Maokai Build Guide by TheFuzzyOne
Champion Build: Maokai
| Health | 3421 |
| Health Regen | 104.55 |
| Mana | 1478 |
| Mana Regen | 33.55 |
| Armor | 297.69 |
| Magic Resist | 190.3 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 405 |
| Gold Bonus | 10 |
| Attack Damage | 117.4 |
| Attack Speed | 16.245 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 14.85 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 30% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
My Thoughts -

His Lore -
The twisting magical energies unleashed by mages during the Rune Wars caused an incredible amount of devastation to the natural world. The League was established to control the use of this magic by confining it to the Fields of Justice. By limiting its use to there, they thought that they could prevent it from doing further harm to the environment. It seemed that they were successful until Maokai came into being. During a League match on The Twisted Treeline, Maokai, an ancient oak that stood above the upper jungle, spontaneously roared to life. Ripped from the natural balance by arcane forces, his sentience was forged in chaos. Before the Adjudicators of the League could step in and suppress him, he slew all six champions participating in the match. The scholars of the Arcanum Majoris took a keen interest in him, as they were eager to discover the secrets of his animation.
Maokai was furious, however. He abhorred the existence that was thrust upon him; he felt it was a corruption of nature. He learned to communicate with people in hopes of finding a way to be returned to his former, true state. Seizing the opportunity, the League offered a trade. They would research a way to revert him so long as he agreed to fight in the League of Legends. Maokai was indifferent to verdicts rendered by the League, but he was eager to punish summoners for their wanton use of magic. He agreed to the terms under one condition: once they learned how to turn him back, they would never animate another tree again. He wears a lantern on the Fields of Justice to set him apart from the other trees, and as a warning to the animals that would do him harm.
''I will use this power until I am free of it.''
-- Maokai

I do play Maokai more than your average bear -
Runes
| Runes | |||||||||||||||
Greater Mark of Attack Speed 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Ability Power 3 |
||||||||||||

Masteries


Hardiness
- 3/3 = As before when jungling mobs will attack you with physical attacks there for having armor will make your jungling easier by taking less damage. Furthermore any extra armor will only serve to help you as the tank in team fights later.
Tough Skin
- 2/2 = As you are jungling making the mobs hit you for less will always help as well it is a prerequisite for
Bladed Armor
which is a must for most junglers.
Durability
- 4/4 = The extra health hear just makes life a little easier especially late game when you are acting as the teams initiate into team fights.
Indomitable
- 2/2 = Still along the lines of the
Hardiness
and
Tough Skin
you are just trying to decrease your incoming damage by as much as you can.
Veteran's Scars
- 1/1 = This extra health is very beneficial especially early game because we haven't started any health runes or items.
Bladed Armor
- 1/1 = This is a must for almost every jungler Maokai has a lot of AOE abilities so when you combine them with
Bladed Armor
you can clear the jungle quite quickly.
Initiator
- 3/3 = The movement buff here will make moving from camp to camp and between lanes for ganking faster which is key with any jungler. You do not have a set location that you can stay and farm, and you are the most mobile member of your team so an extra movement speed you can gain will serve you well.
Enlightenment
- 1/3 = I take this mainly as a filler so I can unlock
Juggernaut
. The alternative to this would be
Siege Commander
which is nearly useless and the cool down reduction will be much better in the long run.
Honor Guard
- 3/3 = Again still trying to decrease the amount of damage you will invariably take by as much as you can.
Juggernaut
- 1/1 = This will allow for a %health increase which will scale off of your health items making you much more tanky. This mastery also grants you a 10% reduction to crowd control effects which when combined with
Mercury's Treads makes you very difficult to immobilize.
Summoner's Insight
- 1/1 = The reduced cool down on your
Flash is always helpful. You can use this ability both offensively to chase people down in combination with you
Twisted Advance or defensively to flash over a wall and escape.
Expanded Mind
- 3/3 = Maokai is kind of a mana ***** esspecially post level six when you have
Vengeful Maelstrom and it will constantly drain your mana while it is activated.
Swiftness
- 3/3 = as with
Initiator
you want to build as much movement speed as possible so you can keep as much farm up as possible while still ganking regularly.
Runic Affinity
- 1/1 = this is very beneficial in the early game for you the 20% increased duration will just mean more mana more slows and more damage for you.
Summoner Spells
Flash - Always take flash it has the capability of being used offensively to chase down a kill or initiate a team fight especially when combined with
Twisted Advance. It can also be used defensively to avoid a burst spell like
Lux Finales Funkeln or to run away by say flashing over a wall.
Smite - You are jungling this will make your early game easier and late game it is your job to make sure you secure the last shot on
Baron Nashor
and
Dragon
for you team.
Abilities
Sap Magic - Each time a spell is cast near Maokai, he gains a charge of Sap Magic. When he has 5 charges, his next autoattack will heal him for 7% of his maximum health
Explanation - This will help to give you some early jungle sustain as well as proc very frequently during team fights.

Arcane Smash - Maokai smashes the ground and sends an arcane shockwave forward, damaging and slowing his enemies for 2 seconds. Enemies close to Maokai are knocked back briefly.
Explanation - This ability grants good early jungle damage and will also great great ganks. The idea is to combo this ability with
Twisted Advance by warping onto lane with a root then knocking back your enemy and slowing him at the same time.

Twisted Advance - Maokai transforms into a cloud of arcane energy, quickly traveling to a target enemy and becoming untargetable while traveling. Once Maokai reaches the target, it takes magic damage and is rooted in place.
Explanation - Use this to initiate your ganks and to initiate your team fights late game. This ability can also be used to great effect late game to help protect your carries.

Sapling Toss - Maokai hurls a sapling to a target area, dealing magic damage on impact. The sapling becomes implanted in the ground, warding a nearby area for up to 35 seconds. After a 1 second delay after landing, the sapling will seek out nearby enemies. When an enemy approaches, the sapling will chase for up to 2.5 seconds and explode in an arcane blast that deals magic damage to enemies.
Explanation - These are great for clearing your jungle early game and for some added damage during your ganks. However when you are not building AP their damage tends to fall off late game and this becomes more of a utility spell using them as wards.

Vengeful Maelstrom - Maokai creates a great vortex of natural energy on a nearby area reducing non-tower damage done to allied champions in the area by 20%. Maokai can prolong the effect as long as he has mana to spend on it. When the effect ends, Maokai unleashes the absorbed energy to deal damage to enemies within the vortex.
Explanation - This is sort of an under valued Ulti when used correctly it can in essence grant your team 20% more life. For the best use try and use it in choke points where it is difficult for the other team to move the fight out of its AoE.
Skill Sequence

Level 1 - Always take your
Level 2 - Take your
Level 3 - Take your
Level 4 - Take your
Level 5 to 18 - Follow the skill order in the guide at level 10 I prefer to start leveling my
Items
Core Build -
Situation Items -
Creeping / Jungling
Best Jungle Route-
At this point I am sure your eyes are bleeding just about as much as mine. To keep you from losing too much blood and reading more of this infinite wall of text I have made a video to explain the jungle route and as well to explain how / which skills to use when ganking.
Warding
Why should you ward? -
I can not stress enough ALWAYS ALWAYS ALWAYS ALWAYS buy wards if you go back buy your items and have 200 gold left BUY SOME WARDS.
Ward Placement -

Each of those black dots is a ward that should be up for 99.9999999999999999999999% of the game or as close to it as possible. Guess what junglers you are the most mobile person on your team and it will be up to you to place a large portion of those wards!
Team Fights
Things to Remember -
You are the teams initiate with your
Make sure you initiate onto a good champion their AD or AP carry would be the most preferable. If you initiate onto the wrong champion and waste all your initial CC on say the tank it could go VERY VERY VERY bad for you.
After you initiate the fight and use up all your CC for the 1st rotation make SURE you protect your AD carry. They will be the ones with the best sustain for the fight and area also the most vulnerable. With your
Summary
Thank you all for taking the time to read this guide and I give my apologies for any grammatical mistakes along the way.
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