Arrr, VRC.LOL

Top · Normal DraftMatchup chartPatch 16.20.1

Malphite vs Teemo

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

MalphiteVSTeemo

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseTop

Pick two champions from th' list.

Arrr, role fit

TopMalphite

Malphite has an established solo-course course wit' th' income and space needed to trade, manage waves and influence a side course.

Arrr, primary role
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Top

Arrr, evidence-supported Malphite Top

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

Doran's Ring

400 doubloons

This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.

1
First aboard gear

Sunfire Aegis

2,800 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

2
Boots

Plated Steelcaps

1,200 doubloons

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

3
Core

Thornmail

2,450 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

4
Late

Frozen Heart

2,500 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

5
Flexible

Jak'Sho, The Protean

3,200 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

6
Arrr, repeated spell rotations

Cosmic Drive

3,000 doubloons

Completes th' six-gear inventory wit' movement speed and trick haste fer repeated late-battle spell rotations.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Morellonomicon
  4. LateFrozen Heart
  5. FlexibleJak'Sho, The Protean
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, they burst meArrr, zhonya's stasis can absorb a committed dive or lethal burst window.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Zhonya's Hourglass
  4. LateFrozen Heart
  5. FlexibleJak'Sho, The Protean
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. CoreThornmail
  4. Banshee's Veil
  5. FlexibleJak'Sho, The Protean
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, they stack magic resistVoid Staff becomes valuable when th' target has bought meaningful magic resistance.Spy full course

Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. CoreThornmail
  4. Void Staff
  5. FlexibleJak'Sho, The Protean
  6. Arrr, repeated spell rotationsCosmic Drive

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Morellonomicon
  4. LateFrozen Heart
  5. FlexibleJak'Sho, The Protean
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, they burst meArrr, zhonya's stasis can absorb a committed dive or lethal burst window.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. Zhonya's Hourglass
  4. LateFrozen Heart
  5. FlexibleJak'Sho, The Protean
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. CoreThornmail
  4. Banshee's Veil
  5. FlexibleJak'Sho, The Protean
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, they stack magic resistVoid Staff becomes valuable when th' target has bought meaningful magic resistance.Spy full course

Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.

  1. First aboard gearSunfire Aegis
  2. BootsPlated Steelcaps
  3. CoreThornmail
  4. Void Staff
  5. FlexibleJak'Sho, The Protean
  6. Arrr, repeated spell rotationsCosmic Drive

Arrr, runes and summoner spells

Arrr, runes and summoner spellsMalphiteTop

Take measured course trades, scale durability and keep a course back aboard to th' sea chart.

Normal Draft, matey
Arrr, primary tree

Resolve

Grasp of the UndyingDemolishSecond WindOvergrowth
Arrr, secondary tree

Precision

TriumphLast Stand
Arrr, summoner spells
FlashTeleport
Long-course safe harbour

Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.

Respect th' matchup

Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.

Arrr, matchup notes

What changes when Teemo is opposite you?

Pre-battle kit comparison
Arrr, strategic interaction

Arrr, durable engage option

A durable course wit' reliable engage can remain useful even when early ranged pressure be difficult.

Arrr, mid to late

Control and protection become clearer once teams group 'round prizes and carries need a front line.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

Against Teemo

  • Teemo's Toxic Shot punishes sailors who get hit and back aboard out, so stay at a seaworthy range until ye're shipshape to commit.
  • It can be valuable to use Oracle's Lens(Trinket) to destroy mushrooms 'round key locations.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Arrr, they burst me

Zhonya's Hourglass

Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

Arrr, one spell stops me

Banshee's Veil

Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

Arrr, they stack magic resist

Void Staff

Void Staff becomes valuable when th' target has bought meaningful magic resistance.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Malphite

  1. P
    Granite Shield

    Granite Shield be an automatic part o' th' kit involving damage. Track when its condition be active instead o' treating every fight th' same way.

  2. Q
    Seismic Shard

    Seismic Shard contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 8 · Cost 70/75/80/85/90 · Arrr, listed range 625
  3. W
    Thunderclap

    Thunderclap be part o' Malphite's W pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

    Cooldown 10/9.5/9/8.5/8 · Cost 30/35/40/45/50 · Arrr, listed range 400
  4. E
    Ground Slam

    Ground Slam contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 7 · Cost 50/55/60/65/70 · Arrr, listed range 400
  5. R
    Unstoppable Force

    Unstoppable Force be part o' Malphite's R pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

    Cooldown 130/115/100 · Cost 100 · Arrr, listed range 1000

Teemo

  1. P
    Guerrilla Warfare

    Guerrilla Warfare be an automatic part o' th' kit involving basic-attack interaction. Track when its condition be active instead o' treating every fight th' same way.

  2. Q
    Blinding Dart

    Blinding Dart contributes vision ship's intelligence and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 7 · Cost 70/75/80/85/90 · Arrr, listed range 680
  3. W
    Move Quick

    Move Quick creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

    Cooldown 14 · Cost 40 · Arrr, listed range 20
  4. E
    Toxic Shot

    Toxic Shot contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Arrr, listed range 680
  5. R
    Noxious Trap

    Noxious Trap creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

    Cost 75/55/35 · Arrr, listed range 600/750/900

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Trade 'round th' wave and yer strongest cooldowns

1
Course

Keep hull and minions balanced so one poor trade does nay decide th' course.

2
Sea chart play

Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.

3
Fights

Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.

Pings, movement and prizes

Malphite Top sea chart course

Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.

Ahead

Use th' side-course lead without donating it

Ping
Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
Arrr, stay or move
Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
Prize
Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Even

Make th' wave create th' first aboard move

Ping
Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
Arrr, stay or move
Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
Prize
Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Behind

Protect experience and communicate th' pressure

Ping
Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
Arrr, stay or move
Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
Prize
State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

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