Other items to consider! Get Health potions if the opposing lane is doing well and pushing back, but this will probably not happen.
Get Mana potions if you are spamming abilities so much you find yourself going OOM.
ALWAYS ALWAYS ALWAYS get wards. We will touch up on ward placement later on.
Oracle's Elixir if the opposing team is warding up or running invisible champions.
Elixir of Brilliance, Agility, and Fortitude can be bought at the end game when your build is finished, or at any point during the game when you have 250+ gold left over and could use more life or Ability Power/Cooldown Reduction.
Gameplay! When your game loads, level your Sapling Toss and drop it as fast as you can. You want to start working your Passive as soon as possible. Get 2-3 stacks before heading to your lane, you don't want to be late!Laning Phase! Some people like to jungle with Maokai, but not you. Your zoning ability is much too great to waste in the jungle. If you want to go somewhere and gank, go for it, but don't waste your time taking the jungle away from other teammates who can get better use out of it than they could being in a lane.
Picking your lane partner! Your best bet is to lane with a ranged auto attacking carry, because your Twisted Advance and Arcane Smash are best utilized for them, and they can maximize on those abilities without putting themselves in danger better than any melee. You can also lane with another ranged caster carry, because they can benefit in the same way from your abilities. The stronger melee carries can benefit easily as well, especially Master Yi, Jax, and Xin Zhao - champions with the ability to instantly dash to the opponent. Other melee carries won't benefit as much as those who are instantly able to switch to someone you just rooted in place.
Also, Maokai is a powerful Middle Lane Champion, however I feel he is best taken advantage of if he can use his two CC'ing abilities to support a lane mate. Along the this idea goes Soloin'g the 1v2 (most likely Top) lane. It is slightly harder to instill threats when going 1v2, so you cannot zone (one of Maokai's greatest abilities) as effectively, I suggest taking a partner.
A last note, try not to take a partner who needs a ton of farm to be successful in the meta game, because you are going to be taking a lot of it. Gangplank, Tryndamere, Veigar, Annie, and Nasus are all good choices to NOT lane with, as they need their farm/are great farmers.
Farming! Maokai's Arcane Smash and Sapling Toss abilities are extremely powerful ways in which you can farm. Throwing your Sapling so that the edge of it's landing raidus will barely hit the casters (of the minion wave) will almost always land you three minion kills (once your Sapling Toss is level 3 or higher, or if you already have a lot of Ability Power). You can see what I mean by this here =
http://i157.photobucket.com/albums/t61/GangstaBloo/MaokaiSaplingTossFarm.jpg. There is a chance, though, that it might net you 6 kills. This will also help in taking out the tank minion, af he usually stands just in front of the casting minions. While this will not kill him (typically) in the earlier game, it will take him down a couple notches. He is, in my opinion, the most important minion to kill, and should be killed as soon as possible.
Arcane Smash hits in an area around Maokai and in a line in from of him. If you stand behind (the backs) of the melee minions (in the minions wave) and cast this spell towards the casting minions, you should hit all of them, the same will be said if there is a tank minion. You can see what I mean by this here =
http://i157.photobucket.com/albums/t61/GangstaBloo/MaokaiArcaneSmashFarm.jpg. This is an excellent way to damage all of a minion wave, which is always good when farming them. You can also use your ult to farm exceptionally large minion waves by simply placing it around all of the minions in said wave and deactivating it to damage them all. If you have your ult, you probably have a good amount of AP, so this is an excellent way to farm a group of very many minions. Be careful though, don't put your Ultimate on CD if you think you might be in a fight soon, that mistake will cost you dearly!
Harassing/Zoning! Harassing can be very straightforward, just throw your Saplings at the opposing champions! However, the later the game gets, the harder this harassing will get. People run from your Saplings. How can you stop this? Toss up a Sapling and root that little bastard in place. This will ensure that the Spaling hits and explodes on the opposing Champion. This will also help you land your Arcane Smash, as you are now right in the face of an opposing champion! This harass combo isn't free though, keep an eye on your mana, and be sure you do not waste it all.
Zoning is a little bit more advanced. The act of zoning implies that you are instilling enough threat to keep the opposing lanes champions far enough back (for feear of being damaged or killed) so that they cannot gain neither gold nor experience. This is risky because you have a chance of being ganked, targeted very harshly, and to grab minion aggro. However, if this is performed successfully, you will set yourself up for a great meta game because your opponents will be very far behind. This is hard to display in a custom game, but I am showing you the basic idea behind zoning here =
http://i157.photobucket.com/albums/t61/GangstaBloo/Zoning.jpg. The Red line is a rough estimate of the turrets range, and the Blue areas are good places to stand while zoning. Another good place to stand is simply between the opposing minions and the opposion champions, pushing them as far away (towards their own turret) as possible. You obviously zone by threat of your Sapling Toss, which has amazing range, which is why it is such a good ability to zone with. Zoning isn't a one man job, your lane partner must also present at least some threat, too, so that the opposing champions don't simply try to slep you in the face while you sadly attempt to zone them out. Ashe, Corki, Zilean, Anivia, Caitlyn, Gragas, Heimerdinger, Lux, Miss Fortune, Orianna, Rumble, Sivir, Swain, Urgot, and Vladamir are all great champions to lane with whom also have a great ability to zone, in their own respect. Make sure you lane with your partner, that's why they are there!
Post Laning Phase! When you finally do get the killing blow on that turret, it is probably a great time for you to back. However, if you just recently backed and are currently good on health/mana and can't really afford anything, it's time to go help your team.Pushing! As soon as your turret is down, if there are other Outer Turrets that have not been destroyed yet, your best bet is to go and get them down. Use the same techniques you used to down your turret to down opposing ones. HOWEVER, since you aren't in your lane, you must keep an eye on it at all times. The opposing champions from that lane will probably be trying to destroy it since you are not there anymore. There is also a good chance that they are coming to the lane you are newly occupying to counter your pushing. DON'T GET GANKED! Chances are your presence will be enough to take that turret down in a short time. Do this for all of the Outer Turrets before attempting to do so on an Inner Turret (unless it is painfully obvious that you will destroy that Inner Turret). Once all of the Outer Turrets are down (and maybe even before that) you and your four other team mates must NEVER be without eachother. This will increase your chances of getting kills in the jungles/lanes, decrease your chances of giving up kills in the jungles/lanes, and increase your chances of successfully pushing a lane and destroying more building. There is no down side to this method.
The only problem is that now that they have no Outer Turrets to defend, you do not know where they are at all times. This is where warding comes in. I have compiled a map of great ward locations here =
http://i157.photobucket.com/albums/t61/GangstaBloo/SummondersRiftMap.jpg. The Red circles represent where the turrets will go, and the Blue lines represent the areas that this turret will reveal. There are a ton of places you can place them, but these give you the most benefit per ward, in my opinion. You can also feel free to exlusively ward Ancient Lizard himself, but I have in that image place wards that make it painfully obvious if someone were to attempt to get Red Buff. Warding is especially important because from now on they will be able to cut through their own jungle to get to you when you are pushing lanes, so you need to know where they are.
An important note to make is that downing Turrets is more important than getting kills. If you kill 3-4/5 of the opposing team, and the rest is putting up a good run (run away from you of course), and you have even the slightest doubt you will catch them, a good bet for you is to turn and push a turret. With so many of the opposing team dead, you run next to no risk of pushing and possibly destroying a turret. While I say this, I would like to remind you to periodically hit your [Tab] button and check the death timers on your opponents. Don't get caught over extended! Along with team fights, another time when you might find yourself conflicted as to whether you should push or not is when another team is pushing your turret. I.E. you are in mid pushing their Inner Turret, and the opposing team is Bot pushing your Outer Turret (or Inner, whichever it may be). Chances are you are better off just continuing to push this turret than running to defend another. My reasoning is that it does take time for you to run to that turret. Chances are they will destroy it by that time, or get massive damage on it. You COULD have been doing the same to their turret, and that is definitely the way to go. There is a great chance that the opposing team will see that you are all pushing mid, and they will flinch, and come up to defend their turret. It is at this point that YOU will destroy the opposing teams turret and get away with it, instead of the opposing team getting that over you. As long as you have wards placed like you should, then you run no risk of your team getting Ace'd while doing this, as you will never lose sight of your opponents.
Team Fights! Alas, the moment you have been waiting for! The chance to slam your opponents has never been so tempting.
Initiation! Chances are you will be initiating the team fight. In this case, your best bet is to first throw a Sapling at their most powerful carry (I mean the one doing the most damage) and then using Twisted Advance to land on top of them, ensuring the Sapling hits and Explodes as you intend it to. You will continue to place Vengeful Maelstrom around your team and then use your Arcane Smash to knock their most powerful carries into the middle of the Lion's Den: Your team. He will be melted away and soon enough you will walk away with an Ace under your teams belt and probably a few buildings.
Fighting! Your job is to snare and slow their strong melee carries so that your team does not get killed and to grab those runaways who think they ever had a chance. You will also be tossing sapplings at the opposing ranged carries and casters. What you are not doing is trying to steal the kills of your team. This means that when the opposing Ashe get's low, you do NOT toggle your ult off to close the kill. If you do this, you take away 20% mitigation from your team, also known as giving away five kills. A dead dps is no dps, and that is what you will do to your team if you prematurely end your ult. The only time it is okay to end your ult is if, after you have tried everything in your power to keep the fight inside of your ult, but it moves outside of your ult. At this point you can cancel your ult, and when it comes back up, drop it on the newly formed team fight. Use disgression!
Cleaning Up! When that bitch ass Ashe flashes away and attempts to run, you Twisted Advance her and then call her the next morning. If she disappearns into a bush or Fog of War, throw your Sapling as far as you can in her direction and then do the same thing. If she ghosted too and you doubt you can catch her, then just get to pushing more buildings. Chances are she won't be able to stop you later anyways.
Remember, keep your abilities on cooldown at all times (except for your ult)!Thank you for considering my guide, and I hope you get a win!This post was edited by GangstaBloo on Jul 18 2011 01:02am