(Pre)Season 4 Masteries

Edit: This information pertained to old Runes/Masteries. While I am always updating my information on the site, I am aware that search engine queries are pointing at this post due to page rank. For updated Runes and Masteries, follow this link.

Preseason is here, and with it, many changes are coming for League of Legends. The first Preseason patch (3.14) hit the servers this week, the focal point being re-worked masteries. This is an important part of League’s metagame, and as such it is important to get your masteries right before the season starts. I have written about Runes and Masteries a few times in the past; my most recent post about Rune pages are the ones I am currently using. Runes are supposed to be changing soon, I will update those as necessary when the time comes. For now, I have come up with what I believe to be a good starting pool of Mastery pages for any role on Summoners rift. These pages can also be used during other game modes, though some roles might not be deemed necessary (People rarely play true support in ARAM/Dominion, and there’s no jungle either).

Attack Damage - Utility
Attack Damage – Utility

This page is for your Marksmans and Assassins. 21/0/9 gives extra attack damage, speed and penetration, and the utility of movement speed, reduced Summoner cooldowns, increased potion duration and trinket range, along with the extra buff time.

I feel like double-edged sword is too detrimental to be helpful. Extra damage is nice, but taking extra damage is counter-intuitive. Butcher and Feast don’t seem worth the points, for only 2 extra damage to minions/monsters, and 2 health/1 mana restored on kill. The Spell and Blade Weaver abilities are also new, and I really don’t feel that the extra % damage is going to help much unless you are able to spell/auto/spell/auto and that’s not always going to work out. Taking AP-related slots is an obvious no-no, as should be Arcane Blade as it adds extra damage based on AP ratios. On the Utility side, you may recall I used to use Mana regen, but those points were required to get the extra mana and that was my reason for it. They have since moved the mana further down the tree, and now health regen based on mana took that spot. ADCs don’t have all that much mana, so this feels like a wasted point, as does the enhanced recall. This felt like the logical setup.

Ability Power - Utility
Ability Power – Utility

This is the page for your Mages, or a Support class on Howling Abyss/Crystal Scar. AP-Utility is set up precisely like the former page, with a couple of tweaks. Instead of the AD influenced masteries, we use the AP influenced ones, and instead of Frenzy we’re using Arcane Blade for the same reason I already discussed. On the Utility side, we are using the mana/health instead of the movement speed and jungle buff. I chose this because I rarely play mid on Summoner’s Rift, so I’m not needing the extra buff time on blue. It made more sense for ARAM, where I play mages all of the time. If you play mid, feel free to use the point differently, but that goes for all these builds, this is just a general guide.

Attack Damage Tank
Attack Damage Tank

This tree is for your Tanks that are AD focused. 9/21/0 gives a nice blend of attack damage/speed for early game, along with all the tank masteries you could want. We’re avoiding the paltry 2 hp regen, along with the jungle mob buffs. I dislike Oppression, it’s 3% damage reduction against CC’d targets is too situational. The couple of points of MR from Resistance would have been nice, but it’s counterpart Evasive is negligible, reducing AOE damage by 4%. Again, situational. 10% off slow effects from Swiftness is ok, but I chose to use points elsewhere. Runic Shield is garbage, a refreshes-by-death 50 point shield? No thanks. I wanted Second Wind to help out with sustain, but ran out of points. These choices, to me seemed the best.

Ability Power Tank
Ability Power Tank

This page is literally the same as the former, but using the AP related masteries in the Offense tree. For AP Tanks.

Attack Damage - Defense
Attack Damage – Defense

You’ll probably notice a pattern by now that very little about these pages are changing, but the scenarios where you might only need slight variances are endless. These seem to be what have worked best for me. This is the AD Bruisers page. For when you need more Attack Damage, but need some extra Defense to go with it, rather than the Utility. Good for champions that need to be able to off-tank but still put out good damage.

Ability Power - Defense
Ability Power – Defense

This is the same page as above, AP-flavored. This is going to be your AP Bruiser page, or for when you’re playing an AP champion that needs a little help being less squishy. I’m looking at you, Kassadin.


Finally, some new material! There has been much love and care going into helping out the Support class, and the Utility tree is a reflection of that. This is your Support class page, which will pretty much only be used on Summoner’s Rift, as other maps usually don’t use Supports in the traditional way (I build a mean AP (insert support champ here) on Howling Abyss). 0/9/21 provides maximum gold production and some defense to keep you alive. The Defense portion is just like the previous pages, and the first half of the Utility tree is the same as well, but towards the bottom you will see the extra gold per 5, for being near minion deaths, and for hitting champs. I opted out of the movement speed at the top of the tree for the final point, and also avoided the spell vamp (negligible) and jungle buff (not reserved for you), and the extra xp for being near a higher level allied champ. The latter seems cool, but I haven’t really ever had trouble being underleveled in season 3. I may rethink this later.


This is what I’m calling my Jungler page for now. I ended up rethinking my jungler page late in season 3 because I was primarily using Hecarim, and the build just worked right. I have modeled this page after that page, but the masteries are tweaked just a bit because of the changes. I still feel any jungler can use this page because of the added damage to jungle mobs, plus health/defense bonuses, movement speed to get around the jungle, some extra cooldowns, more sustain from potions, and the recall is actually helpful for junglers. Obviously we don’t need the gold per 5, but those could be optional to help with gold hungry or slow junglers.

There is still a good chance that these will change before the season is live, so check back often for updated posts! More to come on other preseason changes as they roll out.

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