Tag: maokai release

Maokai Impressions: where’s my impact?

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Let me start by saying that Maokai is a lot of fun to play. There. I said it. I admitted I enjoy the guy. I know I’m probably going to get taken to task for the content of this post, but at least we can agree that he’s fun. Beyond the fun, though, I’m having a hard time fitting Maokai into a team.

What works
It would definitely be unfair to say that Maokai doesn’t have his uses. He does, but a lot of it is pretty low impact stuff. His Q is a really nice slow, but it can be difficult to land when your root is on cooldown. His root is awesome, there’s really no more to be said about it (but you know me). It synergizes perfectly with is Q and offers excellent team support. His ult is also strong, so long as the fight happens inside it.

What doesn’t work
It’s actually tough to write about what works without talking about what doesn’t, which I’m sure you noticed. Though his Q is nice, if your root is on cooldown, it doesn’t feel like much and gets very hard to land. His W has a fairly long cooldown, which makes sense considering it’s strength, but I often found myself wishing it was much shorter. His saplings, though adorable, are easily avoided in lane if you stick near your creeps. Also, the throw arc is so wide when used at his feet that they take a lot of time from toss to explosion. When throwing them a distance it’s no big deal; the travel time makes sense. Up close, it sucks. His ult also suffers from conflicted design. It reduces damage taken as long as it’s on, but it deals damage when broken. Unless you’re using it to last hit or your team is crushing, it’s almost always best to keep it running. A well-timed pop might occasionally turn the tide, but then you lose that 20 percent reduction. Also, as I mentioned in my initial post about his abilities, teamfights are rarely static affairs unless you have a lot of CC.

That being said…
That being said I still think Maokai is in an okay place. He’s definitely not OP, but strong enough when played well to support several different comps. My personal complaint about him is that his skills are mostly low impact, providing support without much pizzaz, pretty much my least favorite spot to fit on any team. On any CC team, though, he’s another force to deal with. To be honest, another part of this issue is that I’ve only played him sporadically, not the usual 10-game spree I get with new champions. It seems a lot of other people are really enjoying him, and I suppose I can understand why.

Patch day 2/16: Maokai brings the wood

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It’s patch day again, boys and girls, and we can finally say it happened. That’s right, today we were given a major feature release. Well, sort of. The major feature from today’s patch, Co-op versus AI, won’t actually launch until later in the week. It is built into the client, though, so that’s a step in the right direction. And, of course, today also marks the Maokai release. He’s got some of the coolest champion art in the game and what looks to be a decent skillset. I’ll be covering him in a different post later this week. For now, let’s take a look at the rest of the champion changes.

Amumu got a buff, though it looks to be mostly to his jungling, which is odd. I’ve never had problems jungling with Amumu. I know he isn’t being played much these days, but that’s what happens when a champion is FotM for like five months straight. I’m sure people will be sick of playing Rammus soon too.

Anivia got the expected nerf. It seems pretty serious to me, but I don’t really think that’s a bad thing. I used to play Anivia quite a bit in the pre season one days. She is crazy strong, and when she’s got golem, which is virtually all the time if your teammates are smart, she’s an unstoppable force. I’m also glad they added a more discernible buff system for her ult. I’ve probably asked 10 times over the past two weeks “how do you know if her ult’s up again?”

Pantheon got another change to Heartseeker that I really like. It now takes the skill .5 seconds longer to deal full damage. That’s something I hadn’t considered in my post about Heartseeker balance. With the duration nerf to his stun and now this he might be a bit less frustrating to play against.

Rammus got a speed nerf to Powerball. As I mentioned before, I don’t think it’s enough. He’s still too good at chasing and too strong out of the jungle. I’d love to see them make Powerball more of a quick boost – make it reach full speed quickly and nerf the duration in a big way.

Ryze’s rework did make it live, but I’ll be covering that in another post.

The Vlad nerf is kind of underwhelming on paper, but I think it could play out well in game. His passive now grants 1 ability power per 40 health instead of 25. Sanguine Pool also no longer grants a speed boost and interacts properly with turrets. I still think it’s ridiculous to give a gold multiplier to a guy who farms extremely well, but we’ll see how things turn out.

That’s it for champion changes. EDIT: Just realized this didn’t post yesterday for some reason. I’ve got a slew of posts lined up for tomorrow afternoon. Check back for more on Ryze, Maokai, and the item changes for today’s patch.

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