Minor Mastery Tweak Tips
Smurf account here screwing around in low ELOs and I'm seeing a lot of inefficiencies which would help a lot mastery wise.
Offensive Masteries **Dangerous Game: Champion kills and assists restore 5% of your missing health and mana. ** -TAKE IT. Especially in low ELOs were people have no idea who will win trades or who will kill who first. It also prevents killing them at the cost of your life if you can get a kill off them first. -Also in bot lane, "OMG FU support KS!" well he may have just saved your life there if they take the kill healing you enough to survive plus the assist gold. Dont cry about who gets kills vs assist. Just accept that your team won a duel
Frenzy: Critical strikes increase your attack speed by 5% for 3 seconds, stacking up to 3 times. -If you're a caster (both AD and AP), DONT take it. Your spells will not crit (except for a few like GP). Even if your champ does crit adding 5-15% attack speed will do crap all if you barely auto attack. -If you're auto attack reliant then you can take this
Butcher & Feast: Basic attacks and single target abilities do 2 bonus damage to minions and monsters & Each time you kill a unit, you regain 3 health and 1 mana -Not worth much. 2 damage means so little when trying to last hit and doesnt help vs champions or buildings -Regain 3/1 is so minor you wont even get the value of 1 potion for awhile especially if you struggle with last hitting
Defensive Masteries **Enchanted Armor: Increases your bonus armor and magic resistance by 2.5 / 5%. ** -Dont take this unless you're a bruiser/tank class or have a champion that increases resistances with abilities -Key here is BONUS, so it does nothing w your base stats. I see this a lot on assassin/carries who dont even pick up any defensive items so they get nothing out of this
**Reinforced Armor & Evasive: Reduces the damage taken from critical strikes by 10% & Reduces the damage taken from area of effect magic damage by 4%. ** -Change these up based on the comp you're facing. Don't be lazy and just have a standard mastery page for each champ or role and never change it up -Damge reduction on these are huge
**Opression: Reduces damage taken from enemies with impaired movement or reduced attack speed by 3%. ** -Can be taken for champs who go 21/9/0 over juggernaut to win in trades where 3% less damage is more EHP than 3% more life, especially if you arent stacking HP items. Should be highly considered for non tank classes if you can slow helping win trades in lane Prime examples -Ashe: can always slow. Her arrows now reduce enemy damage by 3% = huge benefit -Syndra: W slows, E stuns -Lissandra: entire kit -Lux/Morgana: binds & slows
Utility Scout: Increases the cast range of trinkets by 15% -Warding totem has a 600 cast range +15% = 690 range. Champs who can ward jump can leap further with this to almost max distance. -Lee Sin Safeguard 700 range -Katarina Shunpo 700 range -Jax Leap Strike 700 range