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Season two masteries explained
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Introduction
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.
_____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.
_____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


_____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.
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
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This mastery boosts all offensive Summoner Spells, including ![]() ![]() ![]() ![]() |
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AD champions max this to get to the second row. This gives 3 attack damage when maxed. |
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This is the only first row ability that has 4 ranks. AP champions max it, and get direct access to the second row. |
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This is a good choice for a jungler. It deals 1 extra damage comparing with
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Second Row
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AD champions max this to get to
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AP casters get this to be able to pick
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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
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This mastery is required to get to
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This is essential for AD champions. |
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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%. |
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1.5% doesn't seem much, but it is a good boost for champions that deal heavy burst ability damage. |
Fourth Row
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As I mentioned, worth picking on autoattacking champions that rely on critical strike. |
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3% is the same life steal amount as you get from ![]() |
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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
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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. |
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A great boost for AP champions. In season one, AP champs did only benefit from investing 9 points into Offense to get
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Last Row
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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. |
AD 9 points
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Total stats: |
AD 21 points for Burst/Skill Damage champions
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Total stats: |
AD 21 for Autoattack/Critical Strike champions
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Total stats: |
AP 21 points
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Total stats:
|
AP 9 points
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Total stats:
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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




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This improves ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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A pretty basic and mandatory mastery for tanks and off-tanks |
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Same as above. |
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Viable for junglers. It is also required to get access to
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Second Row


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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
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Health regen per 5 is good for almost every champion. |
Third Row




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This works similar to
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This mastery now has only 1 rank and adds just 30 hp. You need to max
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This works the same way as ![]() |
Fourth Row



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I personally like this mastery, since it can be used by almost every champion. However, cooldown-only champions benefit most. |
Fifth Row


Last Row

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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. |
9 Points
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Total stats
|
21 Points - health and damage reduction
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Total stats
|
21 Points - more utility
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Total stats
|
21 points for jungling
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Total stats
|
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This is the last improvement mastery which improves ![]() ![]() ![]() ![]() ![]() ![]() |
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a great mastery. On higher levels it will reduce your time spent dead by like 6-7 seconds which can be game-changing. |
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This mastery has been changed to the better. Now it gives bonus mana per level (cheers, ![]() |
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The name pretty much explains it all. Take this if you are missing one point to get to second row, and don't need
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Second Row
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This gives 1% less speed then
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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
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The new
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Good for every champion that deals magic damage with abilities. |
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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
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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. |
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Increased exp gain can sometimes get you easy kills on lvl6, if you can get your ultimate faster than your lane opponent. |
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I really don't know if it's worth spending a point. |
Fifth Row
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An amazing mastery for those who rely on health regen, and for those who are mana-hungry. |
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The cooldown reduction from this is flat, which is better for early game than scaling one (like in
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Exactly as in Season One, this reduces your Summoner Spell cooldowns by 15%. |
9 Points
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Total stats
|
9 points for a caster
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Total stats |
21 points for a non-caster
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Total stats
|
21 points for a caster
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Total stats
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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.
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.
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