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Season two masteries explained

Season two masteries explained

Updated on February 22, 2012
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League of Legends Build Guide Author SingerOfTheFall Build Guide By SingerOfTheFall 23 2 26,479 Views 18 Comments
23 2 26,479 Views 18 Comments League of Legends Build Guide Author SingerOfTheFall Build Guide By SingerOfTheFall Updated on February 22, 2012
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Introduction

Hello everyone, this is SingerOfTheFall here with you.
Today I'm going to make a guide about the new masteries. I know a lot of people were wondering about how or what do they need to level to fit a specific champion.

Here I will try to give you the basic understanding of the new masteries, and provide you with some tips.

Anyway, let's begin.
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General Notes

_____First of all, I'm going to give you a list of all masteries in each of the Mastery Trees. Each mastery will have a note. However, some of the notes will only contain the stat that you will get from this particular mastery, and some will have my thoughts about which types of champions this mastery is good for.
_____Please note, that those are just my thoughts, so please don't downvote just because you didn't find a particular set-up, or because you prefer to put a point into Scout instead of Runic Affinity .
_____Also please note, that the information in this guide is rather basic, and general. I will not cover specific set-ups for specific champions, neither will I cover mixed masteries. Those are more advanced things, and most of them really depend a lot on a pleyer's preferences and playstyle.
_____What I will provide in this guide is the basic understanding of the new trees, and some basic set-ups (including 9-point and 21-point set-ups) for each of the trees.
_____I hope at least some of you will find this information helpful.
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Offensive Tree

The offensive tree has changed greatly since Season 1. Previously, it was mainly a tree for AD characters, while AP ones could only benefir from investing 9 points and getting Archaic Knowledge . Now, in Season 2, there are much more offensive masteries that benefit AP casters in some way. Also, there are more options for AD champs, providing different ways of spending points.

First Row


This mastery boosts all offensive Summoner Spells, including Ghost, Ignite, Exhaust and Surge. Viable for all champions that can use those

AD champions max this to get to the second row. This gives 3 attack damage when maxed.

This is the only first row ability that has 4 ranks. AP champions max it, and get direct access to the second row.

This is a good choice for a jungler. It deals 1 extra damage comparing with Brute Force , but this only applies to minions and monsters.



Second Row


AD champions max this to get to Weapon Expertise at the third row. Attack speed matches with almost any AD champion, so don't hesitate to pick this.

AP casters get this to be able to pick Arcane Knowledge . However, AD champions that rely heavily on Cooldown reduction (mostly the ones that do not use mana) can invest points in this too.

You can take this if you plan to backdoor a lot, but I don't really think 10 damage will make a big difference unless you have a lot of attack speed.



Third Row


This mastery is required to get to Lethality . Both are useful for Critical-strike dependent characters, and champions that mostly rely on auto-attacks. Champions that rely on skill damage (such as Renekton) should probably pick Havoc instead.

This is essential for AD champions.

This one is a must-have for AP champions. It is nerfed a little comparing to the previous masteries, where it used to be 15%.

1.5% doesn't seem much, but it is a good boost for champions that deal heavy burst ability damage.



Fourth Row


As I mentioned, worth picking on autoattacking champions that rely on critical strike.

3% is the same life steal amount as you get from Doran's Blade

Another ability power boost for you AP lovers. This gives 1 AP per level when maxed, with a total of 18 AP at lvl 18 (surprising, isn't it? :P)



Fifth Row


The way of AD gets additional 6 armor penetration here. This mastery was in the third row in season 1 masteries, now it's much deeper.

A great boost for AP champions. In season one, AP champs did only benefit from investing 9 points into Offense to get Archaic Knowledge . With the new masteries, they have a stimulus to invest more points



Last Row

As the final mastery, this gives a damage bonus of 6% to targets below 40% health. Should not let those sneaky enemies escape with 10 hp that often.
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Offensive Tree - examples



AD 9 points

Total stats:



AD 21 points for Burst/Skill Damage champions

Total stats:

  • +3 attack damage
  • improved Ghost/ Ignite/ Exhaust/ Surge
  • +6% attack speed
  • +10% armor penetration
  • +4 damage to minions and monsters
  • 1.5% damage increase
  • +3% life steal
  • +6 Armor penetration
  • +6% damage versus targets below 40% health
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AD 21 for Autoattack/Critical Strike champions

Total stats:

  • +3 attack damage
  • improved Ghost/ Ignite/ Exhaust/ Surge
  • +6% attack speed
  • +10% armor penetration
  • +4% critical strike chance
  • +10% critical strike damage
  • +3% life steal
  • +6 Armor penetration
  • +6% damage versus targets below 40% health


AP 21 points

Total stats:

  • +4 Ability Power
  • +4% Cooldown Reduction
  • +10% Magic penetration
  • +1.5% damage increase
  • +18 ability power at level 18 (1 per level)
  • 5% Ability power increase
  • +6% damage versus targets below 40% health


AP 9 points

Total stats:

  • +4 Ability Power
  • +4% Cooldown Reduction
  • +10% Magic penetration
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Defensive Tree

Defensive tree is now somewhat viable for support characters. We don't have any dodge-related masteris now, so dodge has kinda been nerfed. The defensive tree basically provides damage reduction (in different ways), and HP bonuses (both to HP amount and HP regeneration). However, in the lower rows there are a couple of utility masteries that can be beneficial to supports. The last mastery is also better then in season one.

First Row



This improves Revive, Cleanse, Heal, Garrison and Smite. As you might know, Smite and Cleanse are like the only viable summoner spells out of those. A must-have for junglers to get 10 gold on each Smite usage (however, it doesn't decrease the cooldown of Smite).
A pretty basic and mandatory mastery for tanks and off-tanks
Same as above.
Viable for junglers. It is also required to get access to Bladed Armor in the third row.

Second Row



A good mastery for champions that are build bulky anyway. This gives a nice amount of hp (108) at lvl 18 if it's maxed. It is also required to get to Veteran's Scars
Health regen per 5 is good for almost every champion.

Third Row


This works similar to Tough Skin , but reduces incoming damage from all sources. As a downside, it is much lower in the offensive tree. This mastery is better for laning champions, while Tough Skin is better for junglers.
This mastery now has only 1 rank and adds just 30 hp. You need to max Durability to get to it.
Reduces the damage from area effects by a flat percentage. I fail to think of a champion that will need this. The only situation in which you can consider taking this if the other team is extremely AOE-heavy.
This works the same way as Rammus's shell, returning some damage to a minion or monster that attacks you. 6 damage is pretty much, considering it is "free", so it's a good choice for junglers.

Fourth Row


This reduces the armor of turrets by 10, but it doesn't stack. I wouldn't recommend to get this, because a) that doesn't really make a big difference, and b) you never know if any other champion in your team has it.
Since the movement speed increase only works when you are above 70% health, this is not really that reliable. However, this is a good mastery for junglers that can jungle with high amounts of health, since it will make ganking easier.
I personally like this mastery, since it can be used by almost every champion. However, cooldown-only champions benefit most.

Fifth Row


This only reduces damage by 1.5% if you max it. That is 1.5 reduction if you are about to suffer 100 damage, and 15 reduction if you are about to suffer 1000 damage. I personally think it's not worth it.
Gives you additional gold per kills and assists. This is a must-have for supports that invest in Defense, and also good for tanks and offtanks (the ones that basically get a lot of assists, but just a few kills).

Last Row


This is a great mastery, so much better than the 4% damage reduction which you used to have in season one.
This gives you 3% bonus health, and 10% reduction of incoming disables, which is great.
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Defensive Tree - examples



9 Points

Total stats

  • +6 Armor
  • +6 Magic Resistance
  • +3 Health Regen


21 Points - health and damage reduction

Total stats

  • +6 Armor
  • +6 Magic Resistance
  • +3 Health Regen
  • +108 health at lvl 18 (6 per level)
  • +30 Health
  • +3% movement speed when health is above 70%
  • 1.5% damage reduction
  • +3% maximum health and 10% reduction of incoming disables.


21 Points - more utility


Total stats

  • +6 Armor
  • +6 Magic Resistance
  • +3 Health Regen
  • +108 health at lvl 18 (6 per level)
  • +30 Health
  • +8.1 Cooldown Reduction at lvl 18 (0.45 per level)
  • 24 bonus gold at kills and assists
  • +3% maximum health and 10% reduction of incoming disables.


21 points for jungling

Total stats

  • +6 Armor
  • +6 Magic Resistance
  • 2 damage reduction on minion and monster attacks
  • 6 damage returned against minoin and monster attacks
  • 2 Damage Reduction
  • +108 health at lvl 18 (6 per level)
  • +30 Health
  • +3% movement speed when health is above 70%
  • +3% maximum health and 10% reduction of incoming disables.
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Utility Tree

First Row


This is the last improvement mastery which improves Teleport, Promote, Flash, Clarity, Clairvoyance. Don't forget that Flash has recently been nerfed.
a great mastery. On higher levels it will reduce your time spent dead by like 6-7 seconds which can be game-changing.
This mastery has been changed to the better. Now it gives bonus mana per level (cheers, Ryze), or energy per second to energy-based champions.
The name pretty much explains it all. Take this if you are missing one point to get to second row, and don't need Summoner's Insight .

Second Row

This gives 1% less speed then Initiator , but is unconditional. I personally think it's better.
Expanded Mind is required to get this, but Meditation only gives mana regen and, therefore, is useless to energy-based champions.
If you glance at the description, the increased ward range seems awesome. However, the 5% difference is so small that you will hardly see the difference.

Third Row

The new Greed gives 2 times more gold then the old one. It costs 4 points instead of one though. However, AD champions can invest into this mastery to proceed into the tree, because the other masteries of this row are bad for them.
Good for every champion that deals magic damage with abilities.
Great for everyone who spends a lot of time wearing monster butts. This includes your jungler, your AD carry (red buff), and your AP carry (or maybe your support) (blue buff).

Fourth Row

Pretty useless spell if you ask me. 40 gold is just about 2 minion kills. Investing two mastery points in this is not worth it.
Increased exp gain can sometimes get you easy kills on lvl6, if you can get your ultimate faster than your lane opponent.
I really don't know if it's worth spending a point.

Fifth Row

An amazing mastery for those who rely on health regen, and for those who are mana-hungry.
The cooldown reduction from this is flat, which is better for early game than scaling one (like in Enlightenment ).

Last Row


Exactly as in Season One, this reduces your Summoner Spell cooldowns by 15%.
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Utility Tree - examples



9 Points


Total stats

  • 10% reduced time spent dead
  • +2% movement speed
  • Improved Recall
  • 20% increased duration of monster buffs


9 points for a caster


Total stats



21 points for a non-caster


Total stats

  • 10% reduced time spent dead
  • +2% movement speed
  • Improved Recall
  • 20% increased duration of monster buffs
  • +2 gold per 10 seconds
  • +5% experience gain
  • +9% increased health and mana regen
  • 15% reduced cooldowns on summoner spells


21 points for a caster


Total stats

  • Improved Teleport, Promote, Flash, Clarity, Clairvoyance
  • +216 mana at level 18 (12 per level) OR +10 energy
  • +3 mana regeneration per 5 seconds
  • 5% increased ward range
  • 20% increased duration of monster buffs
  • +3% spell vamp
  • +5% experience gain
  • +6% cooldown reduction
  • +15% cooldown reduction on your Summoner Spells
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Final Words

Here are my thoughts about how to use the new masteries. I will keep updating this, maybe adding new examples and some descriptions for them, so hopefully this will have even more information later.
I really hope this guide was helpful.

Please, leave your comments regarding the guide and the examples, I will be willing to include any useful information that you will post.

Thanks for reading!

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