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Maokai Statistics for J3yno

Author's performance with Maokai compared to the ranked average.

Value
Average
Games Played
5
6
Win %
60
44
Kills
2.6
3.5
Assists
7.0
9.8
Deaths
4.0
5.6
KA:D Ratio
2.4
2.4
Gold Earned
8.7K
10.6K
Creep Score
141.4
116.5
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Flash and Teleport are the only Summoner Spells to use on Maokai.


Teleport is used to split pushing, putting pressure on the map and to get back into lane if you get behind.

Flash is used to engage teamfights, Flash W on Maokai is unbeatable for single target engage onto a carry and changes the course of the teamfight.

New Runes Back to Top

Masteries Back to Top

Ferocity:

Fury Vs Sorcery-I take Sorcery in this matchup as it gives much more damage in the long term for Maokai as he deals most of his damage with spells. Maokai also has one of the highest base attack speeds in the game, therefore early autoattacking will not be a problem. 

DES Vs Feast Vs Expose Weakness-I take Expose weakness on Maokai as you will be engaging onto the enemy carries, therefore you team being able to follow up with damage is needed. the 3% extra damage your team makes can be the difference between bursting a carry immediately into the fight to the carry surviving and being able to deal damage past your engage onto them.

Vampirism Vs Natural Talent-Maokai gains a lot of damage from AP through the use of his spells. This also allows him to scale up his damage into Q and E to deal with minion waves later into the game as they get harder to kill. The extra AD and AP will be better than the lifesteal/spell vamp as you already gain health through Maokai's passive and Undying Grasp (Will be explained later). Where as it gets later into the game, the little health you gain from this mastery is not enough to survive for longer in a teamfight.

Resolve:

Recovery Vs Unyielding-This is a tough decision for toplane, whether to go for 2.0 health per 5 seconds of 5% Bonus Armor/MR, where Recovery is built for tough lanes and mid-game teamfights, where you are able to keep healthy more easily, to the late game dominance of Unyielding where at full build you will get 18 more Armor and 12 more MR. If you are learning how to play Maokai, take Recovery as many mathcups in the toplane in this patch require you to have lots of sustain.

Explorer Vs Tough Skin-Movement Speed Vs Damage Reduction. the movement speed is very situational, and damage reduction is much more helpful to a tank.

Runic Armor Vs Veteran's Scars-With Maoaki's passive, Runic Armor increases the healing done, increasing your survivability, therefore it is much more helpful than the 45 health you will gain in the early game. I build Scaling Health Seals to counteract the lack of health at earlier stages of the game.

Insight Vs Perseverance-The 15% Cooldown of Summoner spells helps with laning for TP timers and for Flash engages, therefore it outweighs the pros of the extra health regen. Health regeneration is also taken in Recovery, earlier on in this tree.

Swiftness Vs Legendary Guardian-Swiftness' 15% Tenacity and Slow Resist helps in teamfights and chasing, stopping the enemy carries from being able to deal damage to your other team members, as they try to run away from you. This will be more helpful to you, compared to the 15 extra Armor and MR in teamfights.

Grasp of the Undying is used on many top laners at this current point in time. It gives you great sustain in lane, along with Maokais passive, you should not need to back early due to loss of health.


Abilities Back to Top

E
Q
W
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
2
4
5
7
9
W
3
8
10
12
13
E
1
14
15
17
18
R
6
11
16

I always start E on Maokai, it helps in all laning phases against all champions. I also take E first to get an advantage on my lane opponent. At 1 minute into the game, place 3 saplings into the Raptor camp, this allows you to kill all 3 small Raptors instantly giving to enough XP to get lvl 2 from the first wave and being able to bully you r lane opponent from the start of the game.


I always max Q as it allows me to clear waves quickly. Using E onto the caster minions and then using Q onto the full wave at level 5 kills all caster minions putting pressure onto your lane opponent to use their spells to keep clearing the waves. A second Q after this clears the whole wave.

Max W second for the Root duration in teamfights. It always helps to keep the enemy carries out of the teamfight, and from dealing massive damage.

I sometimes put an early point into E if i am in a losing lane mathcup and have to farm from afar. Throwing E onto the caster minions when they are at 1/3 hp ensures that you kill them, gaining you gold the easiest when you are behind.

Items Back to Top

Starting Items

    Basic start, gives great sustain against all matchups.
    First Back. Doran's Ring gives you mana regen and its passive gives 4 mana on each minion kill. This with Maokai's waveclear spells for low mana helps sustain to allow you to roam more.

Core Items

    This is your main item build, making you unkillable in teamfights (unless you 1v5). Gives great damage from sunfire, and Spirit Visage's passive helps Maokai's passive sustain giving him more health after 5 spells have been used. Frozen Heart gives you high amounts of Armor, as well as a larger mana pool. Its passive slows down ADC autoattacks by a lot very early in the game.
    The boots depend on your matchup. I usually go Boots of Swiftness to allow you to chase more in teamfights. Tabi help vs AD comps where both ADC's will be targetting you. Buy merc treads if you are facing team comps with large amounts of CC. You want to be able to tank the enemy teams CC whilst stopping them from engaging on your carries.
    For your 4th item, i recommend one of these. It all depends on whether you are taking more AD or AP damage at the time, and whether the enemy ADC is building Crit or not.
    As the 6th Item, always build Guardian Angel. As the game gets longer, surviving in team fights and tanking more damage for your carries is needed, where any death can be the deciding point in a game.

Situational Items

    If you have a team which is lacking in AP damage then build Rod of Ages. It helps with your tankiness providing health, as well as a large amount of AP to deal massive AP damage in teamfights. If you fall behind after building Catalyst of the Protector, build Righteous Glory. It provides a speed boost for engages with W whilst providing tankiness with its health.
    QSS is necessary against teams with lots of CC in which you need to break out of in order to engage or protect your backline. It is also helpful vs Champions like Zed, allowing you to get rid of his ultimate.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Darius
    Hard
  • Dr. Mundo
    Medium
  • Ekko
    Medium
  • Fiora
    Hard
  • Fizz
    Hard
  • Gangplank
    Medium
  • Garen
    Medium
  • Gnar
    Hard
  • Gragas
    Easy
  • Graves
    Easy
  • Jax
    Medium
  • Kha'Zix
    Medium
  • Lee Sin
    Medium
  • Malphite
    Easy
  • Nasus
    Easy
  • Olaf
    Hard
  • Poppy
    Medium
  • Renekton
    Medium
  • Riven
    Easy
  • Ryze
    Easy
  • Shen
    Medium
  • Teemo
    Medium
  • Tryndamere
    Hard
  • Vladimir
    Easy

VS

Darius

Hard

VS

Dr. Mundo

Medium

VS

Ekko

Medium

VS

Fiora

Hard

VS

Fizz

Hard

VS

Gangplank

Medium

VS

Garen

Medium

VS

Gnar

Hard

VS

Gragas

Easy

VS

Graves

Easy

VS

Jax

Medium

VS

Kha'Zix

Medium

VS

Lee Sin

Medium

VS

Malphite

Easy

VS

Nasus

Easy

VS

Olaf

Hard

VS

Poppy

Medium

VS

Renekton

Medium

VS

Riven

Easy

VS

Ryze

Easy

VS

Shen

Medium

VS

Teemo

Medium

VS

Tryndamere

Hard

VS

Vladimir

Easy

Combos Back to Top

W > E > Q > R > R


Always dash in with W to start fights. There is some debate whether to use Q or E second in this combo, yet i believe you get maximum damage from this order as you are easily able to get the damage from your sapling landing into this combo, where you may not any other way.

After using E to throw your sapling, move towards the back of the enemy champion before using Q to knock them backwards towards your nexus. This allows the sapling to target the enemy champion before exploding, causing them to be slowed for you to chase further.

Against champions that want to fight you primarily, you can also combo W > E > R > Q > R which reduces the damage dealt by them towards you in the exchange.

To start teamfights you can Flash > W onto carries stopping them very easily. I recommend W > E > R > Q > R in teamfights to reduce early damage taken as you are the front line and will be the sole focus after a Flash > W into the fight.
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