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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Sap Magic (PASSIVE)
Maokai Passive Ability
Introduction

Welcome to my new and revamped Season 4 Maokai guide. With changes to the jungle, changes to items and the new trinket/vision system, I thought this was a good time to get a "proper" jungling Maokai guide out there.

Maokai's Strengths
Maokai has two very strong areas of the game. Early game ganks, when most champions don't have an escape spell, or a long cooldown on it, and endgame where his initiations can win games along with the 20% damage swing from his ult.
Assassins pose a lot less of a threat due to your ult negating 20% of their burst and turning it back on them.
On top of that, he has 3 AoE skills for a lot of spread out damage, as well as a decent length snare to hold down jumpy champions.
Maokai's Weaknesses
With long-ish cooldowns and no passive buffs or innate healing other than a passive, he is easily invaded, and not a strong duelist early on.
Due to his ult being an AoE buff that relies on allies being in it, it makes it very easy to hit his team with things like


On top of that, there's no way to force your allies to use the buff it gives and most people don't know that it's beneficial to them to be in it.

Maokai's passive is entirely for sustain. Your allies' spells, your enemies' spells, and even your own will contribute to the stacks. The range for generating stacks is fairly large and you don't even have to see the person casting the spells to gain stacks. This can be used to check large buffs and objectives like Dragon without actually having to alert the enemy team to your presence with a ward or other skill.

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Arcane SmashSkill 1: Arcane SmashA low cooldown skillshot that both slows and knocks people up. The knockup only occurs if they are within auto-attack range, but the slow occurs regardless. |
A strong AoE skill to both aid in your jungle clearing as well as provide disruption in teamfights. It's also fairly powerful for damage thanks to its low cooldown and the AoE it provides in fights.

![]() Skill 2: Twisted AdvanceA targeted dash that snares the target upon arrival. You're untargetable during the duration of the dash, but projectiles in flight will still hit you. |
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A strong ganking tool, while also being a situational defensive tool. Escaping to jungle minions or using it to dodge non-targeted spells during the travel time makes this very powerful if used right.

A strong skill for the jungle, giving you a lot of vision if used correctly. Can be thrown into a bush to guarantee a targeted CC skill hitting, into a pit to get times on a buff, or simply to check for counter-ganks. A very nice one point wonder for the jungle.

Maokai's ult is highly underrated due to it not really looking like it does anything. It's strength however lies in making a damage swing for your team, as well as providing a little of its own. And, with its low cooldown, it can be used almost every teamfight.

Why do we max in this order?
Simple, it gives us the most utility over the course of a game.
Let me lay it out for you. At level 1, we have saplings so we can clear blue buff quickly and easily by stacking them before the buff spawns. More on that in the Jungle Route section.
More points in Arcane smash will increase the damage and slow, without increasing the mana cost. Making both our jungle farming and ganking better.
But if we wanted better ganks, wouldn't we just put more points in
Twisted Advance?
Well, yes and no. While it does improve your ganks, since it increases the root time, it's single target damage, which means your jungle farming is slower. It's also less damage per point than Arcane smash, as well as the mana cost increasing, with more than double the cooldown of Arcane smash.
Now,


Runes







Marks
![]() and![]() |
Now, we have this... slightly odd setup that is just defensive runes. 2 Armor marks and 7 Magic Resist mark. Why this instead of the slightly faster ![]() ![]() |

Seals
Straight armor. You wouldn't survive in the jungle very long without them. They also help against all physical attacks during ganks and late game. A must-have. |
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Glyphs
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These are more free choice. Another decent option is ![]() |

Quintessences

Quintessences are, again, completely free choice. Movement speed, however is far more useful than most other runes you could put in this slot since you can't actually buy the stat anywhere other than with boots, or certain mid-endgame items which aren't that great for Maokai.








The only reason I say it's less effective in battle is because it's, as far as I know, a constantly ticking 5 second timer that you can't see. Therefore, you can't gauge when you're going to get the heal, however it's fairly good.
The utility tree is... well it's just that. It's utility. Other than







Due to where we are in the utility tree, we can chose to either pick up





Maokai's initial clear is as frail as a budding sapling. Following this initial runthrough will get you past the harsh winters to assure you will rise in the spring.
![]() ![]() ![]() ![]() |
B |
Maokai's first clear, and arguably the second, is very blue reliant. He's also fairly slow at buff camps unless you have smite since his single target damage is fairly low. Maokai is also weaker in that he needs setup time, similar to ![]() ![]() |

Killing a small camp is very simple. Throw a sapling where it will hit most of them, smash the ground and punch things to death. The difference between going to the wolf and wraith camp is very small. Wolves give both more EXP and more money, but going to Wraiths will give you more vision and reaction time if they try to invade on your red buff. In the end, it's entirely up to you. This camp can be skipped if you feel like your Red Buff is in danger. Finish your choice and move there. |
S |
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R |
Similar to taking Blue Buff, but without any of the setup, and one more skill. You'll want to be throwing saplings and using arcane smash whenever available. If you're worried about an invade still, throwing a sapling into the bush behind the buff, and close to the objective pit, will give you vision of most entry paths, assuming you pulled the red buff into the bush just outside its little cave. Finish it quickly, using smite, and move on to your next task. |

Splitting of the roots
At this point, you can go one of two ways. Put a point in arcane smash and continue jungling to level 4, or put a point into

Arcane Smash![]() |
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You're on your final few camps before level 4. Drop wards in places the enemy jungler is likely to gank from, or sapling them for slightly less permanent wards, and finish taking the camps. Double golems and then wraiths will get you level 4, but you can also take the wolves if you'd prefer to be closer to top lane. However, it is less safe being further away from friendly turrets and other escapes. |
S |
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Subsequent clears |
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Now, after your first clear, you're still fairly slow, even with




Also, due to not having an unconditional dash, like


When you gank, it's not as simple as


Your gank paths are fairly simple. For top and bottom, running out from the river is by far the simplest and easiest. Or, coming from the tri-bush that's not behind a tower. Otherwise, running through the lane into the bushes works well too.
Mid lane is a little more complex, with up to 8 gank paths. The most dangerous one is from behind their turret, since that puts you at a serious risk of landing under their turret after






Maokai's itemization is very strong, will all tank stats being good on him, as well as scaling fairly well with AP, having a total 1.9 flat AP ratio, and one that increases his percent health damage. More HP increases the heal from



Starting Items





A fairly standard jungler's start. Nothing special here.

Hunter's Machete Upgrades
With the 4.11 patch, it's introduced a new item for Maokai. The



However, if you want to do more damage in general, there's the old fallback of



What to build first?
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A lot of Maokai's strengths in the jungle is being able to react to his opponents. Either through vision from








What do we build for mid and end game?
By this point, you probably have a decent armor item,



What if I don't know what armor items to build?
Fear not, Maokai's armor itemization is amazing. If auto-attackers are a bit too strong, both






Well actually I'm just looking for a big health item!
Well first off, you should never just get straight health. It's not a huge "time spent alive" increaser. Secondly, if you still want it,




Tier 2 boot choices
With the changes to

As always, we have

Coming up as a good second choice are



Bringing up the rear for boot choices is


New to Season 4 are trinkets. Free vision changing items that bring a lot of impact to the jungle role. Here's how to pick the right one for your needs.
Basic Trinket
![]() Warding TotemA balanced trinket for all your needs. Protects your jungle from invades, protects your laner from ganks, gives you minor freedom to counterjungle. Almost no reason to not pick it up unless you're going for a different trinket. |
![]() Sweeping LensA much more active trinket. Eliminates vision on the map by disabling and revealing ![]() ![]() |
![]() Scrying OrbA short range, smaller version of ![]() |

Level 9 Trinkets
![]() Greater TotemA longer duration ward than the ![]() |
![]() Greater LensA slightly larger area of revealing and deactivating. Still useful in taking out wards at objectives or disabling them when you're trying to gank. A must have if the opponent is ![]() ![]() |
![]() Greater OrbAnother slightly improved version of the base trinket. While it's still the same cooldown, it has a slightly larger cast range, but still keeps the reveal duration of one second. Still no reason to take it over the others. |

Paid Trinkets
![]() ![]() Greater Stealth/Vision TotemA full version of a ward for a small price. With a lower cooldown than its duration for the normal ward, you're allowed to move it occasionally as you see fit. The ![]() |
![]() Oracle's LensA very useful endgame trinket for controlling a large area. While revealing and disabling traps in an area the same size of the last one, it also gives you, on activation, true sight for 10 seconds. Allowing you to see stealth units. |
![]() Farsight OrbAnother small improvement over its previous iteration. Larger cast range as well as a shorter cooldown. There's still not a large reason to talk it over the other two since the others are generally more useful. |

Now that I've explained the differences between the trinkets, let me explain what to be taking and when.

- They have a strong invader such as
Lee Sin or
Udyr.
- They have a strong or mobile ganker like
Lee Sin.
- You're going to counterjungle a buff and need vision on their small camps.

- You need small area vision control.
- Stealth champions are eluding you far too often
- You need to bait someone out by denying a ward's vision.
But when are the
Scrying Orb and its upgrades useful?
It's useful when you need a long range facecheck. And when I say "long range," I mean outranging



Initiates


If you're initiating, your key skill is




Using


Peeling for the team
Arcane smash

Once the teamfight starts, you're on two timers. Win or disengage the teamfight before your mana runs out, and win the teamfight before your carries die. Peeling is fairly simple as Maokai though.



Counter Initiating
Arcane smash


Maokai's counter initiates are almost as strong as his initiates, especially since they're always going to be in your



This now being my third Maokai guide, and my first guide in a long time, thanks to you for reading.
Thanks to jhoijhoi for making the dividers and chapter headers, as well as motivating me to write this.

December 8th, 2013: Guide released after a long time writing and rewriting as well as simply putting off writing.
December 8th, 2013, later that same day: Minor fixes. Changed rune section to be more appealing and take up less space. Changed masteries after Psiguard pointed out how I was wrong on some.
December 27th, 2013: Updated the jungle items section due to

January 12th, 2014: Small changes to the pros of


January 15th, 2014: Removed the comparison of


July 2nd, 2014: Re-wrote large sections due to the addition of

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