Preseason Masteries Overview + Calculator + Premade Builds
For those without access to PBE, here's a mastery calculator. It's updated compared to the version that hit the frontpage of /r/lol yesterday.
- You can assign points by clicking or using mousewheel - but as of now mousewheel scrolls the page if it doesn't fit on your screen
- As it is on PBE, clicking once in an empty tier adds 5 points right away.
- There is sound for actions and music dynamically changing volume depending on which trees did you put points in and how many. It's all LoL assets (was supposed to ship with Team Builder), but it is not on PBE right now :P
- You can get a link to your mastery page. This allows to share it without making a screenshot.
That being said, let's overview the new masteries.
#The basics
- It's no longer 21-9-0, but 18-12-0 or 18-6-6. After achieveing the tier 3 keystone mastery, you can no longer add any points to the main tree.
- You can't put more than 5 points in one tier. This means that it's "either or" in every single tier.
- Tier 3 keystones are the most impactful and are shown in the scoreboard next to summoner spells.
- The power of tier 3 keystones pretty much rules out 12-12-6 builds.
Content changes compared to previous systems
- Most masteries related directly to jungling/supporting have been removed or combined with other ones.
- Utility tree, now renamed to "Cunning", became much more attractive for mages.
- Early access to CDR and flat combat stats (armor, AD, AP) has been removed.
- % penetration is now split between two masteries, one for armor and one for MR.
- Some essential masteries have been moved to different trees (Dangerous Game and its former parent Merciless are now in "utility").
#Keystones
Tier 3
The page-defining masteries. You will probably want to name/sort your mastery pages per their t3 keystones.
- Warlord's Bloodlust - This shit is just broken. 15% lifesteal and 20% AS on crits removes the only drawback of IE rush, which is lack of the two stats this mastery covers up for. Now the lucky crits will be even more frustrating, and the disparity between the critting and not-critting side will be even higher than before. If you
plan on rushing Infinity Edge or Essence Reaverare playing an AD Carry, take this. - Fervor of Battle - nomen omen. Seems like an insignificant amount of on-hit AD, but it stacks up to 80 on hit damage at level 18. Good for tanky bruisers or crit-less AD Carries who want to stay in combat for a longer period.
- Deathfire Touch - the go-to point for poke and DoT champions. Don't be fooled by the "half damage" disclaimer - it's also over half of the duration, meaning the exact same DPS, just checked for more frequently. All-in fighters might consider this to help them finish off running enemies if they find the other two keystones underwhelming.
- Stormraider's Surge might actually convince some bursty champions to switch over to the Cunning tree. The bonus MS is relevant at all stages of the game, and is more or less equivalent to a short-timed Ghost. It can also be utilized by ranged champions with lack of mobility or disengage tools who would wish to kite better.
- Thunderlord's Decree is basically a better scaling Luden's for burst purposes, with a condition that removes the Luden's poke usage. This mastery alone makes the Cunning Tree compete with Ferocity for mages, especially on champions interested in the possibility of getting to 45% CDR. Probably the standard keystone for mage supports.
- Windspeaker's Blessing - for "true supports", a subclass sometimes called "enchanters". Unless your aim is to burst down the enemy, it should be a cornerstone for every support with heals and/or shields, even the single target ones.
- Grasp of the Undying - for health stackers (in lane)
- Strength of the Ages - for wannabe health stackers (mostly in jungle)
- Bond of Stone - for support tanks
With defensive keystones, it's a bit more flexible - support tanks might want to change their mastery if they're expecting heavy harass and their ADC is safe enough on their own.
#Example builds
- Standard AD Carry page. In Cunning, Savagery is exchangeable with Wanderer if you don't have any trouble with farming.
- DoT/Poke Mage. Flex between: Bounty Hunter-Oppressor, Savagery-Wanderer, Merciless-Meditation.
- Burst Mage. Flex: Bounty Hunter-Oppressor, Savagery-Wanderer, Merciless-Meditation, Precision-Intelligence.
- True Support. Flex: Runic Armor-Veteran's Scars.
- Tank Support. Insight-Perseverance.
- Mage Support. Merciless-Meditation, Intelligence-Precision.
- Bruiser, defensive version. Perseverance-Insight.
- Bruiser, offensive version. Flex: none that I see, this assumes toplane usage
- Juggernaut Flex: Swiftness-Legendary Guardian
- Lane Tank Flex: Swiftness-Legendary Guardian, Grasp of the Undying-Strength of the Ages
- Jungle Tank Flex: Swiftness-Legendary Guardian
- Jungle Bruiser Flex: Explorer-Tough Skin, Swiftness-Legendary Guardian
- Fighter Flex: Fury-Sorcery, Bounty Hunter-Oppressor, Stormraider's Surge-Thunderlord's Decree
- Roaming Assassin. Flex: Fury-Sorcery
#Flex points
In most of the cases, there is no definite mastery page, even for a specific champion in a specific role. The lane matchup and team composition might prompt you to choose one mastery over the other, and even though Riot has implemented the possibility of swapping points without having to remove them in higher tiers, most pros will continue to assign masteries in champ select from scratch, especially now that it's much quicker and easier than before.
#TL;DR
Masteries seem to be more flexible than before, many of them giving conditional effects instead of hard flat stats. You will most likely want to alter their assignment every single game if you have the time for it.
If you've got a better idea on how to build specific champions/classes, feel free to throw in your opinion.
Also I'm open to hearing your suggestions about the calculator itself.