g) | Wave control + Immolate burn improves shove/skirmish DPS | Stridebreaker (3300g) | Gap close/slow to chase after R knockup ends |
Thornmail (2450g) | Anti-heal vs lifesteal; reflects on-hit; pairs with armor | Hullbreaker (3000g) | Split-push pressure in long lane |
Kaenic Rookern (2900g) | Big magic shield vs AP burst comps | ||
Abyssal Mask (2650g) | MR + aura shred; amplifies allied magic damage |
Best Build for Malphite
Starting Items
Doran's Shield (400g) + Health Potion
Core Items
Iceborn Gauntlet → Plated Steelcaps → Thornmail/Hollow Radiance
Runes
Primary: Resolve: Grasp of the Undying, Demolish, Second Wind, Overgrowth
Secondary: Inspiration: Biscuit Delivery, Time Warp Tonic
Summoner Spells
Flash + Teleport
Priority Build Path
Spellblade slow + DR vs bruisers; helps stick pre‑R
Reduces incoming auto damage; lane survivability
Grievous Wounds + reflect vs sustain autos
Waveclear + sustained AoE damage in skirmishes
Situational Adjustments
- Kaenic Rookern: Heavy AP burst (Kennen/Jayce AP + AP jungle)
- Abyssal Mask: AP heavy comps; boost allied magic damage
- Mercury's Treads: High CC or AP top/jungle (cost 1250g)
Key Patterns
Lethal Combos
Flash > R – Unstoppable Force > W – Thunderclap AA > E – Ground Slam > Q – Seismic Shard
Lethal from ~55–65% vs non-tanks with first item or jungler; needs Flash or dashless targetHold Umbral Dash or Infernal Chains to dodge or interrupt follow-up; kite back then re-engage when E expires
Survive initial burst; win extended 1v1Trading Combos
Q – Seismic Shard > walk up > W AA reset > 1–2 autos > E to cut AS > disengage at 3s
Use Granite Shield timer (~8s) as your trade clockThe Darkin Blade poke/trade; hold dash to dodge R; all‑in only after Malphite E on cooldown
Take long trades across the lane; avoid fighting in chokesLethal Thresholds
- Malphite Kill Range: R pick is lethal if target <60% HP without dash/Flash; <40% if tankier; Ignite lowers threshold
- Aatrox Kill Range: Aatrox wins when Malphite E and R are both down; force fights in long lane spaces
- Critical Levels: 6: kill threat; 9: E max; 13: two‑item spike; 14: Unleashed Teleport map plays
Level by Level Game Plan
Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
---|---|---|---|---|---|
1 | Establish Q/E trading timer | Keep wave outside tower; avoid long lane | Q poke or E vs melee; shield reset every ~8s | Low; only with jungle and minion lead | Hit 2 first on stacked wave; Ahead: stack wave; Even: hold; Behind: thin and ping |
2 | Enable AA reset trades | Freeze 3–4 minions | Q>W AA; exit | Low‑Medium if enemy wastes dash | Track jungler 2:45; Ahead: zone on big wave; Even: farm; Behind: hug tower |
3 | Full combo access | Prepare cannon wave crash | Q>W>E then back; time around E 3s slow | Medium with Ignite or jungler | Deep ward before push; Ahead: crash; Even: bounce; Behind: call cover |
4-5 | Pre‑6 stability | Crash Wave 4 (first cannon) then bounce | Shield‑timed short trades | Medium on bounce | Reset for boots/components; Ahead: plate; Even: reset; Behind: freeze near tower |
6 | Leverage R threat | Control brush; threaten all‑in or counter‑engage | Flash–R windows on bounce | High vs dashless or Flashless | Ping jungler; Ahead: dive; Even: trade ults; Behind: hold R to peel |
7-8 | First item window | Hold wave near tower or shove to roam | Longer trades with Iceborn/Hollow | Medium‑High with Ignite | Hover Herald; Ahead: invade topside vision; Even: contest; Behind: farm safely |
9+ | Transition to side lane | Freeze or slow push for tower | Anchor fights around E AS slow | Medium; pick with R | Deep wards; Ahead: pressure; Even: match; Behind: group for fights |
Mid Game (11-16) | Objective control and picks | Flank from fog | Skirmish around Herald/Dragon | High on carries without Cleanse | TP 300s; plan windows; Ahead: force; Even: trade objectives; Behind: turtle and pick |
Late Game (16+) | Frontline engage or peel | Front‑to‑back in river/chokes | Engage→disengage after burst | High with team follow | Control vision in chokes; Ahead: start fights; Even: counter‑engage; Behind: peel for carry |
First Back Goals
Ideal Back (1200–1600g)
- Plated Steelcaps (1200g)
- Bramble Vest (800g)
- Control Ward (75g)
Crash Wave 4 (first cannon) then base; preserves tempo
Standard Back (800–1100g)
- Ruby Crystal (400g)
- Cloth Armor (300g)
- Boots (300g)
Base on wave bounce; keep TP for objectives (TP ~300s)
Teamfight Tips
Aspect | Malphite | Aatrox |
---|---|---|
Primary Role | Primary engage or peel based on comp | Side‑lane threat or dive |
Target Priority | Enemy ADC Fed mid/AP Jungler |
Punish Malphite post‑R Hit backline if R used |
Objective Control | Start fights around Dragon/Herald Zone chokes with R |
Force side pressure during objectives |
Positioning | Approach from fog/brush; flank river/jungle entrances | Kite back; spread vs Flash–R |
Other Tips | Buffer Flash>R; layer E immediately to cut AS Hold Q to chase post‑knockup |
Ward flanks; track Flash–R timer |