Found an Intresting Document of Season 4 Masteries

AKW Squad··4 votes·581 views

Hello everyone, I was going through an old hard drive and found a document I made a while back that had LoL's season 4 masteries on them, as far as I know these are all correct at whatever patch it was. I'd figured I'd post this due to some of the discussion I've seen revolving around what masteries should be like and what we could do to change them. +Nostalgia.

Offense Tree

Tier 1: Double-Edged Sword: Melee: Deal an additional 2% damage and receive an additional 1% damage. Ranged: Deal an additional 1.5% damage and receive an additional 1.5% damage. Fury: 1.25/2.5/3.75/5% Attack Speed Sorcery: 1.25/2.5/3.75/5% Cooldown Reduction Butcher: Deal an additional 2 damage to monsters and minions. (Required for Feast) Does not trigger off of AoE spells and DoT effects.

Tier 2: Expose Weakness: Hitting an enemy with a spell allows an ally to deal 1% more damage for 3 seconds. Brute Force: 4/7/10 Attack Damage at Level 18 (Required for Martial Mastery) Arcane Knowledge: 8/12/16 Ability Power at Level 18 (Required for Arcane Mastery) Feast: Killing a unit restores 3 Health and 1 Mana (Requires 4 Offense Points, Requires Butcher)

Tier 3: Spell Weaving: Hitting an enemy champion with a spell allows you to deal more basic attack damage by 1% for 3 seconds, up to 3 times (max 3% increased damage). (Required for Blade Weaving) Martial Mastery: +5 Attack Damage (Requires 3 Points in Brute Force, Require 8 Offense Points) Arcane Mastery: +8 Ability Power (Requires 3 Points in Arcane Knowledge, Requires 8 Offense Points) Executioner: Deal an additional 5% damage to an enemy champion who is below 20%/35%/50% Health. (Required for Dangerous Game)

Tier 4: Blade Weaving: Hitting an enemy champion with a basic attack allows you to deal more spell damage by 1% for 3 seconds (max 3% increased damage) (Requires 12 Offense Points, Requires Spell Weaving) Warlord: + 2/3.5/5% Bonus Attack Damage Archmage: + 2/3.5/5% Bonus Ability Power Dangerous Game: Killing an enemy champion restores 5% of maximum Health and Mana. (Requires 16 Offense Points, Requires Executioner)

Tier 5: Frenzy: Gains 5% Attack Speed up to 3 times after landing a critical strike (max 15% attack speed) for 2 seconds. Devastating Strikes: +2/4/6% Armor and Magic Penetration Arcane Blade: Deal 5% of ability power as bonus basic attack damage on hit

Tier 6: Havoc: +3% Increased Damage

Defense Tree:

Tier 1: Block: Reduces champion basic attack damage by 1/2 (Required for Unyielding) Recovery: + 1/2 Health Regeneration per second Legendary Armor: Increases bonus armor and magic resistance by 2.5/5% Tough Skin: Reduces neutral monster damage by 1/2 (does not affect lane minions)

Tier 2: Unyielding: Melee: Reduces champion damage by 2 (Requires 4 Defense points, Requires 2 points in Block) Ranged: Reduces champion damage by 1 Veteran's Scars: + 12/24/36 Health (Required for Juggernaut) Bladed Armor: When enemy neutral monsters attack you, it causes a bleed on them that is equal 1% of their current health per second. (Does not affect lane minions.)

Tier 3: Oppression: Take 3% reduced damage from an enemy champion who is affected by a crowd control effect. Juggernaut: +3% maximum health. (Requires 8 Defense Points, Requires 3 points in Veteran's Scars.) Hardiness: +2/3.5/5 Armor (Required for Reinforced Armor) Resistance: +2/3.5/5 Magic Resistance (Required for Evasion)

Tier 4: Perseverance: Restores 1/2/3% of missing health each second (Required for Second Wind) Swiftness: Reduces slows by 10%. Reinforced Armor: Reduces the damage taken from enemy critical strikes by 10%. (Requires 12 Defense Points, 3 points in Hardiness) Evasion: Reduces damage taken from area of effect magic damage by 4% (Requires 12 Defense Points, Requires 3 Points in Resistance)

Tier 5: Second Wind: Gain 10% Attack Speed, Life Steal, Spell Vamp when you are below 25% Health. (Requires 16 Defense points, Requires 3 points in Perseverance) Tenacious: *Gain + (see table below) when an enemy champion is nearby.

Armor *MR Max [5 champions] (AR/MR)/ Max [3 champions] (AR/MR) 1 0.5 5/2.5 3/1.5 2 1 10/5 6/3 3 1.5 15/7.5 9/4.5 4 2 20/10 12/6 Runic Shield: Have a 50 damage shield at the start of the match. (Shield is refreshed after respawning)

Tier 6: Legendary Guardian: Reduces crowd control effects by 15%

Utility Tree

Tier 1: Phasewalker: Reduces the recall time by 1 second and the Enhanced Recall by 0.5 seconds. Fleet of Foot: + 0.5/1.0/1.5% Movement Speed Meditation: + 1/2/3 Mana Regeneration per 5 seconds (Required for Strength of Spirit) Scout: Increases the range of trinkets by 15%

Tier 2: Summoner's Insight: Reduces the cooldown of summoner spells by 4/7/10%. Strength of Spirit: +1 Health Regeneration for every 300 maximum mana (Requires 4 Utility points, Requires 3 points in Meditation) Alchemist: Gain 10% extra health for using potions and biscuits (Required for Culinary Master)

Tier 3: Greed: + 0.5/1/1.5 gold every 10 seconds (Required for ?Starcall?) Runic Affinity: All neutral, jungle, quest, and relic buffs have increased duration by 20%. Vampirism: + 1/2/3% Lifesteal and Spell Vamp Culinary Master: All Health Potions purchased automatcially8 upgrade into Biscuits that restore 20 health and 10 mana upon consumption. (Requires 8 Utility Points, Requires Alchemist)

Tier 4: Starcall?: Gain 1 Gold when an allied champion kills a minion. (Requires 12 Utility Points, Requires 3 points in Greed) Wealth: +40 Starting Gold (Required for Bandit) Inspiration: + 5/10 experience per 10 seconds when near an allied champion.

Tier 5: Bandit: Melee: Get +15 Gold when you kill a champion or receive an assist. (Requires 16 Utility points, Requires Wealth) Ranged: Get + 5 Gold whenever you land a basic attack on an enemy champion [this effect cannot occur more than once every 5 seconds. Intelligence: 2/3.5/5% Cooldown Reduction and 4/7/10 Cooldown% reduction on activated items.

Tier 6: Wanderer: +5% Movement Speed when out of combat

2 Comments

AKW Squad1 votes

Pretty sure I got the formatting on Legendary Guardian correct, but it looks like it got reverted and I can't change it. :(

Febos1 votes

The masteries all still very much the same. I would say that Season's 6 masteries are the best so far.

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