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Mastery Trees - The Good, the Bad, and the Ugly






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Intro - Why this guide?
This short guide is here to help you choose the right masteries for each guide and pick what is necessary and realize what is not.
This is NOT a detailed, comprehensive guide. This is directed to more of a brief, masteries explanation guide.
- The Offensive Tree
- The Defensive Tree
- The Utility Tree
Each tree has unique properties that generally focus on it's intended goal for defense, offence, or utility. Some of these stats are completely different and unique, while others are repeated throughout the other trees.
You can have up to ten different mastery trees, for various builds, champs, lanes, and so on.
With each level, you gain one mastery point. You can have up to 30 points max. Each tree has more than 30 points, so even at level 30, you won't get the full tree.

It is important to note that most masteries require points in the tree. When moving to higher levels in the tree, AKA known as a 'higher tier', you need to have 4 points in the tier before it, AKA the 'prerequisite tier'.
Offensive Tree



























Defense Tree























Utility Tree
























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Summoner's Wrath - One point wonder
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Summoner's Resolve - One point wonder
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Summoner's Insight - One point wonder
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Butcher and
Brute Force - Early game, they are useful to last hit with, so it is great for newer players, or for those who are not confident with their last hitting abilities.
-
Weapon Expertise and
Arcane Knowledge - Armor Penetration and Magic Penetration, respectively. Both are great for more damage, and hybrid builds get both. Great throughout the game.
-
Archmage - A mini
Rabadon's Deathcap, a must-get for AP carries.
-
Hardiness and
Resistance - Great for lane phase trading early on.
-
Durability and
Veteran's Scars - Many champs are squishy early on, and even throughout the game, will be pretty squishy. This gives quite a good amount of health, more then quints. It can save your life more often than not, especially if the enemy decides to not dive you because you had this extra health bonus.
-
Tough Skin and
Indomitable - #1 pick for solo-top champs, GREAT damage reduction when you poke the enemy, or wish to trade. Minions attack often and a lot, and this really helps. Also, when you 'freeze' the lane, it helps ease the damage.
-
Tough Skin ,
Indomitable , and
Bladed Armor - This combo is ideal for jungling, speeds it up, and leaves you with more HP at the end. Combine it with
Vigor and
Hardiness for best results.
-
Enlightenment - 8% CDR, nothing to scoff at. Late game, it may be the only CDR you have.
-
Juggernaut - Best part is the tenacity, rather then the HP boost. But it always helps. Works great with stuff like
Irelia's passive.
-
Expanded Mind - More mana. Greaaaat.
-
Swiftness - That small speed bonus can be an extra kill, or it might be the extra distance from that scary
Garen.
-
Greed - GP10, fantastic for everyone, best namely put - supports.
-
Runic Affinity - Longer blue for mid lane, snowball harder. Longer red for jungler, 1 more gank.
- Strength of the Spirit - Great for extra health, even better for mana heavy champs. This really is fantastic regen that just gets better and better throughout the game.
Neutral/Bad
-
Mental Force - The 4 AP is useless for most champs, maybe apart from someone like
Nunu & Willump.
-
Alacrity and
Sorcery - Just prerequisites.
-
Deadliness and
Lethality - Not the largest boost, just more damage.
-
Vampirism - A bit of lifesteal, nothing large
-
Blast - 18 AP, best at level 18.
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Sunder - Flat Armor Reduction. Not bad.
-
Executioner - 6% more damage is not that high, and usually won't make a difference for a kill or not. Rarely, it does. But it isn't a fairly great final tier mastery because of how it usually (98%+) won't affect kills.
-
Vigor - Not much health regen.
-
Initiator - I'm a fan of it, but it won't help out much in team fights, since you drop health fast. It loses effectiveness once you are below 70% health, which is common.
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Good Hands - A few seconds off, it may be what saves that tower or helps steal that Baron, but that is really just pure luck more than anything. Great skill, but not the best.
-
Improved Recall - A second or so off. Can save your life, other times won't do anything.
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Wealth - One more potion can be the difference, but at the same time, in most cases it'll make no change.
-
Awareness and
Sage - More experience, best for those who need levels or need to catch up, such as supports.
-
Intelligence - CDR, but usually people with the utility tree have it maxed at 40%, or won't really need the 6%.
-
Mastermind - 15% off skills are great, but half the time it won't even be used, or it wouldn't of made a difference. Great skill, but nothing game changing in most cases.
Ugly
-
Demolitionist - The damage boost is unnoticeable and very small. You usually don't want to push towers anyway, but rather let minions push it (unless it is a free tower). Even if it is a free tower, the damage benefit won't make a difference, you'll get the tower anyway. Don't waste your point.
-
Havoc - 1.5% damage increase. Which means if you hit 1000, you do 15 more damage. Or if you hit 60 damage, you get 1 more damage. And this mastery is 3 points to max. Terrible skill to get. not to mention there is armor and magic resist, so that 15 damage may only be 9 damage.
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Evasion - It is unnoticeable. Don't waste points. 3% less from AoE damage will do absolutely nothing apart from a couple points of health. And this is only in AoE situations.
-
Siege Commander - The aura is so small, and unnotciable. Again, you shouldn't usually be pushing the tower, rather just letting minions do it. And if it is a free tower, this won't speed it up, it'll fall essentially the same. Waste of a point, you almost NEVER get to use it, and when you do, it makes NO difference.
-
Honor Guard - Same as
Havoc , if you take 1000 damage, you get 15 damage less. You are dead by the next second. Early game, if you take 60, you take 1 less damage. And this is for three points. Even for a tank, this is useless.
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Mercenary - Useless skill, rarely used, completely unnoticeable, Bruisers and Tanks don't need it.
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Meditation - Very low mana regen, it isn't worth the 3 points. +3 Mana per 5 seconds, which means it is only +36 mana per minute. Not worth it.
-
Scout - Unnoticeable boost in ward coverage in almost every case. Won't change anything. Waste of a point.
-
Transmutation - Very small spell vamp, not worth it. You heal for almost nothing. I rather get
Meditation than this.
Not to mention many people go strictly by the 21-9 builds. Knowledge about masteries can end up leading people to try out different ones.
I appreciate any debate, criticism, remarks, and insults on this guide.
This was just a short, brief guide that I did in a short amount of time.
Do learn and enjoy perhaps!
-KoreanSP
Check out my Competitive Olaf Guide and Competitive Nidalee Guide Would really appreciate it!
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