Maokai Build Guide by allv
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Not Updated For Current Season
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DONT READ OR VOTE YET I DIDN"T MEAN TO PUBLISH IT NOW AND I DON'T KNOW HOW TO MAKE IT UNDONE I'M WORKING ON IT NOW, BUT IT IS FAR FROM COMPLETED YET
Welcome to my Maokai guide. The idea to make this guide came when I got interested in Maokai and I didn't found a good Maokai Jungle guide on this site. I watched some streams, played a lot and tried some different builds and ways of playing, and I hope to see more Maokai junglers in the near future.
Why take Maokai?
Maokai has been a forgotten champion for a long time. I saw some jungle Maokai players last time and what they did was pretty impressive. They jungled fast, great cc, were able to help the team with strong ganks, and it is really fun to play.
Reasons why you should play Maokai like I do:
- Really fast early jungle
- Extremely powerful ganks
- Great tank late game
- Lot of CC
- With a little help of the team, completely rape champions who are even just a little out of position
- Fun to play
- Skills useful for offence and defence
The downsides of this great champion:
- Dependent on team (very annoying sometimes in Solo Queue)
- Not really fast jungle further in game (Not like Master Yi or Nocturne)
These Marks you will need to jungle as fast as you can. You goal is to get level 4 real quick, and than gank. You probably be faster than mid and top with these runes, so thats the reason why I choose these marks. Other viable marks are Armor, or Magic Penetration Marks.
Armor Seals are pretty standard on junglers, most people know why, but it is for minimize the incoming physical damage, especially from the monsters. I never tried other seals on Maokai, and I will never do it.
These will make you a lot more resilient against magic damage during the entire game. You will not need those early, and it is better than flat MR runes when you reach level 10. But when you feel more comfortable with the flat MR glyphs, feel free to use those.
The flat AP quintessences will help you to make you're jungle faster, and you got a little extra damage during the game. You could replace these with flat hp or health regen quintessences.
For the Masteries I take a 0-21-9 setup.
The Recommended Two Summoner Spells:
Smite is something that all junglers should get. A lot of junglers don't need it that much, but there are a few reasons why you always should get smite as a jungler:
- It makes your jungle faster, no exeptions
- Make sure you get your own buffs (by smiting them down, smaller chance that they can steal)
- When you want to try to steal buffs fast, this helps a lot (Maokai isn't a good counter jungler, be sure you won't get caught when you invade their jungle, a death is not worth it to just get a buff)
- Smite Dragons and Barons down, these are so important. A lot of times in tight games this makes the difference between winning and loosing. Smite will help you a lot
Flash i take as my other Summoner Spell. Good escape when a gank fails somehow, or when you have to get the hell out of their jungle when you try to steal something. But it can be used offensively by flashing in range of Twisted Advance. It is useful during the entire game.
My opinion on the other summoner spells:
Exhaust could be useful with ganking, the slow is amazing, and it is really useful when you gank a fed champion. The downside is, your Arcane smash has a nice nice slow with a low cooldown.
Ignite is a nice tool to secure kills, and a good counter against healers like vladimir and Mundo .
This is way I upgrade the abilities. The reason why I'll explain in the jungle chapter.