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Spells:
Flash
Teleport
Ability Order
Sap Magic (PASSIVE)
Maokai Passive Ability
Introduction
NOTE: I am not copying Chu8 outright. I took his basic premise (trinity force-based), and I modified parts of it to my liking. I also wrote all of this myself and filled in the things Chu8 doesn't mention himself (summoners, masteries, skill sequence, etc.), so don't accuse me of plagiarism or any other such thing.
2nd Note: I'm not including a few sections for a few reasons:
- I'm not including a "situational item/item path" section because I cover that in my item section.
- I'm not including an "early/mid/late game" section because I cover everything that's not basic knowledge when talking about skills or "a few maokai notes".

Anyways, let's get down to business!
- Maokai belongs in the top lane.
Maokai, of all the lanes to be in, should be solo top. There's a few reasons for this:
1. His jungle ability is sub-par. He isn't exceptionally fast, he can be easily interrupted (he relies on planting saplings early, much like shaco's boxes, and thus they can be popped), and his build doesn't coincide with a normal jungler's build. All of these add up to ensure that maokai isn't optimal in the jungle.
2. He can't duo lane well in the current metagame. Currently, the best lane is support + AD carry bottom, so that the carry can farm to their hearts content and the support just heals whenever necessary. Maokai can't play the role of AD carry or support in this lane. There's really no reason for maokai to need to be supported (because of his self-sustain), so the AD carry position should go to someone who needs to farm but can't just heal themselves up like maokai can. Maokai can't support either, because he has no heal/shield and no way to really keep the carry protected, short of throwing himself at the enemy (which really can't and shouldn't be happening).
3. Maokai can mid lane, but that's usually reserved for a different type of champion. If you can't get solo top as maokai, definitely try and get mid lane. Most of the current mid laners are strong burst AP carries, and they focus on leveling up to level 6 as fast as possible so they can burst the enemy down before the enemy bursts them down. Maokai needs levels, but he cannot out-burst the mid mage at level 6 like more potent AP carries can. For this reason, mid lane isn't really optimal for maokai.
4. Solo top is perfect for maokai. In the current metagame, sustain is the name of the game. Maokai has some heavy sustain - his passive is surprisingly powerful, and he should start off with a regrowth pendant to make his sustain even better. He has a great kit for solo top, and it gives him farm (which he needs, to a degree) and levels (which he needs, to a degree). He's got good harass and good sustain, what else could you need for solo top?
- Maokai has strong burst potential, when used correctly.
Maokai has a skillset that gives him heavy burst. He has 2 CC's (his root and his ground pound), and a spell with massive base damage. The burst combo should go something like this:
(standard level 18, trinity force combo)


arcane smash

Altogether this should deal boatloads of damage. It has to be done FAST though. The reason this is done in this order is because sapling toss has a long cast animation and a long delay until it blows up, but once it does the burst damage is sick. So, maokai needs to use his 2 CC's to keep the enemy rooted in place long enough to take 350+ damage (with 0 AP) just from the sapling alone. After that, you're free to use your trinity force proc. The no-trinity force combo won't be much different.
(low level combo)

arcane smash

The reason the low level combo is different than the level 18 combo is because

Something that might be worth noting is that this combo must be so fast, that smart cast could help. You could put it on all 3 spells to make it easier, but I find that smart cast on E makes it harder to lead the enemy when needed. So, if you find yourself having problems with mashing all your buttons fast enough to get a decent combo off, try out smartcast and see if you improve.

Flash is pretty much necessary on most/all champs nowadays. It's such a powerful spell, and it shouldn't be underestimated. This goes great with


I'd put this spell on-par with exhaust. This makes it a lot easier to stay top lane and farm while your team accomplishes other things. Baiting dragon fights becomes a lot easier, as they'll see maokai top and assume they have a window of opportunity.


ALTERNATIVE:

This is a very strong summoner spell that will make laning top much easier (getting hit hard? About to die?


Optional:

Since the heal buff, it can be very useful on many champions. Basically anyone who needs to survive a bit longer, or wants to heal bait, can use it well. If you feel like heal is right for you, take it. Maokai can make great use of it, with his super tankiness.
Row 1:
I put 3 points in


Row 2:
I put 4 points in durabiltity because the health late game will add up to be quite a bit.
Row 3:
I put 1 point in


Row 4:
I put 3 points into


Row 5:
I get 3 points in

Row 6:
I get 1 point in

In General:
I put 21 points into defense because it offers the most options for off-tanks, and maokai needs the defense more than he needs pure spellpower or any of the utility masteries.
Offense:
Row 1:
I put 4 points into

Row 2:
I put 4 points into

Row 3:
I take

In General:
I put 9 points into offense because the bonus damage and CDR gained will be far superior to the move speed (



Sap Magic: This is a very underrated passive. 7% of max HP is nothing to scoff at, and it's good for all phases of the game. Due to the current metagame being heavily focused on sustain (especially in the case of solo top champions), this spell makes maokai a competitive solo top champion. Some things to keep in mind about maokai's passive:
- Use


- Be sure to use this in fights often! During a long, drawn-out fight, you can get at least 2 charges off, maybe more. This becomes more second-nature once you get

arcane smash
Arcane Smash: A low-range skill shot that knocks up nearby enemies and slows people in a line. One of maokai's many CC's, this is mostly just useful for the knock-up. The slow is okay, but usually the enemy is running away too fast for it to be useful, and the range is pretty abysmal. Here's how to use this spell well:
- Combo it directly after


- Regardless of whether you hit the enemies with just the line missile or the AoE knock-up, they will take the same damage. So don't aim to hit someone with the line missile (it's really not that effective; slow missile speed and poor range), but instead aim to just knock the enemy up. If you happen to hit some innocent bystander with the line missile, that's just a tiny bonus.
- Don't use this while chasing, because the animation will just slow you down and you won't get the slow off. The exception is when you can hit the enemy with the knock-up.

Twisted Advance: Definitely one of maokai's strongest abilities, this blinks maokai to the target enemy and roots them in place. Early game the root doesn't have a long enough duration to be absolutely useful, so it's mostly used for the blink. Later on the root will become long enough to be considered substantial, so using it for heavy CC later on is acceptable. Things to remember when using this spell:
- Directly after using this spell, it might be best to auto-attack once, either to activate


- Don't forget you're untargetable when you're blinking to the enemy, so you can pop projectiles with it. Since the blink is really short-lived, though, it's not all too useful to use to avoid damage like

- When running from enemies, you can




Sapling Toss: Maokai's best damaging skill, this has so much utility and damage combined. Good harass in lane, and if you land both the initial toss and the secondary explosion, you deal 480 + 100% of ability power! That's one of the strongest non-ultimate spells in the game, but it's hard to land. Some things worth noting about

- Toss one or two of these bad boys down before Golem spawns. The leash is incredibly strong when you do this and will greatly aid your team's jungler.
- Use saplings to face check a bush that might have enemies, just in case.
- While laning, throw a sapling into the bush in the river next to your lane. Do this ONLY when you're expecting a gank or someone is MIA, otherwise you'll waste too much mana. Also, put it in the bush because the sapling only lasts 35 seconds and you waste too much time to ward farther down the river.
- Use all the CC in your power to make sure both the initial landing damage and the secondary explosion damage hit, because if you do you deal SICK damage.
- When dragoning and baroning, throw saplings around to make sure the enemy isn't coming. Here's a map to show you where to throw the saplings:

Baron warding for blue team is relatively simple - if you get there early, throw one sapling in the bush behind baron to make sure the enemy doesn't

Dragon warding for blue team is a bit more complicated. Depending on where the enemy was last sighted, throw your first sapling down at either the bush by mid or the bush by golem. If you don't have much time, just throw the sapling at the intersection between river by dragon and golem area. If you have time for a second sapling, throw it at whichever location you didn't ward first.
Dragon warding for purple isn't so hard. Just try and ward whichever direction you think the enemy is coming from. Ward deeper into the intersection of mid lane and bottom blue-side jungle if you have the time, but if you don't just ward the patch of tall grass directly next to dragon. If you suspect the enemy of trying to dragon steal, throw a sapling over the edge.
Baron warding for purple is just blocking the 2 places where the enemy might come from. The more time you have, the deeper you should put the saplings into their jungle. Don't put them far past the intersections, though, or else you might miss seeing an enemy coming to stop you. If you have time ward both with saplings, but if you don't it might be better to ward the marked bush closer to mid lane.
- The saplings last 35 seconds. Don't forget that.

Vengeful Maelstrom: A rather underwhelming ultimate, this doesn't do much but it has its uses. Here's how to best utilize maokai's ultimate:
- throw down


- Use whatever CC necessary to keep the enemy inside your ultimate when you're about to break it. Try to make sure your teammates know to fight inside it.
- Throwing down your ultimate at choke points can force the fight to exist inside your ultimate, at least temporarily.
- Use

I start with

- good harass in lane
- good to charge up passive at fountain
- good to leash golem
- good farming tool
- good for defending against level 1 ganks
- good for sighting level 1 ganks
all of these add up to make it best to start with.
HOWEVER:
it's not always advantageous to charge up your passive at the fountain. Often times, while team fighting at level 1 you'll want as much CC as possible. If you expect a level 1 fight and you don't need the vision from your saplings, leave your skills unleveled.
If you need vision while fighting?

If you need CC while fighting?

If you need AoE CC while fighting? arcane smash.
Anything else?





After level 1, I like to max

I max


I max

The only time I'd deviate from this skilling order is to get a few ranks in



Seals: I take flat armor seals because with this, you won't have to build armor until much, much later, and it makes the laning phase so much easier. You'll take virtually no damage against an AD champion, and even if you're against AP you'll mitigate lots of minion damage. These runes are great all around and they let maokai focus on building MR over armor.
Glyphs: I get scaling MR glyphs because while maokai's base armor is 90 (great base armor), his base magic resist is 30. This is why I build mostly MR items, and MR glyphs are primary. I go for as much MR late-game as possible, especially since your laning partner won't always be an AP champ (though it sometimes will).
Quintessences: I get one move speed quint just to give maokai that early game boost in speed, so you have the leg up on the enemy in terms of mobility. It certainly helps late game, but it'll play a larger role pre-

I get 2 ability power quints so that maokai can have stronger harass and burst combo in lane. Since maokai doesn't get much AP in general, these will play a large part in the game early, mid, and late game. Mostly early game, where you deal OMGWTF damage with one sapling (~500+ damage at level 9).


Regrowth Pendant: A great start to give more of what everyone wants solo top: sustain! More regen is more sustain, and sustain is what keeps us in lane and keeps us farming and wins us lanes solo top. It also means early philo stone, which is good for more farm earlier on and more mana regen too, which is even MORE sustain! Perfect start, yes?
philosopher's stone
Philosopher's Stone: Sustain! Sustain! GP10 so we don't even need to farm! Sustain so we can farm! And win against our enemies! Tenacity in the future!
...did I mention the sustain?

Quick defense has never been so easy. GP10 too, and it builds into




Sorcerer's Shoes: All your spells deal magic damage. Thus, how do we increase your damage? Spell pen! Goes great with your marks.
I don't recommend any other boots for a few reasons:
1. You're building pure tank, short of











Trinity Force: Probably the most unexpected item in this build, this is also the most potent. Sporting everything maokai needs (because maokai needs everything), this does damage in the form of AD, crit, AP, and on-hit proc, mitigates damage (through health), speeds maokai up, slows others down, and is all-around badass.
I get this over





Eleisa's Miracle:not much to explain about this - maokai is an off-tank, and since I didn't get


Banshee's Veil: A great defense item that gives lots of great stats. I get this item mostly because otherwise I'm heavily lacking in the MR department (while my base armor is hilariously high), and I still need mana. Maokai's ultimate eats through mana, and prolonged fights (particularly prolonged

ALTERNATE:

Spirit Visage: This item is only okay on maokai. Only okay. If it weren't for the heal boost, this would be a rather mediocre mid-game item. 10% CDR and a bit of health. So what? Maokai doesn't have a good enough heal on his passive to take advantage of the unique effect.
So, why even mention it? It works great with



Only buy



Randuin's Omen: Probably the best armor item in the game, this is the only armor item you should get unless you're going up against 4 AD champs (or 3 fed AD champs and 2 feeding AP champs). The active is great because you can get in between the enemies quickly with


ALTERNATIVE:

When armor isn't important to you (heavy magic team where the enemy carry isn't dealing much damage), and you'd prefer to get some armor combined with some damage,



I chose


Abyssal Scepter: The item I'm most likely to buy last, this gives AP and more MR. Since I'm going for the whole "main tank/off-tank" build, this fits in perfectly. Having little more than 100 MR without it,


Rabadon's Deathcap: The mother of all AP items, this gives the most AP in a single item. You should build this last if you feel you have sufficient defenses, and you just need to increase your offensive power.
It might be worth noting that you can actually build



Force of Nature: Still not enough MR? Build more MR! This gives tons of MR, and more move speed to boot. If you weren't fast enough already... Get this when you need more defense, because you don't have enough (lol). Odds are you don't have enough MR, but your armor levels are fine - which is why you build MR. Build this item against heavy magic damage teams.

Zhonya's Hourglass: The flip side of

I'll include an FAQ section once the questions start rolling in.
Also, one last thing: Maokai's role on a team is a solo top main tank/offtank. This means that you should be building heavy defense, but you still want enough damage to sting so the enemy focuses you.
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