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Mastery Guide






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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
Keep in mind that even though my knowledge of the game is vast, I'm only stating my opinion.
The builds are just some examples of what masteries I'd use on some champions. I play most of them, but not all.
AS = Attack Speed
CrC = Critical-strike Chance
CrD = Critical-strike Damage
ArP = Armor Penetration
MrP = Magic/MR Penetration
HP = Hit/Health Points
HP5 = Heath-regen Per 5 seconds
MP5 = Mana-regen Per 5 seconds
CDR = Cooldown Reduction
AP = Ability Power
MR = Magic Resist
GP10 = Gold per 10 seconds
/lvl = Per Level (bonuses which you gain a part of with each level)
AoE = Area of Effect
![]() Summoner's Wrath Good mastery. The only dumb thing about this is that ![]() |
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![]() Brute Force Good mastery. I even pick it on 90% of my casters just because ![]() |
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![]() Mental Force Really bad mastery. Should provide 2AP per point to compare with ![]() |
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![]() Butcher Decent mastery. Only really useful to junglers though. |
![]() Deadliness Really bad mastery. AD/lvl is and has always been a really ****ty stat at the levels Riot has implemented it. |
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![]() Weapon Expertise Good mastery. I'd like to see Riot enabling you to spend 4 points in ![]() |
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![]() Arcane Knowledge Good mastery. Used to be stronger, but it was a little too strong for being so far up. I'd like what I said on ![]() ![]() ![]() |
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![]() Havoc Good mastery. The numbers aren't high enough to make you want to sacrifice most other good masteries for it though. |
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![]() Sunder Strong mastery on anyone who can make good use of the ArP. |
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![]() Archmage Pretty good. Mostly effective in lategame with lots of AP though. |
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Overall analysis of the Offense tree
Currently the overall strongest mastery tree because of how much every point in the tree is worth. The points in defense and especially utility are worth less.
You could run 21 utility or defense and go 9 points into offense for 10%ArP or MrP, but right now it's just not worth it. RIOT, BALANCE MASTERIES PLOX.
![]() Summoner's Resolve Useful if you happen to grab any of those spells. |
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![]() Resistance Decent mastery. Helps a lot early on and less in lategame (because of the diminishing returns of MR). |
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![]() Hardiness Decent mastery. Helps a lot early on and less in lategame (because of the diminishing returns of armor). |
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![]() Tough Skin A pretty bad mastery. Only reason to take it would be to reach ![]() |
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![]() Durability It's a little on the weak end of the scale, but ![]() |
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![]() Vigor Really bad mastery. Here Riot did another big mistake in having the same amount of stats for 2 totally different stats (see Mental Force). MP5 ( ![]() ![]() |
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![]() Indomitable Pretty good mastery. Helps a lot against damage over time spells and in the jungle. |
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![]() Veteran's Scars Great mastery. Gives a big chunk of flat HP for just one point. |
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![]() Evasion One of the worst masteries in the game. Let's say that ~40% of all damage is AOE, then this would reduce 1.2% damage, overall. |
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![]() Bladed Armor Great mastery for any defensive jungler. ( ![]() ![]() |
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![]() Siege Commander Ok mastery. Gives ~1% more damage to towers. You'll need a combined AD of over 300 to deal more damage than ![]() |
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![]() Initiator Good mastery. Worth picking up if you think you'll be needing that small boost to your initiating speed. |
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![]() Enlightenment Pretty good mastery. It gives an attractive stat for most tanky champions. |
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![]() Honor Guard Pretty bad. It can roughly compare to ![]() ![]() |
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![]() Mercenary Kind of bad. It's not a big amount of gold, it's also highly situational and relies on snowballing. I just don't like the idea of the mastery at all. |
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Overall analysis of the Defense tree
It contains a few stats that are attractive to tanks and tanky DPS, but the general value of the masteries are slightly lower than the ones in offense and I'd like to see a few of them buffed.
Unless your champion is very mana hungry you should probably be spending 9 points to reach the 9-point-wonder

![]() Greed Bad. It gives ~280 gold by 25 min. You get ~70 gold per point after 25min.. Just to make a quick comparison; normal masteries give ~42g per point and you receive that benefit instantly. Gold also gives less benefit in lategame because it needs inventory space to help while stat bonuses don't. |
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![]() Transmutation Bad mastery. Another case of Riot grouping stats together (see Mental Force and Vigor). ![]() |
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![]() Runic Affinity Very good mastery for anyone who picks up neutral buffs a lot. AP carries and junglers in particular. |
![]() Wealth Bad mastery. Needs to sit at at least 30gold per point to be decent. |
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![]() Awareness Bad mastery. It was good back in the days, but now a lot of masteries got buffed while ![]() |
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![]() Sage Pretty bad. Not only is it a small amount, it's also highly situational and relies on snowballing. I just don't like the idea of the mastery at all. |
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![]() Strength of Spirit Decent, but unless you're stacking mana this is rather bad. Especially in comparison to ![]() |
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![]() Intelligence Very strong. Has always been and still is one of the strongest masteries in the game. |
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![]() Mastermind (Still) The best mastery in the game. Summoner spells are very powerful tools and this allows you to use them more often. It's as simple as that. |
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Overall analysis of the Utility tree
The worst mastery tree right now simply because the masteries in tier 3 and 4 are BAAAD (with the exception of

Most other masteries are pretty good, but if you have to spend 8 points on bad masteries, it's sooo rarely worth it to go more than 9points into utility.
It's a good idea to go 8 or 9 points in if you're playing a mana hungry champion or someone who has great use of


I'm counting PER POINT, not with all the points.
"Approximates" means that I had to use an item with more than one stat to calculate the gold effectiveness. I can't get an exact number there. The numbers on those are probably slightly off, but shouldn't be more than 5 gold off (which is a fairly small number).
Offense





Approximates:

Defense





Utility




Approximates:


Per level masteries




Approximates:

All in all the big problems seem very clear here. Any mastery in the "twenties" (worth below 30gold per point) needs a buff really badly.
Honor Guard
and
Havoc
They can't be measured precisely, but if I compare them to similar stats I can get a relatively good figure of what they're worth.
1AD=41.5g
Damage = 50 = Havoc is worth ~10.375g (1.005*50-50=0.25damage)
Damage = 100 = Havoc is worth ~20.75g (1.005*100-100=0.5damage)
Damage = 200 = Havoc is worth ~41.5g (1.005*200-200=1damage)
Damage = 400 = Havoc is worth ~83g (1.005*400-400=2damage)
Not too shabby numbers I must say.

1Armor/MR=16.67g
Armor/MR = 25 = Honor Guard is worth ~20.94g ((100+25)/0.995-125=0.628armor AND MR)
Armor/MR = 50 = Honor Guard is worth ~25.1g ((100+50)/0.995-150=0.754armor AND MR)
Armor/MR = 100 = Honor Guard is worth ~33.5g ((100+100)/0.995-200=1armor AND MR)
Armor/MR = 200 = Honor Guard is worth ~50.26g ((100+200)/0.995-300=1.51armor AND MR)
So you need more than 100armor and MR to make



WAY too weak for a tier 5 mastery.
Why is it that


That is because damage reduction has diminishing returns. ANOTHER case of Riot grouping totally different stats together --.--
These NEED buffs:





The above just can't compare to good masteries if these buffs are not implemented.
These could use buffs, but aren't complete **** (like the ones above):








Less important balance changes I believe would be good:






I implore you, Riot. Please balance masteries while the iron is still hot.
Casters: 21/0/9
You reach the mana, mana-reg and buff duration with just 9 points, then you can spend the rest on power. Until Riot buffs the utility masteries offense is simply a better choice for anyone who scale well with AP.In some rare cases you might benefit from 9defense more than utility, but you are a caster after all and mana is almost always very useful.
Support casters: 0/9/21
While utility is very lacking right now, supports just don't benefit much from any other masteries.Crit/AD carries: 21/9/0
Simply benefits most AD carries more than any other masteries. Sure you could go 9 into utility, but you need to consider how much laning power you'll lose, because 9 defense helps a ton.Physical damage tanks/offtanks: 21/9/0 or 1/21/8
Pick defense or offense depending on your needs.Magical damage tanks/offtanks: 1/21/8 or 21/9/0
Pick defense or offense depending on your needs.Physical damage junglers: 21/0/9
Offense is simply more powerful than other masteries. Use it.Magical damage tanky junglers: 0/21/9

Manaless champions: 21/9/0
Most of them should be running this setup because chances are they won't have much use of utility.Offense gives the most bang for your points right now, so if you have the choice; chances are that you'll want offense.
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