Maokai Build Guide

Maokai, the king of jungles

Updated 3 years ago
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Runes
  • 9
    Greater Mark of Attack Speed (+1.7% attack speed)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[imgext=http://4.bp.blogspot.com/-cZBEp_O-eoI/TudGUxVXsRI/AAAAAAAABj0/-uTZiDtAMnk/s1600/Festive_Maokai.jpg] Hi! My name is AntaDriptan and I have been playing League of Legends since December 2011. I'm playing on EUW, maining jungle and support. I am making this Maokai guide beacuse I love playing Maokai and he's my most played champion and I wanna share my thoughts about him. Maokai is in my top 3 favorite junglers, and he is the jungler I play best with. The way I play Maokai is kinda supportive as a tanky disrupter, with Aegis/Shyr/Omen to help your team with utility. Since I also play support, I have a good feel for supporting teams. This is also my first guide and I hope you'll enjoy :) [highlight]PROS/CONS[/highlight] [highlight]PROS[/highlight] Strong cc and ganks Fast farming Provides much utility and tankiness to the team High base damage on abilities Strong vs AoE comps Really tanky mid-late game 35 seconds wards (saplings) [highlight]CONS:[/highlight] Mana dependent early Weak 1v1 Don't do much against dragon/baron Doesn't get any better ganking power at lvl 6 (almost) [highlight]Abbreviations/important words[/highlight] [highlight]Peel[/highlight] - protect your carries by locking up bruisers/assasins that is trying to kill them [highlight]HP[/highlight] - hitpoints (health) [highlight]AP[/highlight] - ability power [highlight]AD[/highlight] - attack damage [highlight]AA[/highlight] - auto-attack [highlight]ww[/highlight] - Warwick [highlight]AoE[/highlight] - Area of Effect (e.g [imgsmall=champ/fiddlesticks.png] ultimate) [highlight]CC[/highlight] - crowd control (stuns, snares, slows, taunts etc.) [highlight]IMO[/highlight] - in my opinion [highlight]AS[/highlight] - attack speed [highlight]ADC[/highlight] - attack damage carry [highlight]mp[/highlight] - mana points

[highlight]13.03.07[/highlight] Updated runes, itembuilds Spelling (cause I'm not a god at english) Ganking Remaking some retarded formulated sentences '^' [highlight]13.03.08[/highlight] Item builds in depth Jungling route

[highlight]AS reds:[/highlight] I use these to clear jungle faster and speed up the AA-animation to trigger your passive faster in teamfights. [highlight]Armor yellows:[/highlight] I use these to survive the jungle and be more tankier for tower diving. [highlight]MR/level blues:[/highlight] I use these because it is very helpful later in the game, especially if they have 2 APs. [highlight]Movement speed quints:[/highlight] I actually changed my quints from flat AP to Movement speed. This is mainly beacuse they give you more map presence and allows you to counter gank better... AP quints is still good though. Could possibly be personal preference too.

[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 is a pretty good passive, not the best, but it can make you really tanky if you use it all the time when it's up in teamfights. Also helps you sustain the jungle. [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] Maokai's Q is really good, it is the shortest cooldown cc/knockback spell in the game. Can brake channeling abilities. Note that this spell effects a small area around Maokai, so if you're standing really close behind him, you'll be knockbacked even though he casts it the other way. [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] A long range cc that makes him untargetable while he is in air. This is what makes Maokai the number one in long jumping. He won gold medal in London Summer 2012. Be careful on doing a early gank against an opponent with flash/blink/dash/jump since they can quick get to their tower and Maokai will jump with them. Example, i ganked a Katarina early, and she shunpoed to her incoming creep wave and then flashed almost behind her turret. Easy first blood. [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] A cute sapling, good ability for clearing jungle, but also checking bushes and put out 35 seconds wards. Always place this just outside your jungle in the beginning to be safe from invades. NOTE this is the highest base damage spell IN THE GAME (not including ultimates). [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] Like his passive, just that it makes his entire team tankier. Placing they before a big AoE ult combo you will save your team some really important HP.

Start with [imgsmall=skills/maokai/e.png] then [imgsmall=skills/maokai/q.png] then [imgsmall=skills/maokai/w.png] How to max out abilites [imgsmall=skills/maokai/q.png] 1st, good dmg, aoe knockup, good clear [imgsmall=skills/maokai/w.png] 2nd, important to lower cd on such a good cc, but not worth maxing 1st. [imgsmall=skills/maokai/e.png] 3rd, mao "worst" skill, max it out last because of lack of cc [imgsmall=skills/maokai/r.png] obviously whenever possible

Start: [imgsmall=items/hunters-machete.png] + [imgsmall=items/health-potion5.png] This is the best opening items for all the junglers (except fiddle). It gives you faster clear speed and alot of sustain. Important: [imgsmall=items/boots-of-speed.png] or if you need to gank alot get [imgsmall=items/boots-of-mobility.png] First back: [imgsmall=items/madreds-razors.png] or [imgsmall=items/spirit-stone.png] I usually get madreds because it gives more clear speed and armor. Spirit stone is good if you want to upgrade to [imgsmall=items/spirit-of-the-ancient-golem.png] but I usually don't. [imgsmall=items/locket-of-the-iron-solari.png] This item is good to rush, because it give a lot of health, armor and CDR. Also a shield that blocks 50 + 10/lvl * 5 in teamfights. [imgsmall=items/aegis-of-the-legion.png] If your support isn't building this, get it. Upgrade into [imgsmall=items/runic-bulwark.png] when you feel your team needs it. From here on you really should get what you/your team needs, all you really have to do is look at the "good items" section and balance between aura/hp/armor/mr/utility items, depending on enemy, your supports build and your own preference. NOTE: Always carriyng [imgsmall=items/sight-ward2.png] is good. Map vision is so important, it gives you a much bigger control and you can do things more safely. (I MAIN SUPPORT, PLS HELP OUT THE SUPPORT WITH BUYING WARDS) Example: You have warded the enemy redbuff at around 45 minutes. Some people may think that it is unnecessary to do, but infact it's not the redbuff you want to steal, it is just that if their AD for example runs there you get some opportunities. Take advantage of this, either gank him quick while he tries to kill red, or take a fast baron/dragon/tower. Wards also helps you surviving ganks. Lane-warding means that you put a ward, right in the middle of the lane, just to get vision for example ganking mid to kill the enemy mid while he is doing wraiths. Without the lane ward, it would be hard to know what he was doing. Be careful to not put the ward in towerrange, everything that is stealth will be revealed under towers.

You should start the game by saying smiteless blue (unless you're planning to invade) this is not a hard thing to do for your team, and it gives a pretty big advantage. Start at wolves, place 2 [imgsmall=skills/maokai/e.png] and a 3rd at 1:40 Kill blue, rush to red, kill that by using [imgsmall=summoners/smite.png] and then gank becuase you're lvl 3 with double buff. I can't tell you where to gank, you have to look at the map and predict either where their jungler is gonna gank or just see which lane that needs help. NOTE if you're getting chased in the jungle, place a [imgsmall=skills/maokai/e.png] over the wall to a camp and use [imgsmall=skills/maokai/w.png] to jump to it for a good escape. He doesn't have any other escape ability. (flash) After a successful gank, push the lane to the enemy tower. UNLESS 1. If enemies are missing mid and you don't know where the enemy jungler is and you're low health. 2. If the laner can get there in time. Why push a lane? The enemy team loses gold and experience, and you will be able to snowball the lane easier. Also it holds the laner in place, leaving for an objective will make them lose gold and xp.

In teamfights your main thing to do is either disrupt or peel. Diving the enemy's carry is as useful as peeling your own. This depends on the situation of the fight. Be tanky and protect your team with your [imgsmall=skills/maokai/r.png]. Also be careful placing your ultimate, if you place it and the enemy team quick disengages and you cancel it again, the enemy team will most likely engage because your ultimate is on CD.

If you've read until this sentence I will be very happy. Now go out on the Rift and root some yordles. (Don't gank ad teemo!!) Thank you for reading anyways, and if you have any questions or something that you wanna point out be sure to post a comment about it! Thanks! c:

Comments coming soon!
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