Maokai Support Build & Guide — Patch 16.12

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Aftershock fires the instant W root connects, stacking burst armor and magic resist when the team focuses you. Shield Bash converts every Locket and Knight's Vow shield into bonus damage, Conditioning scales late, Revitalize boosts passive heals and shields.
Inspiration secondary: Magical Footwear saves 300 gold (key for a support on World Atlas income) and Cosmic Insight lowers the cooldown of Flash and Locket's active, both load-bearing for engage timing on R.
Vs poke-heavy lanes (Xerath, Senna, Caitlyn with poke support) swap Inspiration to Sorcery with Nimbus Cloak (move-speed burst after Flash) plus Manaflow Band — Q-E harass turns mana-positive and the speed chains into a flank engage.
Win Condition
Land a max-range R from fog of war during objective fights, follow with W on the highest-priority target to chain root, and let the team clean up while Locket and Knight's Vow keep your ADC alive through the trade.
Weakness
Short engage range outside R: W is only 525 range and Q is even shorter. Squishy supports with cleanse or hard disengage can dodge the engage entirely; without R up, you have no long-range tool to start a fight.
Overview
Maokai is a vanguard support (a tank-class support whose job is to start fights and lock down priority targets, not heal allies). His kit is built around chaining hard crowd control: Twisted Advance (W) is a point-and-click dash that roots (locks the target in place, no movement, no Flash) the moment you arrive, and Nature's Grasp (R) is a long-range wall of thorns that travels across half the screen and roots every enemy it hits. Between those two pieces of CC, Bramble Smash (Q) knocks small enemies back and slows them, Sapling Toss (E) drops a magic sapling that reveals brush and explodes for AOE damage, and his passive Sap Magic heals him and adds bonus magic damage on a periodic empowered auto-attack. The whole kit chains into itself: every spell you cast lowers Sap Magic's cooldown, so casting Q-W-E in a fight almost guarantees the next basic attack is empowered.
Game plan: in lane, poke (chip the enemy's HP from a safe distance) with Q and E saplings while your Sap Magic auto trades favorably. At level 6, look for R cheese — a long-range Flash + R combo from a side bush — to root multiple targets and convert with your jungler. Mid-game, group with your team for objectives and use R from fog of war to start fights without showing yourself first. Late-game, sit on the front line, eat the enemy engage with Locket and Knight's Vow up, and chain W into R to lock down the enemy carry while your ADC and mid finish the fight.
Recommended Build
Starting items:
World Atlas (the unified support starter) plus 2 Health Potions. Don't last-hit minions in lane: leave the gold for your ADC, World Atlas pays your gold separately through its quest.
Core items (in order):
World Atlas — starter. It evolves automatically as you ward and assist into
Runic Compass and then
Bounty of Worlds, ending in the endgame upgrade you choose (Bloodsong for engage Maokai).
Mercury's Treads — magic resist plus tenacity (a stat that shortens the duration of crowd control on you). The default boots: shorter stuns and slows mean you can chain Q after W without getting interrupted by enemy CC.
Locket of the Iron Solari — active that shields all nearby allies for a few seconds. Pop it the instant you R or W onto the enemy: your team eats the first burst (the high damage they dump in the first 1-2 seconds of a fight) for free.
Knight's Vow — bonds you to your ADC (Attack Damage Carry — the auto-attacking bot lane teammate, your team's main late-game damage dealer): a portion of the damage they take is redirected to you, and you heal them in return. Always pick the carry whose life you most need to extend.
Bloodsong — the engage-focused endgame upgrade of your support item (World Atlas auto-transforms once you finish the quest). Carries a Spellblade passive: after any spell cast — W, Q, R, even an E sapling — your next basic attack deals bonus physical damage and amps the target's incoming damage by 4% for 4 seconds. The play pattern is "ability → AA → ability → AA" stacked through every fight.
Situational items:
Zeke's Convergence — link with your ADC's ult (Jinx R, Miss Fortune R, Samira R). When your W root lands, your ADC's next ability gets a damage amp, and the proc adds a slow zone around you for the team to follow up. Replaces Knight's Vow when your ADC is the kill carry, not the survival priority.
Thornmail — armor plus a Grievous Wounds passive (cuts enemy healing) on every basic attack you take. Pick it into auto-attack-heavy carries (Tristana, Twitch, Master Yi) or healing-stacking comps (Soraka mid, enemy Aatrox top).
Force of Nature — magic resist plus stacking movement speed every time a spell hits you. Pick it into double-mage compositions (Syndra mid + Brand support); the move speed lets you re-engage during the fight, not just survive it.
Kaenic Rookern — passive magic shield that regenerates while out of combat. Pick it into AP-burst comps (a double mage like Syndra mid + Brand support) — the shield eats a full ult and lets you survive the engage you started.
Boots: Default
Mercury's Treads for tenacity. Swap to
Plated Steelcaps only if the enemy bot lane is auto-attack heavy and the rest of the enemy team has minimal hard CC.
Skill order: Max Q first (lowest cooldown, best lane harass and trade tool). Max E second (more damage per sapling and longer slow on AOE waveclear and zoning). Max W last (the rank-up only adds damage; the root duration is fixed). Take R at levels 6, 11, 16.
Runes: Primary Resolve (the defensive rune tree — durability) with Aftershock (free armor and magic resist for a few seconds when you crowd-control someone, fires on every W root), Shield Bash (your shields add bonus damage to your next auto — pairs with Locket and Knight's Vow), Conditioning (more armor and magic resist starting at minute 12), and Revitalize (boosts the heal from your passive and the shields you receive). Secondary Inspiration with Magical Footwear (free boots, saves 300 gold) and Cosmic Insight (lower cooldowns on Flash and Locket active). Stat shards (the three small stat boosts at the bottom of the rune page): Health Scaling / Tenacity and Slow Resist / Health Scaling.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions Maokai beats
Immobile weapon-cycle ADC
Twisted Advance (W) is point-and-click root — Aphelios has no dash, blink, or stealth and eats the full W into auto chain every time Maokai reaches W range. Phase (W) reposition is on a long cooldown and Moonlight Vigil (R) channel cannot save him from Nature's Grasp (R) lock-in.
ApheliosStealth ADC with poison stacks
Twisted Advance (W) is point-and-click root that reveals Twitch through Ambush (Q) invisibility before he can pick angles. Spray and Pray (R) requires standing still — Sap Magic (P) heal out-sustains the trade and Nature's Grasp (R) cuts his escape paths.
TwitchImmobile ranged hyper-carry
Twisted Advance (W) is point-and-click root — Kog'Maw has no dash, blink, or stealth and Bio-Arcane Barrage (W) requires standup time. Void Ooze (E) slow cannot escape Sapling Toss (E) zone and Icathian Surprise (P) suicide cannot trigger under W root.
Kog MawTrap-zone long-range ADC
Nature's Grasp (R) Flash plus R cheese from fog ignores the 650 range of Piltover Peacemaker (Q) — Caitlyn lives by spacing and a hard root from outside vision skips the lane phase entirely. 90 Caliber Net (E) cannot escape Twisted Advance (W) root.
CaitlynImmobile fourth-shot crit ADC
Nature's Grasp (R) Flash plus R cheese from fog ignores Jhin's positioning and Whisper (P) reload window leaves him stationary. Deadly Flourish (W) root cannot trigger under Twisted Advance (W) lock and Curtain Call (R) channel breaks under Sap Magic (P) pressure.
Jhin
Champions that beat Maokai
Wind-disengage enchanter support
Monsoon (R) knock-back cancels Maokai's Nature's Grasp (R) engage mid-cast and Howling Gale (Q) tornado interrupts Twisted Advance (W) dash. Zephyr (W) slow plus Eye Of The Storm (E) shield on the ADC neutralize Sapling Toss (E) chip damage every wave.
JannaCleanse-fire enchanter support
Breath of Life (R) cleanses Twisted Advance (W) root at range and Warm Hugs (E) bonus range plus shield buffer the ADC against Sapling Toss (E) slow. Cozy Campfire (W) sustained heal beats Maokai's Sap Magic (P) trade economy on every wave.
MilioKnock-up combo tank support
Headbutt (W) plus Pulverize (Q) combo peels the carry out of Maokai's AOE follow-up before Sapling Toss (E) lands and Unbreakable Will (R) damage reduction soaks the W root burst. Triumphant Roar (P) heal restocks ADC HP between Sap Magic (P) trades.
AlistarLightslinger double-shot mobile ADC
Relentless Pursuit (E) bypasses Maokai's Q knock-back angle and repositions out of Sapling Toss (E) slow. Lightslinger (P) double-shots stack Press the Attack during Twisted Advance (W) cooldown windows and The Culling (R) channel finishes Maokai's HP burst.
LucianReset-jump mobile ADC
Rocket Jump (W) bypasses Maokai's Q knock-back angle and repositions out of Sapling Toss (E) slow with reset on kill. Explosive Charge (E) detonation chunks Sap Magic (P) regen and Buster Shot (R) knock-back interrupts Twisted Advance (W) dash mid-air.
Tristana
Key matchups
- Pyke: Skill matchup decided by who roams better. He out-pokes you with Q and out-bursts you with R. Don't try to all-in him in lane: hold E saplings on river entries to deny his stealth (he becomes invisible while passing through brush) and force fights only when your jungler is bot side.
- Leona: Mirror engage matchup. She has a longer-range stun (Zenith Blade), so don't W into her unless her E is on cooldown. Once her engage tools are down, your 11-second Q cooldown wins the trade window — she has nothing to counter-engage.
- Lulu: Hard counter into your engage. Her polymorph cancels your W mid-dash. Track its 13-second window and only engage when it's down.
Mercury's Treads are mandatory here for the tenacity. - Soraka: Pure sustain enchanter (a healing-focused support) with no engage of her own. She heals through your Q-E poke easily, so you cannot win lane on damage alone. Roam mid and invade enemy jungle on Mobility Boots — Maokai's lane stalls but his macro punishes Soraka's weak roam.
- Senna: Long-range poke matchup (chip damage at distance to wear you down). She bullies your HP under tower with Q heals and AA range. Don't fight back: take the bad lane, group early for objectives, and use R from fog around Drake or Voidgrubs to flip teamfights.
Power spikes & win conditions
- Level 2 (Q + E): First minor spike. Sapling Toss into Q poke chunks the enemy ADC's HP for free. If they over-extend on the second wave with no Flash, your jungler converts.
- Level 6 (R unlocks): Your real game starts. Nature's Grasp turns river gank attempts into free kills: drop the wave from a side bush and your ADC walks into a 2-second root. The R cheese (Flash + R from fog) is the strongest level-6 play in the game on Maokai.
Locket of the Iron Solari completion (~ minute 14-16): First teamfight item. Group with your team for Drake (the dragon objective in the bottom river — kills give your team permanent stat buffs) or Voidgrubs (small monsters in the top river — the team that kills them earns bonus damage to enemy structures). Your engage now drops a free team shield exactly when the enemy bursts back.
Knight's Vow +
Bloodsong online (~ minute 22-26): Endgame teamfight power. You can chain R into W, eat the focus fire while Knight's Vow shares it with you, and the Bloodsong amp lets your ADC delete a rooted target in one rotation.
Common mistakes
- Throwing Q when nobody is in range. Bramble Smash is a short shockwave around Maokai, not a long skillshot. Casting it from far away wastes 40 mana and the cooldown — wait until at least one enemy is inside the slow circle, then chain it after W to keep the target locked.
- Saving R for "the perfect engage" that never comes. Nature's Grasp on a 90-130-second cooldown is wasted if you never use it. If R hits even one champion in a 4v4 skirmish around Drake, you got value. Don't hoard it for an imaginary 5-man wombo combo.
- Engaging with no team behind you. Maokai without his ADC and team is a tank with no damage. If your ADC is back at base or your jungler is on the other side of the map, hold W and R. A solo engage at 4v5 just feeds your R cooldown to the enemy team.
- Placing saplings on empty paths. Sapling Toss's vision and slow only matter where the enemy actually walks. Drop saplings in the brush they want to ward, in the river entries before an objective, or directly under a low-HP enemy — never in a lane the wave is already pushing toward you.
- Wasting R for waveclear. R is your one long-range engage tool. Even if a wave is crashing into your tower, never spend R on minions: lose the wave, save the cooldown for the fight that follows.
Advanced tip
The R-Flash trick. Start casting Nature's Grasp first — the cast animation is brief but locks Maokai's facing direction. The instant the wave begins traveling, Flash sideways. The wave keeps its original direction relative to where you cast, so you arrive ahead of and beside it, in position to W-Q the enemy backline as they panic-react to the root. Practice it in Practice Tool: the rhythm is R press → Flash press, both inside half a second, with the cursor placed past the enemy carry before you start. Done correctly, the enemy team sees the wave appear from a direction they did not expect, with you already inside their formation. This is the technique that turns Maokai R from "hopeful long-range root" into "guaranteed teamfight winner".
Past patches
No previous versions available.