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Choose Champion Build:
-
Cinderhulk
-
Runic Echoes
Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Sap Magic (PASSIVE)
Maokai Passive Ability
Why play Maokai?
Pros:
Cons:
|
Cons:
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Arcane Smash | (Q) - Maokai's main damage dealing spell in team fights. Provides a nice chunk of damage though it is very short range. Slows champions hit by it and also knock's up champions close to Maokai. Knock up, slow, and our largest chunk of AoE damage all in one spell? What more could you possibly need? |

The most versatile of all Summoner Spells. Gives us a long range initiation tool if need be with a Flash into W combo. Without a means to escape other than using Twisted Advance (W) over a wall (which we need vision to make use of) to jump to a jungle camp, Maokai has no means to escape when counter-jungled against. Flash provides us with some means of safety in this regard early game.

What allows a jungler to do what he does. Pretty self explanatory. Needed in order to buy jungle items, clear the jungle faster, pick up valuable buffs by smiting from jungle camps, secure baron, dragon, and rift herald kills.
Since Smite is so self explanatory I will instead go over the different Smite buffs from jungler items as well as the buffs picked up from smiting different camps. Located below in Jungle Item section.
Quintessence:
Greater Quintessence of Movement Speed - Probably the most widely used of all runes on junglers. The more movement speed we have the quicker we can get around the map. In a role where we travel the map constantly going from camp to camp, lane to lane, fountain to dragon; the quicker we can get around the map, the more impact we can have on the game.
Marks:
Greater Mark of Attack Speed - Used not only for faster clear speeds but mainly for our passive healing. In team fights where there are 10 different champions constantly casting spells, the only limiting factor on proccing our passive is how fast we can attack. These runes provide us with extra sustain in team fights. The extra clear speed from these is also not something to scoff at used in conjunction with savagery.
Seals:
Greater Seal of Armor - Used on almost all junglers to help survive the jungle. Necessity on Maokai as his first couple clears are simply terrible without these. Flat armor is also nice for early survivability on ganks.
Glyphs:
Greater Glyph of Scaling Magic Resist - Shouldn't need the extra CDR here as we will likely get capped through our build. AP isn't a big enough priority to build here as well. Scaling magic resistance is simply the best choice to get tankier in the game. Flat magic resistance shouldn't be needed as we will likely only encounter AP attacks a couple times before we reach the break point.

Marks:

Seals:

Glyphs:

Important enough to where I thought it warranted its own section. Certainly different options in regards to which jungling item you want to choose and I'm sure there is an instance in which all 3 could be usefull.
Challenging/Red Smite - DoT and Damage Reduction.
Chilling/Blue Smite - Slow and Instant Damage.
Green Smite - Stealth Wards.

Allows Smite to be cast on enemy champions, revealing them for 4 seconds, reducing their damage on you by 20%, and providing a true damage DoT for 3 seconds. Now I see many people recommending taking this item based off of needing to do extra damage to enemy champions, however the DoT is pretty minuscule doing only 162 damage at level 18, less than 40% of ignite. Must continually attack the target to refresh the DoT if we want any meaninful damage out of it. Does less damage than Blue Smite if we are unable to refresh the DoT. The real reason we choose Red Smite is for the 20% damage reduction done to you by that champion. Skirmisher's helps you to win duels by surviving longer. 4 second reveal on enemy champion can be useful in fights around brush. Maokai doesn't really have the damage to duel people straight up. Even if you are able to 1v1 a champion, they will often realize that they cannot beat you by the time they reach 1/2 health at which point they will likely disengage before you are able to get them down the rest of they way. Nonetheless if you really feel you need to duel on Maokai this is the item you want to choose. The main reason I would take this item is due to my preference to go Runic Echoes and possibly an early Iceborn Gauntlet, we will not have much health at the early stages of the game with these 2 items and Strength of Ages still stacking up. Add Red Smite's 20% damage reduction from a single champion to Maokai's ultimate and you will be able to tank good amounts of damage early game even though you are lacking health, and late game when you have defensive stats from items on top of this you will be a nightmare for the enemy to take down. |

Allows Smite to be cast on enemy champions, stealing 20% movespeed and dealing instant true damage. The instant true damage dealt is noticeable and I can't tell you the number of times I have secured a kill with this damage that I may not have been able to get otherwise. The real reason we build this is for the 20% movement speed steal. Helps tremendously early with ganks and is thus probably the best item to get you and your teammates ahead early. Maokai already has powerful ganks with his point and click stun with his Twisted Advance as well as the minor knock up granted from his Q. Add the slow from chilling smite and you should have plenty of CC for ganks. Chilling smite smite is also useful when ganking bottom lane as your point and click stun will obviously only hit one target. With chilling smite you can get some amount of CC onto both the AD carry as well as the support. Chilling Smite is also a pretty good smite for helping against counter-jungling as the stolen movement speed can help you to get away from the opposing jungler. Vision wards from Green Smite are still by far the safer option against counter-jungling, and thus the only reason we really take this is for the extra CC during ganks. |

Green smite isn't really a smite in the same sense as the following two, in that if you pick up the Tracker's Knife, it does not add a buff to your smite. Instead we decide to forego these buffs in favor of picking up two Stealth Wards every time we return to base. This is very valuable as we normally want to carry a Sweeping Lens as our trinket in the jungle and thus have no other means of obtaining Stealth Wards outside of picking up a Sightstone. Vision is key in every facet of the game. Whether you need to protect your jungle, gain knowledge of an incoming gank, be secure that you won't die as you push a lane, know when to escape when counter-jungling in hostile territory, gaining control over baron and dragon, etc. Very few things in the game can be accomplished without the aid of wards. Stealth wards are in some cases more important even than Vision wards late game, even with their short life spans. Sure you can drop a Farsight Alteration or Vision Ward on baron, but you can be sure it will be cleared quickly by the enemy team. Using a Stealth Ward on a high priority target will ensure you will have vision of that target throughout its duration or else the opposing team will be forced to burn a Sweeping Lens or Pink Ward to deny that vision. Choosing Green Smite also makes it so that you are less likely to burn Smite on a champion and thus have it down when trying to take an objective. |
STARTING ITEMS
EARLY GAME
EARLY GAME
STARTING ITEMS
EARLY GAME
CORE ITEMS - Purchase in order based off of need
Finishing Items
CDR Cap
ASKED ABOUT ITEMS
Feel free to comment about an item if you think it does well on Amumu or if you want to know my opinions on it and I'll try to add it to the guide.
EARLY GAME
CORE ITEMS - Purchase in order based off of need
Finishing Items
![]() ![]() ![]() ![]() ![]() |
CDR Cap
![]() ![]() ![]() ![]() ![]() ![]() |
ASKED ABOUT ITEMS
Feel free to comment about an item if you think it does well on Amumu or if you want to know my opinions on it and I'll try to add it to the guide.
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