Maokai Build Guide

Breaking out of the Forest (Top Lane Guide)

Uploader Yarpus
Updated 4 years ago
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Hi guys and girls. This is my guide to Top Lane Maokai. You can call me Yarpus, and I'm pretty average 1500 ELO player who usually plays Jungle/Support role. Maokai was my favourite champion in the game since I picked him up around Summoner Level 16 or something - it was far before jungle rework and days when Maokai started to be considered as a strong jungler. Still, even after level 30 I've actually didn't stopped playing Top Lane Maokai as it was bringing me lots of fun and most important - good scores. Maokai is currently considered to be a weak laner, which is the reason why people usually just take him to the jungle and focus on his ganking capability, while transitioning into Supportish Tank who brings lots of utility. Still, some facts about Maokai actually say "But dude, he's not actually that weak". His passive is probably one of the strongest sources of sustain in game, especially against champions who are spamming their spells - it can easily be matched with passives of Garen and Trundle. He has exceptional early game burst, as Sapling Toss has currently highest base damage in the game - while it also has 1.0 AP Ratio. Don't mention his access to high quality Crowd Control, making ganking his lane free gold for both him and his jungler. This makes Maokai a reasonable laner against anyone - and makes him exceptionally effective in some matchups, which are often considered to be difficult for the others (Riven or Rumble, anyone?). The other thing is - Maokai actually has transition into lategame. Thanks to his decent AP Ratios (and actually 4 damaging, scaling with AP skills) he can still dish out lots of damage (my offensive build with Athene's Unholy Grail and Rabadon's Deathcap deals up to 2400 damage in single combo - large part of it is AoE), while tanking everything like a boss and still providing tons of utility he's known for. And well, he can do it even better than usual jungle Maokai as he's far more tanky thanks to items he bought! If I managed to intrigue you with this introduction, I'm glad to do so - so let's continue in our journey to actually bring the Tree out of the Forest! [highlight]Wow. For some reason large part of my guide was deleted/I forgot to save it - which is probably the reason I got declined in terms of Approving it. Sorry for that folks, now I can assure you that it's complete and ready-to-read![/highlight]

[title]Summoner Spells[/title] [img=summoners/flash.png] Flash is mandatory. As any Maokai, you need/want/love Flash - probably even more than jungle Maokai. It makes chasing/escaping much easier for you, as you have no inherit mobility - so in situations when your defensive mechanisms aren't working, use this to escape those nasty ganks. [img=summoners/ignite.png][img=summoners/exhaust.png][img=summoners/teleport.png] Second spell is situational. I like Ignite as it allows you to get some easy kills at level 4, especially if some people don't understand Maokai's burst damage. On the other hand if you're afraid of your opponent - feel free to grab Exhaust. Or if you need more global presence, take Teleport to make some sweet ganks on bottom lane or just get into that Dragon fight. [title]Masteries[/title] Those Masteries look a bit wonky, still, there's reason for those. Offensive Masteries let you get Improved Ignite/Exhaust, additional Ability Power, CDR and most important, %-based Magic Penetration. As a Tank/Bruiser, you will not find yourself able to grab Void Staff - so it's pretty important for not falling off against opponents who already started to stack some excessive amounts of Magic Resistance. Defensive Masteries are the most important on Maokai I guess. Feel free to swap Armor and Magic Resistance depending on your lane matchup. Besides of that, additional Health and most important, flat Damage Reduction will let you struggle most of the skirmishes in lane. Yes, those flat reductions are exceptionally important in those as lots of damage you will suffer during laning phase will come from minions. I like Utility masteries on Maokai, as he has severe Mana issues during early game - making both Expanded Mind and Meditate very valuable for him. And by improving Flash you're reducing it's Cooldown making this masteries another valuable point. You can opt for 0/21/9 but I really don't reccomend that - the only Mastery from defensive Tree which is worth of effort for lane Maokai is Juggernaut. [title]Runes[/title] As most of Maokai's damage comes from his skills, Magic Penetration is the way to go in term of Marks. Armor Seals are mandatory on any lane except of probably Mid lane. If you have luxury of having two runepages, you may consider swapping them for Health per Level seals and use it against AP champions who don't rely that much on autoattacks. Glyphs are up to you. I like Magic Resistance per Level ones, as Maokai doesn't have innate scaling on MRes. Still, AP per level, flat MRes or even Mana Regeneration will suffice as well. Movement Quints are extremally helpfull for Maokai - mobility is the name of the game. They make farming, chasing, running away much much easier. If you don't have those, don't worry. You can use Flat Health or Ability Power with success as well - still MS is reccomended.

You are probably used to max [imgsmall=skills/maokai/q.png] first on Maokai, as most of jungle Maokai does. It's an excellent spell and maxxing it raises it's utility while not touching it's Mana cost which is fine. Still, it doesn't provide that much damage and is usefull only when you go balls deep into fight - which is why, Lane Maokai prefers to max [imgsmall=skills/maokai/e.png] first. As most of you probably know, burst is much more deceptive than sustained damage - making your burst combo hard to estimate by your opponent, especially if he doesn't know that every rank put into Sapling will increase it's damage by whooping 85 damage (if you combine landing and explosion). If you sum up damage done by two Arcane Smashes, it's exactly the same value - but not too many people will let you just Arcane Smash their faces whenever you want. Another argument for Sapling Toss is - it makes pushing your lane much easier. You obviously don't want to just push, but it's actually usefull when your opponent is MIA/dead to make him loss CS to tower. This is why we're actually using this order: [imgsmall=skills/maokai/r.png]>[imgsmall=skills/maokai/e.png]>[imgsmall=skills/maokai/q.png]>[imgsmall=skills/maokai/w.png] You may opt for mixing leveling up ranks of Arcane Smash and Twisted Advance - especially if your jungler has large influence over your lane. Maxxing W before Q will result in less damaging combo, but 2s snare will make ganks so easy it hurts.

[title]What stat lane Maokai needs:[/title] Let's talk here about the way of building Maokai a bit different than when we're jungling with him. The main difference is probably fact, that we want him to provide a bit more than just utility - still, we're not limited by gold, as lane allows you to farm much more than jungle. So, with what sort of stats Maokai scales? * [highlight]Health and resistances:[/highlight] Maokai scales actually well with both of those, as his passive allows him to be flexxible in terms of builds. You can increase amount of HP restored by it by increasing Health, or make those 7% worth more by stacking additional resistances. The best way to go is getting balanced amount of both of those - people can easily punish you for focusing on certain stats by picking %HP-damage champions like Vayne or Kog'Maw, or just building items like Void Staff/Last Whisper which turns large amount of Resitances you've build up redunant. * [highlight]Mana and Mana Regeneration:[/highlight] Maokai is really mana hungry. Like, REALLY. And as he was created to be a tank, his mana pool is actually pathetic - which makes getting some more mana very usefull. It could be ignored as Jungle Tank, as you'd usually max Arcane Smash first - but when you want to feel free to use your combo while having your Ultimate activated, you actually need more mana to do so. * [highlight]Cooldown Reduction:[/highlight] usually Tanks increase their utility and teamfight presence by stacking Cooldown Reduction. Maokai doesn't need that, as he already has spammable CC - still, to increase his damage output, CDR is the way to go. Sapling Toss has huge cooldown which can be reduced to 7s making it serious damaging move. * [highlight]Ability Power:[/highlight] Mao has very decent AP ratios. 0.4 on spammable Arcane Smash, 0.8 and 1.0 on Twisted Advance/Sapling Toss and 0.5 on Vengefull Maelstrom. Many mages have better ratios than that, still, Maokai also packs very high base damage. To preserve your presence in game in terms of damage, it's required to get some Ability Power. After that, we can start to talk about certain items and their usability on Maokai. [title]Starting Items:[/title] [img=items/boots-of-speed.png][img=items/health-potion3.png] As long as you feel you have the luxury of starting with Boots, get them. Mobility allows you to farm easier (as you have melee autoattack), do more aggresive plays and escape from ganks with ease. Health Potions give you some decent health pool, which is important especially after opponent's gank which can leave you with low enough HP to be scared to procc your passive. [img=items/cloth-armor.png][img=items/health-potion5.png] Saddenly, sometimes you don't have a possibility of starting Boots. If you're against strong physical laner - it's reccomended to get Cloth Armor (which later will turn into Ninja Tabi or Frozen Heart). For example, even if Riven is such a good matchup for Maokai - you need to survive her damage, and without Cloth it's gonna be a bit difficult. Other case are ranged champions with strong autoattacks - Kennen, Nidalee, Corki. [title]Early Game Items:[/title] [img=items/dorans-ring.png][img=items/dorans-ring.png][img=items/catalyst-the-protector.png] I don't pick this combination too often. It's risky. Double Doran's means that you want to be very aggresive in lane to make them pay for themselves. They provide very good stats, but you will find yourself in need of selling them later - so it's pretty important to be sure, you can actually kill your opponent once or twice to make sure, you will have enough of gold to get better items. [img=items/philosophers-stone.png][img=items/catalyst-the-protector.png] Probably the safest and best choice, if you don't know what to get. Philo together with Catalyst make you extremally sustained in lane - it's really hard to push Maokai with those items out of it. They also allow you to farm with Sapling Toss with ease, as your mana sustain/pool is very high. It's good for lanes you are scared off, or where you just want to be passive until jungler comes - as Philosopher Stone gives you additional gold income. [img=items/chalice-of-harmony.png][img=items/catalyst-the-protector.png] This combination works very well against AP/magical damage champions. You are skipping Gold per 10 and Health Regeneration from Philosopher Stone - on the other hand, you can be sure that your mana pool is endless. Additionaly, Magic Resistance will make it harder to kill you in lane. It's especially important against champions without mana (Rumble, Mordekaiser, Vladimir, Shen, Kennen, Akali) as they would usually outsustain you - most of them have some sort of shield or health regain. [highlight]I've started to build those items even against AD champions - works really well and opens up the best item build of Athene/Deathcap.[/highlight] [img=items/chalice-of-harmony.png][img=items/dorans-ring.png][img=items/dorans-ring.png] If for some reason you are skipping on building Rod of Ages - maybe you just don't trust me in this term - just get those. Massive Mana Regeneration, some additional Health and Ability Power will allow you to function freely in your lane. I don't reccomend this way as you end up with 3 early-game items where only 1 can be upgraded during late-late game, but hey, dude, that's your life and game! [title]Boots:[/title] [img=items/mercurys-treads.png] or [img=items/ninja-tabi.png] Mercury's Treads are your usual choice. [highlight]Rule of the thumb is - as long as you are not forced to pick up Ninja Tabi, you get Mercury's Treads.[/highlight] It is really hard to find a serious team composition without access to any Crowd Control, and still, Merc's are fine even while not using their Tenacity. Same fact that they provide increased mobility and decent Magic Resistance is fine for us. It's important to know when to buy Ninja Tabi. So, the thing is: when it's required for you to win the lane. If your lane opponent relies on autoattacks in terms of dealing some reasonable damage, you get them. They easily counter such a champions as Fiora, Tryndamere, Gangplank or Riven. Amount of defense they provide against autoattacks is equal to Chain Vest. Still, that's the reason we opt for Merc's even against strong, physical team - as if you're not threatened by auto-attacker in your lane, it's better to get Merc's and later Chain Vest. [title]Core Mid-Game Items[/title] [img=items/rod-of-ages.png] Most of people already forgotten about this item, maybe except of Singed players. I'm here to remind you - this item is still awesome. Amount of stats it provides for it's price is just tremendous, and you love all of them. Other thing is - there aren't that many alternatives. There's Rylei's Crystal Scepter, which makes you trade 150 Health, 750 Mana, Catalyst's Procc for Slow, which synergize very poorly with your skillset. Most of your skills have already built-in CC, making Rylei's procc really useless. [img=items/abyssal-scepter.png] For a long time people were underestimating this item, currently it's used both by Top and Mid Laners as long as they are AP. What makes it so great? It's very cost-effective, as values of both AP and MRes it provides are pretty high. And additionaly, it's aura. It doesn't sound that cool, but remember, that most of AD Carries have up to 50 Magic Resistance - which makes Abyssal taking nearly half of it. Coupled with Magic Penetration it makes it pretty easy to deal nearly true damage to squishies, and that's what we want to achieve. I[highlight]f you are against AP poke teamcomp, which usually uses champions like Kog'Maw, Twisted Fate or Gragas to take large chunk of your Health before actuall fight will happen (often packs strong de-initiators such as Cho'Gath or Trundle) - consider buying[/highlight] [imgsmall=items/force-of-nature.png] [highlight]instead.[/highlight] You're gonna loose some offensive potential, but make it up with more Magic Resistance, insane Health Regeneration making it easier to enter the fight with 80% of health remaining instead of 40% - and Movement Speed, which makes it easier to initiate/follow-up initiator. [img=items/frozen-heart.png] I just love this item. While Randuin has it's uses on physical Bruisers, Frozen Heart is just THE item for Tanks. It provides massive amounts of Armor, Mana and Cooldown Reduction which already makes it cost-effective. And then BAM, there's it's aura reducing Attack Speed of your opponents by 20%. It basically reduces DPS of auto-attackers by 1/5, which coupled with your ultimate sounds pretty tough, especially for AD Carries. [highlight]If you are against strong kiting champions (Ashe, Vayne, Kayle) - consider switching it for [/highlight][imgsmall=items/randuins-omen.png]. You will loose Mana and Cooldown Reduction, but it's passive will make it a lot harder to kite you. [title]Situational Items[/title] [img=items/spirit-visage.png] Due to Chromaticus suggestion. I would consider this item to work well in one situation. If you are against strong AP laner and for some reason you are behind - Spirit Visage may be your chance to get back into the game. Health, Magic Resistance, Cooldown Reduction are all good on you. Even it's heal increase passive works fine on you as it makes Sap Magic heal you for 8% instead of 7%. The only issue this item has is fact that it hinders your lategame due to occuping item slot while being very mediocre at this stage of the game. Just have that in mind while building it. [title]Decisions[/title] Here I want to dicuss a moment when you have to make some important decisions in terms of itemization. There are two ways of building Maokai further. I call them Tank and Bruiser. Tank focuses on utility and survivability, while Bruiser focuses on increasing your damage output. Pick one depending on needs of your team - Tank works much better when your team relies on your initiations, while Bruiser makes it much easier to burst down squishies. [highlight]Should I say that picking early Chalice of Harmony promotes "Bruiser" build, when Philo Stone makes it easier to get Shurelya's Reverie?[/highlight] [title]"Bruiser" Build[/title] [img=items/athenes-unholy-grail.png] When I've read how this item works first time, I was like "meh". Yet, some playtesting allowed me to verify my opinion and I actually started to consider it as nearly core item for lane Maokai. As Chalice is often important part of your build, Athene sounds like natural upgrade to it. We like this item as it provides lots of Ability Power and Cooldown Reduction, making it one of the best ways to increase our damage output. It also allows us to build Rabadon's Deathcap as 6th item - as RoA/Abyssal/Athene provide together 250 AP, making it finally worth it. [img=items/rabadons-deathcap.png] While most of AP champions tend to rush it, you're a bit different - building item which only increases your damage output would be suicidal. Which is why, Rabadon's Deathcap is your best bet in terms of 6th item slot - as long, as you've already bought some items providing AP. I usually tend to get it if I already completed RoA, Abyssal Scepter and Athene's Unholy Grail, as it makes my 250AP skyrocket into 500. [title]"Tank" Build[/title] [img=items/shurelyas-reverie.png] Shurelya is very important part of any Tank's build. While stats it provides are only decent enough to justify keeping it in your inventory, it's active actually wins games. Mini-ghost applied to your whole team makes huge MS difference between you and your opponents, making it easy to chase or escape. Every team should have access to at least 1 Shurelya's Reverie and most of supports are already building it as their first (sometimes only) big item. Still, if your team relies on your initiation, feel free to pick it up. [highlight]Don't be afraid of building it earlier - even if it delays your Frozen Heart or Abyssal Scepter. It's good to have it available during first teamfights, to make sure you will dominate them.[/highlight] [img=items/guardian-angel.png] While this item doesn't provide any utility for your team with exception of making you stay alive for much longer - it's still good. I usually don't build it on jungle Maokai, as full Tank build with GA just doesn't make sense. People tend to not focus Tanks as they don't have DPS. Still, with items you've already bought, you should have at least decent DPS, meaning that you will be often targetted by opponents. Especially by scared carries seeing your combo incoming. GA makes sure you will survive fight and even most crazy initiations - making it really good item for you. [title]Order[/title] Not many guides will tell you when it's good moment to build certain items. I will at least try to do so. 1. [imgsmall=items/boots-of-speed.png] or [imgsmall=items/cloth-armor.png] 2. [imgsmall=items/ninja-tabi.png] if against strong AA-reliant champion 3. [imgsmall=items/philosophers-stone.png] or [imgsmall=items/chalice-of-harmony.png] or [imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png] 4. [imgsmall=items/mercurys-treads.png] 5. [imgsmall=items/catalyst-the-protector.png] 6. [imgsmall=items/negatron-cloak.png] or [imgsmall=items/chain-vest.png] if you take too much damage in lane 7. [imgsmall=items/rod-of-ages.png] 8. [imgsmall=items/frozen-heart.png] and [imgsmall=items/abyssal-scepter.png], order depending on lane opponent 9. [imgsmall=items/athenes-unholy-grail.png] or [imgsmall=items/shurelyas-reverie.png] 10. [imgsmall=items/rabadons-deathcap.png] or [imgsmall=items/guardian-angel.png]

Yes, now I know that this part of guide should be relatiely large - as most of people doesn't have any experience with Maokai played this way. If asked "how to play Irelia during laning phase", anyone can just point at Wickd and say "BE HIM". There are no authorities like that in terms of Maokai, so it can be difficult during first few games to succesfully estimate your power in lane. The first thing to know. [highlight]You are strong laner.[/highlight] Your level 4 burst is one of the highest in-game, and as long as you're capable of landing it - you can push most of champions out of the lane. Aggresion pre level 4 doesn't do much as you have rank 1 of Sapling or you don't have access to all your skills. [highlight]Yet, level 4 is your best moment for aggression.[/highlight] After that, you can start to constantly harass your opponent by landing E-W-Q on his face, and leaving him Snared/Slowed so he can't actually retaliate. You will soon find out, that Maokai is pretty bursty champion who as long as has mana, can deal lots of free damage to his opponent. [highlight]Your passive is really important factor during laning phase. The way how your opponent charges it up may decide on how the lane will look like.[/highlight] For example, average Rumble play who will not be afraid of last-hitting creeps with his skills instead of Autoattacks makes you regain 7% of you Health every 4-5 seconds. As overall, you work really well against spammy champions, especially those who tend to use their skills to do stuff besides of harrasing you (farming, protecting themselves) as it usually means free charges for your passive. That is why I consider Maokai to be a strong counter to Rumble and Riven. [highlight]And remember, that you can charge your passive up before minion's spawn[/highlight] to be sure that you will regain health lost during first trades in lane. Maokai works really well with assistance of his jungler. [highlight]Jungler's presence in your lane can turn even worst matchup into easy game.[/highlight] Amount of CC and burst you can provide during gank should allow any jungler to get an easy kill on your lane. It's good tactic, to put some snowballish champion in jungle (best example would be Nocturne) as your lane usually means free gold for him. Consider investing money in pink wards to both have vision over River and reduce your opponent's vision. [highlight]Being top laner doesn't mean that you can't gank other lanes[/highlight] (preferably Mid, but with access to Teleport, bottom is also viable). It works exceptionally well, if you are facing champion you can't beat 1vs1 and your jungler is unavailable. With higher ranks of Sapling Toss, it should be easy to push minions up to his turret and leave him free to last-hit them under tower. Most of people will focus on trying to freeze the lane, while you can ambush their mid-laner - your 10CS less shouldn't matter more than free kill/assist for your mid laner.

That is probably the biggest reason why I love Maokai. There are very few champions who have that much teamfight presence as Mao. Both the way how we are building him and his skillset are focusing on winning those 5vs5 - so even while laning phase wasn't that good, be sure to give yourself a chance until serious teamfight will happen. As Lane Mao you can do variety of roles in teamfights. [highlight]Your CC allows you to be Initiator/Bodyguard, while your burst damage should let you to kill their carries or leave them low enough to force them to retreat.[/highlight] While initiating - focus on AD Carry as his sustained DPS is usually highest in whole team. Killing him can easily lead to safe capture of important objective like Dragon or Baron. Your main tool during teamfights should be Arcane Smash. Spammable AoE Knocback coupled with Slow should make you pretty annoying, especially if you will happen to hit more than 2 people with it. It's good for both disrupting their carries and buying enough of time for your carries to dispatch people trying to dive them. [highlight]It's very important to know how to handle Vengefull Maelstrom. Good placement of this ultimate can mean a difference between lost and won teamfight, as 20% damage reduction and it's explosion damage are HUGE factor.[/highlight] Unless your opponents are dumb, don't expect them to fight in Maelstrom - if you will place it too early, they can just de-initiate and wait until you will de-activate it. Usually place it when you see your opponent to use some sort of AoE Ultimate (Brand's, Fiddle's, Kennen's) to absorb as much of it's damage as possible while being sure that your opponents at least wasted one important Ultimate.

[title]Good Matchups:[/title] [img=champ/gangplank.png] Reccomended Items: [imgsmall=items/ninja-tabi.png] As long as you will not let him to autoattack you for free and get early Tabi, you will easily win this lane. You can abuse him hard with your jungler, as besides of Oranges, he's very easy to gank (as long as you have more than one CC). [img=champ/garen.png] Reccomended Items: [imgsmall=items/philosophers-stone.png] Nearly forgotten champion. Just remember - his early game hurst as hell. Be sure to Arcane Smash him whenever he tries to spin around you. You might consider getting more GP10 items, as he can and surely will zone you during early levels. After level 9 you can just start to smash his face over. [img=champ/kennen.png] Reccomended Items: [imgsmall=items/mercurys-treads.png], [imgsmall=items/chalice-of-harmony.png] if he is AP, [imgsmall=items/philosophers-stone.png] if AD. If it's AP Kennen, lane is easy. Kennen is squishy as hell as long as he's not in BALL-OF-COCAINE state, making it pretty easy to burst him down and push him out of the lane. If he relies on his Shuriken's, your passive should be always up - which means, that he'll loose nearly any trade. Just don't get caught with your pants down while his jungler comes. If it's AD Kennen, your job here is to survive this lane. He'll try to abuse his ranged autoattack to zone you. Just hold on it until level 9 to easily farm with Sapling Toss while his skills will not be enough to push the lane. Feel free to roam - his 10CS doesn't mean anything to you, as even if he'll finally manage to get some Ability Power, pathetic damage from his Ultimate will be diminished even harder by Vengefull Maelstrom. [img=champ/pantheon.png] Check Gangplank. Just care about him ganking other lanes with his Ultimate. Besides of that, the main difference between him and GP is fact, that Pantheon doesn't have lategame. Enjoy teamfights! [img=champ/riven.png] Reccomended Items: [imgsmall=items/ninja-tabi.png][imgsmall=items/philosophers-stone.png] Riven is just an easy matchup - it's not something many champions can say. Due to nature of her kit, you are basically countering her. She's squishy girl without sustain, who needs to spam her skills to deal damage. This makes it easy to abuse her with your combo as long as you know her shield isn't up - and yes, Broken Wings give you 3 charges of your passive, making sustainability not a problem on this lane. Still, care about jungler ganks - she still can snowball into oblivion. [img=champ/rumble.png] Reccomended Items: [imgsmall=items/mercurys-treads.png][imgsmall=items/chalice-of-harmony.png] Another spectacular matchup of yours. Rumble relies on low-CD skills to harass his opponents and has access to short-lasting shield, which is especially good against poke (making him a good counter to guys like GP). Still, your passive will actually punish him for every time he tries to use any skill (and let it be farming or harrasing you). Your tremendous burst will not give a heck about his shield, and due to his squishiness besides of that - will probably net you some easy kills. Still, it doesn't mean that you shouldn't care. Don't stay in his Flamespitter - try to Arcane Smash him away. Don't stay in his Ultimate, it deals just absurdal amounts of damage. [highlight]To be honest I've didn't had an occasion to play against Rumble after his Flamespitter's "bugfixOPNERFPLS". Fact that this skill deals now shittons of damage may actually force you to play more passively than before. I'd stay that it's still a good matchup - but care.[/highlight] [img=champ/swain.png] Reccomended Items: [imgsmall=items/dorans-ring.png][imgsmall=items/dorans-ring.png] You could put here most of pure AP champions who try to compete for a place in a Top Lane. Your early game burst should be more than enough to push them out of the lane. In case of Swain - it's very easy as you have really good opening window for your combo: land it whenever he tries to Nevermove you to make sure he doesn't have any good response to you smashing his face. Even if you will not manage to kill him, don't worry - push him under turret and gank, or ask your jungler for ganks which should lead to easy kills as most of AP doesn't have escape mechanisms. [img=champ/warwick.png] Reccomended Items: [imgsmall=items/chalice-of-harmony.png] Just get [imgsmall=items/chalice-of-harmony.png]. This will not only make it really hard for Warwick to kill you - it will also allow you to push him up to his turret, and gank lanes. WW is terrible pusher which will lead to him last-hitting under his turret for next 4 minutes while you are ruining his other lanes. As overall, easy matchup - especially after his nerfs. [title]Bad Matchups:[/title] [img=champ/galio.png] Anti-mage. Makes you waste your mana pool to do nothing. When he gets his Chalice of Harmony, it usually turns into farm-fest, but in 1vs1 he still can kill you. On the other hand your advantage is setting up ganks - his innate escape is pretty bad, so matchup can turn into fine if your jungler can spend some time on top lane. [img=champ/jarvaniv.png] Jarvan is forgotten yet very strong laner who slowly starts to become more and more popular. His laning phase is strong - especially against someone who doesn't have inherit mobility to avoid his Standar-Strike combo. Whenever you will try to lay combo, he will try to do his - and usually will end up outtrading you pretty hard. He's also difficult to gank due to his great escape (unless he got caught while beating your sorry ass). As overall, the best thing you can do is turning it into farm lane as he starts to fall off during lategame. [img=champ/kayle.png] Ranged Autoattack? Check. Rarely uses skills? Check. Has ultimate which makes burst damage useless? Check. She's gonna make you cry? Check.

Well guys and girls, that's all I can tell you now about forgotten Lane Maokai. I hope I've managed to make you interested - and some day you will actually try it out. Thanks for reading my guide!

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