Malphon
Malphon is a close-range pair of fists built for relentless attacks, rapid status application, and a rising Cutter special.
Key Takeaways
Malphon, the Twin Fists, is Hades’ close-range Infernal Arm: a mobile weapon built around rapid punches, dash-based positioning, and an uppercut Special. Its defining trade-off is straightforward—excellent pressure at short distance in exchange for limited reach and greater exposure to enemy attacks. Permanent Aspects can substantially change how the fists function, while Daedalus Hammers remain run-only modifications.
A close-range pressure weapon
Malphon’s normal attack is a rapid punching sequence, making the arm well suited to sustained point-blank pressure rather than safe damage from a distance. Its short reach means spacing and enemy positioning matter more than they do for weapons such as Varatha or Coronacht.
Mobility is part of its offense
Dash-strikes let Malphon reposition while continuing its attack pattern, so movement is not merely defensive. The weapon performs best when Zagreus can stay near a target without being trapped by incoming attacks.
The Special is an uppercut, not a ranged fallback
Malphon’s Special is an uppercut that gives the arm a distinct burst option within melee range. It complements the punch sequence but does not remove the weapon’s central limitation: most of its pressure still requires Zagreus to approach the enemy.
It requires a permanent Chthonic Key unlock
Malphon is not available as the starting Infernal Arm. It is unlocked permanently with Chthonic Keys, after which the arm can be selected for future escape attempts; this is separate from its Aspect and Daedalus Hammer systems.
Its main strength is sustained close-range control
Rapid attacks, dash mobility, and the ability to apply run modifiers to frequent hits give Malphon strong close-range pressure. The same design makes it less forgiving when an encounter prevents Zagreus from safely staying beside a target.
Aspects can turn the fists into different weapons in practice
Malphon has the Aspect of Zagreus, the standard Aspects of Talos and Demeter, and the Hidden Aspect of Gilgamesh. These are permanent weapon forms with their own mechanics and Titan Blood progression; they should not be confused with temporary Hammer upgrades or Boon effects.
It trades reach for speed and execution
Compared with Varatha’s longer-reaching spear attacks or Coronacht’s ranged combat, Malphon asks the player to manage distance more actively. That trade can reward aggressive movement and repeated contact, but it gives the fists fewer safe options when enemies control space.
Overview
Malphon, also called the Twin Fists, is one of Hades’ six Infernal Arms: a close-range weapon built around rapid punches, aggressive movement and sustained contact with enemies.
In Hades, Malphon fills the dedicated fast-melee role among the Infernal Arms. Its basic attack delivers a sequence of punches at very short range, while its special is an upward strike that gives the weapon a different attack rhythm from a simple string of light blows. The arm also works naturally with dash-strikes, allowing Zagreus to close distance, continue pressure and reposition without abandoning its close-quarters identity. Malphon’s defining tradeoff is therefore practical rather than numerical: it can attack frequently and remain mobile, but it asks the player to operate closer to danger than weapons such as Coronacht or Varatha usually do.
Malphon is an arm for players who want to make enemy spacing part of their offense. Its short reach means that target selection, dash timing and awareness of incoming attacks matter more than they do with a long-range weapon. Once Zagreus is inside an enemy’s effective range, the Fists can maintain pressure through repeated attack strings and quick movement. That does not make Malphon universally superior to the other arms; it gives it a distinct execution profile. The weapon rewards confident engagement and punishes careless commitment when a room contains heavy attacks, armor, traps or several threats that cannot be safely covered at once.
Like the other Infernal Arms, Malphon is a permanent weapon choice rather than a run-only enhancement. It becomes part of Zagreus’ available arsenal through the game’s Chthonic Key progression, and its four Aspects provide separate permanent forms with their own mechanical identities. Aspect ranks are developed with Titan Blood, while Daedalus Hammers and Boons modify a particular escape attempt instead of changing the arm permanently. This distinction matters when reading a Malphon build: the weapon, its Aspect and its run-specific upgrades are separate layers of progression.
The base Malphon is best understood as the starting point for several close-range playstyles rather than as a single fixed build. Attack-focused runs can reinforce its rapid punch sequence, while other choices can shift attention toward the special, critical or status-oriented effects supplied by Boons and compatible Hammers. Mirror upgrades and the chosen Aspect further affect how safely the weapon can convert contact into damage. Malphon belongs to the original Hades weapon system, not Hades II, and this page treats the Infernal Arm, its permanent Aspects and its temporary run modifiers as distinct parts of that system.
Statistics
Damage figures are the game’s own published values across the weapon’s forms. Taken from the project’s verified weapons database, not from generated text.
- Infernal NameMalphon
- Combat StyleMelee
- Base Attack Damage15 × 5
- Dash Attack25
- SpecialRising Cutter
- Special Damage30 × 2
- Unlock8 Chthonic Keys after first four arms
- Chthonic Keys8
Figures verified against Consolidated Game Weapons Database.
Compared to similar infernal arms
| Weapon | Combat Style | Base Attack Damage | Dash Attack | Special |
|---|---|---|---|---|
| Malphon | Melee | 15 × 5 | 25 | Rising Cutter |
| Stygius | Melee | 20 / 25 / 30 | 30 | Nova Smash |
| Coronacht | Ranged | 20–60 | 20–40 | Volley Fire |
| Aegis | Melee / Ranged / Defense | 25 | 25 | Shield Throw |
| Varatha | Melee / Ranged | 25 / 30 / 30 | 20 | Throw / Recall |
Damage figures are the game’s own published values. From Consolidated Game Weapons Database.
How to Obtain
- Access to the House of Hades and its Arsenal chamber.
- 8 Chthonic Keys.
- No DLC, New Game Plus, difficulty, or platform-specific gate applies; Malphon is part of the base Hades Infernal Arm roster.
- The unlock is permanent rather than a one-run pickup or a one-per-playthrough reward.
- 01Return to the House of Hades between escape attempts and enter the Arsenal chamber, the room containing the Infernal Arms. Approach the locked weapon display for Malphon, identified as the Twin Fists, and interact with it to open its unlock prompt.
- 02Spend 8 Chthonic Keys at Malphon's weapon display. The purchase is a guaranteed permanent unlock for the current Hades save: Malphon then becomes selectable before future escape attempts, including runs using any of its Aspects.
- 03No boss defeat, mission reward, vendor visit, enemy drop, or special chamber is required for this unlock. Chthonic Keys can be earned through eligible Underworld chamber rewards and other normal progression routes, then spent at the Arsenal when you return to the House.
Availability
Requires Spend 8 Chthonic Keys to unlock Malphon at the weapon chamber.
This is a permanent progression unlock, not a run-only purchase. Hades has no separate Story/Online inventory or DLC availability context for Malphon.
Requires The permanent Chthonic Key unlock has been completed.
Malphon remains available across later runs, including attempts modified by the Heat system. Aspect selection and Titan Blood progression are separate from the Infernal Arm's initial availability.
Mechanics and Handling
Malphon, the Twin Fists, is built around staying inside an enemy’s space rather than controlling a lane from a distance. Its ordinary attack is a rapid punching sequence with very short reach; the weapon’s value comes from the number of contact opportunities it creates, its ability to keep pressure on nearby targets, and the way dash attacks let Zagreus reposition without abandoning that pressure. The trade-off is that missed spacing is costly: Malphon does not give the player a shield, parry, or long-range fallback in its base moveset.
The arm has no ammunition, reload cycle, durability system, or consumable resource attached to its normal attacks. Its basic rhythm is therefore governed by positioning, attack commitment, dash timing, and whether the player can remain safely close enough to continue the sequence. Aspect effects, Daedalus Hammer upgrades, Boons, and other run modifiers can substantially change that rhythm, but they remain separate from Malphon’s permanent base moveset.
A close-range attack chain with a committed finish
Malphon’s normal Attack is a chain of quick punches. The sequence is most effective when Zagreus is already beside the target, where the short reach is less restrictive and successive hits can maintain contact. The final part of the sequence has a heavier finishing motion, making the complete chain more than a simple stream of identical strikes: interrupting early gives up part of the sequence, while completing it asks the player to remain exposed for longer.
The Attack is not a broad crowd-control tool by itself. Enemies outside the small area around Zagreus are not reliably covered, and the fists do not compensate for poor spacing with a projectile or sweeping weapon arc. Against groups, the practical handling question is whether the player can keep targets clustered, use a Dash to cross or circle them, or reserve the Special for a more deliberate interruption. Against a single target, repeated contact is easier to maintain, but contact range still makes enemy attack cues especially important.
Dash-strikes preserve pressure while repositioning
Malphon’s Dash-Strike is a forward punch that combines movement with offense. It is useful for entering an enemy’s range, moving through a target, or continuing an attack pattern after a defensive Dash. This gives the weapon a mobile feel: Zagreus does not need to stand still to produce close-range damage, but each approach still carries the risk of arriving inside an enemy’s active attack.
The Dash-Strike also helps solve the fists’ reach problem without turning them into a safe ranged weapon. A player can use it to cross a short gap and resume the Attack chain, but it should not be treated as a universal escape or as protection from contact damage. Its effectiveness depends on reading the room, choosing a safe landing point, and keeping an available Dash for the next threat rather than spending every movement option on offense.
The Special is a separate uppercut tool
Malphon’s Special is an uppercut with a more deliberate feel than the rapid Attack chain. It gives the arm a distinct single-action burst instead of another sequence of ordinary punches, and it can be used to vary the weapon’s rhythm when repeatedly attacking is unsafe or when a target is already in the correct position. Its short range remains important: the uppercut is strongest when Zagreus is already close, not as a substitute for a ranged Special.
The Special’s role changes substantially under different Aspects and Hammer upgrades. Some variants make it a way to pull or prepare targets, while others turn it into a more significant payoff after building up Attack hits. Run-only Daedalus Hammer effects can also alter its reach, timing, or pattern. Those changes should be read as modifier-specific behaviour rather than as permanent properties of Malphon.
Aspect changes alter the weapon’s handling priorities
Aspect of Zagreus retains the straightforward Twin Fists pattern. Its handling is the clearest expression of Malphon’s basic identity: stay close, use the rapid Attack chain, and use Dash-Strikes to maintain access to targets. It is the least specialized reference point for understanding the arm’s ordinary rhythm.
Aspect of Talos changes the Special into a positioning tool. Its Magnetic Cutter effect draws an affected foe toward Zagreus, allowing the aspect to turn an enemy’s distance into an approach opportunity. That makes Talos more deliberate than the unmodified arm: the Special is not only an uppercut, but also a way to arrange the next exchange and bring a selected target into the fists’ preferred range.
Aspect of Demeter rewards uninterrupted Attack use before its enhanced Special becomes available. The important handling consequence is that the player alternates between maintaining a hit sequence and spending the resulting powered-up uppercut. Breaking contact, attacking the wrong target, or prioritizing movement at the wrong moment can delay that payoff, so Demeter’s version asks for more deliberate target selection than the basic arm.
Aspect of Gilgamesh changes the Dash-Uppercut and adds the Maim condition to its close-range game plan. This makes the opening movement itself part of the weapon’s setup rather than merely a way to approach. Maim creates a temporary risk-and-reward exchange around the marked enemy, so this aspect places more emphasis on choosing when to commit and when to leave before the target’s retaliation becomes dangerous. Its alternate form should not be treated as a simple faster version of Aspect of Zagreus; it asks the player to manage a distinct debuff and dash-based attack pattern.
Spacing, interruption, and defensive timing
Malphon has no built-in blocking or parrying action. Defensive safety comes from movement, invulnerability timing associated with Dashes, target control, and ending an attack sequence before an enemy can answer. Because the fists operate at contact distance, a successful run often alternates between short offensive commitments and immediate repositioning rather than holding the Attack button regardless of danger.
The weapon is especially sensitive to enemies that punish close contact, create damaging zones around themselves, or remain difficult to reach safely. In those encounters, Dash-Strike should be used to choose the angle of engagement, while the Special or a run modifier may provide a better opening than a complete ordinary combo. Conversely, enemies that can be kept within reach give Malphon more opportunities to exploit its rapid attack cadence.
Run modifiers can replace the arm’s default rhythm
Daedalus Hammers are temporary run upgrades, not permanent changes to Malphon. A compatible Hammer may improve the Attack, alter the Dash-Strike, change the Special, or introduce a new way to approach a target. Because Hammer availability is shaped by the run and by compatibility rules, no single modified moveset should be presented as the universal Malphon experience.
Boons similarly modify the consequences of hitting with Attack or Special without becoming base weapon statistics. A boon can encourage the player to prioritize one button, seek critical hits or status effects, or use Malphon’s many close-range contacts to apply repeated effects. The practical result depends on the selected Aspect, boon quality, Poms, Hammer choices, Mirror upgrades, and the current encounter. Malphon therefore has a stable mechanical core, but its final handling is deliberately run-dependent.
Upgrades and Variants
Strengths, Weaknesses and Best Uses
Strengths
- Malphon applies Attack effects through a rapid close-range punch sequence, making it a strong carrier for boons or other effects that reward repeated hits rather than a single heavy strike.
- Its short attack cycle lets Zagreus keep pressure on nearby enemies while repositioning with Dash. This suits aggressive play that alternates between brief attack strings and movement instead of committing to a long stationary animation.
- The Uppercut Special gives the arm a separate burst option from its normal punches. It can help interrupt the rhythm of basic attacks, reach enemies just beyond the immediate punch sequence, and create openings when a direct approach is unsafe.
- The arm's Aspect roster supports several distinct decisions: Aspect of Zagreus improves evasion, Aspect of Talos changes the Special into a pull-oriented tool, Aspect of Demeter rewards sustained Attack use with a stronger Special, and Aspect of Gilgamesh adds Maim-related risk and payoff. These are meaningful role changes rather than simple permanent damage upgrades.
- Malphon works well with a player who is comfortable using Dash to stay beside targets. Its attacks can capitalize on openings created by enemy recovery animations, especially when the player can attack from behind or maintain close positioning.
Weaknesses
- Malphon's effective range is limited to close quarters. Enemies that cover the floor with hazards, retaliate on contact, or remain difficult to approach reduce the time available for its main source of pressure.
- The arm's repeated-hit game plan asks Zagreus to stay near a target longer than a bow or other ranged option would. A mistake during an attack string can therefore expose him to contact damage, area attacks, or an unfavorable enemy pattern.
- Its normal attacks are less convenient when enemies are spread across the room or when the player needs to damage a distant target immediately. The Special provides another option, but it does not remove the arm's fundamentally melee-focused positioning requirement.
- Repeated punches can encourage overcommitment. Continuing the sequence after an enemy begins an attack is usually a positioning error, not a reason to trade damage; Dash timing and target selection matter more than simply holding Attack.
- Malphon's best performance depends heavily on the chosen Aspect and run modifiers. Its base close-range identity remains intact, but the value of repeated Attack hits, the Special, evasion, pull effects, or Maim depends on the boons, Daedalus Hammer upgrades, Mirror choices, and enemy matchup available in that run.
Best uses
- Choose Malphon for close-range pressure against targets that can be safely reached and followed, using short attack sequences between Dashes rather than treating the weapon as a stationary brawler.
- Use the arm when a run's Attack boons benefit from repeated applications or when the player wants to build a strategy around maintaining contact with one target.
- Favor Malphon when the player is confident reading enemy wind-ups and repositioning through hazards. The weapon rewards deliberate aggression, but it is less forgiving when Dashes are spent without regard to the next attack pattern.
- Use Aspect of Zagreus when evasion is the deciding concern, Aspect of Talos when pulling a target into a preferred position is valuable, Aspect of Demeter when sustained Attack use can support its empowered Special, and Aspect of Gilgamesh when the player accepts additional risk for a Maim-centered approach.
- Consider another Infernal Arm when the room layout, enemy composition, or current run demands reliable damage at distance, low-contact play, or safer interruption of enemies that are difficult to approach.
Compared With Similar Weapons
| Aspect/form | Primary play pattern | Distinctive mechanic | Best fit | |
|---|---|---|---|---|
| Aspect of Zagreus | Fast, direct close-range pressure | Improves the arm’s attack speed, making repeated basic attacks and Dash-Strikes easier to sustain | Players who want Malphon’s standard moveset with a straightforward attack-focused emphasis | — |
| Aspect of Talos | Pull targets into close range before attacking | The Special becomes Magnetic Cutter, drawing foes toward Malphon and rewarding follow-up attacks against gathered targets | Runs that benefit from controlled spacing, grouped enemies and Special-to-Attack setups | — |
| Aspect of Demeter | Build consecutive-hit momentum, then use an enhanced Special | Successful consecutive attacks charge the Special for Giga Cutter, an enlarged version of the arm’s normal Special | Players who can maintain contact with a target and want periodic burst from the Special | — |
| Aspect of Gilgamesh | Aggressive mobility and higher-risk melee engagement | Adds extra dashes and changes the Dash-Upper into Maim, which marks enemies for a distinct damage interaction | Players comfortable staying close to enemies and managing the risks of the Maim mechanic | — |
Used In
- ZagreusMalphon is one of the Infernal Arms wielded by Zagreus.
- Chthonic KeysChthonic Keys are used to unlock Infernal Arms, including Malphon, in the House of Hades.
- Aspect of ZagreusThe standard Malphon Aspect representing Zagreus's form of the Twin Fists.
- Aspect of TalosA Malphon Aspect associated with the Magnetic Cutter Special and its pull effect.
- Aspect of DemeterA Malphon Aspect that modifies the weapon's Charged Special.
- Aspect of GilgameshMalphon's Hidden Aspect, introducing the Claws of Enkidu and its associated moveset.
Lore and Design
Malphon is one of the six Infernal Arms housed in the Underworld and used by Zagreus in his attempts to escape. Its presentation ties the weapon to close-quarters combat: unlike arms defined by a blade, shield, bow, or firearm, the Twin Fists turn Zagreus’s own movement and positioning into the central expression of the weapon. The arm’s name and formal title, the Twin Fists of Malphon, are treated as part of the Underworld’s mythic weapon tradition rather than as a mundane pair of gauntlets.
The game gives Malphon additional story significance through its Aspects. The Aspect of Zagreus represents the arm in its association with its current wielder, while the other forms connect it to Talos, Demeter, and Gilgamesh. These names are not interchangeable cosmetic labels: selecting an Aspect presents the Fists through a different mythic identity and changes the weapon’s permanent form. The game does not require the player to accept a single literal history for all of these figures; the Aspect system presents them as distinct traditions attached to one Infernal Arm.
Malphon’s design also reflects Hades’ broader treatment of the Infernal Arms. Each weapon is both a practical combat tool and an object with a place in the House of Hades, allowing Zagreus’s escape attempts to be framed as experiments with the Underworld’s own arsenal. For Malphon specifically, that framing supports the contrast between its compact appearance and its highly committed close-range style: its identity is communicated through repeated strikes, dashes, and direct contact rather than through a long-range projectile or a large weapon silhouette.
Aspect identities
The Aspect names provide the clearest documented lore attached to Malphon. Zagreus is the arm’s native form; Talos, Demeter, and Gilgamesh each give it a separate legendary identity and associated mechanical interpretation. The Aspect of Gilgamesh is especially distinct in presentation because it changes the Fists into the Claws of Enkidu, while the other names likewise signal that Malphon’s history extends beyond one owner. These associations should be read as in-game weapon identities, not as evidence that the game reproduces every detail of the corresponding myths.