Maokai Build Guide by FlaffyBE

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author FlaffyBE

[S3] AP Maokai - Sit back and enjoy (unfinished)

FlaffyBE Last updated on August 9, 2013
163 0
mid AP Maokai (Cheat Sheet)

Champion Build: Maokai

Health 2341
Health Regen 22.55
Mana 1267.54
Mana Regen 41.55
Armor 144
Magic Resist 70
Dodge 0
Tenacity 0
Movement Speed 335
Gold Bonus 0
Attack Damage 117.4
Attack Speed 0.945
Crit Chance 0%S
Crit Damage 0%
Ability Power 537.39
Life Steal 0%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 22.83
Cooldown Reduction 40%


Recommended Runes + Notes



Ability Sequence + Notes

2
8
10
13
15
Ability Key Q
4
12
14
17
18
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
Ability Key R





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.



Masteries + Notes

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 15

(+) Gamechanging teamfight damage
(+) Win most solo encounters ( carries in 1 combo )
(+) Minion waves cleared in a second
(+) Does a decent amount of damage that scares high MR players
(+) Both armor and magic resist built in
(+) Heal + passive + ultimate + resistances give a lot of survivability when getting towerdived
(+) Forget your mana midgame, it's infinite
(+) Everybody fears your ultimate circle, well placement can lure your enemy into traps
(+) Always-on ultimate: CDR+mana regen makes it your farming tool
(+) You choose when you end the game. Your damage confuses the enemy and clearly shows squishy champions in the enemy team (everybody gets hit with the same amount of AoE damage). Your carry can clean up after you.
(+) Easy assists ( range + cooldown ) and killsteals ( controllable of the ultimate bomb )

(-) No boots: Eleisa's miracle + boots is way too expensive
(-) You will get focused
(-) Pretty squishy. Late game is a kamikaze mission ( viable )
(-) Getting stunned before a combo will kill you endgame
(-) Heal gets most of the time countered by ignite
(-) Probably not suited for serious matches, AP is viable
(-) Heal is lategame only viable in teamfights, the passive does more healing
(-) Low damage early game, pretty useless because you need to play passive like a Nasus
(-) You CAN'T get ganked early game. Mana is a real issue then
(-) Less action, you need to approach the game strategically without helping your teammates sometimes
(-) Before the MPen and CDR you can get killed by towerdiving tanks