This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated.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.
We recommend you take a look at this author's other builds.
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
Maokai: From a tiny sapling to a mighty oak






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Exhaust
Clarity
Ability Order
Sap Magic (PASSIVE)
Maokai Passive Ability
Introduction
The Item builds above are Vs different enemy teams.
1st is for general damage, 2nd is for magic damage, 3rd is for physical damage. The masteries and runes are the same (since you don't know who is gonna get fed before the game starts). All tanks in LoL should adapt their items to the enemy team!
I'm Mrs Warboys and I think Maokai is a very under-rated and powerful tank, capable of mixing it up with the likes of





In this guide, I hope to take you through everything Maokai related. If you're new to Maokai or if you're looking for advice to improve your game, I want this to be your bible! Accompanying the text... and there will be a lot of text, I will be producing videos to demonstrate the topics in this guide.
Since everyone likes doing these, here is some 'proof' of the build's effectiveness. I haven't compiled a bunch of games from all over the place to show you AMAZING 10/0/22 scores, this was a series of games on the 15th April. There is a 6th Maokai game, but that's further down.

The videos will come soon! They take absolutely ages to produce!
I hope you enjoy, and if you have any feedback (positive or negative) please VOTE and leave a comment!
Changelog
9th May 2011
Added the branching item builds to the build creator. The first build is against general damage, the second build is against magic damage and the third build is against physical damage. I expect 90% of games to use the first one, but you need to be able to adapt to a fed


1st May 2011
So I've added a Giant's Belt to the core build. Since Frozen Heart has no HP but is the key item for my build, I am lacking HP. Generally, I haven't found this to be a problem yet (HP is over rated as a tank stat) but I haven't faced a situation where I've desperately needed to switch up my build yet. What I mean by this is, if



Giant's Belt can be easily converted into

22nd April 2011
Uploaded the first video. Laning champion combo examples with Sion, Xin Zhao and Brand!
21st April 2011
Added a don't-buy-Rod-of-Ages-for-the-love-of-God bit to the Items. It's **** for tank Maokai!!!!
20th April 2011
Added a little bit to the Twisted Advance skill sequence section, suggesting that you skill it if there are fed teleporters running around the battlefield. I still think Arcane Smash is better. Also added a little bit to the Gameplay - Laning section, suggesting that Maokai is quite a poor solo laner.
28th April 2011
Oh my god... I just faced Maokai's worst enemy.

27th April 2011 - Part I
Someone playing Maokai told me he wasn't a tank today. I LOL'd. Absolutely ridiculous. He was also a Rod of Ages builder and was completely useless all game.
Been hearing a lot about Roaming Maokai recently. I don't recommend it to be honest, perhaps I'll write a chapter about that in the future.
27th April 2011
Had a few people moaning at me this week. It's strange because we were winning games and I was tanking like a beast, so what's there to complain about? Apparently it's a bad thing to not build any health items early game. Early game, I totally disagree with. A Giant's Belt is going to cost way too much for an early game Maokai (who has to fulfil a lot more than health to be viable). Mid-game though, I maybe see the point. Until I have a dreadful game that PROVES to me that I need health, then I'm still going to be cynical... but there is maybe room for a Giant's Belt after my Frozen Heart or Glacial Shroud+Negatron Cloak.
I'll check it out, although I'm going to be playing a lot of

+ Extremely difficult to kill mid-late game, especially when allowed to auto-attack.
+ A powerful addition to a team fight with his ultimate.
+ Very powerful duo laning phase with his


+ Knockback interrupt on a short cooldown.
+ Long range, long duration root for isolating enemies and focussing damage.
+ Can protect squishies without relying on his ultimate (unlike most tanks)
Cons
- Very mana dependant, forces you to take Clarity and address your mana problems before you can build tank items. Cannot tank early game team battles effectively (unlike Shen/Rammus/Malphite/Amumu).
- Extremely slow. Despite your survivability you cannot survive a wander back to your tower. You have to play smart.
- Does not have a large AoE Crowd Control, similar to Alistar in this respect. His Arcane Smash can cause a lot of disruption, but only if the enemy team bunches up.

Summary:
- Gives great laning presence.
- Activates almost non-stop in a team fight.
- Remember to auto-attack!
Sap Magic is the key to Maokai's survivability. It gives brilliant lane staying power (Maokai is capable of solo laning easily... whether he should is another question!) and it lets you go toe-to-toe in early battles. Late game, this is what turns you invincible. Just remember to auto-attack. You can't run around like a normal tank and just use your skills, Maokai has to auto-attack every time this activates to be effective!
Q: Arcane SmashArcane Smash
Summary:
- Hits everyone around Maokai in a 180 degree arc.
- Interrupts abilities (such as Nunu's
Absolute Zero and Malzahar's
Nether Grasp).
- Spammable with a short cooldown.


W:

Summary:
- Quite a long range.
- Perfect for hitting both stages of
Sapling Toss.
- Can teleport through obstacles (like Anivia's
Crystalize, Jarvan's
Cataclysm and Veigar's
Event Horizon).
- Use to protect your squishies from melee DPS.
Twisted Advance is a very good skill, but I don't believe it's worth maxing until the very end. The blink has a great range and it causes significant damage (if you skill it). Ultimately, like Arcane SmashArcane Smash, you use Twisted Advance for its utility. Use it to initiate, use it to stop anyone who actually does manage to get around your fat ***. The


E:

Summary:
- Very long range.
- The single most damaging non-ultimate ability in the game (Even higher than a perfect Anivia
Flash Frost).
Nidalee's spear does cause more damage at maximum range (525 base IIRC), but it's much tougher to hit and you'll rarely see that kind of damage.
- 1:1 ability power ratio if you hit both parts.
- Throw your Sapling, then
Twisted Advance to guarantee the damage.
- Use to scout bushes instead of facechecking
- Use as a makeshift ward for Dragon/Baron attempts and whenever you have a feeling you'll need to block a path.
- Throw at squishies in a team fight to force them to move
Ahh, the infamous Sapling Toss! This is a brilliantly designed skill, so bravo to Riot's champ design team. It's so flexible and useful that you're always going to want to max it first. With the recent duration buff, it has become even better. Maokai's laning power is totally dependent on his use of this skill, so make sure you get good with it. An interesting fact, Sapling Toss is the most powerful non-ultimate ability in the game. Even if you hit both parts of Anivia's

The first use is to clear creeps. With AP runes, you can one-shot the caster creeps at skill level 3. Maokai isn't a great last hitter, so it's very useful to be able to gain some cash when your

The second use is for early game kills. Late-game, Sapling Toss is helpful but early game it's dominant. If you can hit both stages of the skill, you're going to be taking off massive chunks of damage while you're healing with your passive. Throw your Sapling, root them with

The third use is for scouting. Face-checking bushes is sometimes a horrible but inevitable job for a tank, Sapling Toss saves your ***. The sight range of the Sapling is not particularly reliable as a ward replacement (for your river lane bushes) but it does give you some warning. It's often tricky to keep track of when your Sapling is due to expire (and when it's been prematurely triggered), so that's a skill you have to learn. I have rarely used them to set traps, but I can imagine you can get a sneaky kill if you get lucky and have enough mana to drop 3 Saplings in a bush and hope someone walks inside without seeing you set the trap.
One word of warning, don't push your lane if you can avoid it. It's more important to have a managed and safe lane than to push it too far forward and open yourself up to ganks. If enemies start getting smart and stay near creeps, just leave them alone... there's not much you can do and it's not worth it. You're not Zilean, you can't escape if you get caught with your pants down.
R:

Summary:
- Removes an entire enemy's worth of damage from the fight (In terms of damage, it's a 5v4).
- Has a short cooldown with cooldown reduction (around 12-13 seconds).
- Does deceptively high damage in certain scenarios, but it's difficult to keep track.
- Burns mana like crazy, this is why you have
Clarity and must solve your mana problems as soon as possible.
Another massively under-rated skill which really is completely awesome. With the new changes to mana, it's definitely worth levelling at 11 and 16. The cooldown reduction is infinitely useful. Battles aren't static. If you can get multiple casts of this in a single fight, then you're contributing hugely. 20% damage reduction is essentially turning a 5v5 into a 5v4 (in pure damage terms). Another advantage of a low cooldown is that you can use it to save lives without being too worried about not having it for a better situation. The damage is pretty ****py much of the time, and all you'll be doing is kill stealing (since you'll have it running most of the fight, when everyone's on low health). I think the damage cap should be removed to be honest, this is the only 'threat' that Maokai has... the only reason you'd want to kill him. If it could obliterate people then his tankiness would be improved tenfold.



Magic Penetration is the only choice here. Your Saplings are incredibly powerful early game and this buffs them nicely for early game kills.
Seals:

Mana regen was nerfed recently, but it's still very useful on Maokai. Saplings cost a lot. With these runes you can maintain your spam for longer early game (every little helps) and ensure that when you use your


Glyphs:


Oooh controversy! Yes you are a tank, but Magic Resistance runes add up to a total of f*ck all. You have a passive that heals you, so you can survive early harassment, you don't need it early game. It does nothing late game. Ability Power per Level is great because it gives you a handy boost to your

You could also try Cooldown Reduction. I've been playing around with it a lot lately. The damage drop is noticeable, but late game you're much more effective. Remember, your

Quintessences:


Following the same lines, what's 75 HP going to do? Early game you have survivability. The +15 Ability Power will give you much improved harassment and farm. HP is just a waste. I haven't tried Cooldown Reduction but I guess it will also work pretty well.





OK Summoner Spells







I used to think this was the best way. Arcane SmashArcane Smash is terrible! It's really short range, does ****py damage and the knock-up is minuscule! Since then, I've learnt how to use Arcane Smash better, but maxing Twisted Advance is still a valid method. If you want to maximize the amount you can root a single target, or the amount of burst damage you cause, then go for



Arcane SmashArcane Smash Focus
Maokai can't contribute damage to a team fight.





Of course, you'll want to get all skills by level 4, but I highly recommend leaving

TLDR:
If a teleporty champ is getting major feed, focus Twisted Advance
If you think you can hit more than one enemy with Arcane Smash in a team fight, then focus Arcane Smash.
I am currently testing an alternating build, I'll let you know how it goes.
- Mana Regen - You must have enough mana to maintain regular
Sapling Toss casts. You also need the regeneration to keep pressure on your lane with repeated Sapling Toss + Twisted Advance combos.
- Ability Power - Only gained from your starter item and runes, but still a necessary attribute. Maokai must take advantage of the power of
Sapling Toss so he can afford the rest of his items.
- Mana - You need a substantial mana pool to keep
Vengeful Maelstrom running for a significant time, on top of your other ability mana costs
- Survivability - After you are capable of using your abilities, you must build resistance. Armor and Magic Resist depending on the enemy team you are facing.
- Cooldown Reduction - Maokai needs to have his abilities as available as possible to protect squishies and recast his ultimate.
This is a priority list. There is no point in having resistances without the mana and mana regen to maintain your abilities (no-one will attack you). Early game, I choose a




Maokai already has weak early game tanking, with no steroid skill and the necessity to cover his mana problems first. If you buy Rod of Ages, you will just extend the amount of time you are at your weakest... for excess mana and unnecessary ability power!
TLDR:
-
Doran's Ring
-
Glacial Shroud
-
Boots of Speed
-
Negatron Cloak (If enemy AP is getting fed)
- 2x
Cloth Armor (If enemy AD is getting fed)
Start with a



On your first trip back, try to purchase


Head back to your lane and farm as much as you can. Once Maokai has

When you have 1000g, go back to base, buy your

If the enemy team has a fed physical damage champion: Buy 2x


If the enemy team has a fed magic damage champion: Buy

If no enemy is particularly dominating, take whatever matches your lane!
This should spell the end of early game. Your mana regen, mana and ability power requirements are completed, so now you need resistances and cooldown reduction.
Versus Attack Damage:
If attack damage is the order of the day, complete your


At this point, pick up your boots upgrade. It's up to you which you prefer.


If it's still only physical damage hurting your team, pick up a

Versus Magical Damage:
-
Negatron Cloak (this will be your second one)
-
Mercury's Treads
OR -
Ionian Boots of Lucidity
-
Force of Nature
Then add -
Giant's Belt
If magic damage is ruining your day, pick up another




Upgrade your boots next. As with before, the choice is up to you. The CC reduction is nice on

Once your boots are upgraded, get yourself a

Versus General Damage:
-
Negatron Cloak (If you haven't got one yet)
-
Frozen Heart
-
Giant's Belt
-
Mercury's Treads
-
Force of Nature
If no-one on the enemy team is standing out, the build is basically the same as versus Magic Damage. This time make sure you have at least 1



For boots, I wouldn't bother with Ninja Tabi. The CC reduction on

Once you have your boots, get your

With all these builds, I've suggested adding a

-
Frozen Heart
OR -
Abyssal Scepter
OR -
Banshee's Veil
OR -
Quicksilver Sash
OR -
Force of Nature
OR -
Sunfire Cape
Late game is pretty much open to you. If you were building against magic damage, you might as well upgrade to your

In general situations,



If you seriously have no magic damage to mitigate, get yourself a


If you think you can handle the damage, or if you have allies who love to cause magic damage, get yourself an

Ultimately, I don't expect many games to get this far. Just play smart, build your resistances equally and as high as you can (around 300 AR/MR means you're never going to die) and add utility if you feel you can without jeopardising your survivability.
- Zoning - Maokai has almost unparalleled zoning ability with
Sapling Toss. The threat of their damage alone is enough to zone enemies out of XP range. The threat of their damage in combination with a lane partner and Twisted Advance is what makes Maokai a champion that no-one can mess with.
- Killing - Maokai can take an early game champ (ANY early game champ) from about full health to 50% in one combo. After Nidalee's Spear,
Sapling Toss is the most powerful damaging non-ultimate ability in the game. With early AP (from Runes and a
Doran's Ring), killing is easy.
- Staying Power -
Sap Magic allows you to off-set any harassment damage you might take, especially when you're diving in for ST+TA combos.
- Free Wards -
Sapling Toss you are ungankable with mana regen runes, Doran's Ring and Clarity.
With a capable partner, Maokai's lane is free gold. Make sure that you inform your lane partner of the damage you can cause with your combo (upwards of about 700 damage at level 6).
In a 1v1 solo lane, I think Maokai is average. He can dominate squishy lane opponents like



Here are some notable examples of dominant lane partners, who I have had the joy of playing with over the past few days...



Laning - Champion Combos (Sion/Xin Zhao/Brand)
You must be logged in to comment. Please login or register.