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The Maodo Build - For those who want 400HP per attack






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Spells:
Exhaust
Clarity
Ability Order
Sap Magic (PASSIVE)
Maokai Passive Ability
Introduction


Using this build, you can easily be regenerating 350-400 HP per


Changelog
13th April 2011:
Added Pros and Cons.
11th April 2011:
Changed Heal to Exhaust. After testing, it's much more useful for both defensive and offensive purposes. Also improved the formatting a bit and added The Maokai Diary
29th March 2011:
Added a section about Maokai's skills and their usage.
23rd March 2011:
Added item and skill links all over the place. Justifications for different Skill Sequence focuses.
22nd March 2011:
Reversed the Skill Sequence from favouring


14th April 2011
Yep I was wrong! I just played a number of games as Maokai with a resistance based build (Frozen Heart to start) and did really well, if not better! So this guide is defunct! I will be working on a new guide for Maokai though, a general comprehensive beginner-expert piece, with videos and other cool stuff! I can't just delete all this for nothing! Stay tuned.
13th April 2011 Part II
Wow. So I may possibly be COMPLETELY WRONG about this build! God knows why, perhaps it's the allure of 400HP Sap Magics, but the HP maxing doesn't matter if you have 4000HP or 400HP (with resistances). The effective HP will still be better on a traditional build. But why was I having such a hard time with Maokai before I discovered Warmogs? Maybe it was just a coincidence that I 'got' Maokai around the same time.
I'm going to test some traditional builds more (perhaps more AP tank focused) but it looks like I might have to completely flip this guide around!
13th April 2011
Had a couple of games today. Both ranked, both with leavers. Yeah it's a pain. Fortunately, the last game was really good! Until their Nocturne discovered backdooring, we were kicking their ***es in teamfights 4v5. With a tanky team, Maokai is a brilliant main tank. We had Nunu, Nasus, Ryze (mana armor build) and me. His ult goes such a long way in a team like that. I'd love to have a game with Maokai, Renekton, Nunu, Corki and Zilean/Janna... would be so much fun for the Mao.
Another thing I've started to notice is that Maokai is very supporty in regards to his effectiveness. Like Karma or Sona, you're completely dependent on your team to carry. It's not like a fed Soraka, Janna or Zilean (akin to a fed Shen, Rammus or Amumu). You can tank brilliantly, but you need to rely on your team kicking *** more than when you play other tanks. I think this is why many people doubt Maokai's tanking abilities.
12th April 2011
Maokai is getting buffed!
Base movespeed increased to 310 from 305
Base health per level increased to 90 from 82
Base armor per level increased to 4.0 from 3.5
Small buffs but buffs nonetheless. The movement speed is probably the best part, anyone who plays Maokai can attest to that, but the health per level and armor per level are both nice for the Maodo build. It's a shame his Magic Resist hasn't been improved, I think it's among the lowest in the game!
11th April 2011
I've been using CDR runes exclusively for the past 2 weeks and I'm starting to think that maybe the AP runes are better. What I've realized with this build, is that Maodo Maokai is weakest early-mid game before his Warmogs. If you don't get a Warmogs early enough, you're going to suffer. Maokai needs the HP advantage over his enemies. AP Runes give a lot more killing ability. I even tried Doran's Ring in the last game. It has the potential to get me a lot more gold through early kills. Unfortunately I had a useless lane partner so it ended up delaying my Warmogs to 26 minutes... that's too long. I'm going to try an ultra-aggressive start next game, because if you can get those early kills and a Warmogs under 15 mins.. you're going to be extremely tanky and healing through early game damage quite easily.
+ Extremely difficult to kill mid-late game, especially when allowed to auto-attack.
+ A powerful addition to a team fight with his ultimate.
+ Very powerful laning phase with his


+ Knockup/back interrupt on a short cooldown.
+ Long range, long duration root for isolating enemies and focussing damage.
Cons
- Very weak early-mid game before his

- Low resistances until late game, a Bloodrazor will hurt (If they pick Warwick, this isn't the build for you)
- Extremely slow. Despite your survivability you cannot survive a wander back to your tower. Have to play smart.
- Very mana dependant, forces you to take Clarity and address your mana problems before you can build tank items (this is linked to point 1)

Sap Magic is the key to the Maodo build. In any other build, I find it's lacklustre. It encourages you to build HP instead of AR/MR, so for a traditional tank it's a bad skill. For a Mundo style sponge tank, it's excellent. It gives brilliant lane staying power (Maokai is capable of solo laning easily... whether he should is another question!) and it lets you go toe-to-toe in early battles. Late game, this is what turns you invincible. Just remember to auto-attack. You can't run around like a normal tank and just use your skills, Maokai has to auto-attack every time this activates to be effective!
Q: Arcane SmashArcane Smash
Arcane Smash is a very under-rated skill. It's the skill I max after


W:

Twisted Advance is a very good skill, but I don't believe it's worth maxing until the very end. The blink has a great range and it causes significant damage (if you skill it). Ultimately, like Arcane SmashArcane Smash, you use Twisted Advance for its utility. Use it to initiate, use it to stop anyone who actually does manage to get around your fat ***. The


E:

Ahh, the infamous Sapling Toss! This is a brilliantly designed skill, so bravo to Riot's champ design team. It's so flexible and useful that you're always going to want to max it first. With the recent duration buff, it has become even better. Maokai's laning power is totally dependent on his use of this skill, so make sure you get good with it.
The first use is to clear creeps. With AP runes, I think you can one-shot the caster creeps at skill level 3 (definitely at level 4). Maokai isn't a great last hitter, so it's very useful to be able to gain some cash when your

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


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

Another massively under-rated skill which really is completely awesome. With the new changes to mana, it's definitely worth levelling at 11 and 16. The cooldown reduction is infinitely useful. Battles aren't static. If you can get multiple casts of this in a single fight, then you're contributing hugely. 20% damage reduction is essentially turning a 5v5 into a 5v4. Another advantage of a low cooldown is that you can use it to save lives without being too worried about not having it for a better situation. The damage is pretty ****py to be honest, and all you'll be doing is kill stealing (since you'll have it running most of the fight, when everyone's on low health). I think the damage cap should be removed to be honest, this is the only 'threat' that Maokai has... the only reason you'd want to kill him. If it could obliterate people then his tankiness would be improved tenfold.



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

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


Glyphs:


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

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

Quintessences:


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

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

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




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



The tanking 'rules' state that you need 150AR and MR before you should build HP. There is some math behind it. However, that doesn't account for the 7% (8.4% with


Eventually you will get resistances, but early game a

Orange = Core items. green is for alternative items which could work.
TLDR:
Begin with


As soon as there's a good opportunity, get your


Why does

Philosopher's StonePhilosopher's Stone is a pretty cool item, it grants plenty of laning power (Health and Mana Regen) and also gives you gold per 5 which is a nice addition. Philosopher's can build into






Once you have your





Aim for

TLDR
Although this build does not focus on resistances, you do build some naturally. You're not going to be getting crazy 300AR/MR levels with items like


Look at the enemy team and look at who is farmed. This is the most important thing for a tank, to adapt to the enemy team. What's lovely about the Maodo build is that HP is effective against all damage (just like your ultimate). However, every little helps. If the casters are getting farmed, get

When you have 4000 HP, it will grant you an extra 40ish health to your


In 90% of situations where


Once I have my




Alternatives?
There really aren't any alternatives for a Maodo build.



One alternative, if you're doing really well, is a

Another option is



TLDR
I'm not a great farmer. I see lots of builds which assume you can get about three Tier 3 items in Mid-Game. I'm pessimistic, after Sunfire Cape, Boots and Spirit Visage I'm basically ready for the end.
By this point, you probably have enough HP. There's no real need for any more. Your HP will be so high that every point of AR/MR will be extremely effective. Therefore, previously alternative items become viable.





Finally, when you're totally complete and have no slots left, upgrade your








OK Summoner Spells






With the Maodo build, you have lots of fun and you're pretty impossible to kill. You're basically an AP version of Mundo, with more CC and an awesome damage reduction aura. Yes, there isn't a huge reason for people to attack you (although you will make their life a living hell) but that's not because of this build... there is no reason to attack Maokai in general. This is why I feel a Maodo build is much more effective than a main tank build.
Try it out, let me know how you get on. Let me know if you enjoyed it as much as I do!
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