Maokai Build Guide by SiN3Pg1B
Not Updated For Current Season
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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hey this is my guide for Moakia. He is a great Champion for any team, he is a great ganker and has some great skills to help team fights as well as top or bot lane support. Moakia is also a good jungler. He is a very viable champion but lacks damage in his skills. I would like to add that this is my first guild and I'm new to making the guide but will do my best. Please leave any feedback or comments anything will help, Thanks and enjoy.
Pros & Cons
Greater Mark of Insight- The reason I picked these runes is because code:Moakia deals magic damage in all of his skills and these will help damage in fights.
Greater Seal of Resilience- I picked these runes just for the added armor, this will help you survive a little longer.
Greater Glyph of Shielding- These runes will help with MR(Magic Resist) just in case for added MR.
Greater Quintessence of Resilience- I chose these quints because I think when I lane with Maokia the extra magic penetration help burst down the enemy.
I start out with the boots of speed because it helps with early levels in case you need to get out fast. Side note Maokia doesn't have any escape mechanism so the boots will come in hand. Also I would sell these boots late game and get either
Mercury's Treads if the enemy stacks more AP or
Ninja Tabi if the enemy team stacks more AD
After playing around more with Maokai I thought that these would be best late game if the enemy team stacks AP. The extra MR will help be a stronger Support champ.
These are also good boots for a support type tank because of the armor and 20% reduced non-tower damage but only get these late game if the enemy team stacks more AD.
Philosopher's Stone I choose this item second because it help with health and mana regen.
I get these boosts next to help with early level ganks and to help get out of a bad situation fast. Another route you can got if the enemy team stacks mostly AP champs is to get these will help with MR.
I usually get before I get Frozen Heart but if can get Frozen Heart on you're second or third trip back get it if not I would get Glacial Shroud.
I get this item for the added gold income and the health.
Shurelya's Reverie After you get Heart of Gold I would get this item it has more Health and mana regen with some CDR.
Now if you haven't already purchased this item I would get this after you get Shurelya's Reverie Shurelya's Reverie.
This item is to help with you're burst damage and the added MR, it also has a nice support passive that gives you're team 20 MR.
This Item will help out with armor, health and health regen and has a 5% CDR, upon being hit slows the attacker and this item which will help you use you're skill more often in a team fight.
The reason I get this item is because I am playing a AP support tank and this gives 80 AP and 500 health with a added bonus to slow enemies on spell hit which combined with Sapling Toss Twisted Advance Arcane Smash will slow you're target. But with Vengeful Maelstrom the targets within the vortex are not slowed until you activate the skill a second time to unleash all the stored energy.
Ageis of the Legion I would get this item if you are the main tank it has armor, health, MR and a nice team aura that will give them some armor, MR and damage.
This item has some really nice MR along with health regen and movement speed (TIP: This is also great for closing the distance to use Twisted Advancd.)
This is a great item to use if the enemy team is more AD close to mid melee/ranged stacked not only for the armor and health but it also has a nice passive that damages nearby enemies.
This along with Force of Nature is great for more of a AP heavy enemy team it has some nice added health but mainly because of the added MR, also has a nice passive which blocks one negative spell( debuff ) once every 45 seconds.
I take a0/21/9 mastery build. I take 21 point in defence for lane sustain and for building Maokai as more of a tank.
I put 9 points in utility instead of offence for the following reasons.
+ Summoner's Insight to decrease the the cooldown on Flash.
+ Expanded Mind for the added mana per level, this little bit of mana helps at early levels. This way you can easily afford to give your mid all of the blue buffs.
+ Swiftness for the movespeed. Maokai is a slow moving character. the 4% movement speed here really helps you move a little bit faster. This with Boots of Mobility will help you're movement speed just a bit more.
+ Runic Affinity makes you're buff's last longer.
Sap Magic After 5 spells are cast around you, your next auto atack heals you. This passive is good in the jungle and during farm. During later levels this passive isn't that great but is all around a good passive.
Arcane Smash Sends a arcane shockwave that will slow any enemy hit in the direction the skill is cast. Also if you use this skill close to any enemy they will be knocked up into the air.
Twisted Advance Maokai transforms into a cloud of arcane energy that travels to the target enemy and become untargetable while traveling. Enemy hit by this skill will receive magic damage and will be rooted in place for a few seconds.
Sapling Toss Hurls a sapling to the targeted area, dealing magic damage on impact. Also the sapling will plant into the ground, warding a nearby area for up to 35 seconds. After a second delay the sapling will seek out any enemy that approaches and blow up dealing magic damage.
Vengeful Maelstrom Creates a vortex of natural energy reducing non-tower damage done to allied champions. You can also prolong this skill (Which will consume mana for each second after activating) and after the effect ends or you activate the skill a second time you will unleash all the absorbed energy and deal damage to all enemies within the vortex.
At level 1 you should always take Sapling Toss. This will help spot lane and counter any incoming ganks and help farm very efficient.
At level 2 you take your Arcane Smash. You need this for your level 3/4 gank, and to lane more efficiently.
At level 3 you ether take your Sapling Toss for added AoE damage for farm, or your Twisted Advance if you are going to do a level 3 gank in mid.
At level 4 you take either your Sapling Toss or Twisted Advance depending on which you took at level 3.
From levels 5 threw 18 you do the skill order I mentioned above. The reason you only get two points in Sapling Toss is to help push lane, after that you want to upgrade ]icon=Arcane Smash] Arcane Smash for the slow and Twisted Advance for the snare duration increase, making your ganks stronger.
This is a great offensive and defensive Ability.
Great for getting in or out fast.
I use this skill to either get back to my lane fast, help with tower defense or help push lane if im back in the base.
How to Initiate Teamfights
How you initiate a teamfight
How to Gank Effectively
If there is one thing that many people using Moakai Moakai's do wrong, its gank wrong. It is very easy for someone to Twisted Advance then Arcane Smash them AWAY and then Sapling Toss last, missing it completly or only getting the initial hit off.
The way I like to set up my combo is to open with Sapling Toss so many people ask "Why do you open with Sapling Toss?" Because if you Sapling Toss onto them you can snare very quickly so both the initial burst of the Sapling Toss and the secondary explosion hit.
Then after Sapling Toss I will use Twisted Advance to snare my target which will allow my teammates to close in and help burst down the enemy target. The last thing I do is Arcane Smash the enemy target away from their tower if in lane and/or to my teammates(Now it is important to always use Arcane Smash to knock the target to you're team and not away from you're team).
Tip: When ganking you can also Arcane Smash] you're target away from their tower and then use you're ULT to create space that will put a gap in between you're target and freedom.