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Malphite

Malphite

Top Lane Tank

Shard of the Monolith – armor-scaling engage tank with anti-AD tools

VS
Teemo

Teemo

Top Lane Marksman

Teemo – 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. Teemo wins extended fights or long lanes. The matchup pivots on level 6 and first item at ~10–11 minutes.

Early Game (1-5)

Teemo Favored - Teemo wins extended fights or long lane; punish Malphite when E/R are down.

Mid Game (6-11)

Teemo Favored - Teemo wins extended fights or long lane; punish Malphite when E/R are down.

Late Game (12+)

Skill Matchup - Wave state + junglers decide; trade on shield timer and cooldown windows.

Key Interactions

  • Punish after Toxic Shot / Blinding Dart is used: Trade Q – Seismic Shard > W – Thunderclap AA > E – Ground Slam after Teemo expends Toxic Shot or Blinding Dart; exit before their next cycle (≈8–16s).
  • Deny auto-DPS during burst: Cast E – Ground Slam as Teemo commits; 3s AS slow cuts Teemo DPS; kite with Q slow (3s).
  • Space around key CC: Bait Teemo Toxic Shot; 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

Teemo

Strengths

  • Teemo 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

Teemo'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 Teemo
Level 1 Start Q vs ranged or E vs melee; last-hit only; slow-push wave 1; trade after Teemo uses a primary spell; ward river/tri at 2:20; avoid long lane. Teemo: 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 Teemo when dash/CC is down; keep wave 6–8 from tower; ward pixel/tri 2:40. Teemo: 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. Teemo: 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. Teemo: 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 Teemo has no dash; else hold R to counter; ping jungler to dive on cannon wave. Teemo: 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). Teemo: 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. Teemo: break freezes with jungler; avoid chokes when Flash–R is up; pivot to split or group by comp.

Power Spikes

Level Spikes

Malphite Teemo
Level Description Level Description
3 Minor Q+W+E online; trade on shield timer; exit after 3s E slow 3 Minor Teemo full combo; punish Malphite when E on CD
6 Major R unlocks guaranteed pick with jungler or counter-engage 6 Major Teemo ultimate adds all-in or escape
9 Major E max amplifies AS slow; wins brief skirmishes 11 Major First max rank + item spike for Teemo
13 Critical 2-item (Iceborn + Thornmail/Rookern); flips most AD 1v1s

Item Spikes

Malphite Teemo
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

1
Iceborn Gauntlet

Spellblade slow + DR vs bruisers; helps stick pre‑R

2
Plated Steelcaps

Reduces incoming auto damage; lane survivability

3
Thornmail

Grievous Wounds + reflect vs sustain autos

4
Hollow Radiance

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

Malphite Full Combo (Level 6+):

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 target
Teemo Escape/Counter Combo:

Hold Toxic Shot or Move Quick to dodge or interrupt follow-up; kite back then re-engage when E expires

Survive initial burst; win extended 1v1

Trading Combos

Malphite Short Trade:

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 clock
Teemo Quick Trade:

Blinding Dart poke/trade; hold dash to dodge R; all‑in only after Malphite E on cooldown

Take long trades across the lane; avoid fighting in chokes

Lethal Thresholds

  • Malphite Kill Range: R pick is lethal if target <60% HP without dash/Flash; <40% if tankier; Ignite lowers threshold
  • Teemo Kill Range: Teemo 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 Teemo
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