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General Guide by League_of_Coaching

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League of Legends Build Guide Author League_of_Coaching

Know your Masteries !

League_of_Coaching Last updated on August 15, 2015
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Introduction

Hello there , Readers !

My Name is League_of_coaching and this is my Mastery-Guide !

I hope i can answer all your Questions about all Masteries , if not you can send me a message via my Stream http://www.twitch.tv/league_of_coaching . So let's get started.

This Guide will be split up in three parts ( Offensive , Defensive and Utility ) and then if the specific Tiers ( for example Phasewalker would be in Utility Tier 1 ) so if you just want to learn something about one Masterytree you just can pass the others .

Also if any Calculation i made is wrong please contact me .

REMEMBER :

We wont just take a quick look above everything . We will look closely to all Masteries and we will find out which one is good or viable and which one is not ! Also if you want to read more of my Guides check out my homepage http://leagueofcoaching.jimdo.com/ !


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Offensive Masterytree Tier 1

Welcome to the brutal offensive Masterytree Tier 1 !

We will start from the upper left corner and work us through every single Mastery .



Double-Edged Sword : Melee - Deal an additional 2 % damage and receive 1 % additional damage ; Ranged - Deal an additional 1,5 % damage and receive 1,5 % additional damage .

Luckily i got somebody who can show us how good/bad Double-Edged Sword is . I will take a closer look at a game played by the main midlaner of my ranked team Capabie ! ( http://matchhistory.euw.leagueoflegends.com/en/#match-details/EUW1/2232963106/25436422?tab=stats if you wanna see the stats aswell. )

So this Game he played Varus obviously a ranged champion . So he would get 1,5 % additional damage and would receive 1,5 % additional damage .

He did 23,2 k Damage to Champions and 214,1k Damage overall . ( Math incoming )

23,2 * 1,015 = 23,548k , 23,548 - 23,2 = 0,348k // 214,1 * 1,015 = 217,3115 k , 217,3115 - 214,1 = 3,2115 k

If we would have used Double-Edged Sword he would have dealt 348 more damage to Champions and 3211,5 damage more overall . Tbh he would probably have got 2 or 3 last hits more with this mastery , but overall 348 more damage in a 31 minute game is not that much . (11 damage more per minute )

Unluckily the Mastery Double-Edged Sword really is (suprise) a Double-Edged Sword .

He received 12,6 k damage in the whole game . If he used Double-Edged Sword he would recheived (12,6 * 1,015 = 12,789k 12,789 - 12,6 = 0,189 k Damage) 189 additional damage . Thats not very much aswell . But if you take a closer look at the opposing team and especially on his mid lane matchup you will see that they got an a "Glasscannon-Annie" . Annie's main Job ( when you build her this way ) is to burst somebody from 100 to 0 . So we really dont want to support this with our own mastery ...

Overall i wouldnt recommend to take Double-Edged Sword as a ranged Champion , it's not extremly bad but it isnt that good aswell. Now lets take a closer look to Melee Champion . For that we got the Lee-Sin-God himself . One of the best players worldwide ! The notorious ehm i mean myself ^^ .

http://matchhistory.euw.leagueoflegends.com/en/#match-details/EUW1/2229701025/206477956?tab=overview , if you wanna see the stats .

Because I played a melee Champion i recheived ( yeah i took Double-Edged Sword this game) 1 % additional damage , but i also dealt 2 % additional damage .

I dealt 21,6k Damage to Champions and 161,6k Damage overall with Double-Edged Sword .

Without Double-Edged Sword i would have dealt 21,168k Damage to Champions and 158,368k Damage overall . That would be 432 less Damage to Champions and 3232 Damage less overall .

Let's move on ... how Damage did i received ? 24.9k ! Without the Mastery it would have been only 23,9 k Damage . So thats 1000 Damage .

But what is the reason i picked Lee or what are my goals ( except of the fact i just pick lee if i am tilted to kick some ***es ) ? I usually wanna snowball the early game and make as much kills as I can . Thats the reason why i decided to take Double-Edged Sword . Now finally we are over this Mastery we can move on to the others !




We can rank up Fury four times and we receive for each point 1,25 % attackspeed ( 5 % at rank 4 ) . When we compare this Mastery to the ingame Item Dagger we see that Dagger gives you 15 % attackspeed at a cost of 450 gold . So 5 % attackspeed would be 150 gold worth . So 1 Masterypoint gives you indirect 37,5 gold you have to invest in attackspeed . Thats okay i'd say . Overall its a "filler Mastery" ... some Champions dont benefit much from Cooldown-Reduction ( we come to this later ) and have ranked up Butcher already ( Its the case of most ADC's ) . Sadly there is not much to say about this Mastery anymore . I guess Sorcery awaits !




We can rank up Fury four times and we receive for each point 1,25 % CDR( 5 % at rank 4 ) .

First of all like i already said in the "Fury-Part" there are some Champions that dont benefit much from CDR like Caitlyn or Kalista for example . Overall CDR is a great stat for Champions which are dependent from there Abilities like Xerath or Ziggs .
The maximum amount of CDR is 40 % so lets take a look if these Champions even need the CDR of Sorcery or if its just a wasted stat . So a normal Xerath or Ziggs player would start with Morellonomicon or Athene's Unholy Grail what gives you 20 % CDR . Also I would recommend to take CDR per level in the Glyphs . You you will get on 35 % CDR at level 18 . So i guess 5 % additional CDR would be great ! BUT !!! The most players ( not including me btw ) take just 3 points in Sorcery , because the 1,25 % CDR doesnt matter for them . I can understand this path and its totatlly fine i just prefer to have 40 % CDR , i guess its just a mindthing^^ ) . I take one point less in Devastating Strikes therefore. I would recommend you to experiment a bit with this masteries to check out what you like more .




Basic attacks and single target deal an additional 2 damage to minions and monsters . This does not trigger off of area of effect damage or damage over time effects . ( Also we have to rank this up if we want to rank up Feast )

Butcher ... a really great tool to improve your Creep Score by just go to your Masteries and click the icon . I guess its first a great tool for unexperienced player to improve their Creep Score ( CS is the half Win btw ) , also as a experienced player ( well lets say in my case ) I immediately attract attention when just one AD is missing . Also it opens us the way to Feast another great Mastery ! I would even recommend to take Butcher or Feast with some Junglers ( not on Evelynn or Kayle for example [ i come to this later i guess ^^ ] ) .

So thats it with the Tier 1 Offensive Masterytree below we will learn something about Expose Weakness , Brute Force , Mental Force and Feast


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Offensive Masterytree Tier 2



Damaging an enemy with a spell increases allied champions' damage to that enemy by 1 % for the next 3 seconds.

Expose Weakness is one of these Masteries most people think WTF THIS SH*T IS BROKEN ! But i wouldnt not be League of Coaching , if we wouldnt take a closer look to this Mastery . So first of all the hardest thing ... If you are laning ( except Bot lane ) this Mastery is totally useless unless a Jungler comes and ganks your lane . So it could be possible that you wasted a Masterypoint for 20 minutes into the game . And I guess thats the reason I wouldnt recommend this Mastery . Of course its quite good if you hit 5 people with an AOE ability , while teamfighting and you dont need the other points . For example i use Expose Weakness on Sejuani and Nunu . For other Champions ... I dont think its that good.





We can rank up Brute Force 3 times it gives us (4/7/10) AD at level 18 . We can just rank up Brute Force if we put 4 points in the Tier 1 Offensive Masterytree , also we can rank up Martial Mastery , if we put 3 points in Brute Force . Brute Force is a very simple Mastery I guess ... It's good for Auto-Attack reliant Champions or AD Casters Caitlyn , Zed , Yasuo . I would even recommend to take them with Champions like Evelynn , Kayle-Jungle or Ekko-Jungle ( I use Brute Force and Mental Force with those ) . I guess there is not much to say about this Mastery anymore so let's take a look of the AP-"Brother" !




We can rank up Mental Force 3 times it gives us (6/11/16) AP at level 18 . We can just rank up Mental Force if we put 4 points in the Tier 1 Offensive Masterytree , also we can rank up Arcane Mastery , if we put 3 points in Mental Force . Mental Force is very similar to Brute Force . It's a good Pick-Up for Champions , which scale with AP. There is nothing more to say about this i guess .


( i dont know how to use this proper i am sorry ^^ )

If we wanna rank up Feast we have to put 1 point in Butcher and 3 other points in the Tier 1 offensive Masterytree . It restores 3 Health and 1 Mana everytime we kill a unit ( minion , champion , jungle creeps ) . Overall its a great Mastery in my opinion it helps us to sustain through the laning phase even if it gets rough . I would recommend to pick Feast up everytime you can ( it fits ) !


Thats it with the Tier 2 offensive Masterytree ! Down below we will learn something about Spell Weaving , Martial Mastery , Arcane Mastery and Executioner


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Offensive Masterytree Tier 3



Damaging an enemy Champion with a Basic Attack increases your Spell Damage by 1 % , stacking up to 3 times ( max 3% damage increase )

If we wanna rank up Spell Weaving we have to put 4 points into the Tier 2 offensive Masterytree . First of all Spell Weaving would be useless if we dont use our Attacks or our Spells at the same time . A good example of a Champion using both Attacks and Spells is Corki. Corki benefits alot from Spell Weaving and its a really good pick up for him . Other Champions like LeBlanc dont use there Basic Attacks while her Combo , thats why you really shoudnt take it with her . Generally its a good Pick-Up for Champions , which aren't only reliant on there Spells/Basic Attacks ( Ezreal , Corki , Lee Sin and so on ) .





Not much to say about this it gives you 4 flat AD at level 1 . Great Mastery ! Pick it up as often as you can if your Champion uses his/her Auto-Attacks often .


( i dont know how to use this proper i am sorry ^^ )

Its similar to [Martial Mastery] if your Champion scales well on AP pick it up !




Executioner is probably one of the best if not THE best Mastery in League of Legends . You deal 5 % more damage if the target is below (20%/35%/50% ) of his maximum health . If you want to use the offensive Masterytree ALWAYS take Executioner .


So thats it for the Tier 3 Masteries of the offensive Tree ! Way shorter than the 2 before , but tbh there is not much to say about those . Down below we have Blade Weaving , Warlord , Archmage and Dangerous Game


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Offensive Masterytree Tier 4



Damaging an enemy Champion with a Spell increases your Basic Attack Damage by 1 % , stacking up to 3 times ( max 3% damage increase ) .

It's similar to Spell Weaving just the other way around . So its good for Champions using there Basic Attacks and Spells again AND its way better , if they got some AD . ( Simple Math : If you have 100 AD and deal 1 % more you deal 101 AD ... if you have 500 AD and deal 1 % more you are dealing damage like you had 505 AD . ) I recommend to take Blade Weaving on Champions like Corki and Ezreal .





First of all i want to make a popular misunderstanding clear

Warlord - Increases BONUS Attack Damage by 2%/3,5%/5% .

It says your BONUS Attack Damage so if you got 300 AD it does NOT mean you got 315 AD if you have 3 points in Warlord ! Your bonus Attack Damage is the Attack Damage you receive from Items like Infinity Edge , The Bloodthirster etc. , if you have 100 AD ( 90 flat and 10 Bonus AD from a Long Sword you will have 100,5 AD ( when you have 3 points in Warlord . This Mastery isnt that good on the second look . It still multiplies your AD , so if you got Infinity Edge , Last Whisper , The Bloodthirster and a Mercurial Scimitar you receive 14 extra AD ( if you have 3 points ) . Warlord is another of the "Filler Masteries" . Please dont put points into this Mastery without knowing how much you benefit of it . Its decent on Champions , which build just AD and not Attack Speed .





So here is the bigger Brother of Warlord . Thanks to Items like [Rabadon's Deathcap] and the other 100 AP Items you can have much more Bonus AP than Bonus AD . The Thing is ... the scalings are exact the same ( both 2%/3,5%/5% ) so Archmage will always be better than Warlord . When you play ... let's say Xerath and have Morellonomicon , Zhonya's Hourglass , Void Staff , Rabadon's Deathcap , Luden's Echo and Sorcerer's Shoes you come to a value of 648 AP . And with Rank 3 Archmage you'll get plus 32 AP ( 680 AP altogether ) . So Archmage is over Warlord ... and the AP Items need a buff ... rito please




Dangerous Game is probably the only reason why i dont go 13/35/3 in every game of mine . So Dangerous Game restores 5 % of your MISSING Health and Mana if you scored a kill or a assist . Of Course its more worth when you have less Health or a greater maximum amount of Health , but overall its a fantastic Pick-Up for everyone who gets these far in the masterytree .

Woohoo thats it for this Chapter in the next one we will feature Frenzy , Devastating Strikes , Arcane Blade and Havoc ( Havoc doesnt want to be allow show some love )


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Offensive Masterytree Tier 5+6



Critical hits grant +5% Attack Speed for 3 seconds (stacks up to 3 times)

So obviously this Mastery is only worth if you have the Chance of hitting a critical hit .

Also it has more usefull when you Crit consecutively . A Corki with Trinity Force and Blade of the Ruined King still just has 10 % crit chance ! It will be pretty hard for him he reach the full potential of Frenzy . The best possible example is obviously Ashe . Ashe has a 100 % crit chance and will trigger this Mastery every time she attacks a frozen target . Overall i'd say you should get this Mastery with every ADC building any form of critical chance . Other Masteries like Warlord are a lot more worse than this one ... so good luck criting !





Devastating Strikes gives you 2 % Armor and Magic Penetration for every rank . ( You can rank it up to three times ) . Generally there isnt much to say about this Mastery i guess . Of course its better , when the enemies are stacking Armor/Magic Restistance , cause it has more value than , but overall penetration is never bad . You can ( just like me ) put one point out of Devastating Strikes and put it into Sorcery , Blade Weaving or Spell Weaving thats totally fine in my opinion it depends on what you like more .




Basic Attacks also deal bonus magic damage equal to 5 % of your Ability Power .

Arcane Blade gives AP Champs the opportunity to deal at least some damage with Auto Attacks . A level 18 Xerath has around 710 AP ( with Items , Masteries etc. ) , which would mean that your Basic Auto Attack would deal additional (0,05 * 710 = 35,5 ) 35,5 magic damage . Which is pretty good in late game . In the early game it doesnt have that much value to be honest , but as a filler its pretty okayish .




Havoc is the final Point in our Masterytree and we should always pick this one up . 3 % more damage without any drawbacks be like 3 % more fun without any drawbacks !


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Defensive Masterytree Tier 1

Welcome to the defensive Masterytree Tier 1 !

We will start from the upper left corner and work us through every single Mastery .





Block = Reduces incoming damage from champion basic attacks by 1/2 .

This is a pretty mediocre Mastery in the early game . When you face a opponent Ashe (lvl 1) and she will hit you once with her basic attack 51 damage . When you have 2 points in Block it will be reduced to 49 damage . ( You block 3,9 % of the damage ) . In the later stages of the game Ashe is already level 18 and completed all of her damage items . Ashe will have an AD amount of 300 ( exactly 302,3 ) . In this case Block will reduce the damage to 298 per hit . In percentages it would be 0.6 % . So Block has no scaling in the late game ... tbh you wont even recognize that you took 0,6% less damage. In the early stages of the game its like I said mediocre.




Recovery - 1/2 Health per 5 seconds.
Recovery increases our healthregeneration per 5 . It has no scaling like Block . The first Question should be is 1/2 Health per 5 good or bad ? Let's check this out on Ahri!
Ahri has a base healthregeneration of 6,5 per 5 . That would be 1,3/s . With 2 points in Recovery her base healthreg would increase to 1,7/s at level 1 . That's okay i guess. The problem is thanks to the no scaling on Recovery it's a Mastery you just benefit from in the early stages of the game . At level 18 Ahri got a Healthreg of 3,46/s . And yeah... you wouldnt recognize the 0,4/s that much there . But it's still a mediocre Mastery in the early game in my opinion ... similar to Block .




Swiftness - Reduces the effectivness of slows by 7,5%/15% .

To be honest , when i first heard about this mastery i thought its really broken . I guess some people ( including me ) failed the Math at this Mastery . It is NOT 80 % slow --> 65 % slow . You have to take it percentagewise again . Let's say we ranked up Swiftness 2 times and we will face 3 types of slows by different opposing champions . Irelia , Twitch,with his level 1 Venom Cask and Evelynn, with her level 3 Agony's Embrace . We will be a level 1 Ahri without boots .

Irelia's Equilibrium Strike slows the target by 60 % . 60 * 0,85 = 51
Ahri got a base movementspeed of 330 . Without Swiftness Irelia would slow Ahri to 132 movementspeed (330*0,4) . With 2 points in Swiftness Ahri would be at 161.7 movementspeed (330*0,49) .

Twitch's Venom Cask slows the target by 25 % at level 1 . 25 * 0,85 = 21,25
We are taking Ahri as a Test subject again . Without Swiftness Twitch would slow Ahri to 247,5 movementspeed ( 330*0,75 ) . With 2 points in Swiftness Ahri would be at 260 movementspeed ( 330*0,7875 ) .

Evelynn's Agony's Embrace slows the target by 80 % at level 3. 80 * 0,85 = 68
Ahri is here again . Without Swiftness Evelynn would slow Ahri to 66 movementspeed . With 2 points in Swiftness Ahri would be at 105,6 movementspeed .

Résumé - Swiftness is only worth , if the enenmies have a massive amounts of slows and you have no gap closer / espace . It okayish , if you got the fear of getting kited . In other cases Recovery is more worth than Swiftness .




Tough Skin - Reduces damage taken from neutral monsters by 1/2 .

Tough Skin is the Block of the Jungle . And yes it only works as a Jungler . It helps you really much coming though the jungle . Let's say you took around 50 hits in the jungle . 2 Points in Tough Skin would saved you 100 health . In my opinion its a Duty to take Tough Skin as a Jungler . On all other lanes it doesnt have a use to be honest .

That's it with the Defensive Masterytree Tier 1 ! Down below are Unyielding , Veteran Scars and Bladed Armor .


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Defensive Masterytree Tier 2



Unyielding - 1. Melee : Reduces all incoming damage from champions by 2
2. Range : Reduces all incoming damage from champions by 1

If we want to rank up Unyielding we have to put 4 points in the Tier 1 defensive Masterytree and 2 points in Block .

Unyielding is the better Block in my opinion . For Melees its obvious , because you take less damamge from spells . But even for a ranged champion it's better than Block . Of course you receive 1 more damage from basic auto attacks , but the auto attacks should not be the problem when you play champions like Viktor , Kalista or Corki . Overall i'd say if you decided yourself to take Block you should not leave the opportunity to take Unyielding aswell.





Veteran Scars - +12/24/36 Health

If you want to rank up Veteran Scars you have to put 4 points into the tier 1 masteries. Veteran Scars gives you a flat amount of health without scaling . But how much is this amount for Champions in the early stage of the game ? Let's see ... Ashe will support us again . Ahri has a flat Health amount of 514 at level 1 . If she had 3 ranks in Veteran Scars she would have 540 Health . 36 Health of 514 would be 7 % . So Ahri gains 7 % extra health at level 1 . That's really good ! But what is , when Ahri hits level 18 ?
Ahri has 1954 Health at level 18 . Plus the Veteran Scars she would have 1990 . 36 of 1954 would be 1,8 % . Not that good anymore ... But this Mastery is still a great Pick-Up for the early game ! That's why i recommend to Pick it up , if you decide yourself to go on the defensive Masterytree on Champions like Ahri .




Bladed Armor - Taking Basic Attack Damage by neutral monsters cause them to bleed , dealing physical damage equal to 1 % of their current health each second .

Bladed Armor ... poor Bladed Armor nobody likes it ...

And i see myself only using it with Ekko and Sejuani aswell. But is it that bad?
So Bladed Armor deals 1 % current health damage each second . Every Jungle Creep would receive 15-30 extra damage per second in the mid game . In the early game its under 10 damage . First of all it deals alltogether more damage if the camp lives longer . If you are Shyvana there is really no use for you to take Bladed Armor . You kill the Jungle Creeps even before they can touch you .But in my opinion Jungle with a horrible early game jungle clear like Sejuani really need every single damage on the Creeps as possible . That's why i show some love to Bladed Armor at least when i play those Junglers.

That's it for this Mastery-Tier ! Down below are Tenacious , Juggernaut , Hardiness and Resistance .


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Defensive Masterytree Tier 3



Tenacious - Reduces the duration of crowd control effects by 10 % .

Tenacious is a Tier 3 mastery in the defensive Masterytree , what means we have to put 8 points above ! Overall this Mastery really looks great . Less CC , More Fun . But is 10 % much? Let's check this out on Irelia's Equilibrium Strike , Morgana's Dark Binding level 3 and Pantheon's Aegis of Zeonia .

Irelia's Equilibrium Strike stun duration is 2 years aaah sry seconds. With Tenacious the stun duration would be "only" 1,8 seconds . Fun fact : 0,2 seconds is under the reaction time of most people , so you cant recognize that you are not stunned any longer . In the case of the Equilibrium Strike Tenacious would not have an effect.

Morgana's Dark Binding binds you for 3 seconds at levle 3 . With Tenacious the duration of Dark Binding would be 2,7 seconds . That would be over the reaction time of most people .

Pantheon's Aegis of Zeonia stuns you for 1 second at all levels . With Tenacious the duration would be 0,9 seconds . This would be the same case as Irelia's Equilibrium Strike . Tenacious has no effect here .

If you dont have trained reaction times this mastery has absolutly no use .





Juggernaut +3% Maximum Health

Juggernaut is a Tier 3 mastery in the defensive Masterytree , what means we have to put 8 points above , also you have to put 3 points in Veteran Scars !

One of the popularst Masteries I guess ... not only you receive a fance picture of Braum there , but you get some Maximum Health too ! Let's see how much it is on my boyz the level 1 and 18 Dr. Mundo

Dr. Mundo has a Base Health of 433 at level 1. With Juggernaut he would have 445,9 Health . Thats 12,9 Health more .

Dr. Mundo has a Base Health of 2035 at level 18 . With Juggernaut he would have 2096,05 Health . 61,06 Health more .

An other factor we should not forget is that Dr. Mundo has no Items yet. Juggernaut scales with every Item , which gives you Health . Thats why its a extremly good Pick-Up for every one of these Kog'Maw-Victims .




Hardiness + 2/3,5/5 Armor

Hardiness is a Tier 3 mastery in the defensive Masterytree , what means we have to put 8 points above . Hardiness gives you a decent amount of Armor in the early game . If you put all 3 points into it , it would have a gold value of 100 gold , which is pretty good . The good thing in Armor is that you can need it always . Every Champion got a Basic Auto attack and minions will attack you aswell . Unlike Magic Resist there are no possible matchup , where you dont need Armor .



Resistance - + 2/3,5/5 Magic Resist

Resistance is a Tier 3 mastery in the defensive Masterytree , what means we have to put 8 points above . Resistance gives you a decent amount of Armor in the early game . If you put all 3 points into Resistance you got a gold value of 100 gold . It's again pretty good against Champions using magic damage . BUT unlike Hardiness there are possible Matchups you dont benefit from Magic Resistance . In this case our MR would have a value of 0 gold . You should definitly not take any kind of MR against a full ad team .

8 Masteries to go in the defensive Tree ... the next will be Perseverance , Adaptive Armor , Reinforced Armor and Evasive


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Defensive Masterytree Tier 4



Perseverance - Regenerates 0,35%/0,675%/1% of missing Health every 5 seconds.

Perseverance is a Tier 4 mastery in the defensive Masterytree , what means we have to put 12 points above .

Perseverance is similar to Recovery i'd say it's just the scaling variety . Hey , League of Coaching this must be a really good mastery ! Well ... lets see this Mastery on level 1 when you are half live with Dr. Mundo . Let's say Dr. Mundo has 216,5 Health left at level 1 ... exactly 50 % . Perseverance will regenerate the amount of 0,4 health per second . That would be the exact same amount as Recovery . The good thing is Perseverance scales with maximum health . So if our boy Dr. Mundo decides not to open up his shoe shop and build 6 x Warmog's Armor . He will have 6835 Health at level 18 . Perseverance then will regenerate 6,8 Health per second if Dr. Mundo is half live . Note : Perseverance has absolutly no use if you are at 100 % health . Otherwise its a good Mastery for every beefy health stacking frontline champion.





Adaptive Armor - 1. Gain 4 % of your bonus Armor as Magic Resist if you have more bonus Armor than bonus Magic Resist
- 2. Gain 4 % of your bonus Magic Resist as Armor if you have more bonus Magic Resist than bonus Armor

Adaptive Armor is a Tier 4 mastery in the defensive Masterytree , what means we have to put 12 points above .

Adaptive Armor gives you a bonus on your weaker stat ( Armor or Magic Resistance ) . First of all if you dont have bonus armor or magic resistance this Mastery is completly useless . Even if you are playing Fighter like Irelia or Jax it will take its time until you got some Armor/Magic Restistance - Items . That's why this Mastery is only for the cool Tank club . Champions like Dr. Mundo , Maokai , Nautilus benefit much more of this Mastery , cause they can start with a defensive item even as their first one . But how much is 4 % if you have let's say Randuin's Omen , Spirit Visage , Thornmail , Mercury's Treads , Frozen Heart , Righteous Glory . Obviously we got more Armor than Magic Resistance . That's we gain 10,8 Magic Restiance if we are fullbuild . That's not that much to be honest for a scaling Mastery . Also Adaptive Armor is only good if you really need both Magic Resistance and Armor ... against a full ad comp its completely useless .




Reinforced Armor - Reduces the total damage taken from critical strikes by 10 % .

Reinforced Armor is a Tier 4 mastery in the defensive Masterytree , what means we have to put 12 points above , also you have to put 3 points in Hardiness .

First of all Reinforced Armor has no use against Champions without critical strike . Its in my opinion usless against Ezreal , Corki, Kalista , Urgot ... . Even if Ezreal and Corki got a bit Crit , its not worth to pick it up ... they wont crit that often . Kalista cant crit with the standard build and Urgot has a 15 % crit chance if he builded Youmuu's Ghostblade . Otherwise its pretty good against other ADC's and especially against Ashe .




Evasive - Reduces the damage taken by 4 % from Area of Effect magic damage .

Evasive is a Tier 4 mastery in the defensive Masterytree , what means we have to put 12 points above , also you have to put 3 points in Resistance .


First of all Evasive is useless against against an ad comp and any kind of champions , dealing ap damage dont have an aoe ability ( Poppy or Warwick , Trundle there are no other champions^^ ) . Let's test Evasive against a Command: Dissonance , when Orianna has 600 ap . Command: Dissonance will deal 670 magic damage . Thanks to Evasive we only receive 643,2 Damage . Overall i'd say Evasive is only worth , if the enemy got a ap champion with heavy aoe abilites and you eat those often ...

Down below is the last part of the Defensive Masterytree featuring Second Wind , Enchanted Armor , Oppression and Legendary Guardian .


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Defensive Masterytree Tier 5+6



Second Wind - Increases self-healing , Health Regen , Lifesteal and Spellvamp by 10 % if you are below 25 % Health .

Second Wind is a Tier 5 mastery in the defensive Masterytree , what means we have to put 16 points above , also you have to put 3 points in Perseverance .

First of all when you are that fat in the defensive Masterytree the Lifestreal and Spellvamp aspect of this mastery is completely useless . So we gain increased self-healing and health regen . Especially good is this mastery on Garen or Dr. Mundo . Of Course this Mastery is good an champions with an implemented Self-Heal or Health-regen-push-up-ability . On all other champions it isnt that good .






Enchanted Armor - Increases bonus Armor and Magic Resist by 2,5%/5%/7,5%/10% .

Enchanted Armor is a Tier 5 mastery in the defensive Masterytree , what means we have to put 16 points above .


Obviously Enchanted Armor is only worth to pick up , when we got some Armor and Magic Resist in our Build . The amount of 10 % is pretty high to be honest . Just if you finished Randuin's Omen you gain 7 bonus armor . 7 bonus armor are equal to 140 gold . So if we finished one single Item we will get a really high amount of bonus armor . That's i would recommend this Mastery a lot !




Oppression - Reduces the damage taken by 2% from enemies that have impaired movement ( slows , snares , taunts , stuns , etc.)

Oppression is a Tier 5 mastery in the defensive Masterytree , what means we have to put 16 points above .

First of all Oppression is a bit contradicted with itself . The enemy wont deal that much damage with they are stuned ... I mean 2 % damage reduction is really great , but you have to CC them and it isnt that easy tbh . Especially if the enemy got the Item Quicksilver Sash or the Summonerspell Cleanse . In my opinion it's really not a good Mastery to pick up ...




Legendary Guardian - +3 Armor and Magic Restist for each nerby enemy champion .

Legendary Guardian is a Tier 6 Mastery and you have to put 20 points above it to unlock.

Yeah ! Legendary Guardian BABY ! It's a suuuuper good Mastery overall you can stack up to 15 Armor AND 15 Magic Resist that has a gold value of 600 gold ! That is sooo incredible much from a Masterypoint please always take it !!!

So ... that's it for the defensive Masterytree . Down below is the Utility Tree !


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Utility Masterytree Tier 1

Welcome to the Utility Masterytree Tier 1 !

First of all thanks to my Support player helping me out with this Masterytree !



Phasewalker - Reduces the casting time of recall by 1 second . ( Sry for ignoring the dominion thing )

Phasewalker is a Tier 1 Mastery of the Utility-Tree we dont need to put points anywhere to rank this one up .

Phasewalker reduces the duration of recall by 12,5 % ... that's okay i guess . You have to think a second how often you got away with using recall before 5 of the enemies will check this bush . If you got the same experience than me you will see why i often choose Phasewalker , when i am using the Utility-Tree .





Fleet of Foot- + 0,5%/1%/1,5% movementspeed

Fleet of Foot is a Tier 1 Mastery of the Utility-Tree we dont need to put points anywhere to rank this one up .

I will use a more detailed calculation to say , if this Mastery is good or bad . Because in my opinion its an incredible overrated Mastery and nearlly no Champion should use it .

We will make 3 Calculations right now . Every Calculation will be featured by Gragas

Gragas has a base movementspeed of 330 . With the 3 points in Fleet of Foot Gragas would have a movementspeed of 334,95 . And to be honest 5 movementspeed is not much ... but let's take a look at Boots of Speed , Mercury's Treads and Boots of Mobility .

With Boots of Speed Gragas would have a movementspeed of 355 . With the 3 points in Fleet of Foot Gragas would have a movementspeed of 360 . So you still gain 5 extra movementspeed . Let's take a look at the other one .

With Mercury's Treads Gragas would have a movementspeed of 375 . With the 3 points in Fleet of Foot Gragas would have a movementspeed of 380 . Wowser still 5 extra movementspeed . Now let's see what is when we put on the fancy boots !

With Boots of Mobility Gragas would have a movementspeed of 435. With the 3 points in Fleet of Foot Gragas would have a movementspeed of 441,5. Okay i give you the 1 extra movementspeed here . In gold 1 movementspeed would be worth 13 gold . And you would receive around 5 movementspeed if you rank this up 3 times . Alltogether you got around 65 gold for this mastery ... In my opinion really not worth if you have to rank this up 3 times ! I would only reccomend Fleet of Foot with manaless Support's like Shen or Kennen .




Expanded Mind - +25/50/75 Mana

Expanded Mind is a Tier 1 Mastery of the Utility-Tree we dont need to put points anywhere to rank this one up .

Expanded Mind gives you ( if you put 3 points in ) 75 flat mana at level 1 . Let's take a look on Tahm Kench this time . Tahm Kench has a base-mana amount of 340 . + 75 Mana would be huuuuuge on this guy . I mean his abilities devour a lot of his mana ( got it?^^ ). At level 1 Tahm Kench would have an additional amount of 22 % of his current manapool . In my opinion its really good . Let's take the Sapphire Crystal as an example for a moment . You pay 400 gold for 200 mana . So 1 mana is worth 2 gold . and this mastery gives you 75 mana . That means you would gain 150 free gold if you rank this mastery 3 times up ( Thrice as much as Fleet of Foot just sayin' ) . Also there are a lot of champions highly depended on mana especially in the early game . That's i would recommend to take Expanded Mind on mana-based Supports ... I know some LCS-Players take Fleet of Foot , but well I dont know ... I hope I could make my opinion clear with this calculation .




Scout - Increases the cast range of trinket items by 15 %

Scout is a Tier 1 Mastery of the Utility-Tree we dont need to put points anywhere to rank this one up .

To be honest ... we really dont wanna use this mastery . First of all it doesnt increase the cast range of Sightstone , Vision Ward's and Stealth Ward's . This mastery has absolutly no use and that's why never never never never never ever take this one .


Thats it with the Tier 1 Masteries ! Down below are Summoner's Insight , Strength of Spirit and Alchemist !


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Utility Masterytree Tier 2



Summoner's Insight - Reduces the cooldown of Summoner Spells by 4%/7%/10%

Summoner's Insight is a Tier 2 Mastery of the Utility-Tree , that's why we need to put 4 points in the Tree above .

Summoner's Insight is one of the best masteries ingame . 30 second less cooldown on Flash should i say anything more ? Luckily Champions like Annie or Alistar aren't depended on Flash and can't win games solohanded with one good combo ( I hope you saw the irony here ) . I guess this is the best mastery ingame ... even better than Legendary Guardian , Havoc and Dangerous Game .





Strength of Spirit - +1 Health Regen pet 5 seconds for every 300 mana .

Strength of Spirit is a Tier 2 Mastery of the Utility-Tree , that's why we need to put 4 points in the Tree above , also we have to put 3 points in Expanded Mind .

Strength of Spirit is really similar to Recovery it just has a implemented scaling. Let's check this Mastery out at Tahm Kench . Tahm Kench has 325 base mana and gains 40 mana per level-up . At Level 1-8 Tahm Kench gets 0,4 additional Healthreg/s . At level 8 Tahm Kench regenerates about 0,02 % of his health per second only though Strength of Spirit .. thats **** ! The scaling on this mastery is way to bad to pick it up .




Alchemist - Increases the duration of potions and elixirs by 10 % .

Alchemist is a Tier 2 Mastery of the Utility-Tree , that's why we need to put 4 points in the Tree above .

Usually we only(or mainly) use Health Potion's for nearlly every Champion . When we got Alchemist the duration will increase by 10 % ( 1,5 seconds ) . In this time every Health Potion gives us extra 10 Health back . Thats mediocre for just a single Health Potion . Also its pretty nice that it will increase the duration of elixirs by 18 seconds . Not that big of a deal , but still a nice gadget .

Down below is the Tier 3 with Greed , Runic Affinity , Vampirism Culinary Master


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Utility Masterytree Tier 3

Ladies and Gentleman .... WELCOME to the Tier 3 Utility-Masterytree !



Greed - +0,5/1/1,5 Gold every 10 seconds .

Greed is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 8 points in the Tree above .

Well Greed is usually not that good . Obviously it's made for Supports only . And you will earn around 300 gold each game just cause of the 3 points in Greed . One Problem with the Utility-Tree in generell is that 40 % of the whole tree is absoluty useless ( Vampirism awaits ... ) . Also you will probably need Greed when you are shopping for the second time in the game ( First Back ) . We tested it out an in some of the games we still needed a bit gold for our Sightstone . That's why i would recommend to take this Mastery ... it's not such a great Mastery like Summoner's Insight , but i guess not every Mastery can be .





Runic Affinity - Increases the duration of neutral buffs by 20 % .

Runic Affinity is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 8 points in the Tree above .

First of all Runic Affinity only has a use if your team killed Baron Nashor or you got a Blue or Red Buff . The normal duration of those buffs would be 3 minutes . With Runic Affinity it increases up to 3 Minutes and 36 seconds . Maybe you can clear one more wave with your Blue Buff this way . The Problem is a) not every Jungler gives you the Blue Buff and b) Not every enemy Team will admit you to take one . If you got neither Blue , Red or Baron this Mastery is completely useless . That's why Junglers should take it right? No ... not really . Junglers benefit alot more from 9 points in Defensive/Offensive than in Utility .




Vampirism - + 1%/2%/3% Lifesteal AND Spellvamp

Vampirism is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 8 points in the Tree above .

To be honest I dont even know what to say about this Mastery . It's useless ... useless ... useless ... First of all why would a Support Champion pick up Lifesteal and Spellvamp ? Is there any use to it? NO ! I dont even know why this Mastery still excists . Please never ever take this Mastery . No Champion benefits from it a lot ... please stop the Vampirism !




Culinary Master is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 8 points in the Tree above , also you need to put 1 point into Alchemist

Culinary Master - Health Potion's are upgraded into biscuits that restore an additional 20 Health and 10 Mana instantly upon consumption.

I love biscuits ! Culinary Master is a little upgrade to Alchemist ( currently ignoring the fact of the elixirs ). The instant amount of 20 Health could sometimes save your Life ! Generally a great Mastery I would recommend to pick this everytime , if possible , up .

Down below are Scavenger , Wealth , Meditation and Inspiration .


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Utility Masterytree Tier 4



Scavenger - +1 Gold each time an ally kills a nearby lane minion .

Scavenger is a Tier 3 Mastery of the Utility-Tree , that's why we need to put 12 points in the Tree above , also you need to put 3 point into Greed

Scavenger helps Supports in the same way than Greed and is one of the reasons why we rank up Greed 3 times . A common misunderstanding is that some Summoner's think this Mastery will only trigger , when another Champion gets the last hit . But even when your ally pass one cs to the minion's you will receive 1 gold for it . In the early stages of the game it gives you really much gold . In average you will leave your lane when your ADC has 80 last hits ( Let's say he missed 10 { bad adc } ) . Thanks to Scavenger you would be 90 gold richer ! This makes it way easier to buy your Sightstone or Boots of Mobility in the early game .





Wealth - +40 Starting Gold

Wealth is a Tier 4 Mastery of the Utility-Tree , that's why we need to put 12 points in the Tree above .

Wealth is a really great Mastery for every Support-Player . You are able to pick up another Health Potion , which could you even help to win the Lane . Overall great Mastery I can not say much about it .




Meditation Restore 0,5%/1%/1,5% of your MISSING Mana every 5 seconds .

Meditation is a Tier 4 Mastery of the Utility-Tree , that's why we need to put 12 points in the Tree above .

Let's check this Mastery out on a Level 4 Thresh with half mana . Thresh has 376 overall at level 4 . In this case he has 188 mana left . Meditation will now restore 1,5% of the 188 missing mana in 5 seconds . That would be 2,82 Mana in 5 seconds . Thresh's standard manareg/5 would be 9,2 mana/5 . That would say he gains 30 % additional manareg , which isnt that bad. When you want to use the Mastery Meditation you have to ask yourself 2 things.

1. Do I even go oom in any part of the game ?
2. Do I benefit more of other masteries?
3. Do I build any Items to extend my maximum manapool ?

( Btw Champions like Kennen or Shen obviously dont benefit anything from this Mastery)




Inspiration - +10/20 Experience every 10 seconds while near a higher leveled allied champion .

Inspiration is a Tier 4 Mastery of the Utility-Tree , that's why we need to put 12 points in the Tree above .

Yeah finally I completed the experiment for this mastery !

First of all Inspiration only works if you are close to a champion , which a higher level. That means you usually benefit in soloq less from it as in teamranked . The Difference is that Supports especially in Teamranked-Games are many many many level behind their ADC . Usually your ADC hits 6 before you hit level 3 or 4 . The question we have to ask ourselves to solve this mastery case is how much experience do we gain though this mastery ( it was a bit obvious i am sry ^^ ) . Let's say we leveled this mastery 2 times . You gain 2 experience every second you are close to a allied champion , which has a higher level . Scenario 1 : You are level 4 and your ADC is level 6 . To level up you would need 580 experience right now . ( ~ 6 minion waves ) . Only with Inspiration you would wait 5 minutes and 30 seconds to reach the next level . Of course this sounds horrible . But how long are you normally under the level of your allies ? The right question would be at every point of the game ( at least as a support ) . In this case you benefit the whole game from Inspiration or until you are level 18 . Let's say you are using this mastery effectivly for 30 minutes into the game . This way you would gain 3600 experience . That's really good. My final Conclusion is that Inspiration is always worthy to pick up of course its better in teamranked or high elo soloq-games and the value would increase ... but yeah it helps you trust me I played around 8-9 games to check this out^^.


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Utility Masterytree Tier 5+6



Bandit - Grants +3 Gold (+8 on Melee Champions ) each time an enemy Champion is attacked. This cannot trigger on the same Champion more than once every 5 seconds .

Bandit is a Tier 5 Mastery of the Utility-Tree , that's why we need to put 16 points in the Tree above , also you need to put 1 point into the Mastery Wealth .

Bandit is like Greed and Scavenger another way to get some Gold . In my opinion it's much better on ranged Champion than on melee Champions , even though melee's get more gold of an attack . Champions like Thresh , Annie and Janna can go for more auto attacks than Champions like Leona , Braum or Alistar . Either way i would recommend to pick this Mastery with both ranged and melee . It's just too good to omit it .





Intelligence - +2%/3,5%/5% Cooldown Reduction and reduces the cooldown of activated Items of 8%/14%/20% .

Intelligence is a Tier 5 Mastery of the Utility-Tree , that's why we need to put 16 points in the Tree above .

First of all Intelligence is the better version of Sorcery . You just have to spend 3 points for the same amount of CDR and you receive an extra buff . Intelligence would even be good , if you were a Champion benefit from CDR and having an Item to active ( like Urgot with Youmuu's Ghostblade ) . Intelligence reduces the Cooldown of your Talisman of Ascension from 40 seconds to 32 seconds and the Cooldown of Locket of the Iron Solari from 60 seconds to 48 seconds . Overall i'd say this mastery is really really good and you should always pick it up , if you are that far into the Utility Tree.





Wanderer - +20 Movementspeed while out of combat .

Wanderer is a Tier 6 Mastery of the Utility-Tree , that's why we need to put 20 points in the Tree above .

A very wise man said once : A Wanderer isn't always lost . And with this Mastery you won't get lost for sure ! It helps your roaming ability alot . It's more than fourfold as good as Fleet of Foot , also you have to put just one point in . The movementspeed would be 260 gold worth . Overall greeeeat Mastery !


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The End and Acknowledgment

Wow ... the guide is finally fished ! I spend 23 hours working on that and to be honest I am not that satisfied right now . I will work on it again in the next days ... My apologies!

I hope I could help you with this Guide and somebody read this until the end ^^ . If they are any Questions left please message me at Twitch : http://www.twitch.tv/league_of_coaching ! If you want to read more of my Guides , maybe to Champions this time , make sure to check out my homepage http://leagueofcoaching.jimdo.com/ .

So at the End I wanna thank some people helping me with this guide .

- Thanks to Owncrown , who helped me writing the whole guide !
- Thanks to Snow , who helped me creat the Utility-Tree !
- Thanks to jhoijhoi , otherwise I couldnt be able to write a guide ^^.
- And of course Thanks to all readers and commentators !

I guess I will take one day off right now and will then I will edit this guide again .

Until there ... Cya !


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- Added Inspiration ( finally )


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