Maokai Build Guide by CanetFX
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General Item Order
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.
Hi, I'm CanetFX a EUW Support main and this is my Guid for Maokai - the Twisted Treant! This build is focused on carrying your teammates and win a game by your own as CARRY SUPPORT.
The easiest way to win a game as support is not to crush your lane - it's to snowball your whole team by effective roaming and general map pressure! And that's exactly where Maokais Abilies come into play. Its generally known that Maokai is a great early ganker and a bless in every team fight. And thats what we are going for.
Pros / Cons
+ can carry a game by himself
+ great early ganker
+ strong lvl 2
+ AoE dmg reduction Ultimate
+ a lot of CC
+ free 35s Ward with Sapling Toss
+ ****load of sustain with Sap Magic
- ADC sometimes alone at bot
- weak lane presence when ADC falls behind
- somewhat early game dependent
My recommended loadout:
Greater Mark of Magic Resist
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Health
Greater Quintessence of Movement Speed
This runes are optimized for early game tankyness and roaming. The Greater Seals of Armor and Greater Marks of Armor and Greater Glyphs of Magic Resist and Greater Quintessence of Health provide you with all the stats you need to tank a nice amount of Damage early on. And the Movement Speed provided by the Greater Quintessences of Movement Speed are essential for successfull roaming especially when you got no boot or just Boots of Speed.
As Maokai you are focused on early game aggression and early lane/ward control. To archive that you need the extra Stealth Ward and the Relic Shield. These two items alone provide you with early pushing power and enough save time to get an early lead.
Block is an overall good and strong masterie - I recommend to use in every position, except maybe jungle. The 2 blocked damage early on add up and will save you propably; especially early game.
Enchanted Armor will boost your stats quit a bit late game. You are a tanky support - that means you will build items that provide resistence and you will get extra 5% effectiveness for the same amount of money. This is defenitly worth the two points!
Unyielding is the same as Block - and you are meele; its worth it!
Veteran Scars will boost you health early on. This will provide you with early game tankyness.
Juggernaut will help you scaling into late game - the 3% extra health will help you out as soon as you start building your big health items.
Hardiness is your early game amor boost aside from your runes. This is usefull because you will face the enemy Ranged AD Carry in your lane and you will get auto attacks in whenever you walk up and zone.
Resistance will boost your magic resistence early on - it's extremely usefull because its a it harder to itemize against magic damage as against physical damage.
Evasive is an underrated masterie - 4% damage reduction from AoE spells is awesome - take it!
Recommended Summoner Spells
This spell is just to strong, never ever go
for something else! You can escape tricky situations,
close the space to initiate the
fight that will win you the game or simply
get the final auto attack out to secure First Blood!
This spell is perfect for early aggression and
the heal reduction is perfect to counter heal
reliant champs. Turns every lane you are going
for in a kill lane! Perfect for additional damage
when you are roaming.
Usefull Summoner Spells
This spell if very usefull when you are facing an
assassin heavy team or an burst heavy lane.
This spell will support you'r roaming and ganking
but keep in mind that you'r enemys will see it coming.
By not taking this you got stronger ganks and the element
of surprise! Almost noone will expect you to go roaming
Never ever take these Summoner Spells
Learn to manage you'r mana! It's not that hard.
This is no Dominion Guide!
Super Speed Maokai - sounds fun; it's fun
but get outperformed by Flash/Exhaust/Teleport/Ignite
Can be usefull - but don't take it!
now, in times where almost every support takes Ignite,
this spells gets simply outperformed by everything else
Cooldown is way too long - would been broken otherwise
impossible to balance this spell
dont take it!
You are a tank - you are happy to soak up all the CC and damage
take it like a ... tree
You are the Support - dont get me wrong
double Smite is actually nice for objective controle
but pls don't take it! You will loose the last bit
of strengths in our lane
Extra HP - could save your life from time to
time. But gets outperformed by every other summoner spell
because this will only help out you - not your ADC.
Provides a nice amount of vision but, same as Smite,
please go for a combat or map pressure Summoner Spell!
Use your Relic Shield to push early and push to got lvl 2 first (lvl 2 in a duo lane is after the 1st whole wave and the 2nd waves3 meele minions died). All in your opponent with your level advantage or just zone them - whatever works best in your situation.
Make sure you push the next few waves and roam mid right when you get level 3 - but care, dont make it super obvious!