- Tier
- T2
- Rang
- #51
- Taux de victoire
- 51.43%
- Taux de sélection
- 0.39%
Hecarim est actuellement classé T2 dans les données ARAM Mayhem. Voir le guide du champion

Maokai est actuellement classé T2 dans les données ARAM Mayhem.
Maokai the Twisted Treant
Maokai is mainly a frontline engage and peel champion, with poke coming from sapling control when the fight slows down. If your team has carries that need space, play closer to them and punish divers instead of forcing every root forward. The tradeoff is that full engage Maokai can start fights well, but he can also strand himself if his team is not ready to follow.
Pick Maokai when your team needs reliable crowd control, bush control, and someone willing to stand between enemies and your carries. He is especially useful when allies have delayed damage that benefits from enemies being held in place. The tradeoff is that he does not solo-carry through raw damage as easily as true burst champions, so he needs teammates to hit the targets he locks down.
Build tanky when your team lacks a durable front line or the enemy has champions that must walk into you. Go more damage-oriented only when your team already has engage and you can safely play around saplings and follow-up crowd control. The tradeoff is simple: tank Maokai lives long enough to control fights, while damage Maokai punishes clumped enemies but dies faster when caught.
Use saplings to control bushes, protect flanks, and make enemies pay for walking through narrow areas. If the enemy team has strong poke, place saplings where they want to stand before the wave arrives, then back up and let them choose between taking damage or giving space. The tradeoff is that throwing saplings randomly into minions wastes pressure and leaves you with less control when a real fight starts.
Engage when your allies are close enough to hit the rooted target, not when you are simply excited to see an opening. If the enemy has disengage or burst ready, use Snowball, brush pressure, or your ultimate to force movement before committing your body. The tradeoff is that waiting too long gives poke teams time to chip you down, but going first with no follow-up turns you into free damage.
After the first engage, Maokai should either pin the highest-value target or peel the champion diving your backline. If your carries are being threatened, stop chasing and use your crowd control defensively so they can keep dealing damage. The tradeoff is that chasing a low-health enemy can feel tempting, but losing your main damage dealer usually costs more than securing one extra kill.
Snowball is very strong on Maokai because it gives him a way to reach priority targets and start fights from awkward angles. Use it when your team can follow or when hitting the mark forces the enemy team to split. The tradeoff is that taking Snowball in without checking ally position can put you behind the enemy line with no escape plan.
Against heavy poke, do not stand in the open waiting to be softened up. Use bushes, saplings, and minion waves to deny clean skillshots, then engage when a poke champion steps too far forward or misses key damage. The tradeoff is that you may have to give up some wave control early, but preserving health gives you a much better all-in window.
Against dive, Maokai should usually peel first and engage second. Hold your point-and-click lockdown for the assassin or bruiser that commits onto your carry, then push the fight back toward your team’s damage. The tradeoff is that you may not start as many flashy fights, but denying the enemy’s first dive often wins the entire exchange.
Look for augments that help Maokai survive after engaging, apply crowd control more often, or reward him for staying in the middle of fights. If your team already has enough frontline, augments that improve poke, area control, or follow-up damage can also work. The tradeoff is that greedy damage augments feel great when ahead, but defensive or utility choices are usually safer when the enemy can burst you on entry.
Use Maokai’s ultimate to start fights across a lane, cut off retreats, or protect your team from a hard engage. If enemies are spread out, aim it to force them toward bad terrain or away from their carries rather than expecting a perfect full-team catch. The tradeoff is that using it too early may only zone, but holding it too long can let the enemy start the fight on their terms.
Do not stack all of your crowd control on a target that is already dead or already unable to move. If an ally has just caught someone, wait a beat and use your next control tool as they try to escape or as their teammates move in. The tradeoff is that spacing your control takes patience, but it creates longer kill windows and makes cleanses or dashes less effective.
Maokai fits best with teams that have strong follow-up damage, area damage, or carries that need a bodyguard. If your team has mages or marksmen who can hit trapped targets from safety, your engages become much more threatening. The tradeoff is that with low follow-up damage, Maokai can start fights cleanly and still watch enemies walk away.
The biggest mistake is engaging every time a target is in range, even when the team is not ready. Check ally health, cooldowns, and position before you go in, then commit only when the fight can be finished or safely reset. The tradeoff is that disciplined Maokai may look passive for a few seconds, but he creates far better fights than one who dives on cooldown.
Carry by controlling where fights happen, who gets to move, and which enemy is allowed to hit your carries. Place saplings before objectives or wave crashes, threaten engages from brush, and peel when the enemy commits too hard. The tradeoff is that your impact may not always show as top damage, but clean lockdown and good spacing often decide Mayhem fights faster than raw numbers.