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MAOKAI BUILD GUIDE: A tree in the jungle - soloQ climbing by magikx

by magikx (last updated over a year ago)

Featured485,957 Views 6 Comments
9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
0
21
9
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Sap Magic
QArcane Smash
WTwisted Advance
ESapling Toss
RVengeful Maelstrom
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 2/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Sap Magic
QArcane Smash
WTwisted Advance
ESapling Toss
RVengeful Maelstrom

Champion Matchups

Introduction

Hey everyone, this is magikx, diamond player on EUW. Usually, I main adc.

I climbed 2k1+ to 2k2+ playing only and , and it worked - although I'm such a bad jungler !

[http://i.imgur.com/V0aht7C.jpg]

My stats with maokai (I will often update it) :

[http://i.imgur.com/zQa0PNs.jpg]

In this guide, I want to explain the basics of , how you can carry your mates, and lead to a safe victory.

Jungle in S3 is supposed to be the reign of ,, and .

You often wants to bann or play these guys, because they can make a game by themselves.

Why are they so powerful? Strong early-mid ganks, great damage output, great cc, great jungle clearing.

Maokai isn't picked so much these days. However, he has extremely powerful early ganks (and mid ganks if you're fed), great dmg output early on, amazing cc, and decent jungle clearing.

What you have to know is that soloQ is all about early game : if your team is far ahead early on, then flaming starts in enemy team, and your chances to win the game become much higher.

Moreover, has a great late game, because of (sustain, tankyness), and , which give him tons of peel / engage / cc.

These qualities makes him a stronger jungler than you can think...and that your opponent thinks : he is never banned !

To sum up :

Pros
-Highest dmg output @ lvl 3 with double buff (yes sir !)
-Best cc in the world @ lvl 3
-Innate tankyness
-Great engage
-Fits in 95% of teams
-You're da jungle (copyright 0ddone)

Cons
-you can't counterjungle (every time I did it, I got killed)
-you can be counterjungled pretty easy
-relies on early game to shine in late game
-your mid game (before sunfire) is somewhat weak (jungle clear is too long)


Base stats

[http://i.imgur.com/vUI73Go.png]

As you can see, has one of the highest natural armor in the game, along with Poppy.

He has also nice base health : 1951 health without any masteries at level 18.

When riot desinged it, it was clearly jungle oriented.

Masteries

[http://i.imgur.com/knJB69f.jpg]

Why 0/21/9 and not 0/9/21 or 9/0/21?

The answer isn't obvious.

First thing you need to know is : you're a tank. As tank, you need to be tanky, so you'll have 21 points in defense three.

Then, as maokai, you're very reliant on RED BUFF to set up strong ganks and BLUE BUFF, to clear faster the jungle.

This is why I pick 9 points in the utility three.

These are pretty much standard masteries you use on tanky ap jungler nowadays

You can chose not to pick 3 points in cc reduction or pick good hands + Defender + Legendary armor, it depends of their team comp'.

Example of alternative masteries :

[http://i.imgur.com/itsv1iU.jpg]


My choice is : 15% less cc is great early on (when you don't have ), and maokai is all about early game.

Magikx, I want to run 0/9/21, what do you think about it, and how does it look like / when should I run these masteries?

0/9/21 can be a viable option. It would look like this :

[http://i.imgur.com/sbmIj1m.jpg]

Explanation : you're forced to pick veteran's scars + bladed armor, to have a better jungle clear and some more tankyness.
In utility, I think it is more valuable to pick greed than vampirism.

Compared to a 'classic' 0/21/9, what are the pros and the cons?

Pros:
+3% movement speed
+2 gold / 10s
+5% xp
+6% cdr

Cons :
- up to 8.5 armor / 5 mr in teamfight.
-4% max health (which scales nice with passive)
-15% cc reduction or -10% death time and 2% bonus armor / MR
-3% damage taken

Overall, I think that utility can really be a viable option. However, use it only if the team already has a strong tank with great initiation :

If you pick these masteries being the only initiator in your team, you will keep dying when you go in the fight, because you won't be tanky enough.
If there is an initator in your team, go ahead with these masteries, they will give you better mid game, eventhough if on super late game (40min +), you won't benefit them dat much (xp useless, gold /10 useless if full build, cdr useless because you basically have 40% with full build)

My feelings about all this :

Get 0/21/9, be safe, dive like a mad tree.

Runes

About runes :

[http://i.imgur.com/GTSo9PL.jpg]

These are pretty much standard runs on jungler.

You need atk speed to get faster clear jungle : red atk speed marks will help you a lot.

Pick up armor seals to be tankier in the jungle, and have an healthier jungle.

Pick up MR per level to be tankier during the teamfights, especially end game. If they have a lot of AP, and you fear to be outdamaged early on by them, feel free to run flat MR runes.

About quintessences : get 4.5% move speed will help you alot ganking. Moving faster also allows you to have a better presence on the map.

Summoner Spells



Explanation:

: + = kill secured / mega engage later on.

: Even if you're da jungle, you need a smite to secure buffs / having a faster jungle route.

Tip : don't hesitate to spam your smite when you know drake / nashor aren't up, this way you earn +10gold, which does make a difference, believe me.

Skills

Passive: Sap Magic

Explanation:

This is really deceptive. You bait tons of opponents because they underestimate this passive. Helps you keeping good amount of life in your jungle clear.
If you are full life and passive is loaded, it will not proc, saving you the proc.
Scales great late game, where everyone spams skills (you can proc it 4/5 times in a fight).

I created a little draw to show you how good this passive is :

[http://i.imgur.com/rPJNqxz.png]

Conclusion :
This passive has a healing potential of ~~ 300 * 4/5 = 1200 to 1500 health regen at level 18 full build.
Important also : heals you for 50 damage at level 3 !
Why is this important? Imagine you are counterganking top. There are 3 people top, so assume you can proc it two times = 100 extra hp which can really make a difference at this level.

Advanced use of the passive

-Using the fact that your passive stacks when an enemy or an ally casts spells around you, you can guess if there is an enemy in a brush, even if you have no vision, watching your passive's stacks.

-Note : if enemy or ally has to cast an ability several times (example : ultimate), it will give you 3 stacks of passive.


Q: Arcane Smash

Explanation:

Maokai's bread and butter. Use this skill in the jungle to clear it faster, all the more as the mana cost is low: 55 mana.

Good to know about this skill : it knockbacks (for instance, you can interrupt kata's ult with it), but only if you are really close to the target (200 radius), and it has nice slow at later ranks (700 radius).

When ganking, use first , then go behind your opponent before using it.

The better you master this skill, the better you are : learn his range, his cd, his dmg... everything !


W: Twisted Advance

Explanation:

This why mao is so strong : 2s root guaranteed in late game !

Max it second to get higher cc. Get one point at level 3 to have fast & powerful ganks, this way you'll surprise your opponents.

Good to know about this skill :
-if your opponent flashes/ dashes after you landed it, you'll travel with him.
-You cannot travel with nocturne's ult, Shen's ult and Twisted Fate's ult (but you can interrupt shen's / Tf's ults thanks to your if you are close enough)
-if you land if on a tristana, she can w and the effect doesn't apply (buggy?!)
-don't rambo too much !

Advanced use of this skill
-Use it to escape : dash on enemy minion which is behind you ! If you are ganked in your jungle, you can also to get vision and to a creep.
-During the travel time of , you become untargetable. This means, if Karthus ults, you can dodge it thanks to , with a perfect timing. You can also dodge Fizz's ult this way.
-If you are tanking a turret, know that resets the turret aggro. So be careful with it when you are diving !



E: Sapling Toss

Explanation:

Useful to get some more dmg early on (120 dmg @ rank 1), and get 2 points in it for faster jungle clear.

Good to know about this skill :

-It gives you a living ward during 35s
-Use it instead of facechecking !
-It has a really huge range
-Enemy team can sometimes see it through fog of war


R: Vengeful Maelstrom

Explanation:

Nice ultimate, which gives you and your team more tankyness, plus some damage you shouldn't underestimate.

This skill is pretty hard to land correctly.

When to use it?
-When you want to save someone of your team (It does not reduce true damage)
-When you want to negate some Aoe dmg (on a fiddle's ult, for instance)
-When you want maximum dmg on a target during a gank (post lvl 6): toggle / untoggle it quickly : you got some nice additionnal dmg.

Jungle routes

In this chapter, I will briefly explain which are the most valuable jungle routes for maokai.

Let's say you are on blue side.

Then, you have two options :

Option 1 (recommended when you are sure that enemy jungler starts blue buff on purple side)

[http://i.imgur.com/7jy9aKL.jpg]

As you can see, I rush blue buff right after red buff. This way I can reach lvl 3 very fast, with double buff. Ask your mates to get you a smiteless red.

In this route, when you have double buff, you can either chose to gank top or mid, or to keep farming the jungle.

It is my prefered route on blue side, because you can counter gank the enemy jungler @ top lane or mid lane, which are the most ganked lanes nowadays.

Option 2 (if you have no good kill potential on your top / mid lane, and / or your support has early pinked your tri bush)

[http://i.imgur.com/Rffh2Ls.jpg]

You want to use this route mainly when you know you have tops like , or when you have an "all in bot lane" : + , for instance.

Now, let's say you are on the purple side

Unless you are really likely to be invaded, the jungle route will almost always be the same on the purple side.

[http://i.imgur.com/b0GmfNB.jpg]

To me, this route is the most powerful : your top ganks are really really strong at level 3, and you can countergank with ease.

Help me, I am counterjungled !

This happens sometimes, when the enemy jungler just sits in your jungle, preventing you from getting xp and buffs.

Who are the worst junglers to face as maokai?

I would say :

is by far your worst nightmare in the jungle.

After her, some junglers can really fuck you up :

, due to her ability to chase / escape

, because he can counterjungle with ease thanks to his Q

, sometimes, when played extremelly well, he can be really annoyin' for you, and keep invading / killing you.

What do to when you are getting counterjungled hard?

First thing : don't panic, stay calm even if sometimes you will go mad !

Then : and even are your friends.

This way, your mates will be able to react faster, and come to punish the guy.

Skill Order

Get sapling level 1, and dissuate your mates from invading, it never ends well with maokai (jungling with W as first skill is really RUDE).

It will give you the amount of damage you need to get a fast and smiteless blue / red.

You can cover your jungle with a sapling, or more if you really fear the !

Then, get arcane smash : more dmg output for a fast jungle clear.

Then, twisted advance : gank lvl 3, and surprise everyone with your strength.


Max out Q first, to get better jungle clearing.

Magikx, why don't you put 2 points in sapling at level 4?


In fact, it depends. Sometimes you know you will have blue buff ( mid, for instance), and you will get 2 points in sapling at level 4. It will give you slightly more damage during ganks and you will clear the jungler 5% faster.

However, in most of cases, I prefer maxing out , because the amount of mana is the same at each rank, and the cd is pretty low = sustain dps.

With the new jungle changes, I think it's not necessary to put 2 points in sapling before level 14.


Skill order (overall)

R > Q > W > E

Item Builds

Start :



Nothing to say about it, this is standard start for jungler.

Core :

: there is a strong debate at the moment between and . It is proven that is better for jungler clearing, plus it gives you some armor and damage (always useful on ganks).

Moreover, maokai does not scale well with the following items : .

In my opinion, however, helps you a lot, thanks to mana regen. It will fix your mana problems and allow you to gank more often.

I'll check the two option more in-depth and make some uptade about it anyway !

: CDR + HP (stacks with your passive) + Armor + Active = you can afford to dive like mad man. Just RUSH IT ! Best item in the game at the moment, along with BOTRK.

Boots : or . You can also chose , if you really have some troubles ganking, or if you want to stomp them all.

: health + cdr + passive which helps you a lot : jungle clear faster, more powerful ganks. As a bonus : scales with your passive.

I think this item fits perfectly the current meta : thanks to hp, you don't need to stack CDR. Moreover, 75% of the damage output of a 'standard' team is ad. This item scales quite good in late game, because people do not tend to stack MR, and you will always be in the middle of 5 people.


After these items, if you're ahead, get

This item will give you nice MR, some ap (ok, you don't care a lot about it), but it will reinforce the aura of , which is always good to take.

If you're behind and / or support didn't get it, then build and upgrade it to

Standard item, which helps the team, and has a proven efficiency.

If you need some health :

You'll get this item only really later on, it scales great with your passive, making you really really tanky (+300 health every 5 spells is huge on teamfight)

If they have heavy ad : (note : you can get randuin instead of sunfire if your team needs a REAL tank)

Standard item vs overfed ad. My choice would be rather than , because randuins gives you hp (passive scaling), Op passive, and even more OP active, which can be used when you on enemy team, giving you a stronger engage.

If they have heavy ap :

Here, I think both items are good, I would have a preference on , which scales greater with your passive, actually, and gives you a huge amount of CDR.


When you have 5 items, you can either sell , or upgrade it into or , depends of how tanky your team is.

I don't think is a good item on maokai. If you ever reach this point of the game, I recommend selling , and getting another item.

Exemple of ideal full build vs balanced team :

mercurys-treadslocket-of-the-iron-solarisunfire-capewarmogs-armorabyssal-scepter


About items in general, you'll notice that as maokai, you do not earn that much money during the game.
My average money earned is 8k.
This implies that your 'final build' will most likely be your core build.

About enchantements on boots, I strongly recommend , if you can affort it early on, because it gives you a great presence on the map.

Magikx, why don't you build ?

could be a good choice. Unfortunately, Shurelya isn't as good as it used to be, and it prevents you from acquiring your core build as soon as possible.
I think you should just focus on core build, then see how the game is going on to decide which item to pick.

Main goals as jungler

Keep this in mind :

Your role is to

-Makes sure at least 2 of your 3 lanes are winning.

-Make sure to give vision to your team : everytime you can afford it, just buy it.
You can also buy if you intend to drake / nashor.

-Make sure the enemy team FEELS THE PRESSURE: you have to show some presence on the map

-Make sure to secure team goals : drake / nashor / towers / buffs. Do not hesitate to smite a buff instead of giving it to your mid laner if you feel it can be stolen, for instance.

-Later on, make sure you can proctect your allies and / or lockdown enemies.

Early Game

Early Game is what makes or breaks a

If you want to suceed in the game, read carefully this section !

Early game is where maokai shines. His ganks @ lvl 3 with double buff are just the strongest in the game. I recommend going top, because usually, top is the first lane ganked. Your damage output is HUGE, remember it. Your cc will also make the difference. Enemy jungler will be baited in it 80% of time, and it will result in a double for you and / or your top laner.



When not to go top?
-You have a toplaner with low dmg output lvl2 :
-Your mid lane is getting stomped (then go mid !)

How to set up a good gank?

-Use W, then go behind the enemy while he is rooted, then Q him + autoattack for red buff proc. Use sapling on him for maximum dmg.
-Autoattack during your , and right after your , in order to get red buff procs, and more damage + more cc
-If the enemy goes in a brush, don't hesitate to throw a sapling into the brush : you'll get vision !
-Make sure you avoid enemies ward.
-Use your brain : if your laner is pushing top, then go into side brush and wait your laner to be ganked ==> countergank and get kills : if you can kill the enemy jungler at this point, then you did very well, because he won't have the same efficiency than you in his next ganks (no more double buff)
-Be patient : sometimes, you don't have gank opportunities, so go farm in the jungle, and wait until you have a clear opportunity.
-Don't be GREEDY : don't dive when you don't know where enemy jungler / mid lane is !
-Let your mid / top / ad get the KILLS if you can, this way you carry your lanes, and they'll carry you in return !
-NEVER die with double buff to a laner. If it happens, then just spam ganks on the lane, else you can say bye bye to this lane.

-Blue side :
*put 2 sapplings into your wraiths (first one @ 1:05), 2 into your red. Ask for smiteless. If they are likely to invade you, ask a ward @ your blue.
*When you have red, RUSH your blue and do it (use smite + all skills).

Then it's time to watch the map.
==> Can you gank mid or top? If yes, then go in !
==> You can't gank mid nor top? get your wolves, then watch map again, and head to bot lane.

-Purple side :
*put 2 sapplings into your wolves (first one @1:05), 2 into your blue. Ask for smiteless. If they are likely to invade you, ask a ward / cover @ your red.
*When you have blue, RUSH your red and do it (use everything).

Then again, watch map and gank mid or top.


Why ganking mid or top?
Nowadays, bot lane is warded from 2;00 to 9:00, and it's really difficult to gank it, unless you know where are the wards / your support has pinkies.
You can't really gank bot lane, plus these guys are paranoid.
Just go mid where you can screw them, or top early on.
By ganking these 2 lanes, you can farm only wolves / wraiths camps, and have a huge presence on mid / top.

Note : if is on your side, just gang bot, it is really easy to do it.

Ganking Potential on lanes (focused on early game)

I decided to add this section after taking some bad ganking decisions which could have ruined me a couple of games.

In this chapter, I'll detail gank potential with several mid / tops essentially, and I'll uptade it often.

Let's start !

- : 7/10 at level 2-3, 9/10 at level 4
You're a perfect ganker for ahri, since she is skillshot based, and you provide her a stun, so she can land her full combo. On top of it, she has a good cc.

- : 5/10 at level 2, 6/10 at level 4
You can gank early on if you see his opponent 75% life or lower, else you won't kill him and he can escape. After level 6, you can gank for akali if she's in trouble, else she can just solo the guy ! Good ganking potential overall

-: never played with an anivia, however I think she has amazing ganking potential at level 2-3, same as ahri : skillshot based = free damage for her when you root enemy.

-: 6/10 at level 2, 6/10 at level 4
Annie's huge burst and maokai snare are perfect together.

-: 7/10 at level 2, 9/10 at level 3
Spam gank for this guy if you see him, his early is amazing

-: 10/10 at level 2 : best damage output at this stage of the game ! Just gank.

-: Gank after level 6, or try to countergank enemy jungler, who wants to abuse his early weakness.

-: 4/10 at level 2-3, 5/10 at level 4 : gank early on if there is a weak laner in front of him, else just wait later levels.

-: 6/10 at level 2-3. Decent lane to gank, but make sure she gank approach enemy, else it's useless to gank. Prefer gank her post 6.

-: only counterganks, she doesn't need ganks anyway !

-: 7/10 level 2, due to her sustain damage. Good option to gank her lane early on.

-: gank after level 3 only, else he won't have his spells.

-: just ignore him and never gank. Come only if he's dived. Ganking potential : 3/10.

-: 8/10 level 2, but he is really weak after, so try to come early on only.

-: 9/10 from level 2, gank anytime if he has troubles.

-: 8/10 level 4. Don't gank before 3, he needs all his skills to hurt a lot.

-: never played with him !

-: Eventhough she has 5/10 ganking potential, you should babysitt her, or she'll be stomped in lane...

-: 9/10 level 2, really strong gank due to cc.

-: 8/10 level 2, amazing cc and good burst also, just go for it, he'll scale hard into the game.

-: 4/10 level 2. Try to gank him after level 4.

-: 4/10 level 2. Gank after level 6 other lanes, he will scale on it.

-: 8/10 level 2 if he took E, else 4/10. Gank at level 4-5 for a secured kill.

-: 4/10 level 2, but 7/10 level 3. Try to gank at level 3, else level 5-6.
At level 6, your root + her ult are just WOMBO COMBO.

-: 8/10 level 2, you can gank anytime, she's still OP.

-: 5/10 level 2. Gank preferably after level 6, anyway he shouldn't die in lane.

-: 7/10 level 2. High risk/reward gank : your kha can snowball hard or be shutdowned hard.

-: 10/10 level 3. Omfg burst + cc

-: 9/10 level 2 if he's a good lee... what you can't know before ganking...

-: 6/10 level 2. A good gank, but lux's spells are a bit weak early on.

-: Just ignore the lane, 2/10 ganking potential.

-: 4/10 at level 2. Prefer ganking him after 6. Anyway, he'll push hard.

-: 5/10 at level 2. He has huge burst. Better gank after he harassed a bit the opponent.

-: never played with a morde at this time. I assume you should gank post level 4.

-: 8/10 level 2. Amazing cc ganks, and morgana has good damage.

-: 1/10 level 2. Just ignore the lane, he took Nasus, so he aims late game. Let him farm in peace, and hope he won't rest in peace.

-: 1/10 level 2. Same as Nasus : let her do her business alone, whether she is ap or ad.

-: 7/10 level 2 : true damage + slow = OP.

-: 5/10 level 2, but 8/10 level 4 and after. Make her snow ball !

-: 9/10 level 2 if you are well timed with your cc.

-: 1/10 level 2. Let her die alone, she's trolling you anyway.

-: 5/10 level 3/4. Don't gank level 2.

-: 6/10 level 2. Do not overestimate his burst.

-: 9/10 level 2, if she took stun. Great damage / cc.

-: 8/10 level 2. Nice damage, and he can spam 2 fire during your ganks, if he plays well.

-: 7/10 level 2. You have amazing cc, but you may lack a bit of burst.

-: 4/10 level 2, but it is even worse after. Try to babysitt him really early on, then leave him alone.

-: Depends of the enemy positionning. It can be a total failure, or a great success.

-: 8/10 level 2. Nice combo.

-: 5/10 level 2, but 8/10 level 4. Try to get him a kill before he hits 6, and he will stomp his lane.

-: 5/10 level 2, but 8/10 level 4 and after. Depends on the syndra player.

-: gank after level 4 only, it is free kill.

-: 7/10 level 2, after that, you should let him do his business alone.

-: nerf ruined ap trynda... I don't see them anymore lol.

-: 6/10 level 2, 8/10 level 4. You have good cc, but your burst is a bit low on level 2.

-: 4/10 level 2, 8/10 level 4. Same as Tf, you need to wait a bit in order he gets more damage.

-: dunno, never played with a viktor.

-: don't gank before level 6, it is useless.

-: 8/10 level 2. Nice lane to gank.

-: 8/10 level 2. You have good burst and good cc.

-: 6/10 all game long. Just try to gank / countergank once early on, and let his goules eat top lane.

-: 3/10 level 2, 8/10 level 4 +.

-: 7/10 level 2 : he has good burst. Wait his passive to be ready.

-: 9/10 level 2 : wtf burst ! Just don't gank post level 9, his damage falls off dramatically if not fed.

-: 2/10 level 2, 8/10 level 4+. Often seen as support, nowadays.


As you can see, maokai fits really well on ganks on most people.

Just be aware of your mates' cds before ganking : don't gank if Garen's E is on cd, for example.

If you make the enemy use flash, do not hesitate : gank again in the next couple of minutes !

Be sure to ask your mates enemie's cd left / wards, to ensure successful ganks.

Counterganks

work in progress on this chapter

Ok, in this chapter, I will explain the basics / advanced counterganking techniques.

Magikx, what is a countergank? I have heard this several times, but do not figure really what is is/ how it works.

A countergank is really simple : you know that the enemy jungler is going to gank a lane. What you have to do is :
-Be near enough of the lane to come during the gank (for instance, during an enemy tower dive), and surprise the enemy team. In LOL as in real life, surprise effect is amazing (for instance a bush trap is always effective, early on).

-Wait hidden in the lane (I'll add pictures soon about this), until the enemy jungler comes, wait him to engage, and kill one, two or three opponents.


When should I countergank?

-You know enemy jungler is BOUND to gank a lane : mostly top or mid lane, when your mates are pushing hard / overextending a bit.

-You are too much behind, so you have to farm the jungle. During your farm, you realize that a lane you're close from is getting ganked. Just come asap and countergank.

Matchups to avoid / to fight against (jungler vs jungler)

: difficulty = 4/10 level 3 with double buff, you have an edge over him. Surprisingly, you are a little bit stronger, dude to your passive. Fight 2v2 at top if you meet him.

: difficulty = 5/10 level 3 with double buff. She has good escape mechanism. Make sure to catch her out of position, when she already used Q. Then you should win the trade.

: difficulty = 2/10 level 3 with double buff. You are MUCH stronger than him, easy matchup, if you countergank him, you're sure 80% to kill him.

: difficulty = 7/10 level 3 with double buff. Only go in if you know your laner has better damage output / their laner is low.

: difficulty = 4/10, I assume, but I'll update it when I see a sej.

: difficulty = 2/10 : you have much better damage early on. Take care of his cc.

: difficulty = 7/10 : he has stun + huge burst. Try not to face him too much.

: difficulty = 5/10 : it's pretty even on lvl3. I would say you win, though, cuz his E doesn't hurt too much already.

: difficulty = 8/10 : he just rapes you at level 3, don't even try to fight him lulz.

: difficulty = 6/10 : good nocts can really shit on u with fear. Be sure that your laner has an edge already if you have to countergank.

: difficulty = 1/10 at level 3. Nasus has not enough dmg already to really hurt you.

: difficulty = 2/10 at level 3. Don't focus him if you can focus sth else, he's rather tanky.

: difficulty = 5/10 at level 3. If he hits Q, he's even with you, if not, you just rape him.

: difficulty at level 3 : 2/10. You simply rape him at this stage of the game.

: difficulty 5/10. Even matchup, be careful.

: difficulty 8/10. Prolly your biggest counter at this point. He kindof shreds u.

: difficulty 4/10. You have little edge, early on. Care counterjungling.

: difficulty 5/10. You have to pick flat Mr runs if you intend to regulate him early on.

: never played vs her. Ur root is a pain to her. Care her sustained dmg.

: 2/10. She's not really strong early on.

: 1/10 if he misses his q. Else he can be annoyin'

: 4/10 if you can burst one of them quickly enough, else 7/10 because he has amazing sustained damage.

I'm going to add more matchups / uptade this part quite soon, depending on how the game evolves / my experience evolves.

Mid Game

Nothing special to say about mid game for maokai, except that you shouldn't be too greedy : don't dive when jungler or mid are missing, you'll die 90%

Capitalize on your early advantage to farm jungle, and try to countergank as much as possible.

Also capitalize on this advantage to secure essential buffs (drake / nashor).

Your burst dmg is getting lower, but if your mates are fed enough you'll destroy them.

Your mentality during mid game is : 'I am a second support, I help my team cc'ing the guys and they kill them'

By this point, you should have , and building

Late Game

Late game, you'll shine again, because of your innate tankyness, your amazing ult and your cc, which are great (2s snare + 0.5s knockback / slow).

Best mates to be with :

... and so much other !

Fact is maokai fits really well with almost everything that has cc !

Now, you should be tanky enough to initiate fights and / or catch overextended enemies.

The tricky part is to know when you can go and when you shouldn't go : I lost some games going like a rambo into enemies.

Ask yourself the following questions :

-Will my mates follow me?
-Will I die instantly?
-How much burst / cc can I soak up?
-On who should I jump on?

Team Fights

In teamfights, you have 3 options :

Option A : your team is dominating ==> rush their carries and lock them down !

Option B : your team is dominated ==> protect your carries at all costs : rush their bruiser/ ap carry and lock them down

Option C : the game is even ==> you can decide to engage, then to go back protecting your carries or just to protect your carries, it will depend of your team comp'.

For instance, if you have a with you, then you can engage like mad, she'll follow and deal tons of dmg.


Try to always use your Locket, and your ultimate (which is kinda hard to do, because you need to guess where the fight is going to stand).

Final comments

To me, is a strong underrated jungler.

He can carry you whatever may be your ELO. His ganks are easy to master, and hard to avoid.

To sum up : he's da jungle !

I'll ad some video / lol replays when I have time.

If you need more information about maokai jungle, add 'magikx' on EUW, I'll answer your questions.



Thanks for your feedbacks !
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