Not Updated For Current Season
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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Teleport
Heal
Ability Order
Sap Magic (PASSIVE)
Maokai Passive Ability
Introduction

In reading this guide, I will explain the five different builds and how to use each effectively in the way that your team requires to succeed.
Overview
My first build is for the role that Maokai is most commonly put into, and that is as an incredibly strong, offensive true tank. The second build is only to be used when your team already has enough damage, and will demonstrate how to use Maokai as a pure support/auramancer tank. *This Build #2 will not allow you to do much damage, but this can be a very good thing, especially if your team is in need of both the tank and support champion roles. The third and fourth builds are a little less common, but trust me when I say they are just as effective. The third build is for a strong off-tank/AP build, and the fourth being your good old fashioned AP nuker (yes, it is possible for Maokai, and I will prove it).
Lastly, I have added a jungle build! With the jungle changes in mind, Maokai has become a Tier 1 jungler, one of the best in the game! I will show you guys how it's done in further sections!
For each section of this guide, I will have information for each build. So, if you are trying out, say, build #3 and you would like rune information, just go down to the rune section, and go straight to the subsection called build #3!
Please try these builds out for yourself before rating, and as a little proof/incentive, here are some match histories of my last three games.
Build #1:

Build #2:

Build #4:

Finally, here is a list of common abbreviations that I will use in this build:
AA - Auto Attack
AD - Attack Damage
AP - Ability Power
ArPen - Armor Penetration
CC - Crowd Control
CDR - Cooldown Reduction
DPS - Damage Per Second (champions)
Exp - Experience
GP10 - Gold per 10 sec
KS - Kill Steal (NEVER DO IT)
MP - Magic Penetration
MP5 - Mana Per 5 sec
MR - Magic Resist
Quints - Quintessences (runes)
As of now, I will be beginning a change log! Starting with the small things, you guys can see how this guide has evolved and is evolving!
05/12/2012 - Altered the skill sequence on jungle Maokai build. I've discovered that maxing his Arcane Smash first really helps his team in ganks, maxing out that slow to really hold down your opponents for a longer period of time.
05/12/2012 - Altered the skill sequence on jungle Maokai build. I've discovered that maxing his Arcane Smash first really helps his team in ganks, maxing out that slow to really hold down your opponents for a longer period of time.
Pros
Cons
-
Can take one heck of a beating
Amazing pusher/farmer
Can play any AP role that your team could ever need, from tank to nuker
Has great protection for teammates
Easy initiator
Saplings are a free 35 second ward
Fantastic CC and ganking opportunities
Cons
-
Very slow movement speed
Need to learn to aim saplings
Sapling AI sometimes prefers minions to champs
Long cooldowns
Few escapes if you're in trouble
In this section, I will discuss your overall role that you play for your team for each build. I have come to find that many tanks or just many players in general struggle to figure out exactly what it is that they are supposed to bring to the table, and even fewer players know what the other member on their team are supposed to be doing, so here is a little general tank, off-tank and nuker insight for all of you here!
For our first, and most common build, we are aiming to be an unkillable offensive tank. Now then, I notice that many people tend to take that as "be offensive, get kills, then tank for your team." This makes me cry a little bit. As the true tank, YOU ARE TO AVOID GETTING KILLS IF THERE IS A SINGLE OTHER TEAMMATE IN THE AREA THAT COULD GET IT, AT ALL COSTS. Now you may be asking yourself, "CrestingLight, what am I there for then?" Well my beautiful, beefy little minions, I will tell you. You are there to win the game. I know that sometimes this role can be difficult to focus on, especially if you have teammates that are frustrated or don't get along, but we must focus in order to win.
Your job as the offensive true tank is to spoon feed your DPS, defend your turrets, and to protect your DPS's at all times. As for the first, this part should be easy. With your
Clarity at hand, you should be able to continually poke at your enemies without risking your partner's health bar. Once all of your partner's abilities are off cooldown, you can go in for the kill. Be sure to ping your target when you are ready, and use your
Twisted Advance then your Arcane Smash to hold your enemies down. Do everything you can here to NOT GET THE KILL. A fed tank is useless to your team, but there's nothing like a fed AD or AP Carry to terrify and disorganize your opponents.
Next, we want to protect our turrets, and this is where
Teleport comes in handy. This is why we need to always make sure that our Teleport is always ready when we need it. Do not use this summoner spell to simply get back into your own lane. You will find that it doesn't make much of a difference in experience, and should your teammates lose a battle and their turret get pushed, you will be of no use to them whatsoever. Save it for when your team or turrets are in trouble.
Lastly, this is probably most important. You exist to die for your teammates. It is unfortunate, but true. If you see that your carry is being chased by three opponents, it is your job to use
Twisted Advance to tie down the closest one, and take their agro so that your DPS does not die. It isn't a big deal for us if we die, but it's huge for them if they do, because they depend on kills and time in lane for their exp and farm. Never leave a teammate to die when it could be you instead.
In an ideal world, your end game score would look like this: 0/0/30
(However, always remember that deaths are inevitable! Even if you go 0/20/40, if you did it for your teammates, they will stay fed and be powerful enough to push for the win!)
Now for this build, we only use it when our team already has a ton of DPS, and they are in need of support. Let's say for instance that you already have a team of
Vayne,
Akali,
Annie, and
Tryndamere. We know for a fact that this team is going to do plenty of damage, and they probably won't need much harassing in order to get their kills. However, they are all very squishy and will need protection and assistance in order to survive. You are here to be a buff for them, and to be so tanky that you essentially cannot be killed. With all of the damage on your team, your teammates should be able to wipe their entire team before you are at half health. Save them every time they get into trouble and your team will be unstoppable.
Ideal end game score: 0/0/30
(However, always remember that deaths are inevitable! Even if you go 0/20/40, if you did it for your teammates, they will stay fed and be powerful enough to push for the win!)
For this off-tank build, we are going for more offense while still being tanky enough to protect our teammates when they are in trouble. When building off-tank/AP Maokai, it is okay to get kills for yourself, but remember, it is still not as important as feeding your carry. This build is especially effective for shy teammates who are unaggressive. You can poke and do lots of damage, then hold your opponent down for a strong assist to your carry. For this build, we are depending a little more on kills for our gold, but that doesn't mean you should become shy or fearful. You are there to be the strength for your team, and to rush in when they are too scared to. Your damage will be a real asset to your team, and you will provide yet another wall (after your true tank) that the enemy will have to get through before reaching your squishy DPS teammates. This build is all about balance, so if you see that you are doing too much damage, and not strong enough, build more tanky items, and vice versa.
Ideal end game score: 6/0/25
For this build, we are a little bit more simple. We are here to kill things. When going with this build, we can afford to be a little more selfish, and stop worrying about supporting or protecting our teammates. As we will be most likely stacking, we are really going to want to get in there, throw our bombs and tie our enemies down. Don't forget, with how much AP we have, our ultimate alone can score us a pentakill, so use accordingly! Once the other team has been torn through like tissue paper, we let our AD carries run in to nab a few turrets, and push for the win!
Ideal end game score: 35/0/X (assists are never bad).
As the jungler, it is your job to do quite a few things within the team. The first of which, is to gank for your teammates. This means that while you have buffs active (and even when you don't), you need to be getting out into lanes and locking down the enemy so that your teammates can get some kills. This means that you are really a support type for your allies, granting them vision of the board through Sight Wards and
Vision Wards, and ensuring that your lanes are doing the best that they can.
Another role that you will have for your team is that of a support tank. You are going to be initiating team fights, protecting your teammates when they are in trouble, and in general buffing your teammates (or debuffing the enemy). This means that you will really need to pay attention to the map, have a lot of map awareness, and really be willing to be selfless for your teammates, spending $500 on wards this trip back that you could be spending on a
Glacial Shroud or an item that goes into your build. If you are not willing to be selfless for your team, do not play a jungler, and do not play Maokai!
Now that you understand the role that you will play for your team, let's move on to Runes!
Build #1
For our first, and most common build, we are aiming to be an unkillable offensive tank. Now then, I notice that many people tend to take that as "be offensive, get kills, then tank for your team." This makes me cry a little bit. As the true tank, YOU ARE TO AVOID GETTING KILLS IF THERE IS A SINGLE OTHER TEAMMATE IN THE AREA THAT COULD GET IT, AT ALL COSTS. Now you may be asking yourself, "CrestingLight, what am I there for then?" Well my beautiful, beefy little minions, I will tell you. You are there to win the game. I know that sometimes this role can be difficult to focus on, especially if you have teammates that are frustrated or don't get along, but we must focus in order to win.
Your job as the offensive true tank is to spoon feed your DPS, defend your turrets, and to protect your DPS's at all times. As for the first, this part should be easy. With your


Next, we want to protect our turrets, and this is where

Lastly, this is probably most important. You exist to die for your teammates. It is unfortunate, but true. If you see that your carry is being chased by three opponents, it is your job to use

In an ideal world, your end game score would look like this: 0/0/30
(However, always remember that deaths are inevitable! Even if you go 0/20/40, if you did it for your teammates, they will stay fed and be powerful enough to push for the win!)
Build #2
Now for this build, we only use it when our team already has a ton of DPS, and they are in need of support. Let's say for instance that you already have a team of




Ideal end game score: 0/0/30
(However, always remember that deaths are inevitable! Even if you go 0/20/40, if you did it for your teammates, they will stay fed and be powerful enough to push for the win!)
Build #3
For this off-tank build, we are going for more offense while still being tanky enough to protect our teammates when they are in trouble. When building off-tank/AP Maokai, it is okay to get kills for yourself, but remember, it is still not as important as feeding your carry. This build is especially effective for shy teammates who are unaggressive. You can poke and do lots of damage, then hold your opponent down for a strong assist to your carry. For this build, we are depending a little more on kills for our gold, but that doesn't mean you should become shy or fearful. You are there to be the strength for your team, and to rush in when they are too scared to. Your damage will be a real asset to your team, and you will provide yet another wall (after your true tank) that the enemy will have to get through before reaching your squishy DPS teammates. This build is all about balance, so if you see that you are doing too much damage, and not strong enough, build more tanky items, and vice versa.
Ideal end game score: 6/0/25
Build #4
For this build, we are a little bit more simple. We are here to kill things. When going with this build, we can afford to be a little more selfish, and stop worrying about supporting or protecting our teammates. As we will be most likely stacking, we are really going to want to get in there, throw our bombs and tie our enemies down. Don't forget, with how much AP we have, our ultimate alone can score us a pentakill, so use accordingly! Once the other team has been torn through like tissue paper, we let our AD carries run in to nab a few turrets, and push for the win!
Ideal end game score: 35/0/X (assists are never bad).
Build #5
As the jungler, it is your job to do quite a few things within the team. The first of which, is to gank for your teammates. This means that while you have buffs active (and even when you don't), you need to be getting out into lanes and locking down the enemy so that your teammates can get some kills. This means that you are really a support type for your allies, granting them vision of the board through Sight Wards and

Another role that you will have for your team is that of a support tank. You are going to be initiating team fights, protecting your teammates when they are in trouble, and in general buffing your teammates (or debuffing the enemy). This means that you will really need to pay attention to the map, have a lot of map awareness, and really be willing to be selfless for your teammates, spending $500 on wards this trip back that you could be spending on a

Now that you understand the role that you will play for your team, let's move on to Runes!

Build #1
For this build, we really want a champion that is a true tank, while still being able to harass and assist with the damage so that our DPS can get that kill and get fed. This last part is why we will be starting with

Our



Other Viable Options
Greater Seal of Replenishment - If you still find yourself mana hungry, but aren't taking much damage.


Build #2
In order to most effectively support his teammates, he is required to do some damage, even if it is not the focus of this build. The strength of Maokai's bombs are one of the main aspects that make him so useful to his team. When you are able to throw bombs and that take out a quarter of your enemy's health bar, this makes the entire game so much easier for your laning partner, because they no longer have to risk getting hurt themselves to harass and get the enemy to a "killable" level.
As for the Seals, Glyphs and Quints, the reasons are the same as above:
Our



Other Viable Options
Greater Seal of Replenishment - If you still find yourself mana hungry, but aren't taking much damage.


Build #3
For this build, we are looking for a good balance of AP damage and off-tank strength, so that we can really harass and bring an enemy down in health while still being able to substitute for the true tank when the team splits up, providing protection and strength for our squishy DPS. It is for the first reason that we are taking


For that extra off-tanky part that we also really want, we take


Other Viable Options
Greater Seal of Replenishment - In order to be able to spam our abilities immediately off cooldown, without having to go back to base.




Build #4
For this build we are going all out AP nuker, so at this point we are going to stop worrying about feeding our teammates and start feeding ourselves! While this may sound a little selfish, you should ALWAYS express to your teammates before the match starts (especially if you are random queuing), that you are NOT tanking, and that you are going pure AP nuker.
For this build, we always want to take



As for our Seals and Glyphs, I go with Greater Seal of Replenishment, because this allows us to lane literally forever without needing to go back. I also take

Other Viable Options






Build #5
When jungling, whether you are AP or AD, the majority of your damage is being done by your AA's, so if you want to finish jungling faster, you really are going to want


As for seals, we really want the classic

For glyphs, I go with

Now for quints! Maokai is an incredibly slow champion, and he is also melee. This means that sometimes Maokai has a hard time catching up with his enemy champions, especially in order to use


Other Viable Options






Additional Information
Runes are really a beginning shaping of your champion, and can be changed and molded to fit your personal play style and needs. So here are a few common questions that get asked about these runes:
Why so much Magic Pen, and not AP runes?
Personally, I always prefer MP over AP in my rune pages. When the enemy sees that you are destroying their health bar with every

You suggest a lot of viable options, where should I start?
The runes that I have at the top of this guide is what I have found to be the most effective for me, and seems to work the best for most people who have tried it. If you have never played Maokai before, or are just starting, I suggest beginning with the runes posted in the build that you want to try, then just practice practice practice and figure out what changes you would want to fit your own play style. The viable options I have listed are common issues that players have with Maokai, and so they are just a way of potentially correcting them.
Anything else I should know about runes?
If you haven't yet read Searz guide on runes, I suggest you do so, no matter what level you are or how long you have been playing. I read this guide at level 30 after a year of playing and I still found there was a TON of information I did not know inside. The page can be found here: http://www.mobafire.com/league-of-legends/build/rune-tips-what-secondary-and-primary-means-and-more-24255
That will wrap it up for the Runes section (whew!), on to Masteries!

UPDATE 12/19/2011
I just wanted to put a little side note into this section because I feel it's important to equip you the MOST KNOWLEDGE POSSIBLE!!! Lately, whenever I am soloing top with Maokai, I have been using some different masteries: those being 0/29/1. I know it sounds crazy, but as long as you have those MP marks in your rune page, your bombs will do plenty of damage to make you effective, and you'll be pretty much unkillable throughout the course of the game. For this occasion, I use masteries like this:

So, I just wanted to share! Give it a spin and tell me what you think!
(Just as a little example, I was just playing a game against a crit chance gangplank, and he crited me twice before level 3. Both crits did less than 110 damage, and with the regen boost and

Build #1
For this build, we are going for the truest tank there is, with a side of offense to help poke and harass, and feed our DPS teammates as much as possible. For this, we are going to put 9 into offense, being sure to grab ourselves


As for the 21 in defense, I prefer to take




Build #2
For this support tank build, we want to put our extra 9 in the utility tree. The reason for this is that we have to face the facts. We are the tank. We will be running face first into team fights, and saving every teammate that gets into danger, and while we will of course try to prevent this occurrence, death will be inevitable for us. As a matter of fact, if you are the tank and you are not dying, then it is likely that you are not doing your job. This is why we must take


The other most important mastery in this tree is our

As for the 21 in defense, I prefer to take




Build #3
As this build is for an off-tank, we want to go 9-21-0. Taking the 9 in offense will give us that extra 15% MP that can really put the hurt on tankier champions, and with the extra CDR that we get from

As for the 21 in defense, I prefer to take




Build #4
As for our AP nuker Maokai, we want to go with the new offense tree for our AP build, taking the 21 points in offense, and then 9 points in defense.
Our points in offense gives us so much AP it's just ridiculous. After taking your basic




I also take 9 points in defense. Even though this build is supposed to be for a more glass-cannon type AP nuker, let's face it, that's just not realistic. We do need survivability if we want to run in and



If you ever find that you are just too squishy to get in there and get kills, I would encourage you to switch your 21 points in utility to 21 points in defense, before you change your runes. Runes make more of an impact on your damage than your masteries do (in my opinion), and therefore I would not change your runes around just to accommodate for squishiness.
Build #5
As for our jungler build, we really want some key points out of the Defense and Utility Trees. For starters, we of course really need the


As for the utility tree, Maokai is a very mana hungry champion, and giving him the extra mana and MP5 from





Core Build
As with all champions, we always require a core build. As for our champion Maokai, there are three items that will help him in just about every situation, those being






Build #1
For stage 2 boots, I always take the


We also want to take a


As for our



ALSO, PLEASE READ THE NOTE ABOUT MEJAI'S SOULSTEALER AT THE BOTTOM OF THIS SECTION. YES, IT APPLIES TO THIS BUILD TOO.
Build #2
For our stage 2 boots in this build, we want to take



ALSO, PLEASE READ THE NOTE ABOUT MEJAI'S SOULSTEALER AT THE BOTTOM OF THIS SECTION. YES, IT APPLIES TO THIS BUILD TOO.
Build #3
If you have ever played an AP champion before, then you should know of the incredible item




ALSO, PLEASE READ THE NOTE ABOUT MEJAI'S SOULSTEALER AT THE BOTTOM OF THIS SECTION. YES, IT APPLIES TO THIS BUILD TOO.
Build #4
For this AP build I take

As for


Now comes the fun part, but you have to remember to use it! This is what makes a good or bad Maokai right here: Their use of


Build #5
Junglers are generally built a little differently than laners, and for good reason! It is a different game for them, and therefore they need different things. Seeing as our jungle build is very expensive, you really want to grab GP10 items such as Philosopher's Stone and

From here, its all tanking items for us! We are here to support our team with auras and to be able to survive just about forever. In order to do this we definitely want to grab








An Important Note About Mejai's Soulstealer


***However, this item can also be used in another, more unconventional way that will confuse and disorganize the opposing team. If you are tanking for your team, and you have a lot of squishy teammates that keep getting focused down in teamfights, you can try getting a





Since the

Then, of course, there's


For AP Mao, though, we want

Lastly, obviously for our jungler Mao we would need to take

Other Viable Options
If we are going support tank (Build #2), we could go with



Absolutely Not
Just... no.
Gray Area
Everything else is in the gray area. All other spells I have found can be viable on Maokai, such as taking

This is just going to be a quick little section, hopefully I will be able to get some pics and diagrams in here soon!
First, you are going to want to get your teammates to protect your blue buff while you start at wraiths. Communicate to them that you will be a few seconds late and that they need to just hold it there when they leash.
At 1:05 start bombing wraiths, then be sure you throw one at 1:40 so you get that initial impact damage. Once those die, run on over to your blue buff that your teammates should have started by now. Throw a couple bombs, and use your q, and make sure to smite the blue golem when it is at 445 health.
Head on over to wolves, throw a bomb in the middle, then q twice while auto attacking, and you'll be off! By this point, wraiths have spawned again and you can go grab them a second time.
After wraiths you want to head over to red buff. Throw a bomb, then spam the **** out of your q and e. Pop a health potion as soon as red starts to hit you, and then just keep q'ing and auto attacking. Head over to double golem when this is done, knock those out then head back.
At this point, you can grab your
Boots and start ganking! Try to find a lane that is pushed up, and is ideally already around half health. You can pop in with your
Twisted Advance, and then slow them with Arcane Smash. This, in combination with your e should definitely land a kill for your team!
First, you are going to want to get your teammates to protect your blue buff while you start at wraiths. Communicate to them that you will be a few seconds late and that they need to just hold it there when they leash.
At 1:05 start bombing wraiths, then be sure you throw one at 1:40 so you get that initial impact damage. Once those die, run on over to your blue buff that your teammates should have started by now. Throw a couple bombs, and use your q, and make sure to smite the blue golem when it is at 445 health.
Head on over to wolves, throw a bomb in the middle, then q twice while auto attacking, and you'll be off! By this point, wraiths have spawned again and you can go grab them a second time.
After wraiths you want to head over to red buff. Throw a bomb, then spam the **** out of your q and e. Pop a health potion as soon as red starts to hit you, and then just keep q'ing and auto attacking. Head over to double golem when this is done, knock those out then head back.
At this point, you can grab your


I just wanted to share a couple of neat little tricks that I have found works really well that are a little on the unconventional or strange side, but they really work!
The first has already been previously mentioned, but in case you didn't read it up above, I'll say it again here:
Mejai's Soulstealer can be used in a different way that will confuse and disorganize the opposing team. If you are tanking for your team, and you have a lot of squishy teammates that keep getting focused down in teamfights, you can try getting a
Mejai's Soulstealer. Since you will be getting a lot of assists, you will be getting stacks, which will FORCE the other team to focus you. This is exactly what we want. By the time they have killed you, your DPS's should have enough time to pick off a few of their teammates, and especially if you have
Guardian Angel, this can make your team unstoppable in team fights.
Tip #2 is a trick I've discovered with
Teleport. If you are tanking and you see your teammate run into a bush with three opponents in it, dive in to save them. As your teammate runs away, they will begin to focus you. Now here's the fun part. If they do not have a stun ready, you can just plant your *** right there and pick a tower across the board, and teleport to it. If they are not able to kill you in the few seconds it takes to teleport, you will come out at that tower, and be able to back it home free. It confuses and enrages opponents. It's hilarious.
The third little trick I've learned deals with downing turrets. Say you have an AD carry with you and their turret is half down, with one defender on that turret. Once you rush in, put your ultimate,
Vengeful Maelstrom around you, your carry, and the turret. I don't know if it's just that most people don't know what Maokai does, or if he's just scary, but 9 times out of 10 when the opponent sees that whirling circle around you and their turret, they become fearful and run away. Even if they don't, this will offer your carry some protection and give a nice bit of damage should they attack.
This last one is more of a skill combo thing but most Mao players don't use it. If you want to ensure your sapling hits the right target, throw your bomb a little ways behind opponent and immediately use
Twisted Advance on them. This will ensure by the time you tie them down (they will have run a few steps backward by this point) your bomb should just be landing, and will then be able to explode exactly on your target, with no chance of getting away.
The first has already been previously mentioned, but in case you didn't read it up above, I'll say it again here:



Tip #2 is a trick I've discovered with

The third little trick I've learned deals with downing turrets. Say you have an AD carry with you and their turret is half down, with one defender on that turret. Once you rush in, put your ultimate,

This last one is more of a skill combo thing but most Mao players don't use it. If you want to ensure your sapling hits the right target, throw your bomb a little ways behind opponent and immediately use

In summary, Maokai can be used for just about anything. Offense tank, support tank, off-tank, AP nuker or even jungler, whatever your fancy Maokai can do it all.
I will be constantly adding to this guide as LoL changes over time to try to keep you in the game and in the tournaments with this Maokai build! I encourage all of you to send me your screenshots of games you play using my build, and comment with any questions or comments that you may have!
Please try it before you rate it, and make sure to rate after you win! Thanks for reading guys!
I will be constantly adding to this guide as LoL changes over time to try to keep you in the game and in the tournaments with this Maokai build! I encourage all of you to send me your screenshots of games you play using my build, and comment with any questions or comments that you may have!
Please try it before you rate it, and make sure to rate after you win! Thanks for reading guys!
You must be logged in to comment. Please login or register.