Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
Explaining Masteries - [IN CONSTRUCTION]
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Flash
Teleport
Ability Order
Arcane Mastery (PASSIVE)
Ryze Passive Ability
Introduction
I realize that is a bold statement but it is with some merit, there are some talents which are, frankly, absolutely awful and should never be seen.
So I made this list of talents, I want people to know what constitutes a 'bad' mastery, what makes a questionable mastery great, and explain everything using a useful global points form.
GOLD
Because most Masteries can be explained in this simple numerical term. Any calculations I use will be rounded to the nearest whole number, and I'll be using this equation to base my point or gold cost on:
(([Base Mastery Stat] / [Base Item Stat]) * [Base Item Gold]) / [Mastery Point Ammount]

Deadliness
3 Points
2% Critical Strike
Comparing it to a

Worth 33 Gold

Cripple
1 Point
Cripple has 10 Magic and Armor Reduction, is 0.5 second longer
This is a very straight forward talent further improved by it being in Tier 1. Basically, if you have cripple, get this. Even at level 1, with no Magic Resistance on your enemy, this would actually improve the damage you do.
Priceless

Plentiful Bounty
1 Point
Grants 5 Gold on using Smite, Reduced Cooldown by 5 Seconds
This one has a calculable value, since it gives you gold. Assuming, over a period of twenty minutes, you use this every 80 seconds (not 70 since that's unrealistic). Then it's definitely worth obtaining for Junglers. The value is the gold you recieve after 20 minutes (using it every 80 seconds)
Worth 75 Gold by 20 Minutes

Archmage's Savvy
3 Points
You get 0.6 Ability Power per Level
Comparing it to a

Usually Worth 46 Gold

Sorcery
4 Points
3% Cooldown Reduction
Comparing it to the recipe component of Kindle Gem. What does this mean? It means Cooldown Reduction is much rarer than a basic stat, and that the value on this skill is a little smaller than it should be. Cooldown Reduction is on heaps of items, but mostly final recipes. Even better, it is additive, which means it stacks great. Just remember %40 is the maximum Cooldown Reduction you can have.
Worth more than 28 Gold

Alactrity
4 Points
4% Attack Speed
Comparing it to Dagger Gem. Another reasonably straight forward stat, another one for AD carries and the like. An excellent way for AD Carries to get further into the Offensive Tree.
Worth 28 Gold

Burning Embers
1 Point
When on Cooldown, you recieve 10 Ability Power
When compared to an

Worth 218 Gold

Archaic Knowledge
1 Point
15% Magic Penetration
Magic Penetration Percentage is very hard to get, the only recipe having it is



This is because Flat Magic Penetration reduces resistance before Magic Penetration Percentage, so if you remove nearly all of their magic resist (the typical late game champion having 50 from Banshee's Veil), Penetration Percentage removes 15% of not much at all. Also, at level 1, with no Magic Resistance it does nothing at all.
Secondly, with a Void Staff it doesn't do 55% Magic Penetration, it does 49% magic Penetration.
I've been saying that it is a questionable talent, but frankly, even at 10 magic resistance, it is STILL worth 56 gold (in comparison to the recipe portion of

So get it!!!
Worth Less Than 375 Gold

Sunder
3 Points
6 Armor Penetration
There's no way I can accurately price this stat. Why? Because there are only six items, all end game items, which have armor reduction or penetration of any sort. This means this ability is extremely valuable, especially since it's a set value, which means it's great at level 1 (all Champion have some base armor) scales well to end-game and is hard to get.
It also affects AD based spells, if you didn't want incentive enough.
Priceless

Offensive Mastery
2 Points
4 Attack Damage to Minions
Comparing it to a

Worth 83 Gold on minions

Brute Force
3 Points
3 Attack Damage
Again compared to a

Worth 42 Gold

Lethality
3 Points
Increased Damage on Critical Strike by 10%
There's only one item which increases Critical Damage

Priceless

Improved Rally
1 Point
20-70 Ability Power, and 5 seconds longer duration on Rally
The actual ability Rally is pretty bad. It either needs a complete rework or a shorter cooldown. However, if you have a way to make it work for you this could be the extra oomph you need!
Priceless

Havoc
1 Point
Increases Attack and Magic Damage by 5%
This skill is on of the most confusing in the game. This isn't as good as it seems to start off. The 5% Attack Damage only affects your base damage, which means it's at a set level peaking at level 18. For attack damage spells, it in fact double dips, since your base damage scales, your AD spell also gets a slight boost. It also gives an extra 5% damage on the set portion of the spell. So if the spell did 300+50%AD, you get the AD with your increased 5% base damage, as well as 300+5% damage on the spell.
For magic abilities, it scales the base damage of the ability rather than your ability power (or its scaling aspect). So if you are Corki your phosphorous bomb will do (280+5%)(at level 5)+50% Ability Power. So it's 5% extra damage on spells and doesn't effect Ability Power at all.
Is it good or bad? Well surprisingly, it's pretty decent, comparing it to a

Some people consider Havoc lackluster, but without the spell scaling spell component, it is still excellent for AD carries. It's too hard for an AP carry to get this far in the tree, and the magic damage is more for Champions like Corki who weirdly have spells which are magic and scale on AP, don't build AP and want extra oomph. If you have AD spells, even better, it double-scales for over 5% extra damage on your spells.
Highly Recommended
Usually Worth more than 159 Gold

Mender's Faith
1 Point
30 second Cooldown Reduction on Heal
This is a very straight forward Mastery and is obviously worth getting if you have heal.
Priceless

Resistance
3 Points
6 Magic Resistance
Nice and straight forward comparison to

Worth 33 Gold

Preservation
1 Point
2 Minute 400 Health Buff and 30 Seconds less on Revive
The only problem with Revive, even with this mastery, is its terrible cooldown. This is a good Mastery though.
Priceless

Hardiness
3 Points
6 Armor
Another very simple talent based on

Worth 33 Gold

Strength of Spirit
3 Points
1% of Mana becomes HP/5
The best news about this skill is it scales with mana. This is excellent for the laning phase, and remains descent for any champion with mana until you near end-game. Make sure if you have a champion without mana to not get this. Even Sion with 200 starting mana gets 2HP/5. This is worth 19 gold, and he only has 200 mana! It ends up earning even Sion 60 gold with no mana items.
With

Worth lots more than 49 Gold

Evasion
4 Points
2% Dodge
This skill could be a real surprise! You see, it costs four points and doesn't even stack well, I based my figure off the recipe portion of

Worth 8 Gold

Defensive Mastery
2 Points
2 Less Damage from Minions
For me the immediate comparison is between this and Offensive Mastery, both of which are primarily Jungling skills. Basing my values off of the damage reduction from

Cloth Armor: gives 9.85% for a level 3 warwick with base armor 26.5
The firs values are without

Dragon:
13 gold / 11 gold
Blue Golem:
22 gold / 21 gold
Red Lizard:
22 gold / 21 gold
2 Golems:
37 gold / 32 gold
Wraith:
40 gold / 35 gold
Lesser Wraith:
69 gold / 60 gold
Great Wolf: <Excludes Crit>
93 gold / 81 gold
4 Young Lizards:
134 gold / 117 gold
2 Wolves: <Excludes Crit>
134 gold / 117 gold
AVERAGE WORTH:
80 gold / 70 gold
These numbers continue to degrade as you obtain more armor.
The value is inaccurate, as damage receieved depends on what you kill first, how fast you kill them, your base level armor, their critical chance and so on. This skill is least useful where it needs to be most useful, namely the red buff, blue buff and dragon. Those are also the mobs who take the longest time (most damage receieved), so my calculation is more favourable than the actual value of the skill.
Don't make that turn you off getting it as a jungler: defensive jungling is still descent. What I would advise (if you've checked below at Harden Skin) is to use the extra mitigation you have from this skill to buy offensive jungling items if at all possible. Since this scales very badly with the mitigation provided by armor.
Offensive Mastery beats it hands down.
Worth Less Than 80 Gold on Minions

Nimbleness
1 Point
10% Movement Speed for 10 Seconds after Dodging
Alright! This skill is the only reason you should spend points in Evasion. That skill, even with the rarity of Dodge (because of its rarity: it doesn't stack well), approaches useless. Basically it's an all or nothing mastery. You NEED to get


DODGE:
2% (Evasion)
1 in 50 attacks proc
8.62% (Seals, Evasion)
1 in 12 attacks proc
13.03% (Seals, Quints, Evasion)
1 in 8 attacks proc
13.76% (Tabi, Evasion)
1 in 7 attacks proc
19.58% (Tabi, Seals, Evasion)
1 in 5 attacks proc
23.46 (Tabi, Seals, Quints, Evasion)
1 in 4 attacks proc
I can tell you safely, even as a tank, you're dead after 50 hits, not looking really good at 12. You need to build dodge to make this good. Don't rely on a lucky proc, games aren't won on lucky procs.
IF you get Nimbleness, you need to build for it.
With the exception of these Champions, who have spells which make them perfectly suited to this talent:
Jax - max at %18 Counterstrike
Nidalee - %10 Cougar
Sivir - max at %25 Fleet of Foot
Udyr - max at %9 by switching forms
I have based the calculation off of the recipe portion of

When Active Worth 469 Gold

Harden Skin
4 Points
Blocks 2 Physical Damage
It took some careful thought, and some misinterpreting of the effectiveness of

Basically the more armor you have, the less useful it is. Below is some thought processes:
Lets say a level 1 Anivia attacks a Fiddlesticks for 51 damage. With your base armor damage reduction, you'd mitigate an extra 3.27% damage. With a

Now if we have a level 8 Caitlynn with a



To put my opinion in one sentence: this is a bad skill. Perhaps this is a skill for Dodge or otherwise squishy Champions, for a tank, it gets in the way of your armor mitigating damage, and ends up being useless. If you are going to take damage, this scales horribly late game, and is barely useful early game. Best perhaps for a jungler who receives small-continual damage from monsters.
You must be logged in to comment. Please login or register.