Vote received! Would you like to let the author know their guide helped you and leave them a message?
-High single/Aoe target CC
-One good Ult can change the game!
-Quick and reliable CC
-Provides protection and movement speed
-Unique escape tool for teammates
-Great gank setup
-Dash can be your own death if used wrong
-Ability usage needs practice to use smoothly
-Aggression leads to high focus and being cc chained while teammates are picked off
-Heavy Silence/Combo breaker comps will completely negate your kit
|When an enemy god is Hard Crowd Controlled near Maui, they are marked for the duration of the Crowd Control and for an additional 2s afterwards. If Maui basic attacks a marked enemy, his next Basic Attack becomes enhanced. Maui's enhanced Basic Attack pulls any enemy gods hit to him. This passive has a 10s Cooldown. Notes: The enhanced basic attack is spent even if Maui Misses. Has a mark range of 55. Marked gods hit by hard cc during the duration of the mark refreshes the mark's duration. Maui's basic attacks cannot go through walls. Ability Type: Buff|
Maui charges up, spinning his hook and preparing it to go farther the longer he charges. When he refires, the projectile damages enemies and stops on first god hit. If Maui hits an enemy god he reels them in, crippling and vortexing them towards himself for 1.5s. Maui can cancel this ability at any time.
Maui suffers a 70% movement speed slow while reeling a god.
Maui can move freely in all directions for the duration.
This ability cannot go through walls.
Hook damage: 100/165/230/285/360 (+50% of your Magical Power)
Minimum Range: 10
Maximum Range: 55
Ability Type: Growing Line
Cost: 60/65/70/75/80 mana
Cooldown: 16/15.5/15/14.5/14 seconds
Maui throws an Ulua made of magical water that explodes on landing, giving all allied gods within 35 units Protections and Movement Speed for 5s. The Ulua creates a pillar of water that lasts for 10s. If an allied god stands on the water for 1s, a bubble forms and carries them to Maui’s location, where they receive Protections and Movement Speed for 5s. If Maui leaves the aura radius and no ally is interacting with the water, it is destroyed.
Has a deploy range of 55.
If Maui is in a state where he's either untargetable, banished or is near a wall, the affected ally that teleports to Maui will move to Maui's last/nearest valid location.
Movement Speed: 4/8/12/16/20%
Aura Radius: 110
Ability Type: Ground Target
Cost: 55/60/65/70/75 mana
Cooldown: 14/13/12/11/10 seconds
Maui leaps, latches his hook onto a ray of sunlight, and swings from it. He swings back and forth before he leaps from the rope and slams his hook into the ground, damaging and stunning all enemies in the area. While he swings, Maui can reactivate this ability at any time to leap early.
Maui can swing up to a maximum of 60 units forward and leaps 5 units from his current location while using this ability. Can channel this ability for a maximum of 3s.If there is no valid landing location, Maui will land at the closest valid point near the targetter.
Landing damage: 110/165/220/275/335 (+60% of your Magical Power)
Stun Duration: 1.1/1.2/1.3/1.4/1.5s
Ability Type: Leap
Cost: 70/75/80/85/90 mana
Cooldown: 16 seconds
Maui selects an area, becomes CC immune and leaps into the air. He throws his hook at the target area and pulls up an island, knocking all enemies in the area up into the air and pulls them in front of himself.
The island remains on the battleground, blocking player movement for 4s. Maui can reactivate this ability to destroy the island early.
Maui is also untargetable while channeling the ability.
This ability can be fired through walls but will not pull players through them.
The island has a radius of 18.
Can be refired at any time even while under crowd control or dead.
Damage: 275/375/475/575/675 (+80% of your Magical Power)
Minimum Range: 20
Maximum Range: 60
Ability Type: Ground Target
Cost: 100 mana
Cooldown: 90 seconds
|Teleport Fragment is a must have for the solo lane this season! No need for a big explanation.|
|If the enemy team has a lot CC or you are facing a Da Ji or Fenrir, i would recommend u to get Purification Beads.|
|If u want to control teamfights or shutdown other gods who are moblie or hard to catch this is a good option.|
|Trying to help out your team from some damage, than just pick up Magic Shell.|
|Sundering Spear is a nice choice if the enemy has tanky matchups.You also can Combo this relic by using your Ult Landfall and immediately use Sundering Blast (Sunder upgrade) for nice damage and debuff.|
You need to log in before commenting.
Collapse All Comments
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved