Maokai Build Guide

The Great Deku Tree.... Wait What Game is this?

Uploader Ol Drippy
Updated 5 years ago
264,164
96%
Runes
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 9
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
  • 3
    Greater Quintessence of Ability Power (+4.95 ability power)
Skill Order
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1 1 1 1
2 2 2 2
3 3 3 3
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6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
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12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
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18 18 18 18

Greetings!! My name is Ol Drippy. I'm just a "1500 elo" player. But I has always loved this goofy ass tree! My personal view on Maokai: Well I always viewed Mao as a tank. And after reading what RIOT put on the forums giving discriptions of the tank class being: "I think a good place to start is to answer, "what exactly does “tank" mean to us at Riot?" [.]Starts and initiates teamfights (usually via CC). [.]Soaks up damage. [.]May peel dangerous attackers off other vulnerable team mates. [.]Presents itself as an attractive target by causing long-term threat as the fight continues" Source: http://www.leagueoflegends.com/news/leona-mechanics-preview After reading this I was thinking... Hmm... Looks like RIOT has backed up how I viewed Mao. He has 2 forms of CC (Crowd Control). His Root (W) and his small knock back/up and slow (Q). Mao is great at starting fights with his range on the root. You can peel (when you get a enemy away from your precious carry) with you root and Q quite well. When you plop down your ulti and people are silly enough to fight in it you WILL destroy them with it. You dish out some good AOE damage with Sapling as well. SO! With that lets take a look at how I bulid/play Maokai as a AP tank. This build works well both on Twisted Treeline and Summoners Rift. This will focus on laning with Maokai, either solo top, mid, or support bottom (COMING SOON hopefully...) [title]*UPDATE* I find that Maokai is best in the jungle in this current meta. He can play top lane. Just not as well as in the jungle. His ganking potential is absurd and his clear time in the jungle is just fine. PLAY HIM IN THE JUNGLE. That being said this guide fits more to a top and maybe mid lane, maybe support tank but that requires a different build order.[/title] ****[highlight]IF YOU ARE LOOKING FOR A JUNGLE MAOKAI BUILD I HIGHLY SUGGEST THE OTHER GUIDES ON SOLOMID BY TheOddOne and doo0ooooooom[/highlight]****

[title]Pros[/title] [.]A strong tank [.]Still puts out some damage [.]Great roamer [.]A very fun tank to play [.]Gives small amounts of map awareness [.]Great farmer/pusher [.]Underestimated burst [.]AMAZING on TT [.]Strong bottom point defender/pusher on Dominion [.]Great CC [.]He's a tree.. there are many famous/proud trees! The Deku Tree (Zelda), the BA trees from Lord of the Rings, just a few examples of awesome trees. [.]Pretty badass Lore [title]Cons[/title] [.]Semi slow [.]You'll get more assists rather than kills [.]You are the unsung hero of games (as a tank) [.]If things go wrong, Its your fault for "bad tanking" (It usually isn't) [.]Not the "best initiator" but gets the job done

[title]Explanation:[/title] [highlight]-Marks (reds):[/highlight] [.]Magic Penetration - MPen work really well with the sapling poke. IMO Best in slot. [highlight]-Seals (yellows):[/highlight] [.]Mana Regen Per Level - With these seals you will rarely be out of mana after level 6. They help a bit early but the main thing is being able to spam stuff LATE game AND still have your ulti up. [.]Other Viable Options - Flat Armor making you more durable in lane. [highlight]-Glyphs (blues):[/highlight] [.]Ability Power Per Level - because AP works SO well with him. His ratio's are not bad. You can get other ones if you perfer but I reallly enjoy AP per level. [.]Other Viable Options - Magic resist (flat or per level) Flat for more early durability (if you know you'll be up against an AP bruiser top I.E. Rumble) Or Magic Penetration. [highlight]-Quints (purples):[/highlight] [.]Flat AP - These plus [imgsmall=items/dorans-ring.png] makes us a major pain in the laning stage with over 30 AP at level 1. Sapling is annoying as SHIT when you are silly enough to let the sap run into you and explode all over your face. It does about 100 damage at level one with plop and explode damage. [.]Other Viable Options - Movement speed quints, Health Quints, Magic Pen quints, Health regen quints (if solo top), and also Gold per 10 guints (if supporting)

[title][img=skills/maokai/p.png] Passive: Sap Magic[/title] [number]Each time a champion near Maokai casts a spell, he gains a charge of Magical Sap. When he has 5 charges, his next melee attack drains energy from his target, healing Maokai for 7% of his maximum health.[/number] [title]Explanation:[/title] -This helps us in the lane and team fights all the time! Make sure you are auto attacking in fights. This can make or break you being alive or dead at the end of a fight. You pretty much have this charged the whole time in a fight. You'll be healing every auto attack. [title][img=skills/maokai/q.png] Q: Arcane Smash[/title] [number]Maokai slams the ground, the force of which knocks nearby enemies back and sends an arcane shockwave forward, dealing 70 / 115 / 160 / 205 / 250 (+40% of ability power) magic damage and slowing his enemies by 20% / 27% / 34% / 41% / 48% for 2 seconds. Cooldown 6 seconds Cost 55 mana[/number] [title]Explanation:[/title] -This is our little Knockback/knockup. This skill interrupts channeled ulti's like Nunu, Kat, etc (if you are right next to them). This is an AOE ability as well. Some may say this is a small ability and isn't that great.. I disagree completely. Stopping someone from attacking with a slow at the end can make or break that fight. Remember that this is a KNOCKBACK. You do knock them back about half the distance it travels. Make sure you knock them back instead of forward. [title][img=skills/maokai/w.png] W: Twisted Advance[/title] [number]Maokai transforms into a cloud of arcane energy, quickly traveling to a target enemy. The target takes 80 / 115 / 150 / 185 / 220 (+80% of ability power) magic damage and is rooted in place for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. Cooldown 13 seconds Cost 75 / 80 / 85 / 90 / 95 mana[/number] [title]Explanation:[/title] I love love LOVEEEE this skill. A ranged root/snare that isn't a skill shot.... This skill is how we initiate and gank. Start with this toss a sapling on them then get behind them for an arcane smash to get off your whole combo. There have been many times where 1/2 of a carries hp is gone from my full combo. *A drawback with this skill is that if you use this the other player is moved (flash, headbutt, urgot ulti, etc) you WILL go to where the player was displaced to. CAREFUL AROUND TOWERS. [title][img=skills/maokai/e.png] E: Sapling Toss[/title] [number]Maokai hurls a sapling, dealing 40 / 75 / 110 / 145 / 180 (+40% of ability power) magic damage on impact. The sapling becomes implanted in the ground, warding a nearby area for 35 seconds. When enemies approach, the sapling attacks, exploding in an arcane blast that deals 80 / 130 / 180 / 230 / 280 (+60% of ability power) magic damage to enemies. Cooldown 12 seconds Cost 70 / 80 / 90 / 100 / 110 mana[/number] [title]Explanation:[/title] This is his signature move. This move makes you annoying as SHIT in lane. You can zone quite effectively with the help of your right hand man... men... kids.... saplings... w/e.. This is pretty much your bread and butter skill for damage. If you can land it for plop damage and explosion damage you'll be hurting people. Without boots you can almost guarantee the explosion damage if you lead them slightly. This is also great for "scouting" or giving sight into bushings. You can use these as wards if you need them to be. You don't need one down at all times, just when you feel that you might be threatened by a potential gank attempt. [title][img=skills/maokai/r.png] R: Vengeful Maelstrom[/title] [number]Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area by 20%. Maokai can prolong the effect as long as he has mana to spend on it. When the effect ends, Maokai unleashes the absorbed energy to deal 100 / 150 / 200 (+50% of ability power) (+2 bonus damage per damage absorbed) damage to enemies within the vortex. Maximum 200 / 250 / 300 bonus damage. Cooldown 40 second Cost 75 mana + 30 mana per second[/number] [title]Explanation:[/title] You want to put this down as SOON as the fight starts. You want to put it in the place where most of the damage will be done to your team and where the majority of teammates are standing. This can be a VERY hard ultimate to use because you almost have to predict where the fight is going to go. Unless you are up against someone like Jarvan 4, Amumu, Nunu, or anyone that creates a "main stage" for the fight. If people stay and fight in this... its GG. you will detonate it and REALLY hurt some people, almost like a fully charged Nunu Ulti, if you got some AP. But most of the time I use this to keep the damage off my carries.

[.]We max [imgsmall=skills/maokai/e.png] 1st. I lane with him. Its so damn good. The pressure you can put out on people is silly. At rank 3 (with these runes/masteries) sapling takes out all of the caster minions with the plop damage and the explosion damage. Your farm should be going through the roof. Grab a wraith camp with a sapling and a melee attack or 2 on the big blue wraith for free gold. [.]We max [imgsmall=skills/maokai/w.png] next. We do this for the longer time on the root duration. The longer the snare the more your team is dishin out some SERIOUS damage on them. [.]Max [imgsmall=skills/maokai/q.png] Last because I find that E and W are much better to max first. The only reason we get this and leave it till last is because the main use for this is for the "interrupt" factor of the small knockback/up. The longer root time is must more beneficial than the slow %, imo. [.]NOW. With his ulti [imgsmall=skills/maokai/r.png] you can do 2 things. 1)Just leave one point in it till the end and get the last 2 points in OR 2)you can level it at 6, 11, 16.* [.]*The reason you can leave it at rank 1 is because the % of damage reduction stays flat as you rank it up. The only thing that improves is the flat damage when you cancel it. It goes up by 50 each time you level it. So its a trade off on what you wanna do. I play him and level it up a 6, 11, and 16 because I get a pretty solid amount of AP so his ulti hits pretty hard even if you cancel it right away, gotten a few runners like that around jungle corners haha! Though I don't see it as a game breaker/changer if you level it up or not. Its personal preference. [highlight]Priority[/highlight] - [imgsmall=skills/maokai/r.png] > [imgsmall=skills/maokai/e.png] > [imgsmall=skills/maokai/w.png] > [imgsmall=skills/maokai/q.png]

[title]Explanation of item choices:[/title] *Disclaimer* I will only go over the items that I find myself getting majority of the time, their are a few rare cases when I get different ones, but you want to build to counter the enemy team, NEVER HAVE A FULL SET BUILD! I have 3 items (excluding dorans ring and boots) that I get in the majority of my games. The rest are built to counter. My whole goal when building Mao is getting the proper tank stats (Armor/MR/HP) without compromising some key AP to keep you as a threat. The 2 goals I wanted to reach in my build were these: [.]Being tanky enough to take a serious amount of damage. [.]Having enough AP so that if the enemy team ignores you, you will put out a really solid amount of damage. To reach these 2 goals, I build 3 items (in 75% games): The "Full Core" build (excluding boots/dorans) - [img=items/rod-of-ages.png][img=items/abyssal-scepter.png][img=items/sunfire-cape.png] The other slots are up to user discretion. Build what counters the other team. One key to winning is building to counter. [title]Items Discussion:[/title] [highlight]Starting Items:[/highlight] [.][imgsmall=items/dorans-ring.png] - We start with this because it has all that we want all rolled into 1 item. I don't get Dorans sheild for the reason of the passive has a heal. This should keep you up more than you need. The mana regen is great. MOAR SAPLING TOSS! And AP gives us some MAJOR hurt in the lane. [highlight]Core:[/highlight] [.][imgsmall=items/rod-of-ages.png] - [highlight]1st[/highlight] item in the "Full Core". Another item that has what we want all rolled into one. Health, Ability Power, and Mana. This is our core item. We get this and we are basically unstoppable. This is all we need in terms of HP for early (catalyst) and mid game when you complete this item so all we need to do is fill up on armor and MR. So go grab them then finish the final items later. [highlight]Agaisnt Physical:[/highlight] [.][imgsmall=items/sunfire-cape.png] - [highlight]3rd[/highlight] and final part of the "Full Core". Hmm... ironic... A tree on fire? Seems a little off... but a great item. The damage aura will be taking a good amount of HP off of people, because you shouldn't die for awhile, allowing the damage to tick up. The health granted from this item helps your passive as well. [.][imgsmall=items/frozen-heart.png] - Cooldown Reduction!! So SO yummy. The aura is great against auto attackers and the mana it provides is really helpful for you to leave down you ulti longer. I usually just start with the [imgsmall=items/glacial-shroud.png] and upgrade it LATE game to the [imgsmall=items/frozen-heart.png] [.][imgsmall=items/randuins-omen.png] - A very underrated item I feel. Like a Frozen heart, but with a slow as a use, great for keeping people in your ulti and off your carries, a little HP and CDR are nice. I feel that this item is semi situational though. [highlight]Against Magical:[/highlight] [.][imgsmall=items/abyssal-scepter.png] - [highlight]2nd[/highlight] item in the "Full Core". GREAT item! From this item we get the Magic resist that we need to survive and we get spell pen + AP? uhh yah sure! I get this just about every game even when its fairly balanced and I ALWAYS get this item when it is a magic heavy enemy team. I start with the [imgsmall=items/negatron-cloak.png] then the [imgsmall=items/blasting-wand.png]. BUT if its balanced I get the cloak then a [imgsmall=items/chain-vest.png] becuase we will be building into something later. [.][imgsmall=items/spirit-visage.png] - Another good item that helps with our passive I don't get this super early, usually mid-late game, Why? Because that is when your Passive shines. You have a good amount of HP and gives your passive some serious healing power. Every auto attack will heal you for the most part in teamfights. The more heals. The less chance you have to die the more you can protect carries and the like. [.][imgsmall=items/force-of-nature.png] - The "go-to" magic resist item on just about any tank. This is also the case for Mao. The regen with the high HP you have will be substantial. Plus your passive and if you got a [imgsmall=items/spirit-visage.png] you can keep yourself up through just about anything. [highlight]Other Noteworthy Items:[/highlight] *no order* [.][imgsmall=items/aegis-of-the-legion.png] - Pretty much the best aura item EVAR!!! Well... sorta, but still a GREAT aura item that helps you and your team out. Its OK if someone else on your team has one, the aura double stacks on the people with the aegis. Great item against balanced teams and if you are struggling to farm.. [.][imgsmall=items/morellos-evil-tome.png] - CDR and AP. Great "supportish" item for him. [.][imgsmall=items/rabadons-deathcap.png] - Man.. you'll have all the AP you'll ever want from this. [.][imgsmall=items/soul-shroud.png] - Another CDR/HP "supportish" item for Mao. [.][imgsmall=items/thornmail.png] - Got a stupid Yi/Ashe pokin you? Get this and make them poke themselves. [.][imgsmall=items/rylais-crystal-scepter.png] - HP/AP/Slow, All of these help this goofy Tree. [.][imgsmall=items/lich-bane.png] - Wanna punch some noobs in the face and do some more damage? Get this bad boy. You have a good amount from RoA and Runes you will hit some kids in the mouth and make them wanna play Maokai. [.][imgsmall=items/banshees-veil.png] - This item is great when going up against a largely AP heavy team. The spell block is nice, I'd say get this late game after your carries pick up the BV already. Having the visual of the BV up (the blue circle around you) lets them know that you are tanky and that you won't take as much damage, reminding them to go for that squishy carry. [props to Marsvoltian for pointing out my forgetfulness of not having BV originally] [title]If you get these items I will find you and punch you in the throat:[/title] [.][imgsmall=items/archangels-staff.png] - You should NOT have mana problems. If you do, you need to look if you are spamming spells, if you are STOP. I feel that RoA and runes cover your "mana problems" and if you are getting this for the AP.... /sigh... just get a rabadons. NEVER GET THIS! [.][imgsmall=items/warmogs-armor.png] - Oh man... I get it. "HIS PASSIVE MOAR HP = MOAR HEALS!!!" Yah... I get that. You get a solid amount of HP from RoA and Sunfire. All you get from this is a butt ton of hp. RoA you get HP/Mana/AP all things you need. From a Sunfire you get HP/Armor/Damaging Aura. All things you need. What do you get from warmogs? HP/Regen. Ok cool.uhh.. I help my passive and just kinda stand there hoping I can auto attack you down and healing myself from you using skills. ONLY GET THIS IF YOU HAVE SUFFICIENT ARMOR/MR AND EXTREMELY LATE GAME!

This is where our runes choices and dorans ring are whats up. Gives us a strong early game. I believe that if you start out strong you'll finish strong. Not always the case but w/e... You just want to try and hit ONLY the enemy Champions with your saplings. You do not want to apply the pressure on the turret just yet. Unless you know they suck at last hitting under a turret. You want to concentrate on landing the saplings and last hitting. If you can coordinate a kill with your lane mate/jungler at level 2 when you get your root, do it. Try not to over do it. [highlight]Don't spam and not have any mana. Be smart when using your spells.[/highlight] Only cast it when you know you have a good chance of making something happen. I view it as having a passive aggressive style of play. Be passive, a few aggs here and there and when they put themselves in a bad position take advantage of it and make them pay. If you can force them into a bad position do it and capitalize. [highlight]Solo Laning[/highlight] We will focus on Solo Top though he can take mid if needed. Maokai isn't the top choice for solo top/mid. But he can see success in both of the lanes. I played him mid a few times and actually won out the lane because I had more sustain/harassment power then that of my opponent. I find myself more of less in the solo top lane. Here it is a compeltely different game than duo bot or a duo lane period. Chances are good you'll be going up against a tanky dps type champion. This means you will not want to spam saplings on the champion to harrass at all because they will have either started with a Regrowth Pendant or an item and pots. (I.E. Boots and x3 pots etc.) They will be able to sustain your harassment with the HP regen. Once you get rank 3 sapling you start to apply pressure if you know where their junlger is. Hit that back 3 caster creeps with the plop and explode damage for free minion kills and a fast push. Keeping pressure on that top turret will more of less draw the attention of the jungler and relieve the pressure of ganks on mid and bot. [highlight]NOTE: ONLY PUSH OUT IF YOU HAVE YOUR RIVER WARDED OR KNOW WHERE THE JUNGLER IS/WAS AND HIS PATH.[/highlight] If you do not pay attention and push outright and that top lane as 1 form of CC there is a good chance that you will get punished for overextending and getting ganked or sent back to base. All in all you want to play the farm game will some harass. Coordinate ganks with your jungler or mid. Apply pressure after you have rank 3 in your sapling and ward your river.

I strongly encourage you to roam and gank. You are VERY strong with ganking. You can hold people in place for a LONG time. and do a good amount of damage. There are many different ways to accomplish the coveted "Gank" You should be able to gank effectively after lvl 4 (you'll have strong combo minus your ulti) The full combo that you want to drop on people is the "C-C-C-CCOMMBOOOO BREAKER!!!" [.][imgsmall=skills/maokai/e.png] lead > [imgsmall=skills/maokai/w.png] > Walk behind > [imgsmall=skills/maokai/q.png] > If 6 drop your [imgsmall=skills/maokai/r.png] and detonate it before the walk out. This plus some damage from allies should be enough to kill them or make them blue pill. [highlight]Some decisions you need to make before the gank -[/highlight] 1 - Will my lanemate be able to hold the lane as I leave to gank? 2 - What summoners does the target have? Are they on CD? 3 - What escape skills do they have? Ezzy's E, Corki's W, Tristana's W? 4 - What skills/summoners does your ally have? Stun? Do I need to time out my CC? 5 - Are there MIAs? Will someone else show up on the other team and goof our gank? Will someone else show up bot and tower dive my mate and we lose bot tower? There are many other things that may come up in different situations. Just think about how you can put the other people OUT of position and you'll be able to profit. [highlight]REMEMBER: [/highlight]Making them blue pill is a good thing as well. The more time spent OUT of lane = less exp and less gold. When you made them go B or killed them, PUSH THE LANE to the tower. The tower kills the creeps fast and the enemy loses more EXP.

This is when we start to put pressure on people with pushing. Farm like crazy if you can, don't steal from carries though. Rank 3+ Sapling, plop damage and explosion takes out the casters and takes out small jungle camps with ease. Farm, BUY WARDS, Gank, Farm. You can side push like a boss, just don't leave your team out to dry. With sapling on the back creeps and your Smash(Q) on the melee minions you can take just about all 6 if you pay attention. [highlight]Some Decisions you have to make when side pushing/pushing you lane:[/highlight] 1 - Are there MIAs? Will the whole team show up and gank me? 2 - Does my team need me for a fight? 3 - Will someone show up and protect the tower? My personal rule with protecting a tower or pushing as anyone. Push for 2 waves then back, that is if you do not know where your enemies are. Generally you do not want to side push as Mao unless you need some farm/exp. Your best bet is to stick with the team. This is just a general rule that I follow to keep myself safe and my lane pushed and more pressure on their side of the map creating more chances for unbalanced fights because someone had to go defend a tower.

In the late game you want to be with your team allowing another player to side push. Chances are good that there will be small outbreaks of fights at dragon or in the jungle. Here you want to make sure that there is ALWAYS a ward on Baron. When pushing on enemy towers you have to make a few decisions. [.]Can we successufully tower dive and kill or make people go back so we can take a tower? [.]If we push all the lane can we go grab a fast baron? [.]Can we set a bait at baron and kill off 1-2 people then push or baron? [.]Can we sit in a bush and wait to pick off someone? [.]Is my team in a good position if I initiate? [.]Do I get blown up when I initiate? If so, [.]Am I getting own'd by magic or physical damage? (get armor if own'd by physical and get MR if magic) [.]Is the other team in a position where I can Root a "carry" and make it a 4v5 right off the bat? [.]It is better to wait and counter initiate? (elaborated in the next chapter) This is just a small list of different things you have to think about in the late game. Its really hard to give a section that lays out, here, you do this here because games can vary so much between team composition and other things. If you team engages in a team fight, read the next section to see how to effectively use your ulti.

Rules when in team fights - [number] 1 - [highlight]PROTECT YOUR CARRY[/highlight]. It is HUGE that you peel people off your carries all the time. If you don't. Chances are really good you will fail. 2 - [highlight]Control[/highlight] who needs controlled for you team to kill them, normally carries and the sort. 3 - Throw down your ulti where the fight is going down. Put it down before the big burst damage to help them soak it up and charge the damage for your detonate. 4 - Spam Sapling every CD. 5 - [highlight]DON'T KS![/highlight] You really want to be a master of assists not kills, sometimes you'll pick on up here or there. that's ok. Don't do it on purpose. 6 - AUTO ATTACK ALOT to proc your passive. 7 - [highlight]Don't suck.[/highlight][/number] [title]How to use your ulti:[/title] His ulti is a KEY part to team fights. If placed properly you protect your team with a solid amount of damage reduction and when detonated doing a large amount of damage. [highlight]There are a few key things you want to think about when placing your ulti:[/highlight] 1 - Where will the team fight be focus'd? 2 - Will the other team initiate or will I have to? 3 - People do not like to stand in your ulti. They move out of it. You can [highlight]control where the fight goes[/highlight] with proper placement of this ulti. 4 - If in the jungle this forces people to fight inside your ulti and gives your team a greater success of winning. 5 - If you can predict when the other team with initiate, like a malphite throwing this down BEFORE he shoots in can really help your team. [highlight]How to Detonate:[/highlight] 1 - You want to try and detonate this BEFORE everyone is out of the ulti. Preferably on 2-5 people. 2 - You can put this over a jungle wall and blow it up quickly to grab a runner over walls with extremely low hp. [title]Counter Initiation:[/title] This is when the other team initiates onto your team. And your team is put on the defensive usually. This is something that I feel Maokai's ultimate is REALLY REALLY good at. Some champions excel more at initiation like Maplhite, Jarvan 4, Amumu and other champions of the like. Maokai can Initiate don't get me wrong root has a pretty long range and works well. IF the other team initates your ulti is very defensive and protects your team well against other aoe ultimates and burst damage. [highlight]A text example of Counter Initiation:[/highlight] [.]When I was up against an enemy Jarvan 4 who was very aggressive and initiated all the time with his ulti. And his team would follow shortly. He was Ghost/Yomou's into us and ulti our carry, Ashe. I waited until he would do that EVERY fight. Why? It forces the other team, and my team to fight in/around Jarvan's ulti. I would drop ulti around Jarvan and we ace'd them just about every fight. My ulti placement helped our team absorb ALOT of damage and survive the burst from the Annie Tibber bomb.

One unique thing about Maokai is his ability to drop a 35 second ward at the cost of some mana. Your saplings are great for warding those river bushes to stop ganks from the mid or the jungle. I personally feel that it is not just the junglers or support/roamers job to ward. It is a team effort to ward. Its not that big of a deal to get a ward every time you go back. [highlight]My personal "rule" for buying wards:[/highlight] [.]When you go back to buy. Purchase 1 ward. EVERY TIME you go back. Buy it first then get items. If everyone follows that rule of buying 1 ward you can easily cover your lane, dragon, and baron. [title]MOAR WARDS = GREATER CHANCE OF WINNING![/title] Here is a basic map for Summoners Rift for ward placement [imgext=http://img72.imageshack.us/img72/4900/map1d.jpg] http://img72.imageshack.us/img72/4900/map1d.jpg Here is a map for Twisted Treeline ward spots. [imgext=http://i52.tinypic.com/2h3ap0l.png] http://www.league-life.com/game-info/strategy/guides/item/39-the-art-of-threes-a-twisted-treeline-guide This is a guide I found on general TT play. Some good insight there if you want to look into playing TT more. The 2 most important wards are on [highlight]Dragon[/highlight]/top buffs and [highlight]Lizard[/highlight](middle). These 2 wards should be vision wards if possible. [highlight]Reasons for warding on TT:[/highlight] [.]Dragon gives A LOT of gold [.]Lizard can make or break ganks [.]Warding the middle jungle (Lizard) you can see 80% of possible gank attempts. [.]The top buffs (wolf/wraith) usually a champ goes to get them solo. Which you can gank them or put pressure on them and send them B if caught early enough.

There is no point for me to put out a guide on Jungling if there are 2 GREAT guides out there already. The guides that I highly suggest looking at are doo0ooooooom's and TheOddOne's guides. See doo0ooooooom's guide on Jungling Maokai: http://solomid.net/guides.php?g=6644 Or see TheOddOne's guide on jungling Maokai: http://solomid.net/guides.php?g=11784 Or also see PlayerFour's guide on jungling Maokai: http://solomid.net/guides.php?g=7313

Ok, well I guess that's All I have for you guys. If you read through all of that I commend you, GJ and Thanks!! I'm hoping to get my LoL recorder working and posting up a video of game play. I hope you enjoyed my wall of text or the short form in the beginning. I hope you all have fun in LoL, remember this is a Game, no rage :) and play nice! Drive constructive feedback, comments are appreciated and I hope I don't get flamed to hard. ahaha! Have a wonderful day/night everyone! -Ol Drippy

Comments coming soon!
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