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Choose Champion Build:
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Top Maokai
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Support Maokai
Recommended Items
Runes: Aftershock setup
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order Abilities Sequence
Sap Magic (PASSIVE)
Maokai Passive Ability
Threats & Synergies
Fiora
Fiora is a pain in the sapling for Maokai and every Tank, because of the %Max health True Damague she makes with her passive and Ult, and she can also block damague and CC´s effects with her Riposte (W), Making this lane a living hell.
Tips: Don´t try to fight her and start with Dorans shield, also running Second Wind can ve useful. Wait for ganks and kill her with your icredible CC.
Making Bramble vest and using ignite can help you to deny her healings.
Amumu
Amumu and maokai can make really good ganks together, especially if amumu has his ultimate.
Not only the CC of him works well whit you, also amumus passive increases your damague.
Amumu
Amumu and maokai can make really good ganks together, especially if amumu has his ultimate. Not only the CC of him works well whit you, also amumus passive increases your damague.
Champion Build Guide
Who i am? Im Fan22, a standard player who plays tanks, bruisers and mages principaly, i play on the LAS server, aside from that i don't have lots of achievements on league..
I want to remind that im not, personally, an expert on

Also have on mind English it's not my main Language so there can be ortography errors, if you see one please comment them to improve the guide!
Aside from that theres not much to say from me, lets go ahead with the guide.
Overall ![]() Even if he is easy to use his abilities have some little things like cooldown control or especific interactions with other champs, wich makes a slight difference from a good and bad ![]() ![]() ![]() But ![]() ![]() ![]() He is also Very weak in the early game, is Mana hungry and has no moblity. |

Passive


for 5 − 65 (+6 - 13% of his maximum health) (based on level). Cooldown: 30/25/20 seconds (at levels 1/6/11).
Also, each time


Note: Sap Magic will not trigger if


Q

Enemies close to bramble smash shockwave are knocked back.
W

At arrival the target takes 70 - 170 (+40% of ability power) magic damage and is rooted for 1 - 1.4 seconds (based on ability level).
E

After a 1 second delay after it lands, the sapling will seek out for nearby enemies, if an enemy approaches, the sapling will chase for up to 2.5 seconds and then explode in a blast that deals 25 - 125 plus 7 - 8% of the target's Max health (+0.7% per 100 ability power) as magic damage to enemies and slows them by 35% for 2 seconds.
If the Sapling it's tossed into a bush it will last 30 (+2.5% of Maokai Bonus health) seconds and have a larger detonation radius.
Enemies caught in the explosion receive a total of 200% damage (which it's dealt over the duration) and are also revealed for 2 seconds.
Note: Saplings have 400 base movement speed, which increases based on


R


Note: This ability it's casted behind


So don't take all i say in the guide too literally and always adapt your items to what you think it's better or what you like.
The second thing about itemization is that




Sunfire Aegis it's a good mythic for

the



The passive goes really well with



Also, Sunfires burn passive works and stack on Epic monsters.
The mythic passive gives 5% tenacity and slow resistance for every completed legendary item.
The extra tenacity and slow resistance are very useful against enemys with a lot of CC, beetwen the burn passive and the mythic passive Sunfire it's really good for damage and long fights, even in teamfights it can be useful.

This mythic gives Health, Armor and MR, and ability haste.
It has (like the other tank mythics) the

The strenght of this item is it's mythic passive and active.
The active grants you a lot of extra utility and engage potential because of the movement speed and the AOE slow when you collide with someone.
This active helps a lot when engaging and it's basically the same as the old righteous glory, almost...
the active works well against champs that you HAVE to engage or neutralize in teamfights, in those cases sunfire or frostfire arent that good because you don't get to get close to them. for example, chemtank it's good against:








The mythic passive gives 5% additional Ability haste for every legendary item completed. CDR it's a very good stat for


Frosfire Gauntlet it's another mythic that works well with

It has

Aside from the burn passive from bamis, it has another one that makes your next AA in a few seconds create a field of ice that slows enemies on it .
This gives more utility for

Also, the slow scales with your Max health, and since health it's a core stat on him it synergizes very well.
The mythic passive gives you additional size and HP for every legendary item completed. The extra Health it's super good and the extra size comes as a litte extra, but being bigger also means having a bigger hitbox tho, so good luck dodging



Steelcaps gives some armor and reduces AA's damage.
Higly recommended against a mostly AD team or against champs that relie on AA, like:







Mercury treads gives some MR and Tenacity.
Higly recommended against a mostly AP team or against champs with heavy CC, like:








Spirit visage gives 40 MR, 10% Ability haste and 450 health and 100% base HP regen, the stats, and especially the big amount of HP are really good for

Spirit visage passive has a really good sinergy with

It increases 25% of the healings and shieldings you receive, wich empowers

With this item you will heal a lot more and if the enemy doesn't have grievous wounds you will be really hard to kill.
The stats combined with the passive makes


Thornmail it's a really good item, wich, works and it's bought on almost any game.
it gives 60 armor and 350 Health.
Aside from the stats it offers,

It also has an improved grievous wounds effect that reduces healings for a wooping 60% when inmobilizing an enemy, This is very good since champs like:







The improved version literally erases from the game Heavy healing champs like




Overall the grievous wounds effect and the damage to autoattackers and the armor and Health makes this item, for me, a really good option in most matches. However if there arent any heavy AA champions or a lot of healings there are other good Armor options like




Abyssal mask gives 60 MR and 350 of health, it gives good MR and health.
Aside from the stats, one of the main points of abyssal it's the passive, when we inmobilize an enemy it will receive 10% increased damage for 4 seconds from champions.
This passive gives

It gives really good MR, the health values are ok, other items like



Deadmans gives better engage potential thanks to it's passive, wich requires to walk and get stacks of momentum, at 100 stacks we get more movement speed and our next AA will consume the stacks to deal magic damage equal to them and slow the enemy.
The stats are also really good against AD, gives 475 Health, 40 armor and 5% movement speed.
The passive movement speed and slow in the next AA gives

Even if the armor values aren't too high they are still good, and you also get additional movement speed wich combines with the idea of the item.
I think deadmans its a good third or fourth item to have better engage, especially against teamcomps with high damage or peel, making it very hard to CC them or do anything.

Warmog armor gives 800 points of Health, 10% ability haste and 200% base HP regen.
In the late game this item it's very good because your passive scales with a percentage of your health, so, having a warmogs incredibly boosts the healing from your passive, and warmogs passive gives you insane sustain for the lategame, this is very useful if the enemy team has a lot of poke, since if you and your team are pushing a lane, or about to start a teamfight, warmogs passive can help to regen your HP back in some seconds.
Aside from the the passive healing of Warmogs, the 10% ab ility haste and Health makes you super tanky, i recomend buying Warmogs after you have atleast 4 items, since it just gives health and extra sustain, to make warmogs a good purchase you need some health, armor and MR, and warmogs passive also requires atleast 3000 ohsf health to work.

Randuins it's a very good item that gives a lot of armor and some health, and some needed CDR.
Passively it reduces incoming damage from attacks and has an active that slows nearby enemies hit and reduces their Attack damage and Critical strike damage.
Randuins makes Adc's tickle you in the late game, and once you engage on them with

i recommend getting it if the enemy Adc its really feed or if there are a lot AD threaths or AutoAttack reliant champs (for example



Knights vow its a powerful item that can help to protect a feed carry and ensure your victory.
The item gives 400 Health, 300% base HP regen and 10% ability haste.
The additional HP regeneration and health paired with some CDR makes this a very good option even if there isnt a 27/1/9

The item passive, wich it's the main point of it, works this way:
You select a champion as your Partner, while you are close to him you redirect 15% of the damage they take to you as true damage, and if they are below 50% of their maximum health you also gain 35% bonus movement speed while moving towards them.
It's very good for protecting a feed carry of your team and gives you an extra peeling tool.
I really recommend this item for helping a feed teammate, and even if he dies, if you still have the active you can use it on another ally in a Teamfight.
This item in combination whit a

Knights vow should be bought after you have atleast 2 items, (your mythic and a legendary and finished boots) because just like


Grasp it's a really good rune for tanks, it gives extra damage that scales with your Health, it also heals us and grants us permanent HP everytime we prock it, and as you probably know Health it's a core stat on

Because this rune needs to be procked (used) to be useful, like




Because we have to prock it with an auto, it isn't a good rune in hard matchups, in those cases



After 2.5s we lose the resistances and cause a "explosion" around us that deals damage, scaling based on our max health.
Since this rune scales well and it's useful in almost every phase of the game it is good for hard lanes or against a team that we want to engage on TF's, the additional resistances let's us make short trades or engage on enemies without risking ourselves too much thanks to the extra tankiness it temporally provides, negating a lot of damage.
Against champs like







Demolish it's a good rune that let's us make additional damage to a turret, and it scales with our Health, because we are gonna build a lot of HP


This rune heals allies that attack marked enemies, we mark enemies when we impair they movement (CC). It gives extra utility and scales with our HP. This rune only works on Attacks, so if your team relies more on abilities rather than attacks you should swap this rune for


Conditioning it's really good for scaling and the free armor and MR it's always good, it also increases them by a %.
Since


This rune it's very good for a weak early game champion like

In the late game

This rune it's good when against a:








This rune gives us 3 free biscuits in the early game, consuming them restores our health and mana and increases permanently our mana, even if we sell them we still get the extra mana.
Since


This rune it's the best one for mana hungry/dependant championss, and

It not only gives us a maximum of 250 free mana, but also restores 1% of our missing mana if we have the
maximum amount of mana.
It helps to not run out of mana so easy, concretely in the early-mid game.



It now gives 10 ability haste in very early levels, and it reduces 20% of the cooldown of basic abilities after a takedown, in a TF having our CC abilities more often it's really good, and CDR it's always good for mao.

He also has a lot of CC, and



Generally all i say in this guide (for toplane maokai) can also be applied to support, except the runes and buildpath, and also the playstyle, as support



Against Enchanters or Mages you can Max E to zone them off from bushes and for poking. Especially because


Outside of those tips, and warding and peeling or engaging (based on the situation) for your team, in the mid-late game you tend to do the same as toplane

After getting


EARLY GAME
In laning phase your objective it's to farm all you can and sometimes trade with the enemy (especially if you have



In the early game








In the early game i like to put a second point on Q at level 3 because of the reasons listed above and because

You can start doing more agressive trades with the enemy if you have atleast 2 item components of your mythic and you are not in a hard matchup.
Don't fight with enemies that can Wreck you and chase you down in long fights or short trades, like:







Only fight them if you are really confident that you can win the trade, or if you have some items (like

In most Hard matchups you are gonna have to use


Remember to use






And don't forget to look at the Map for a potential TP in botlane or skirmishes in the jungle or mid, you can also TP to help your team on dragon or if the enemy overextends, with your Ultimate and your W you can help to lock a target and let your team kill them.
MID GAME
After the turrets start falling and people already have 1 or 2 items it's when you start to enter the mid game, the difference from the Early game it¡s that

You should also start to Group with your team and help in fights or when constesting objectives, and remember to Ward and use your

In Teamfights or skirmishes your job it's to CC juggernauts like

And if you see the opportunity to engage and CC a squishy target do it, incapacitate them so that your team can kill them, but do it only if you know your team will follow your engages.
Your main combo when engagin or fighting someone its going to be



LATE GAME
After you have 4 or All of your items and the match it's more than 25-30 minutes long you start to become really hard to kill, and with





Remember that most items have some kind of counterplay, so always build against them and their user, for example kraken slayer has true damage, but if you buy more HP and also a

In the late game your Job it's to protect your team and peel, or CC important targets, engaging in teamfights while your team does the job. Always prioritize the enemy ADC, if he has items and isn't too behind, or in short, if he deals damage, he is an important target for your team.
With a



In Lategame



But always remember that even if you get melted by the enemy you still are a high threath for them because of your strong Peeling, CC and free Vision.
TIPS
Some general information about

*



*


This means that if you time well your

This is important against champions with high mobility like






*The cooldown reduction on




A little detail it's that toggeable abilities like





Another thing about

*






*

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