Maokai Build Guide by Aliasear
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Not Updated For Current Season
Ranked 5's Core
Solo Queue Core
Today's META Item
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.
ProsMy Arcane Smash knocksback and slows those annoying creatures. SOFT CC
My Twisted Advance tangles their feet, preventing them from moving. HARD CC
My Sapling Toss sends my minions to search and destroy the enemy. FREE WARD
My Vengeful Maelstrom Protects my allies and uses the enemies' energy against themselves. SUPPORT/NUKE
My Sap Magic Keeps me alive longer to survive battle after battle. SUSTAIN
ConsIf I get caught, I can only Arcane Smash them away.
I need the first Blue Buff to clear camps fast and have mana to gank early.
When I Twisted Advance to gank, sometimes I get Flashed to turret.
My Summoner Spells
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Seal of Scaling Armor
Greater Glyph of Magic Resist
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Movement Speed
MarksGreater Mark of Attack Speed runes to give myself an extra 15% attack speed. Since I, Maokai, am spell dependent for clearing creep camps fast, I find attack speed makes killing the Big Wolf and Big Wraith easier. It also helps when I try to 1 v 1 the enemy jungler.
SealsGreater Seal of Armor and Greater Seal of Scaling Armor runes. I utilize the Greater Seal of Armor runes so the creeps don't scratch my bark early game, and I use the Greater Seal of Scaling Armor runes to reinforce my wood so it can be harder than
GlyphsGreater Glyph of Magic Resist and Greater Glyph of Scaling Magic Resist runes. No creeps do magic damage, so I focus on Greater Glyph of Scaling Magic Resist to protect my pinecones during mid/late game team fights. I use the Greater Glyph of Magic Resist to safeguard my saplings when I Twisted Advance an AP like Evelynn.
QuintessencesGreater Quintessence of Movement Speed because it lets me travel across the map faster, increases my survivability, and increases the chance of a successful gank.
My Spells/Skill Sequence
Sap Magic (Passive) keeps me alive during team battles. It makes me feel like a Rengar.
Arcane Smash damages all enemies who are knocked back or hit by the missile. Any enemies hit by the missile are slowed. Enemies are knocked back if they are "next to" me, even behind me. I make sure to walk behind the opponent after I Twisted Advance before I Arcane Smash so that I knock the enemy champion into my team.
Twisted Advance ROOTS the enemy. Even though the enemy can't move, they can still spell/auto-attack. This is my ganking spell; Sometimes I Flash + Twisted Advance if I want to surprise my victims.
Sapling Toss sends out one of my minions to do my bidding. He could be a Sight Ward or a homing missile. If I'm ganking a lane, I make sure to Sapling Toss right after I Twisted Advance but before I position myself to Arcane Smash.
Arcane Smash V. Sapling
Machete + 5 Pots
The Hunter's Machete gives me 10% boost in damage to creeps/minions + 10 true damage every time I whack them with my arm; The Hunter's Machete also has good synergy with my Greater Mark of Attack Speed runes. The five Health Potions are for sustain.
Spirit Stone + Boots
Spirit Stone gives me better clear time, decent HP Regen, and decent Mana Regen so I can give mid Blue Buff without running into mana problems. Boots of Speed give me more mobility around the map, increasing the chances of a successful gank or escape.
Gold Benchmark: 750G
Boots of Mobility; Homeguard + Crystalline Flask (Luxury)
Boots of Mobility gives me the speed necessary to gank even if I pass through a Sight Ward. Enchantment: Homeguard gives me instant full HP and full Mana when I recall in addition to a Hecarim speed boost when I leave the fountain. Crystalline Flask is a luxury item; It is a nice item, but not important enough to delay my "core" build.
Gold Benchmarks: 1125G / 1470G
Locket of the Iron Solari
Locket of the Iron Solari gives me HP, Armor, and Cooldown Reduction which makes jungling faster and helps me summon my minions sooner. Also Locket of the Iron Solari's active gives me the ability to cast a shield on myself and my allies. Taking into account I may need to recall before I bank 2000G, I adjusted the Gold Benchmarks.
Gold Benchmarks: 850G / 1330G / 2000G
Ranked 5'S VS Solo QueueOR
My fourth item depends on my team. Ruby Sightstone gives me free Sight Wards but if my team does not watch the minimap, what good are those Sight Wards? A Giant's Belt would be more efficient. If I can trust my team, like in Ranked 5's, I would buy a Ruby Sightstone. If I can't trust my team, like in Solo Queue, I would buy a Giant's Belt.
Gold Benchmark: 1300G
How I Decide What to Buy After My Core
Sunfire Cape if I buy Ninja Tabi or Mercury's Treads. The Sunfire Cape's DPS removes the extra Movement Speed from Boots of Mobility.
Randuin's Omen if I feel the enemy team is AD heavy. I can Twisted Advance into the enemy team to position myself for Randuin's Omen's active.
Spirit Visage if I feel the enemy team is slightly AP heavy. Spirit Visage's passive increase my Sap Magic's heal to 8.4% from 7% of my Maximum Health and increases Health Potion's Heal from 150 HP to 180HP.
Abyssal Scepter if MY team is AP Heavy. The Abyssal Scepter's Magic Resist Reduction Aura has good synergy with my Arcane Smash and Twisted Advance and increases my spell damage.
Warmog's Armor if the enemy team does NOT have Elise, Fizz, Garen, Lee Sin, Xin Zhao, or Kog'Maw since their damage scales off %HP. Liandry's Torment's does becomes a problem if I build Warmog's Armor but that's why I build Spirit Visage or Abyssal Scepter.
Runic Bulwark if the support is not building it. It's too good not to have, but for the role I play, I'm better off building Randuin's Omen, Frozen Heart, or Spirit Visage.
Iceborn GauntletIceborn Gauntlet is a fun, SITUATIONAL, item. Replaces Locket of the Iron Solari[/center]
When I Gank or Initiate Fights
I Twisted Advance onto the enemy...
Then I immediately Sapling Toss above the enemy...
Before the sapling lands, I walk behind the enemy and Arcane Smash them towards the sapling
I Sapling Toss into blind spots (like the brush) so my team doesn't get flanked...
Then I Twisted Advance onto a "priority" target like the enemy AD Carry or AP Carry. If I have [Randuin's Omen] I could Twisted Advance to position myself in the middle of the enemy team...
Then I make sure to walk behind the champion I used Twisted Advance on then use Arcane Smash. I make sure the aim Arcane Smash towards the enemy AD Carry or AP Carry so that they are slowed by Arcane Smash's missile...
I delay casting Vengeful Maelstrom until I can predict where the most damage to my team will be dealt, since the Vengeful Maelstrom absorbs 20% damage. I particularly watch for AOE damage that come from champions like Fiddlesticks, Katarina, Ziggs, and Miss Fortune.
Thanks for Reading
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My Other Jungle Guides
Frequently Asked Questions (FAQs)
Why do you start with Arcane Smash instead of Sapling Toss?
1) 0 Start-up time.
So in short, I feel that Arcane Smash is more stable. reliable, and versatile compared to Sapling Toss at Lvl 1.
January 30, 2013
- Guide completed
- Added "Arcane Smash" V. "Sapling Toss" to the "My Spells/Skill Sequence" section
- Changed the all the Rune Names and Icons to their "Greater" counterparts in the "My Runes" section
- Added a "Quintessences" to the "My Runes" section
- Added Icons to the "Initiating Teamfights" subsection in the "When I Gank or Initiate Fights" section
- Updated Gold Benchmarks to Season 3 prices
- Added a "Frequently Asked Questions (FAQs)" section
February 5, 2013
- Added a "My Other Jungle Guides" section
February 13, 2013
- Changed some wording
- Removed explanation of Masteries
- Added Picture Breaks
- Added a "My Other Jungle Guides" section