Introduction

My Perspective
Maokai the Twisted Treant is a very strong jungler and his ganks are powerful. I am no pro, but I felt comfortable enough to create this guide as I have played
Maokai and seen happy results in the jungle, during team fights, and especially the ganks.
Maokai is a strong tank as well as he can absorb damage and protect his allies. Although
Maokai does not really have a high damage output, he can successfully kill using his skills. The cooldowns are tolerably low and it's quite fun playing a tree.
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
Below is an image of matches that I have played as Maokai before I have started working on this guide:
No, I do not KS...
Pros/Cons

Pros:
- Quick jungler
- Strong tank/support
- Good CCs
- Over 85-90% successful ganks
- Easy to play
- Easy to farm with abilities
- Sapling gives vision
- Good sustain from passive
Cons:
- Not too high damage
- May not use ultimate's maximum capabilities/damage at all times
- Mana dependent
- Cannot really escape from tough situations
Runes
| Runes |
Greater Mark of Magic Penetration
9
|
Greater Seal of Armor
9
|
Greater Glyph of Scaling Ability Power
9
|
Greater Quintessence of Ability Power
3
|
|
- I choose Greater Mark of Attack Speed because the extra attack speed will help you in clearing camps quicker especially with Season 3's jungle being harder. This balances out the trouble of Maokai's low damage output to be dealt in a shorter time.
|
|
- Greater Seal of Armor gives you that extra armor to help you survive better in the jungle which results in you having more health so it opens up more chances of you ganking a lane.
|
Below, you can see the statistics that adds up for all of these runes.
If you do not feel you would really like to use these specific runes, by all means you can change it up to whatever you are comfortable with. It is all up to the player!
Alternate Runes
Here are some different runes that you can use and will still be able to jungle safely and be consistent as the game progresses.
| Runes |
Greater Mark of Attack Speed
9
|
Greater Seal of Armor
9
|
Greater Glyph of Scaling Magic Resist
9
|
Greater Quintessence of Ability Power
9
|
The attack speed runes can really help you clear out jungle quick as I have mentioned. If you feel you like you need more magic resist since you are facing against strong AP champions, then use the above runes setup. You can still switch out
Greater Quintessence of Ability Power for
Greater Quintessence of Movement Speed
Masteries
| Masteries |
|
1/1
|
4/4
|
2/2
|
3/3
|
1/1
|
2/2
|
1/1
|
3/3
|
3/3
|
1/1
|
1/1
|
3/3
|
1/1
|
3/3
|
1/1
|
Defense
|
- One point in here for Smite. 10 extra gold isn't too bad.
|
|
- More health so you can safely gank without it backfiring.
|
|
- Makes jungling easier and safer.
|
|
- All three points go in to get the maximum armor. You can however split or move over the points into
Resistance
if you need to get MR instead.
|
|
- Just simply 1 point into
Resistance
and it will get you an extra 2 magic resist for obvious reasons.
|
|
- This returns 6 damage to any minion and monster that attacks you, thus for easy and faster jungling.
|
|
- I highly recommend putting 2 points into
Relentless
because taking 2 damage off from enemy champions allows you to stay in team fights longer than usual.
|
|
- For the same reason as
Unyielding
. Although it reduces the damage from enemies' basic attacks by 3, it can still help you tank for your team longer.
|
|
- Having extra health is always a pleasure. The items you purchase gives you a lot of health so having
Juggernaut
will be worth it.
|
|
- I believe
Defender
is better than
Legendary Armor
because you won't be able to get plenty of armor or magic resist to enforce the bonus increased armor and magic resist by 5%. Flat armor and magic resist is much better especially when you are very likely to engage in team fights to obtain its full use. Masteries are more used for early game anyways.
|
|
- This mastery basically beefs your up more by reducing damage dealt to you. I think this is more of an optional mastery rather than necessary and you could point the point in for
Defender
instead.
|
Utility
|
- Putting a point in this can help lower your Flash cooldown by 15 seconds. You never know when you are in trouble and your Flash is still on cooldown because you didn't take
Summoner's Insight
.
|
|
- Maokai usually gets Boots of Mobility so I felt that pointing all three points into
Wanderer
is worth it. It helps with the already massive increase in movement speed while out of combat since it basically behaves the same way.
|
|
- With the jungle much harder, it will take you longer to clear camps and make you less healthy than you would have been in Season 2. Getting
Improved Recall
will help you get to your base, heal up, and get then back out quicker.
|
|
- Along with
Summoner's Insight
, I find
Mastermind
hard to pass up. This will not only lower your cooldowns on your Flash even more, it will also lower the cooldown on Smite which is absolutely great.
|
Explanation
The reason why I go 0/21/9 is for encouraging the role of
Maokai as a support tank. He is not truly a damage dealer so you would rather want him to be tanky over AP with the exception of some AP items you may or may not purchase.
Maokai is a great camp clearer so I feel that AP masteries can be overlooked. I am not supporting a
Maokai going all out with AP items (only a
Rod of Ages and
Twin Shadows) unless you need to get those tanky AP items,
Abyssal Scepter,
Iceborn Gauntlet, or
Athene's Unholy Grail. If you do put in some points in the Offensive Mastery, you will be taking away points from either Defense or Utility which will take away your viability of being a tank or initiating with
Flash and
Twisted Advance. Still, if you feel that you need to do extra damage, you can always get some AP items that also incorporates defense as I have stated above.
Alternate Masteries
| Masteries |
|
1/1
|
3/3
|
2/2
|
3/3
|
3/3
|
1/1
|
2/2
|
1/1
|
3/3
|
1/1
|
1/1
|
1/1
|
3/3
|
1/1
|
3/3
|
1/1
|
The above shows a slightly different masteries setup. Take out
Durability
and put the three points into
Perseverance
and
Resistance
for the Defense tree. For the Utility tree, instead of
Wanderer
, the three points would go into
Meditation
for the need of quicker mana regeneration. The mana regen will help you stay on the field longer and keeping
Improved Recall
will get you back to base earlier as well as getting out to the Field sooner. You would want to use these masteries if there's AP and AD to worry about rather than havng more health. Still, you can swap out certain points to your preference.
or
| Masteries |
|
4/4
|
4/4
|
1/1
|
1/1
|
4/4
|
2/2
|
3/3
|
1/3
|
1/1
|
2/2
|
1/1
|
1/1
|
3/3
|
1/1
|
1/1
|
This set of masteries still holds 21 points in Defense but instead of 9 points in Utility, you can switch it over to the Offense Tree. I have noticed that
Maokai can survive without the extra mana and the extra mana regen.
Maokai does not need to particularly hold onto the buffs during mid and late game as you should hand it over to your other laners. I have also noticed that 9 points in the Offense Tree,
Sorcery
,
Blast
, and
Arcane Knowledge
can be extremely helpful in terms of more AP and magic penetration, thus more damage. In addition to all of that glorious stuff, 4% CDR will let you use more of your skills within a set time frame. Like the second set of masteries, you can take out
Durability
and
Veteran's Scars
for
Perseverance
and
Resistance
.
Maokai's Abilities
Below are the official abilities of
Maokai. The description is taken from the actual game verbatim. It is a good idea that you carefully read what each one does so you will be able to understand the role
Maokai plays.
Passive - Sap Magic
|
_____ |
- Each time a spell is cast near Maokai he draws energy from it, gaining a charge of Magical Sap. When he has 5 charges his next melee attack energizes Maokai, healing him for 7% of his max HP.
|
Q - Arcane Smash
|
SPACE |
- Maokai knocks back nearby enemies with a shockwave, dealing magic damage and slowing them.
- Maokai releases an arcane shockwave. Nearby enemies are knocked back and all affected enemies take 70/115/160/205/250 (+0.4) magic damage and are slowed by 20/27/34/41/48% for 2 seconds.
|
W - Twisted Advance
|
SPACE |
- Maokai dissolves into a cloud of arcane energies. He regrows near a target enemy, dealing damage and rooting it in place.
- Maokai transforms into a cloud of arcane energy that quickly travels to a target enemy, deals 80/115/150/185/220 (+0.8) magic damage and roots it for 1/1.25/1.5/1.75/2 second(s).
|
E - Sapling Toss
|
SPACE |
- Maokai flings a sapling that deals area damage on impact. The sapling then wards the nearby area. When enemies approach, the sapling attacks enemies with an arcane blast.
- Maokai flings a sapling that deals 40/75/110/145/180 (+0.4) magic damage on impact.
- The sapling wards the nearby area, and will chase enemies that approach, exploding to deal 80/130/180/230/280 (+0.6) magic damage. Saplings last for 35 seconds.
|
R - Vengeful Maelstrom
|
SPACE |
- Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area. When Maokai ends the effect, he unleashes the absorbed energy to deal damage to enemies within the vortex.
- Toggle: Maokai creates a magical vortex that protects him and allied champions by reducing damage from non-turret sources by 20%.
- Maokai can end the effect to release the stored energy, dealing 100/150/200 (+0.5) (+2 per damage absorbed) magic damage to enemies within the vortex. Maokai can store up to 200/250/300 bonus damage.
|
Note:
The description for each of Maokai's abilities are taken from Riot Games' League of Legend champion page specifically about Maokai,
here.
Explanation
|
__________ |
__________ |
__________ |
__________
|
Level 1
- Get
Sapling Toss first because you want to be able to take down Ancient Golem quickly and you will be able to because it lasts for 35 seconds. The typical cooldown on
Sapling Toss is around 7 seconds, allowing you to place down 3
Sapling Toss before Ancient Golem spawns. 3 saplings are enough to take out the Young Lizards (this is also explained under chapter "Jungling Route").
Level 2
- The next ability you invest in is
Arcane Smash because it does quite a lot of reliable damage, CC, and it is AoE too.
Level 3
- At this point, you can decide which point should go in which ability. You can get
Twisted Advance if you feel you and your ally is ready for an early gank. That snare is too stronk. If there is no possible early ganks (at level 3), then you can upgrade either
Arcane Smash (preferred) or
Sapling Toss (more damage against the neutral monsters).
Level 4
- If you have not gotten
Twisted Advance, get it now. With this, you can generally start ganking and be successful at it whether or not they died, they should at least blow their summoner spells.
Level 5
- Now, you will focus on maxing out your
Arcane Smash first. You want to max your Q first because it provides CC of slowing the enemy, making your ganks secure.
Level 6
- You are level 6 now and so you must get your ultimate,
Vengeful Maelstrom. Of course, put two more points into your ultimate at levels 11 and 16.
Below is the order in which should invest your points into:
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
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Skill Sequence for Ganks and Team Fights
Preferred for Ganks
1.
- You definitely want to use your snare first to pin your target down and easily use your next ability to further keep your target trapped. Using
Twisted Advance is a good ability to initiate and gank with. Also, keep in mind who you are snaring. Preferred targets are the enemy's AD carry, AP carry, and anyone who's a real threat. It is your job to make sure whoever is fed on the enemy's team is kept locked down and killed. Even before using
Twisted Advance you can use
Sapling Toss. It is very effective when you need vision if your target happens to be in a bush. Then, you will never encounter a problem with loss of vision, which is absolutely great for ganking.
2.
- After you used your
Twisted Advance, do not immediately use
Arcane Smash. Instead, you should walk behind your target or where ever it would benefit your team because
Arcane Smash bumps and moves him/her. So, you want your target to be closer to your team mates rather than moving him/her in a position where he/she can escape easier.
3.
- Of course, you need to place down your ultimate. Make sure it is covering an area where you think the enemy would be heading towards. This way, you can also do last second damage when they escape instead of making
Vengeful Maelstrom actually useless. Certain situations, you won't have to use your ultimate at all. Sometimes, you can't use it first because you really want to CC your enemy first.
4.
- Use your
Sapling Toss after you have used your three other abilities. Remember that your sapling takes time to land and time to trigger. Watch where you throw it too as you should predict your enemy's movement so
Sapling Toss's damage isn't wasted all the time.
OR
Preferred for Forcing Baron/Dragon Fights
1.
- Depending in the situation you are in, you would place down your ultimate first. This way, you have it set up and your teammates receive the effect of reducing non-turret damage dealt to them. Situations where you would use
Vengeful Maelstrom first is if you are about to be fighting in small areas and when your team is doing
Dragon
or
Baron Nashor
.
2.
- If you are going to fight in small areas and you don't really have vision, you would actually throw a sapling first because it gives you vision, like a
Sight Ward but only for 35 seconds. This can give you a heads up and get ready. However, if you choose to throw it after placing down your ultimate, you should immediately use
Sapling Toss.
3.
- Next, you will use your
Twisted Advance and make sure you focus the appropriate enemy target as explained above for the other skill sequence.
4.
- Then of course, use
Arcane Smash to further CC them. Keep in mind where and in what direction you are using this ability.
Items
I'll tell you the items you should get and explain why you should get them. After this Items chapter, you will get to learn about
Maokai's jungle route.
Core
Start out with:
and five
- With Season 3 unfolding and the patch released (12/4/2012), we have been introduced with a variety of new items. For junglers, however, it seems like we are limited to purchasing a
Hunter's Machete and 5
Health Potions every game. Don't worry though, it does help you while jungling. You will eventually upgrade
Hunter's Machete into something very useful.
After you finished up clearing the jungle about two times, and whether or not you were able to get a gank or two in due to the buffed jungle, you may proceed to head back to base and buy:
and maybe
Philosopher's Stone is a very good item as it gives you increased health regeneration as well as increased mana regeneration along with an additional 5 gold per 10 seconds. You want more movement speed as you want to help gank for your teammates and
Boots of Speed is enough for that in early game. Moving faster will allow you to lock onto your target and successfully snare him/her with your
Twisted Advance and then knocking them up with
Arcane Smash.
After your purchases, head out towards the jungle again and continue clearing. I usually head out for
Wraith and then look out for any lanes that are in need of help. Also, keep in mind of your buffs' timers. The next items you should purchase includes:
- Getting
Sightstone basically replaces our old 5 gold per 10 seconds, Heart of Gold. You will eventually build it into
Ruby Sightstone. This item is extremely viable as it gives you the necessary wards that you would buy individually. You are paying a one time fee rather than cumulatively so it may or may not be of your best interest at the moment.
- Perhaps you are safe from CC or you just don't care who gets in your way.
Boots of Mobility will get you back out in the Field of Justice. Your enemies may not expect you to have arrived so quickly which you should use to your advantage (ex: walking towards Dragon or Baron Nashor). If you do get it, I would suggest getting it early for those surprising early ganks along with
Enchantment: Alacrity.
Mercury's Treads is obviously for against those CCs and APs.
Ninja Tabi is useful to help you against those who dare to auto attack you and an additional 25 armor is great against teams that are dominantly AD. I would prefer
Mercury's Treads at anytime, however, because you want
Maokai to be able to freely move anywhere without being held down for the maximum time for any champion's CC spells so you can get to the enemy's carry. For example: if it gets down to really late game where CC is a grave concern, I would sell
Boots of Mobility (if I happen to have that) and get
Mercury's Treads.
Since you have purchased
Hunter's Machete from the beginning, you will of course upgrade it into:
and then eventually into
after
- If you have gotten
Philosopher's Stone, you will enjoy an immense boost of health and mana regeneration. It also helps you deal more damage to the jungle camps so that's always a plus.
Spirit of the Ancient Golem gives you 500 health which is quite a lot for early game. You will definitely dominate the jungle even more so now that you have gotten this item. In addition, the tenacity will obviously help you in team fights since you are likely to get
Boots of Mobility instead of
Mercury's Treads.
After your next trip back to base, get:
first, then
You will eventually build
Catalyst the Protector and
Blasting Wand into:
- Don't be so doubtful. Extra health, mana, and ability power along with its passive gives you a total of 650 HP, 650 MP, and 80 AP. I usually am able to get
Rod of Ages around 25 to 30 minutes which isn't too bad but definitely around 20 minutes if you get fed early which is likely because your ganks are strong and reliable.
- If you feel the game is going to end shortly and 10 minutes won't pass by the time you get
Rod of Ages, you can get something else such as
Aegis of the Legion or any other item that requires you to have armor/magic resistance as soon as possible. In my opinion,
Rod of Ages is absolutely great on
Maokai. It also builds into
Runic Bulwark which gives you lots of beneficial stats. I love
Rod of Ages but if you would rather get something else, go ahead.
After
Rod of Ages, you should get:
Aegis of the Legion gives you wonderful boosts in terms of armor, magic resist, and attack damage that will definitely help your team out in most cases. This item can also be ignored and instead you can go
Frozen Heart for the following reasons: enemy's AD carry is fed, it's much more efficient for certain games, and you need more mana. I would recommend immediately upgrading
Aegis of the Legion into
Runic Bulwark.
- Yes,
Maokai will be hard to take down especially if you get
Warmog's Armor. That beautiful amount of HP, 1000 to be exact, will give you instant access to having that extra health early. It actually should be the perfect item for
Maokai as it matches him (in color)! Get
Warmog's Armor if you really want to be able to stay on the Fields longer, its passive will grant you that wish.
You will then of course get:
- You can also get this item before purchasing
Runic Bulwark. If you feel you need the use of its active, then rush it. I tend to hold off
Shurelya's Reverie because I want to take advantage of
Philosopher's Stone for as long as I can. Pay attention to how the game is going to determine when you need this item.
- You want to be able to help your team speed up and yourself so you can use
Twisted Advance on any fleeing enemy. Using it defensively, however can also help save your teammates from getting caught.
Next item you would get is situational. I prefer:
Randuin's Omen is also a good choice as its activation will slow down any surrounding enemy units. It will definitely help you chase them down and snare them. Plus, it also gives you extra health, armor, and health regeneration. Its passive is also viable against the enemy if they have fed AD champs. Especially if you are already stacking armor,
Randuin's Omen is a great addition!
Frozen Heart is absolutely necessary if the enemy AD carry is fed (as explained previously above) so lowering their attack speed will increase your chances of protecting your allies and yourself. Cooldown reduction of 20% is wonders as well.
- Sometimes you need extra help in catching your enemies.
Twin Shadows is a great item for you to purchase due to its active. It also gives you AP, MR, and MS! In addition to your
Boots of Mobility, the extra movement speed will prove useful for any occasion.
Situational
Other items to be considered based on the enemy's team composition:
All of the above items are defensive items.
Sunfire Cape is a helpful item if you want to have that early set of armor and you are not worrying about getting magic resist. A tree on fire looks pretty cool as well. The passive is not too bad but sometimes not very effective. Every game is situational so you have to think about which items best fits your role and game play.
- I would get
Abyssal Scepter if my team are mostly AP so the passive will help lower MR of the opposing team and my team will do more damage. Also if the enemy is heavy AP, this item can help bring your MR up so you can survive longer.
Rylai's Crystal Scepter gives you more health and AP and ability to slow the enemy. This will allow you to do more damage, be more tanky, and never let the enemy escape. Personally, I have not yet bought this item as I haven't met a situation where I needed the slow. I do think this item can be bought on
Maokai which is why I bring it up here in this guide.
Iceborn Gauntlet gives you enough armor, tons of mana, AP, and CDR! Even though doesn't seem to be useful for
Maokai and reading carefully, I can see that
Iceborn Gauntlet will help keep your enemy within reach as you auto attack them consistently. I definitely would get this item for the sake of all the plentiful stats it provides in addition to its passive.
- Like to dive often? Then getting
Ohmwrecker will ultimately please you. It provides you health, mana, and armor so it is quite an acceptable item to purchase for
Maokai. I don't really have any problems with this item but 120 second cooldown might be a bit too long or the turrets aren't really a bother.
Alternate Builds
For full tank:
If the rest of your team members are not tanky, it would be best that you are the tank for the game. The build above will help you achieve that. It is a mix of armor and MR. You can switch out items if you need to go primarily armor or MR (
Randuin's Omen or
Abyssal Scepter). Perhaps you want more health or better regeneration, then get
Warmog's Armor or
Spirit Visage! Take out
Twin Shadows for it. Mix it up!
For support tank:
If there's another ally that can be tanky, then you don't have to fully go tank. Instead, you can act as a support with those super awesome auras. It helps you move faster, slow your opponents, reduce cooldowns, and absorb damage. Plus, you will definitely earn lots of HP!
For tanky AP:
Now, if you do feel like your team can use extra damage, you have the chance to go tanky AP. The above items gives you AP along with HP, CDR, MR, and armor. I have switched out
Zhonya's Hourglass for
Athene's Unholy Grail because I believe it will help you out more than
Zhonya's Hourglass would in terms of mana/MR. You can still benefit from it's 100 AP, armor, and active. If you really are looking for more damage, you can get
Rabadon's Deathcap or even
Deathfire Grasp.
Note: For
Mercury's Treads, you can switch it to any other boots that fits. For example:
Ninja Tabi for more armor or
Boots of Mobility for more speed with either
Enchantment: Alacrity,
Enchantment: Furor, or
Enchantment: Homeguard.
Optional but Still Important
- If there are champions that can go invisible such as
Twitch,
Vayne,
Talon, and
Rengar, you should definitely get
Oracle's Elixir to prevent these annoying champions from getting away or killing you without you being able to fight back. As of Season 3,
Oracle's Elixir lasts for 5 minutes or, as usual, until you die.
- Another reason to get
Oracle's Elixir is because the enemy places down wards. Those wards can help the enemy so killing them will make them lose vision and opens up a possibility that you can gank them instead. I highly recommend investing your gold early on, around levels 8-12 to start clearing wards and gain map control. Due to the nerf of
Oracle's Elixir, I am not sure whether I would be happy with buying it. I am considering to purchase
Vision Wards instead.
- The two items shown above are potions basically to help you empower AP with CDR and Health with AD.
Jungling Route
With the new jungle, it is a lot harder to clean up. The neutral monsters have more health and are generally stronger. Your jungle route is still typically the same but you will probably find yourself farming more than ganking.
You can either start at
Wraith or
Ancient Golem.
The route I take is starting at
Ancient Golem so I will post that route and above and below shows the order, no matter which side of the map you are positioned:

→

→

→

→
1. Get
Sapling Toss first. Always be wary of invasions. At 1:25, you should throw your first
Sapling Toss where
Ancient Golem will spawn. Continue to do so until it spawns at 1:55. You will have 3 by then. Also, ask your teammates (solo top or mid) to hit it a couple of times. Three
Sapling Toss will easily kill the two
Young Lizards so make sure your allies don't steal them by accident.
Smite when
Ancient Golem gets low enough.
2. After doing
Ancient Golem, you should be level 2 and put a point in
Arcane Smash. Proceed towards
Giant Wolf. Use your
Sapling Toss and
Arcane Smash whenever possible.
3. Next, head to
Wraith and you will use your
Sapling Toss and
Arcane Smash.
4. Skip
Lizard Elder as your
Smite is still on cooldown. So, head towards
Golems.
5. After
Golems, you will be able to take down
Lizard Elder and the two
Young Lizards. You may need to use your
Health Potion to remain healthy.
6.
Wraith will spawn soon after so you should take down those too before wanting to gank or go back to base. I wouldn't suggest going back to base as you don't really have a lot of gold and it would be a waste of time going back. You should also be good on health so there's no need to go back. Continue jungling if you cannot find a lane to safely gank or try to counter jungle if possible.
As a jungler, you will have to look around the map and figure out yourself how each lanes are doing. If you feel like one lane is okay, you can ignore but there's always a time when you have to gank. Keep warding usual spots, top, both sides of the river, and eventually Barons and Dragon. If you see a particular side that is being visited by the enemy, definitely ward that side. You can also ward the enemy's jungle so you can try to counter jungle and invade. You will also have to keep in mind about each camp timers which I will tell you below.
Then we have our two big bosses.
- Dragon spawns at 2:30 and takes 6 minutes to respawn.
- Baron Nashor spawns at 15:00 and takes 7 minutes to respawn.
- Both of these will need to be checked and warded as they give out global gold, 190 gold from Dragon and 300 gold from Baron Nashor. They also give out experience to allow you to get ahead of the enemy team. Save your
Smite for these occasions to ensure you get Dragon and Baron Nashor for your team or at least attempt to successfully steal if you are in that tough situation where the enemy is taking them.
Counter Jungling
If you want to counter jungle, check who is your enemy jungler and make sure you can swiftly kill a camp down to one monster since now the camps do take a bit time to clear.
- If it's those AD junglers that usually start at Lizard Elder, then you can time it. They all spawn after 5 minutes. So, it is likely they next time Lizard Elder spawns will be around 7:25. You can then
Sight Ward the bush in the area and steal the red buff.
- The same goes for Ancient Golem. If they start blue buff, then you can time it as well. Place a
Sight Ward in the bush where you can easily sneak in and
Smite it or attack the jungler. If you are very careful with where you go, the enemy won't realize what you are planning.
- For me, I really like taking Ancient Golem because it is easier than taking Lizard Elder. Whether you are on the blue team or the purple team, the blue buff is always easier and much more safer to steal. I would always
Sight Ward the bush at around 6:30 and then prepare myself and sometimes my teammates to steal when 7:25 comes around.
- Even if they do start Lizard Elder, I will still go for their blue buff. You can still time it. By the time you get to your red buff, you can assume they are taking their blue buff at the same time. So, it is around 8 to 9 minutes that their blue will respawn. This will also apply to their red buff if they started Ancient Golem, if you really want their red buff.
- If you do successfully counter jungle, you can have their blue and then give your blue to one of your allies, preferably your AP carry. This is very beneficial as you want to keep the blue buff on you so your mana isn't low and the reduced cooldown will really help you snare more often. Thus you won't be blamed for neglecting your AP carry the blue buff.
Maokai is really a nice tree as he can also give away red buff to any of the AD champions.
Still, you will have to be very watchful of where the enemy jungler is heading to. Make sure you don't get counter jungled, or at least keep it to a minimum if you can't help it. Tell your teammates to come and help you. Warding your own jungle helps too since you really cannot give up the gold and experience or else you will severely fall behind especially if you cannot counter by ganking. A good time to counter jungle the enemy is when they are top but you are around bottom, vice versa. They would not be able to do anything about your invade unless they do have
Sight Wards or
Vision Wards. Thus, it's a good idea to bring out an
Oracle's Elixir.
Ganking
In this section, I'll be going over ganking certain champions the best I can in a few sentences. If further explanation is needed, I will explain the process of ganking for that champion thoroughly. I will list them on their most common role (AP mid, Top solo, etc). Keep in mind that champions are not limited to one lane. I may or may not list them under a different category. I will leave some of the champions out as I feel it is not necessary to actually guide you on what to do with those particular champions. There is one thing I would like you to keep in mind when ganking. You don't have to get kills. Let your opponents burn their summoner spells and then come around once more to gank with a higher percentage of success and remember with either blue or red buffs, they can make your ganks a breeze.
Note: Not all of the champions shown below under a certain category holds true for every single game. Many players tend to switch up their roles and play differently than what most think they would/should. This entails you to also play differently in terms of how to proceed ganking and jungling.
AP Mid

Click to see Advice for AP Mid champions
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Ahri's abilities makes it hard to gank her especially Charm and Spirit Rush. However, if you can get a gank on her before level 6, it is much easier to force her Flash or possibly kill her.
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Akali the Fist of Shadow
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Anivia the Cryophoenix
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- It is best to gank
Anivia whenever possible because she is an extremely difficult champion to go up against. You really want to make sure the enemy Anivia does not get fed. You may not be able to get a kill off of Anivia a few times due to her passive, Rebirth. You can take it off at least and gank within 5 minutes for another attempt at giving her a death. Then she has Crystallize which can disrupt your pathing, making your ganks fail. However, if you see a chance that you can use your Flash and then Twisted Advance, go for it but be careful of turret diving early and watch out for any counter ganks from the enemy jungler.
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Annie the Dark Child
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- Ganking
Annie is not particularly hard but can backfire. Look out for her passive, Pyromania. It is best to go in when she does not have her stun up. It is also risky to turret dive her even if her stun was not up at the moment, she can quickly get it ready as she may needed to use one or two spells. She will then be able to burst you down.
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Brand the Burning Vengeance
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- Make sure when you are ganking
Brand, he has pushed his lane. It will make your ganks much reliable. It is quite hard to gank Brand because he can easily use any of his spells (if it hits you) then Sear to stun you. So, try to dodge whatever he throws at you. Allow your mid to initiate. Use Flash to dodge his abilities, but only if you truly believe you can get a kill.
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Cassiopeia the Serpent's Embrace
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- Another difficult champion to gank is the lovely
Cassiopeia. She can defend herself pretty nicely and make your ganks backfire. Both her Noxious Blast and Miasma deals tons of damage. You can dodge them but it is unlikely. Once you are poisoned, she can spam burst you with her Twin Fang. Next thing you have to be aware of is her Petrifying Gaze. This can really turn your gank into a killing spree for herself. It is best to constantly gank her and best if you attempt to before she reaches level 6.
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Gragas the Rabble Rouser
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- Even as a big guy, it is quite hard to actually get your
Twisted Advance on him. He has Body Slam to assist in escaping and if he is level 6, Explosive Cask will push you in a direction you may or may not like depending on where you were. Expect to be pushed away from him as he wants to escape. Gragas can be a heavy pusher/farmer and if you notice that, take advantage of it and definitely gank the lane often.
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Heimerdinger the Revered Inventor
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- This crazy inventor can foil your plans! His turrets can defend his lane extremely well. Be careful of his
H-28G Evolution Turret because he can activate his ultimate, UPGRADE!!!. His turret will then fire frost shots which will slow you down and deal lots of damage, making it hard and risky to get him. He can also be difficult to gank due to his CH-1 Concussion Grenade, although not too difficult to dodge. Let your mid initiate. Flash may be necessary if you want to kill him (dodge CH-1 Concussion Grenade and get away from his H-28G Evolution Turret).
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Karthus the Deathsinger
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- The only possibility that
Karthus will get away is his Wall of Pain. It painfully slows you down to the point where it is pointless to even try. Karthus can be a difficult lane but I would not really focus ganking him as sometimes deaths does not always make Karthus worthless. However, always gank when there's a very likely chance you will get your mid kills. He can farm pretty well so you want to stop that. Try to prevent him from getting the blue buff.
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Kassadin the Void Walker
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- A fairly difficult champion to gank but nevertheless impossible.
Null Sphere will silence so you are unable to use your abilities for a couple of seconds. This can prevent a successful gank. It is extremely important to keep Kassadin in check because after level 6, he is most likely to roam and earn kills off your allies. That being said, it is recommended to gank him before level 6.
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Katarina the Sinister Blade
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- Another tough mid to face against. She can juke and escape pretty well with her
Shunpo. She can also dish out lots of damage and if you are not careful, she will most likely burst down you or your mid. Ganking her before level 6 is pretty hard but of course try. Death Lotus is very deadly. You can stop it by using your Arcane Smash. If you can, preserve it until she uses it. Flash may be required and keep river warded on both sides.
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LeBlanc the Deceiver
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LeBlanc is known for her burst damage. Ganks can backfire easily if she uses her combo so be aware of that. You should wait until she uses one or two of her abilities so they are on cooldown and she will not be able to do much. However, LeBlanc has a good percentage of cooldown reduction. Distortion helps her escape and she can follow that up with Mimic to even further get away. Sometimes she may even roam so keep river warded and try to counterjungle.
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Lux the Lady of Luminosity
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- With her bright spells, she can burst you down fairly easily using all of her spells in one combo. Getting caught in her snare,
Light Binding, will stop you from ganking her successfully. Be careful about diving her too as she has the ability to kite you around and eventually burst you down. Ganking her is fairly easy if you are able to catch her with your Twisted Advance.
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Malzahar the Prophet of the Void
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- Keep in mind that
Malzahar's Malefic Visions can really help him push his lane. Using this to your advantage, you can attempt ganks over and over. It is best to shut him down before he gets fed because Malzahar is a difficult champion to lane against and he can really carry his team. In combination with his Null Zone and Nether Grasp, it will deal a lot of damage within seconds and possibly drain your HP in one go. Be careful of his Call of the Void since the silence can mess up your ganks.
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Morgana Fallen Angel
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- Mostly banned in ranked games, like
Malzahar, she can really push her lane. However, ganking her may not be as easy as ganking Malzahar. Her Black Shield will prevent any CC on her temporarily and absorb magic damage, and that is all she needs to escape, thus making your Twisted Advance and Arcane Smash useless. Knowing this, it is best to gank Morgana when you are certain her Black Shield is on cooldown. One other spell you should avoid is her Dark Binding.
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Ryze the Rogue Mage
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Ryze is one of those mages that goes tanky. His Rune Prison will prevent you from ganking successfully. Again, it is best to go in when you know it is on cooldown. Let your AP mid use Ryze's skills on him or her and then you may proceed to gank. Flash if you have to.
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Sion the Undead Champion
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Sion can go either AD or AP. In this case, if he is mid, he will be going AP. He burst with his Cryptic Gaze and Death's Caress. Even if you gank him and it is 2v1, he can make your ganks backfire and successfully kill one of you, especially your AP mid. Soemtimes if you let your AP mid initiate, it can turn out bad so using your judgement, you will have to time it appropriately. Sion can turn out to be quite tanky and it is easy for him to farm so it is highly recommended you try to shut him down early.
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Syndra the Dark Sovereign
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- I would say
Syndra has a poor grade in early lane. She does get powerful once her combos are available and so I would advise you to be careful of her Dark Sphere being pushed towards you by her Scatter the Weak. Syndra also has another CC that could possibly make your gank fail against her. With Force of Will, she can slow you so you won't be able to get in distance. Sometimes Flash can counter all her spells. Overall, I would suggest to gank her early as possible. Afterwards, be careful of her utility as she can burst you down with everything she has.
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Twisted Fate the Card Master
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Twisted Fate is squishy so he can be easy to gank. A good Twisted Fate can prevent ganks by quickly setting Pick A Card to the yellow one which stuns you. He can actually gank top or bot easily so if you see an eyeball above your head, look around the map because Twisted Fate is most likely going to use Destiny. If you can predict yourself where he is going, you can counter his gank. However, the same goes for him since your ganks can be stopped if he teleports to where you are ganking.
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Veigar the Tiny Master of Evil
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Baleful Strike is Veigar's most important ability in my opinion because it will permanently add one AP to his current AP. If you let him continue farming with it, he can literally kill you will at least two of his skills. Definitely his ultimate Primordial Blast will deal heavy damage. He can prevent getting ganked by his Event Horizon. You can attempt to Flash to avoid it and then go after the kill but it does have a lengthy range. If you find yourself in the middle of his Event Horizon, don't go to any of the sides, instead find a chance to use Flash to go through it.
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Xerath the Magus Ascendant
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- Long ranged and quite difficult to lane against,
Xerath can really carry a team. Be aware of his Mage Chains because if he hits you with another spell such as Arcanopulse, you will get stunned. He can use this combo fairly quickly, making it hard for you to gank. It is best to not try to dive him because of his stun and his burst with his Arcane Barrage which is very hard to dodge. It takes good team work and timing to actually get a gank off him and gank him regularly. Focus him in team fights if you really have to.
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Ziggs the Hexplosives Expert
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- This Hexplosives Expert can really disrupt your ganks with
Satchel Charge. You can counter it by using Flash. He is not really hard to gank especially if he pushes his lane often. Be aware of his semi-global ultimate Mega Inferno Bomb. He may use this to help his team out when you are ganking other lanes. He can counter your ganks against him by bursting you or your AP mid down. So be aware of his damage output.
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Top Solo

Click to see Advice for Top Solo champions
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Darius the Hand of Noxus
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- Ganking him is not so hard as he has no escape options save for his summoner spells,
Flash. He can be difficult due to his somewhat burst damage. You will have to be extremely careful around him especially if either of you are low. I wouldn't recommend diving Darius unless you are for certain you can safely get out of there alive.
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Fiora the Grand Duelist
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- With her
Burst of Speed, as the name suggests, she can escape from your grasps. You will have to be careful of her ultimate, Blade Waltz if you do happen to get on her. You won't be able to target her for a while and during that time, she can deal a lot of damage.
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Garen the Might of Demacia
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- I find that most
Garen's push their lanes enough for you to be able to reach him before his turret. It is a good idea to help your top because Garen has a good chance to win his lane. He is already tanky and Courage reduces damage done to him so don't expect to get a kill if he has full health. Judgement allows him to spin to win so be careful of getting hit by it as the damage does add up. You should not dive him at early levels due to his Decisive Strike and Demacian Justice
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Irelia the Will of the Blades
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Irelia's passive, Ionian Fervor does not make it easy for you to successfully gank her. However, it is not impossible. Keep in mind that if you have lower health than her she can slow you with Equilibrium Strike or if you have higher health, she can stun you. She can dish out tons of damage so always be careful during engagements. Keep in mind she can escape with Bladesurge if there is a minion available towards her turret. Diving her is highly discouraged.
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Jax Grandmaster at Arms
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- Unlike
Irelia's Bladesurge, Jax can use Leap Strike on anything including wards and friendly minions. His Counter Strike allows him to dodge any incoming attacks so you may not be able to harass him enough. Ganking him will not be easy. I suggest lane-ganking for higher success.
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Malphite Shard of the Monolith
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- Another hard champion to gank,
Seismic Shard will slow you down and speed Malphite up. Brutal Strikes will raise his armor. He is basically the tanky armor champion. Although diving him may be necessary but be warned that his ultimate, Unstoppable Force, has the chance to kill at least one of you. He may also use it to escape your gank instead.
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Nasus the Curator of the Sands
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Nasus should be dependent on farming due to his Siphoning Strike. He can push frequently so be aware of his game play. It is recommended to keep Nasus shut down because if you ever get to late game, it will extremely hard to take him down. Diving him is risky since Fury of the Sands grants him extra health, which gives more time for him to deal damage and more time for the turret to hit.
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Olaf the Berserker
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Undertow and Ragnarok are two of his abilities that can help him escape from your ganks. But before level 6, he won't have access to Ragnarok so make use of that time. Dodging Undertow is not too difficult. Flash if you feel like you can take him on (before level 6 for sure). Careful of diving him because true damage is op. He may also challenge you because of his passive and his Vicious Strikes.
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Renekton the Butcher of the Sands
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- It is best to gank him when he has pushed his lane. It is also ideal to lane-gank him. He can escape fairly easily by using
Slice and Dice. He also has a stun, Ruthless Predator. His ultimate, similar to Nasus's, allows him to obtain bonus HP, become a larger alligator, and survive your ganks.
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Riven the Exile
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- With lots of mobility and sufficient stun, it will be difficult for you to gank her.
Flash may help but it is very highly unlikely if she has Flash as well. Communicate with your top laner by asking if Riven has used any of her summoner's spells. You can then attempt ganking her either by the river or by lane. She may also be able to kill one of you even at 1v2 because of her stun, knock-up, and shield.
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Rumble the Mechanized Menace
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- Not entirely hard to gank,
Rumble is an AP champion so expect bursts of damage. Try not to get caught in his Electro-Harpoon, otherwise you will be slowed and won't be able to reach him. Scrap Shield also allows him increased chance to escape.
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Shen Eye of Twilight
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- He's one of those annoying tanky champions that does not do too much damage. However, he can be quite passive and he is quite the lane split pusher. You will have to be aware of
Shen's ultimate Stand United. He can use it to counter your ganks or escape from your ganks. His other escape would be his Shadow Dash. I recommend keeping him in check especially if he continues pushing top.
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Singed the Mad Chemist
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- A great farmer, you should consistently gank
Singed. He will feed off of minions and eventually become a tank you don't want to deal with. Be careful of diving him because he can use Fling on you, especially when none of your minions are around. Also, chasing Singed is not wise all the time. Most don't take Flash and if that's the case, you should prioritize ganking that lane.
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Teemo the Swift Scout
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- After level 6, make sure you communicate with your top laner about
Teemo's Noxious Trap. It will alert Teemo to back off and hug turret and then you would have wasted efforts at attempting to gank him. It would be a better idea to lane gank but there's also a chance that he places his mushrooms in those lane bushes. You can get Oracle's Elixir to see where his mushrooms are. With his Move Quick, he can still run away fast enough that you won't be able to gank him. Let your top laner engage.
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Tryndamere the Barbarian King
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- Ganking
Tryndamere is not hard pre-6. It depends on where he is in his lane. You should gank when he is about more than half of the river. Past level 6, he will be tough but expect him to be overextending and eventually diving. Once you see an indication of that, start heading towards top and get ready to save your top laner.
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Volibear the Thunder's Roar
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Chosen of the Storm allows Volibear to remain alive even when his HP falls so low that it makes you greedy to go for the kill. Do not attempt to dive him at early levels. Be aware of his Rolling Thunder (similar to Singed's Fling). It is best to gank him after your top laner initiates.
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Wukong the Monkey King
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- Gank him after you see him using his
Decoy. You should also know when he uses it so you won't get tricked. Before level 6, he is not too hard to gank. Team work is necessary to get off a successful gank, even if you only get to force him to use his summoner spells. After 6, diving him can be brutal as his ultimate, Cyclone knocks you up, giving him enough time to use Decoy and Nimbus Strike afterwards and allowing him to juke you around his turret.
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Yorick the Gravedigger
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- Exceptionally tough champion to lane against and one of the most annoying top laners, expect some passive play as well as some deeply aggressive plays from
Yorick. His sustain is pretty high and he has slows to give him enough time to run back to his turret. You would most likely force him to burn his summoner spells at most, so try again before the cooldowns. He can push well so be there in the right place at the right time.
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AD Carry (Bottom Lane)

Click to see advice for AD Carry champions
The format for this section will be a bit different. For AD Carries, you will need to learn their abilities and maximum damage output. It also depends on who their support is and supports will be covered separately.
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Ashe the Frost Archer
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Caitlyn the Sheriff of Piltover
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Slows: 90 Caliber Net
Snares: Yordle Snap Trap
- Be careful about stepping on
Caitlyn's traps. Not only does it stops you from moving, their team gets vision on you. A very good Caitlyn will be able to place down traps at locations where you most likely cannot avoid. 90 Caliber Net's slow is enough for her to get away and may be used to get through walls.
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Corki the Daring Bombardier
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No CC, high burst!
- While Corki has no CC, he does have a long range escape with his
Valkyrie. This entitles you to use Flash and look for the best time to gank.
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Draven the Glorious Executioner
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Slows (with a slight knockback): Stand Aside
- Like
Corki, he can output tons of damage which you should be careful about. However, he does not have any reliable escapes with the exception of increased movement speed from Blood Rush.
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Ezreal the Prodigal Explorer
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No CC, great damage!
- He combines auto attacking and using his abilities,
Mystic Shot and Essence Flux to deal tons of damage. Both are skill shots, thus avoidable. Mystic Shot can be blocked by hiding behind minions while Essence Flux can pass through minions and is a bit harder to dodge. His escape, Arcane Shift, really makes it hard for you to gank him. Then when he's at level 6, you better watch out for his Trueshot Barrage.
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Graves the Outlaw
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Slows (with reduced sight range): Smoke Screen
Quickdraw allows him to escape but remember the range is not that long. You still have a chance to catch up. Do keep in mind he does have high damage output and he can be quite beefy due to his passive, True Grit.
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Kog'Maw the Mouth of the Abyss
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Slows: Void Ooze
- I feel like
Kog'Maw is one of those really squishy champions that can be dead within the next second but there is always a side effect. He can actually come back at you, dealing tons of damage that you learn you can't escape from. He can safely scout you out with his super long range ultimate, Living Artillery. He can slow you with his super long range Void Ooze. You kill him, he might still be able to kill you with his passive, Icathian Surprise. Just be aware of your surroundings and make sure you get out alive.
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Miss Fortune
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Slows: Make it Rain
- One of the rising AD carries she deals quite a lot of damage from her
Double Up and Bullet Time. She is fast when she's not being attacked so when you begin to gank, tell your bot lane to get ready.
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Sivir the Battle Mistress
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No CC, lots of speed!
- She does have
Spell Shield so make sure your Twisted Advance isn't the spell being used for it (although you will still be able to travel to her, just no snare). If she's level 6, expect a quick burst of attack speed and movement speed for herself and her nearby teammates. When she does use On The Hunt, pay special attention whether or not she might actually go after you or simply run away from your gank.
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Tristana the Megling Gunner
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Knockbacks: Buster Shot
Tristana is one of those longer ranged AD carries. She can jump pretty far away with her Rocket Jump. I wouldn't expect anyone to be able to gank successfully. However if you wait out in a bush (tri, river, or lane, get Oracles if you have to) and see that she uses Rocket Jump in an attempt to go for a kill or two, that is your chance to turn things around. Tristana still have one more way of getting out alive if her Rocket Jump is on cooldown. Buster Shot will knock her target back, thus the distance becomes impossible to catch up, unless of course CC is used on her.
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Twitch the Plague Rat
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Urgot the Headsman's Pride
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Varus the Arrow of Retribution
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Slows: Hail of Arrows
Snares: Chain of Corruption
Varus has great range and to most, surprisingly lots of damage. I wouldn't say ganking him is hard, you will just have to be careful of diving him because his ultimate can snare you and your fellow allies that are nearby.
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Vayne the Night Hunter
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Knockbacks (sometimes it's a stun): Condemn
- Her early game laning phase is not really good but it doesn't mean she doesn't win. Try to really take advantage of that by wrecking her over some more. Besides you definitely do not want to face against a fed
Vayne. She can stun you but it takes a really good Vayne to properly be in the right position because you only get stunned if you hit a wall. This does mean that you have to be careful of where you are as well. Tumble and Final Hour helps her deal tons of damage, kite, and escape. Bring a Vision Ward with you, but I would preferably get an Oracle's Elixir.
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Support (Bottom Lane)

Click to see Advice for Support Champions
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Blitzcrank the Great Steam Golem
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- Typically a banned champion,
Blitzcrank can make your games go really bad. Those Rocket Grabs can devastate your bot lane or your ganks. It does, however, depend on how skillful the player playing Blitzcrank is. He is also one of those tankier supports due to his passive Mana Barrier. He has tons of CC along with a speed boost so be careful about diving. Lane ganking is probably a safe gank against him.
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Janna the Storm's Fury
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- If she wards well, you most likely will never have the opportunity to get in range for your
Twisted Advance. Her Howling Gale will make sure that you stay where you are. You can dodge it. If she is level 6, she will have her ultimate, Monsoon which also keeps you away. Be aware of your position as any keen Janna will try to knock one of you to their turret while keep 2 of you away. It is best if you get Oracle's Elixir to clear wards. You can try any method to gank to at least burn their summoner spells.
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Leona the Radiant Dawn
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Leona is a tanky aggressive support that once she successfully lands her combo, Zenith Blade then Shield of Daybreak, her target is dead the next couple of seconds. If she is level 6, expect that death to be successful 100% of the time. It is wise to gank early as you know bot lane with a Leona will most likely make the first move. Be careful about ganking if she has not used her CCs yet. Flash to dodge her ultimate if you truly have to.
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Lulu the Fae Sorceress
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- She can slow you and she can speed up herself or an ally. I would imagine it is hard to gank bot lane with a
Lulu especially if she has her ultimate, Wild Growth. Lulu makes sure she protects her lane partner. Ganking by lane is recommended but you still can gank through river. You should also ask your mid laner to help out.
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Sona Maven of Strings
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Sona has that strong poke, Hymn of Valor plus auto attack if her passive is charged, that will severely harass your bot lane. But, she is a squishy support that you can easily take down. Be careful about going in when Sona is level 6 as her ultimate, Crescendo, stuns anyone in a wide range and makes them dance. Her Song of Celerity helps give nearby allies speed boost that will let them escape before you get in range.
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Soraka the Star Child
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- Most
Sorakas plays passively as she grants her lane partner long lasting sustain in health and mana. It can be difficult to gank her because if she uses Astral Blessing on her target, he or she will get healed and have bonus armor. Infuse does not only give mana to an ally but also silences an enemy if used on them. She also has another heal when she gets to level 6. So be careful about turret diving because those two heals may surprise you.
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Taric the Gem Knight
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- Gems, gems are truly, er...anyways,
Taric has a stun that can mess your ganks up. He can burst someone to about half health with Radiance and Shatter, letting his lane partner to clean up. Even if they have a ward at river, you can still go through it if you see that they are overextending. Taric has no reliable escapes so it's easy for you to get to him, if not the other enemy. Flash if you have to.
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Junglers/Other (Multiple Lanes/Roles)
Team Fights
Laning Phase is Over
When laning phase is over, meaning most of the turrets have been destroyed whether from your team or the enemy's team, you will have to be prepared for team fights. At this stage it should also be getting into mid to late game. You have to expect that the enemy champions are built as much as your team is. You have to figure out whether or not you will win team fights. Keep up with warding and try not to get caught.
- You are
Maokai and remember it. Your role needs to be aggressive, especially when you are ganking/engaging. If you are going, you MUST go. Do not hesitate. In team fights, you will have to commit as you will most likely be using your
Twisted Advance first so you are being pulled to the enemy and potentially be in a 1v5 situation for a second or two.
- Get your teammates to be ready because if they aren't and you used
Twisted Advance on the enemy, it is all wasted efforts. The enemy you should focus and snare would obviously be the one who's carrying them. It is mostly the AD or AP carries that are fed. Keep in mind where they are and hold off any fights if you and your allies cannot get to their carry. You especially do not want to focus a tank or anyone that's quite difficult to take down. The squishies always go first. However, every game is different so adapt to the situation. There are times where you have to focus a tanky DPS.
The enemy champions that you would most likely have to focus includes but not limited to are:
Difficult Champions to Focus But Still Should
The lists above shows common played champions pertaining to their role. The common ones are found to be easier to deal with. The last list shows most of the champions that are quite harder to kill due to their abilities that allows them easy escapes, increase movement speed, any CC, and sustainability.
After Team Fights
After fighting the enemy, if the outcome is favorable, you should do the following:
- Take objectives; includes Dragon/Baron Nashor
- Push, push, and push lanes and turrets
- Take the enemy's jungle camps, especially the buffs (or at least clear the skulls)
- Ward their jungle for even better future fights
Farming
Maokai is an excellent farmer as he has 3 AoE abilities which does enough damage to kill minions and neutral monsters. You may even use
Vengeful Maelstrom if there is a huge creep wave that needs to easily be farmed in seconds. So, last hitting isn't such a big deal but keep in mind your passive,
Sap Magic will heal you a good amount of HP after 5 spells are cast near you. It is good for you to keep farming so you can get your items out and tank and support your team. Gold will get you the items you need and proceed to dominate.
Summary
My Impressions
I really love
Maokai as a jungler. He is really strong throughout the whole game. Although he seems to be low in damage, he can get kills which allows you to get the core items necessary to protect your allies. His ganks are unbelievably successful most of the time. You can easily counter jungle the opposing team.
Sapling Toss gives you vision so throw a few before face checking.
Maokai is a strong tank with lots of HP, armor, and magic resist. He will most likely survive after every fight. His ultimate may not be too impressive but if you are going against a team of lots of AoE, you may as well pick
Maokai for that reason so less damage is inflicted onto your teammates. Another thing with
Maokai is that you have to be aggressive. With your ganks, if you're going in, you're going in! Don't back off, just let your snare,
Twisted Advance, do its job followed by your other abilities. Of course, if you sense extreme danger then back off. ^_^!
Other Things to Note
Riot's Official Tips
- Saplings can be tossed into brush or over terrain to gain line of sight on your enemies.
- Save Vengeful Maelstrom for after your opponents have fully committed to a fight.
- Ranking up Arcane Smash and Twisted Advance gives Maokai powerful crowd control moves, while ranking up Sapling Toss will improve your damage output and ability to farm.
My Maokai Wins
My Maokai Damage Dealt
Season 3 First Two Games
First Guide =]
This is my first guide. I am very tired yet very happy. I know it's very long but I felt passionate about doing this so I was committed! Thanks for any comments/suggestions/upvotes!!! Please do comment. Even though I am "done", I feel like I can always edit and continue to help out new players who's interested in jungling and
Maokai!
Credits
- I give credit to jhoijhoi's Making a Guide. It really helped me a bunch with the coding to make the guide look somewhat appealing. I still have a lot to learn though.
- After requesting banners of
Maokai, jhoijhoi has my thanks once again!
- I also give my thanks to leagueoflegends.wiki.com because I had to search for those neutral monster images and make sure I got my info correct and accurate.
- I also appreciate my reviewers who took their time to look at this guide and offer beneficial suggestions as well as a +1! Thank you all!
Updates
12/5/2012
- Edited most of guide for Season 3!
9/24/2012
- Added advice for
Syndra under chapter "Ganking"
- Edited chapter "Masteries"
9/4/2012

Click to see older updates
9/3/2012
- Completed section 'Support (Bottom Lane)' under chapter "Ganking"
- Centered and edited a few paragraphs across some chapters
- Added section 'After Team Fights' under chapter "Team Fights"
- Edited the format of chapter "Items"
9/2/2012
8/17/2012
- Completed section 'AD Carry (Bottom Lane)' under chapter "Ganking"
8/8/2012
- Edited chapter "Items"
- Edited chapter "Counter Jungling"
- Edited chapter "Ganking"
6/9/2012
- Added chapter "Ganking"
- Completed section 'AP Mid' under chapter "Ganking"
- Edited chapter "Team Fights"
5/24/2012
- Edited chapters "Masteries" and "Runes"
5/20/2012
- Edited info on a few chapters
- Achieved top 5 of
Maokai guides
4/2/2012
- Added images and codings
- Edited explanation for
Force of Nature under chapter "Items"
4/1/2012
- Added
jhoijhoi's banners! <3
- Changed format of section 'Credits' under chapter "Summary"
- Edited chapter "Items", moved
Frozen Heart to one of the core items
3/31/2012
3/30/2012
- Added section 'Alternate Runes' under chapter "Runes"
- Added section 'Alternate Masteries' under chapter "Masteries"
- Edited chapter "Items", added section 'Alternate Builds'
- Moved chapter "Updates" to the last chapter of this guide
- Added chapter "Team Fights"
- Edited chapter "Summary"
3/27/2012
- Added another image of
Maokai wins under chapter "Summary" -> 'My Maokai Wins'
- Updated chapter "Items", adding 'Optional but Still Important'
- Added new tags
3/20/2012
- Added additional image of
Maokai wins under chapter "Summary" -> 'My Maokai Wins'
- Moved chapter "Updates" below chapter "Introduction"
2/29/2012
- Moved chapter "Maokai's Abilities" up, was ninth now sixth
2/27/2012
- Replaced text of
Maokai's RP and IP to an image
- Added chapter "Updates"
- Added more info under chapters "Counter Jungling" and "Summary"
2/26/2012
- Added chapter "Counter Jungling"
- Cost to buy
Maokai
- Fixed some more codings
2/25/2012
- Published guide!
- Fixed some codings
2/24/2012