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Maokai Build Guide by JunglerBuilds


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League of Legends Build Guide Author JunglerBuilds

Maokai - Preseason jungle [7.23]

JunglerBuilds Last updated on December 6, 2017
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Cheat Sheet

Tree is good and very tanky

Maokai Build

Resolve
LoL Path: Resolve
LoL Rune: Aftershock
Aftershock
LoL Rune: Font of Life
Font of Life
LoL Rune: Conditioning
Conditioning
LoL Rune: Revitalize
Revitalize

Inspiration
LoL Path: Inspiration
LoL Rune: Approach Velocity
Approach Velocity
LoL Rune: Perfect Timing
Perfect Timing
Bonus:

+130 Health

Ability Sequence

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


Threats to Maokai with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Kindred Just an overall easy matchup, just play safe early and ward out your jungle.
1
Rengar Should be an easy job, just W him, shouldn't be that hard. He is an assassin so you should be just looking to use your Twisted advance on him.
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Introduction

Hello my little saplings, I am a Maokai main

Why would u play Maokai?
1. He's awesome my man
2. He's a nature protector, why wouldn't u want to be a nature protector?
3. Not hard to play but timing things at the right moment and learning the animations is the trick.
4. He's a tree boi.
I am currently top 500 Maokais in the world, according to lolskill.net

Here are my league profiles, also the stream!


Lolskill: http://www.lolskill.net/summoner/EUNE/legol%C3%A1s
OP.GG: http://eune.op.gg/summoner/userName=legol%C3%A1s
Stream: https://www.twitch.tv/chopchopbuddy
- I don't really stream that often, but sometimes I do Maokai jungle or top or support, so why not just put this here!


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Pros / Cons

Pros


- A lot of Crowd Control
- Can protect well
- Can initiate well
- Great in teamfights
- Amazing at catching off people
- You have a high presence after level 6 with your ult
- Can gank well even before getting his ult

Cons


- Bad objective control early
- Can fall behind if counter jungled
- Mediocre jungle clear
- Relies on his team a lot
- Can't do much if a team composition has no hyper carry


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Useful videos!

Champion select guide!




Abilites showcase!




Some cool Maokai jungle tips!
- I agree with basically everything, but not the jungle clear. But listen to whoever you think has a better point!




Maokai's theme!


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Summoner spells

- On most champions it's an auto-include, on Maokai as well. You could try Ghost (can be good while initiating with Righteous Glory) but this is a point click teleport, it gives you a much more reliable escape than Ghost. What is also good about flash is you can flash into the baron pit and just smite that and steal it and be a hero (you could also use a plant but you know, if there's no plant this is good). What's also great about flash is you can surprise engage (unlike with Ghost where you just run up to them and they can react more easily to it). Champions who take ghost are just those with more mobility in their kit, or like a movement speed ability built into their kit on which they rely on to initiate or be quicker. Just an overall great spell, makes up for Maokai's lack of wall hopping and a more reliable escape tool.


- You're the jungler my man, what do you expect to have. This summoner spell is necessary for jungling, as you can't buy jungle items without it (meaning less xp in the jungle and also a tough time in the jungle, because of no smite as it heals you for an amount of hp).


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Abilities in general!

Passive - Sap Magic


Each time Maokai casts an ability or is struck by an enemy's ability, Sap Magic's cooldown is reduced by 4 seconds.
So this is especially good with healing amplifiers - Spirit Visage for example is a very good item to pick up on him as it amplifies his passive heal by 30%, which is amazing late game.
Generally this is useful in the jungle too, so if you have taken the Blue Sentinel recently be sure to spam your abilities for maximum potential and survivability.



Q - Bramble smash


Range: 600
Effect radius: 300
Maokai knocks back nearby enemies with a shockwave, dealing magic damage and slowing them.
Maokai releases an arcane shockwave. Nearby enemies are knocked back and all affected enemies take magic damage and are slowed.
Max this ability first as it has great base damage scaling, and spamming it will leave a greater impact than maxing your other abilities as it has a knock back effect. The slow is useful too, sometimes, while chasing your enemies and your Twisted Advance is on cooldown or maybe when you don't have enough mana for your gap closer.



W - Twisted advance


Target range: 525
Maokai dashes to the target enemy, becoming untargetable for the duration, dealing magic damage on arrival and briefly rooting them.
Mastering how to time this ability is crucial for distinguishing an experienced Maokai player from a newcomer. Using this ability at the beginning of a gank is sometimes a bad thing. Why, well maybe your allies aren't there to follow up that quickly or have their abilities on cooldown, so sometimes being patient with this ability is the best thing you can do. Sometimes you should wait for your allies to land their Crowd control first and then you can follow up with your Twisted Advance. But in case your team lacks CC, you have to go in first and that's that.



E - Sapling toss


Range: 1100
Effect radius: 175/350
Maokai flings a Sapling to the target location, remaining there for 30 seconds and granting sight around itself.
Saplings tether to nearby enemies, chasing them for up to 2.5 seconds, exploding upon impact or at the end of its duration, dealing magic damage to all nearby enemies upon detonation, and slowing them by 35% for 2 seconds.
Saplings placed in brush instead have 30 (+ 2.5% bonus health) duration and deals double damage over 2 seconds to all enemies hit.
Throwing this in bushes while ganking makes for great damage and slow, it's actually not just good for jungle clears.



Ultimate - Nature's grasp


Range: 3000
Maokai summons a colossal wall of 5 thorny brambles that slowly advances forward, each stopping at the first enemy champion they collide with.
Each thorny bramble deals magic damage and roots for 0.6 - 2.4 (based on distance traveled) seconds.
This is your bread and butter in controlling the teamfight.
Using this in ganks is also pretty good, there's 2 ways of using it.
1. Using it before you go into the lane, as a beginning
-This option is riskier than the second one, but can be very effective if your opponents don't expect it, or have no vision, or are just pushing really hard.

2. Using it when you've already engaged
-This is the safer option, as it doesn't require you to predict anything, just go into a normal gank and use your ultimate once you're close to immobilize your enemies.




That would be it for the abilities part, I'll talk some more about the combos in the Unique skills chapter.
Also you can look at the abilities in action here.


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Runes (reforged)

Primary tree (get it, because Maokai is a tree)

- Because Maokai is a tank duh... It has the best options for competitive builds on him, such as mine! It allows him to utilize on his kit and, in my mind, this is the best primary tree for him. Resolve is the primary rune tree because he can be tanky whilst also protecting his team, I mean, that's how I play him anyways. So if you're going to play him my way, this is definitely the best tree by far.





Aftershock

- Such a good and interesting new keystone, buffs your defensive stats while also dealing decent damage!
This is, in my mind, the best one since Maokai doesn't have that much damage in early ganks, so this helps out tremendously by enlarging his damage by quite a lot, it activates just after you use Twisted Advance, so stay near your foes if you want this to deal damage to them! Doesn't effect minions, so keep that in mind!
It's damage is amplified by how tanky you get, so it's the perfect keystone rune for a tank like Maokai.



Font of life

- Here you don't have much of a choice since you're not going to be split pushing much, that means you don't really need Demolish , but Unflinching is an interesting pick because what it does is it gives you tenacity after using a summoner spell. Pretty cool while ganking any ranged champion with Crowd control in their kit, since the crowd control is going to last less if you don't dodge it! But my pick here is Font of Life because it's pretty easy to trigger, just hit your Sapling Toss and you should be good.



Conditioning

- This is my pick because the other 2 runes in this choice are more lane oriented and they are made so you can counter champions with specific types of damage, so Conditioning is really decent because in the late game you get that 5% which is, if you have 200 armor +10 bonus armor, which is not bad, you would agree!



Revitalize

- Revitalize is my pick here because it increases your healing and shields. It helps with your jungle clears if you're low on health, helps you survive teamfights better late game and is very good if you build Locket of the Iron Solari into Gargoyle Stoneplate, so the shield is hella big my boi.



Secondary tree - Inspiration

- This is your secondary tree because, in my thought, it's the best choice. You could go for Sorcery, but that tree doesn't have nearly as good choices compared to Inspiration. The only thing I can think of that can be useful for Maokai if Sorcery is the secondary tree, is The Ultimate Hat, That's about it. Precision is too damage dealing oriented, Ghost Poro from Domination is kinda cool, also Ingenious Hunter can in some builds be viable, but Inspiration is definitely the way to go.



Approach velocity

- This rune is going to be pretty useful if you hit your Sapling Toss, as it gives bonus movement speed while approaching enemies with impaired movement! If you have no boot, or you're ganking very early, this is going to be quite useful.



Perfect timing

- This is more of a gold gain item, since it literally gives you 300 gold, and helps you upgrade into Gargoyle Stoneplate more quickly, you're probably gonna be buying it anyways. It's good for those clutch survives, such as some death threatening ultimates (keep in mind, can be used to cencel projectiles, even point and click ones, to negate all damage, if timed right, can be used to dodge skillshots, but even lock on abilites like Karthus's ultimate - Requiem).

Discussing other rune options


- This rune is not the best, just because in the jungle you can't trigger it. If you could however, it would probably be the second best rune, as you're anyways attacking all the time in the jungle, so every 4 seconds, this would trigger. But last season, sometimes I made mistakes and took the wrong mastery page when playing Maokai jungle, and that one included Grasp of the Undying. I usually won those games (kinda got lucky with the teams tbh), but would not encourage taking this rune, it's not really the best one you can get, because of reasons that I wrote above!



- Sometimes I just don't feel this one to be honest, it was made for tanky supports, which would be great on Maokai support, but not so much on jungle. Maybe if you have a duo partner that's pro and you believe in him, you should be going for the last build on the list (the build where you rely on your carry a lot) and take this mastery, but that's not the best if you're going solo, or if your duo partner is not as good (or playing a tank or a support).



- Somewhat of an interesting rune as I've already mentioned, can actually be good against teams with a lot of crowd control. But honestly Font of Life is a lot better, and I've already explained why. I like to think of this rune as something that a squishy carry would take on secondary tree, if they're going for Resolve.



- This rune is better on toplane Maokai, as you're going to be in a lane more than just going to a lane for a little while for a gank (that's what you're supposed to be doing in jungle Maokai) but if your play style matches going for towers more often than not, why not try this out! Tell me the results, so I can speak from experience (actually, your experience, still xp tho).



- This rune is quite lane oriented, also matchup oriented. It's pretty good sometimes though, if you have a hard lane. But we're talking about jungle Maokai here, this rune just doesn't cut it, since it has an effect that's basicly Conditioning only for 3 seconds, adds only armor! That's not good. Again in a matchup where it's important not to die early, like Maokai vs Fiora on top, this could actually save your life. But that's toplane Maokai. Can actually increase your armor in the jungle, after Sap Magic activates, but that's basically nothing early game.



- Same like Iron Skin, but against mages. Also not very good, since the game isn't going to be ruined in 10 minutes, which makes this rune sort of bad. Again outmatched by Conditioning for the same reasons like it outmatches Iron Skin.



- Not an actually a bad rune choice, would recommend going for this if the enemy team has a more magic damage based team. Not half bad though, but in my mind the heal increase from Revitalize is just outright better. Let me just get the math for this. I guess this could be good in late game, after you've died around 400 minions, that's 10% more health, which in late game could be an entire Giant's Belt. I guess the bonus from Gargoyle Stoneplate would be better too, it's a good rune. That's good. Try both out and tell me what feels better for you!



- Again, a more lane oriented rune, good in lane though, Maokai doesn't need in however, Revitalize outmatches that in toplane, since Maokai has his passive heal. Again, you're not going to be using this in the jungle, since it usually can't trigger at all, unless you're getting counter jungled. I'm looking at you Shaco.



Secondary tree discussion



- The only rune that Maokai can use in the secondary tree is Overheal, and even that one isn't very good. The other ones are pretty good for let's say Yasuo, but not that much for any tank. Tenacity is cool ( Legend: Tenacity), but you can get that from your Mercury's Treads, which is more than enough to be honest. The third row is about dealing more damage, that's what you don't really need, you're a tank after all, these are good on champions that are good at dealing consistent damage, but on Maokai not so much




- None of these appeal to me that much, but the item CDR thing ( Ingenious Hunter) is kind of cool. Again, the Domination tree is more about dealing damage, not really about anything Maokai could use. But those he could utilize on are Sudden Impact, because of his Twisted Advance, that's if you're going for a more aggressive play style, not in my town though. If you're looking to be even more aggressive you can take Ghost Poro or Zombie Ward, so you don't have to buy Tracker's Knife. That's about it for the Domination tree, since it's not the best choice, but does have some interesting rune choices. If you want to try this, do it and tell me the results, I really want to know how it turns out!



- This tree is the second best tree for Maokai since it has a bunch to do with his abilities, as he uses them a lot, it's a pretty good tree. Nullifying Orb is good against a team that's based completely or mostly on magic damage, works like Hexdrinker (or Maw of Malmortius) but you don't have to actually buy the item. Manaflow Band could be taken if you're not going blue first, I mean, I don't seem to need it, it's better in lane since Hunter's Talisman does all the mana regeneration you need in the jungle, but it's a solid pick if you're a beginner and don't know how to manage your mana properly. The Ultimate Hat could actually be good if you're planning on ganking more. After level 6, you can use this utilize on this rune by spamming your ultimate and trying to gank as much as possible. In the end, it might pay off, as you'll be more than ready for every teamfight incoming. The second part of the Sorcery tree doesn't really have much to offer to Maokai, but the Transcendence rune is alright, but I don't think the extra Cooldown reduction is needed. The third row of Sorcery doesn't have much to give either, apart from Gathering Storm, which could be useful if the game drags on for way too long. I guess 48 Ability power isn't so bad (that's how much you get after the 30th minute mark), since most games will be longer than 30 minutes (in my experience at least).



- Best secondary tree for Maokai, he can utilize very well on it. It has very interesting additions to his kit and most of them can be very useful. As I've already talked about Perfect Timing and Approach Velocity, I won't be mentioning them here. The rune's I wanted to mention here are, going from the first row, Hextech Flashtraption. This rune can be very useful when you're trying to surprise gank but there's no plant that makes you jump over a wall, i forgot its name. Also very good when spotting an enemy on your side of the jungle early, but you've already wasted your Flash and can't escape, but have just enough time for using your Hextech Flashtraption. Could be a good pick in matchups against junglers that can easily counter-jungle you ( Shaco, Shyvana, Warwick, Master Yi and so on). Magical Footwear is also a pretty good one, it gives you 350 gold (300 gold for the regular boot + 50 gold because every boot upgrade costs 50g less) plus it gives you +10 movement speed on your boot. Seems good, might be better than Approach Velocity but in my mind it's not, since for those 350 gold you're probably not going to buy anything other than the boot early, maybe a Cloth Armor or maybe a Sapphire Crystal (when upgrading into Righteous Glory), so it feels sort of useless. You can't buy a boot before the 10 minute mark, so that's a pretty big handicap, since you have to sacrifice another rune to pick up Approach Velocity, to gank at least a bit more effectively. Celestial Body could be good in some situations, but it generally isn't the best, since you want to go aggressive. This rune is good in case your lanes all have high damage, but I wouldn't sacrifice Approach Velocity or Perfect Timing for this, it gives more survivability, and your sapling will last longer, but the other two runes mentioned above fit my play style. Try this one out and tell me what you think!


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Skill Sequence

Bramble Smash should be maxed first as it has really high base damage as well as the cc is very nice to have it more frequently, it allows you to protect much better and just to have more early damage.
Maxing Sapling Toss second is optional, but I never saw any reason not to, it helps you deal more damage and maxing Twisted Advance just gives it a bit more damage and the root lasts a bit longer, so in my opinion there's no reason to max W second, but you can try it out and tell me your opinions!
So skill sequence should go a little something like this:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Items

Starting items

Starting items should not be much of a choice, since you're not going to attack that much, you're not Shyvana or Master Yi or Warwick, just go with the Hunter's Talisman and you should be okay, since the healing is actually quite good, especially on the Raptor camp!

-If you're going to take the blue sentinel first, I'd advise you go for the 3 Health Potions, since you're going to have to deal with much less damage on the blue side clear. But you can spam your spells more, which is also good.
-However, if you're going red buff first, take the Refillable Potion, since you already have the damage and the sustain to last a while in the jungle, so you don't need that much healing from the potions. Also raptors are going to heal you a lot because of the Hunter's Talisman you bought, I hope you did!

Eh, probably the worst choice out of the 3, since you're not going to be dueling people much, this is good on champions like Master Yi or Shyvana, but on Maokai not so much.

It's decent in situations when your laners don't have much Crowd control, so you can have more range, and a more reliable slow (since it's a point and click), also triggers your Approach Velocity rune, which is also pretty good.

In my mind, the best choice, it gives you the ability to rush Sweeping Lens, that gives you more map and vision control, since you don't need the Warding Totem anymore, because you have wards implemented into your jungle item. Cool for vision, also is green, which looks cool amirite guys ye!




Core items

- This pretty much the most important item, since it goes really well with your Sap Magic, also amplifies your heal if you're in Gargoyle Stoneplate mode, which is honestly an insane heal, if you pick the Revitalize rune, the heal will be even bigger. From my example, I once healed for 1700 Hp, trust me on this little sapling I don't have the footage to support it though.




- Great for engaging, if you're ahead, great for just forcing fights if you have a stronger teamfight, great for generally everything you need early, this could be an early rush if you want to, but it's generally great as a second or a third item as well. Sometimes I sacrifice rushing boot and just go for Righteous Glory, since it's so great early, it can make such a huge impact.




Situational items


- This item is useful if you're up against a very crit oriented team, or just if the enemies have a fed Ad carry, or Yasuo. The stats are pretty decent for its cost and the active of the item can actually be very useful late game, as well as while ganking.




- This item gives mobility (+60 MS) and more damage on hit and also slows its target by 50% for 1 second, which is not much but still can be very useful. Would only recommend to buy this in situations where how well you engage can be the game's deciding factor. If you need an armor item and they have a physical damage oriented team composition, this is a reliable choice.



- A nice item to buy when the enemy team has no % HP based damage abilities, amazing when initiating and also really good when saving your allies. It combo's well with Gargoyle Stoneplate, if you use Gargoyle Stoneplate first and then Locket of the Iron Solari you'll get a shield around 300 health bigger than what you would usually get. Also, this item could go into the core items part of the guide, but I don't know, I just don't feel it. It's really good though, can be considered core!



- You should usually take this item when your opponents have a lot of AOE damage, or just when you don't think that you can protect your team that well in teamfights. So it's a good pick up in a lot of situations. As I've mentioned above, it combo's well with Gargoyle Stoneplate.



- This is when the enemy team possesses some kind of fed Ap carry, or just a team that is oriented around dealing magic damage, for example let's say they have 2 tanks(Jungler and Toplaner are tanks, Malphite+ Amumu that kind of stuff), an Ap midlaner( Katarina, Syndra, you get the point), a marksman ( Vayne, or any other marksman, it doesn't matter much) and a healing support ( Lulu, Nami and so on)
That's when you buy this item! It's also good against champions like Brand, Vladimir, Anivia and so on.



- You purchase this item when your team has a carry that is quite good, and if you think he can carry, buy this and protect him as much as you can so you can provide your team the win by just being this wall in front of him, or beside him! Would recommend binding to a Marksman but if, in your opinion, someone has a higher potential of carrying the game that's also an option!



- This is quite good in team compositions where you have a lot of magic damage. It boosts the damage of your spells that deal magic damage by 10%, which is amazing in teamfights where you have a fed, let's say Katarina. Her ultimate ability, with you standing near the enemies that she's hitting with it, makes for a great deal of damage. Same strategies can apply for Orianna's Command: Shockwave, Galio's Hero's Entrance and many more. This item is quite useful in those Area of effect spells, as I've mentioned above.



- I usually don't buy this item, honestly I don't really know why, since it's actually quite good. Has a passive same as Randuin's Omen, but the other passive is quite effective against a fed Marksman, or even someone that's based on auto-attacking. Bramble Vest by itself is very nice early if you're having trouble staying alive but don't have the time to buy the entire item, this could be a rush against some team compositions. It is usually purchased against an enemy team who's entire damage is based on auto-attacking ( Irelia, Yasuo, Shyvana, Vayne, you get the point).


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Builds explained

Build 1: Aka, the most reliable build!



Cost: 14450
- So this is a pretty standard build for Maokai, gives him good resistance stats while also having 3 great active items! ( Righteous Glory, Randuin's Omen and Gargoyle Stoneplate). Does well against all kinds of team compositions, but is a bit costly, so watch out for that! I mean, you'll get your core items and you'll be fine, after buying Tracker's Knife - Cinderhulk, Righteous Glory and Spirit Visage, you'll do just okay and you'll be pretty tanky! If you're not familiar with what kind of damage the opponents mostly deal, buy this, I'm sure you can't go wrong. If you don't think you're tanky enough, or if you feel your enemies are dealing a bit too much magic damage to you, then switch up Randuin's Omen with something like Adaptive Helm, or Abyssal Mask, that should do about the same job, and they're also the same cost ( Adaptive Helm is actually cheaper by 100 gold, so you can try that if you're in a hurry).

Build 2: Aka, pls die marksman



Cost: 14550
- This build is quite oriented on dealing against a full ad team, so in other cases this shouldn't be your best path. It's quite effective in being able to reduce that damage to almost nothing, as the damage reduction on the armor part is roughly 75%, which is going to be enough to tank a bunch of physical damage, but not so much magic damage as your magic resist is quite low in this build. Playing against Yasuo, Vayne, or really any completely physical damage based team comp, this build should be a great deal of help!

Build number 3: Aka, end yourself puny mage!



Cost: 14300
- As it would seem, this build is for playing against a very, or completely magic damage based team composition. 300 magic resist is quite a lot and trust me, it's enough to survive burst damage from any champion there is. Adaptive Helm helps with surviving those abilities that deal consistent damage ( Brand's Pyroclasm or Teemo's Noxious Trap). What is also good about this build is it can protect your team against Area of effect spells, using Locket of the Iron Solari. When used at just the right moment, it can actually negate insane amounts of damage. It's a good pickup in situations when the enemy team has for example Ziggs, Orianna, Lissandra or Kennen. There are more AOE mages so if I would try to name them all it would take a while, so these are just examples so you get the point!

Build numero 4: Aka, yeah I rushed that!



Cost: 14850
- Build number 4 is all about getting ahead and forcing fights when you have the advantage. Be it your team has stronger early game champions and you're looking to end as early as possible(let's say you have Pantheon in your team, or maybe Renekton or Irelia), maybe you have a killer teamfight, this build is all about that sweet sweet force. Righteous Glory serves that purpose quite well, as the active part of the item is amazing while engaging. It's quite effective at picking out enemy carries if they make the mistake of staying even near you or just being a tiny bit exposed. The trick is to know when to engage and that is when you see that the enemy carry or squishy is near enough that you can use Righteous Glory -> Flash and then Twisted Advance into them to start it all off. It's a bit more expensive than the regular Maokai build, but you're looking to end the game as early as possible, so you're probably not going to get to those last 2 items, if you play this right.

Build 5: I'll protect you with all my might!



Cost: 13400
- This build should be the way when your team is completely failing, but your carry seems to be the only hope, so you need to be protecting him with all of your abilities and your active items. Knight's Vow is excellent as a rush in most of these matches, but you could go for Locket of the Iron Solari after the jungle item too, if you want to feel more protective. Also using Gargoyle Stoneplate and then using Locket of the Iron Solari is a great deal of shield for your team (I know I've already mentioned this, but let's do it this one more time, just to make clear why). The stats in this build are not bad at all too, they'll provide everything you need to be a good protector and survive fights. In my experience, I've tried going for Redemption instead of Randuin's Omen and it has worked out quite well most of the time. It does cut the armor part though, so keep that in mind, Redemption gives less survivability, but has an active part that can be quite helpful in teamfights, more helpful than the active part of Randuin's Omen. If you have a duo partner, and his support doesn't actually pick a support but rather wants to go for Zyra, Brand or Malzahar, then this build would be helpful, as Brand isn't going to build Knight's Vow or Locket of the Iron Solari.


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Creeping / Jungling

Stack your Sapling Toss at the buff where your bot lane is going and you won't need to smite it.
Begin the stacking at 1:00 and u should get 3 saplings. Remember to put them in the bush as they do double the damage when placed in a bush.
If you're starting at the Blue sentinel , take everything on your side of the jungle, that'll give you level 4 and good gank potential with the red buff, because of the slow and higher damage.
If you're starting at the Red buff, you should go get the raptors next, then go for the rest of the blue side.
Here's the map for better information and it looks way cooler than stupid words!Red is for ganking routes, it seemed helpful to add.
Also, which is really good is this guy explained a lot of the important aspects of being on blue/red side, so I'll leave this here if anyone wants to take a look!

Interesting ganks you can do!



- This is an option when the enemy laner has no escape, or has used their flash. This is what you can do when your laner is also past 6 and can do a lot of damage in a short amount of time. Best coordinated when it's your duo partner, but could be done well in higher elo due to people paying attention to pings. Basically you start of with your ult and then walk into the tower where your opponent is. Twisted Advance onto them and use all of your crowd control, which will be enough for your midlaner to come in and do his damage.


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Team Work

Maokai is a special lad. In teamfights, he protecc, he attacc, he can do everything (but he can't deal much damage with this build, so if you're going for that, nah, impossible.... however sometimes, in some games, you might surprise yourself by how much damage you've dealt, I'm going to answer that, it's because Maokai has a lot of AOE and he has high base damage on his abilities, that's why).







- This is the basic initiating "combo", it's more of an order in which you use these abilities, and an item. Righteous Glory helps so much when initiating, it's just unbelievable how good this item can get. This is the most simple combo out of them all, so it's generally if your ultimate is on cooldown. It's good for catching off enemies that are of great importance (such as enemy carries, who are fed). You can do this and then your team follows up. Watch out not to wander off without your team though, communication is important when using this, so be careful and ping to your team that you're going in, before you go in, just so they know and can be ready to go in as well.














- So, in this situation the enemy team is doing an objective, or they're grouped somewhere and don't expect you coming up to them. This way, your ultimate's crowd control can be used to its maximum potential. It takes time to learn about positioning of the enemies, but when you do, you'll be able to hit Nature's Grasp more easily. You can use it after going in, that's if you want to make sure your crowd control is chained onto an important target, but in this case, you're trying to root the entire enemy team. Even if you burn an opponents Flash, it's still good, since the cooldown of Nature's Grasp is much smaller than the cooldown of Flash. It's great when the enemy team is fighting Baron, or Dragon. This makes sure they're all going to stay in place just in time for your team to follow up and make their move. You can use Flash in this case too, to jump over a wall. Flash can also be used as a surprise by locking onto an enemy and making sure they get hit by Nature's Grasp.






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A recommendation for a team composition

Picks & Bans
team 1
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team 2
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Unique Skills

- Not many people know about this, if timed at just the right moment, this ability can stop any movement action that isn't Cataclysm, Unstoppable Force, Assault and Battery, Unstoppable Onslaught, Onslaught of Shadows and some more, but that would be crazy to put them all here, I'll leave some things for you to discover yourself! So, things like Jarvan IV's Demacian Standard + Dragon Strike combo can be stopped, things like Lee Sin's second cast of Sonic Wave, things like Zac's Elastic Slingshot, Riven's third cast of Broken Wings (the crowd control can actually be negated if Riven casts it and then midway you just use your Bramble Smash, it's hard to time but mastering this is what makes a Maokai player a good Maokai player), some more include Gragas' Body Slam, Ornn's Searing Charge and many more!



- This ability can be used to follow up on every dash, Flash, even longer things, such as an Elastic Slingshot. This video pretty much does all the work for me, so here you go, enjoy!
Here's the link, I can't post the
full video player here, since it ruins the columns, but if anyone's reading, here it is!
These videos are also useful ~
Maokai follows Draven to base
Maokai follows Taliyah when she uses her Weaver's wall
Maokai with Twisted fate ultimate and Thresh's Death sentence
Maokai follows a Warwick using his ult


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Some interesting ideas

Garen with Unflinching, Courage, Mercury's Treads and Legend: Tenacity = 20 % + 60% + 30 % + 20% = 130% tenacity
Same can be done with other champs, but they just get 70%, it's still okay.




Kleptomancy Yasuo, vs melee champs it's an amazing adventure!


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Update notes

Created: Season 5
- November 6th 2017 - Huge update to the item, rune and overall style
- November 8th 2017 - Runes reforged added
- November 9th 2017 - Style points added - as in it looks prettier
- November 12th 2017 - Build paths explained section added
- November 13th 2017 - Item and rune sections look neat, like I put some actual coding work into them!
- November 14th 2017 - Minor tweaks and expending the sections by a few sentences
- November 15th 2017 - Summoner spells section added (not the biggest section ever but it's good to have), also added the subsection of the runes reforged part - discussing other rune options (that seemed helpful to add)
- November 16th to December 2nd - Some minor tweaks, Some interesting ideas added - You can also submit your suggestions, I'll be happy to include them here! Teamwork section updated.
- December 6th - Matchup part updated