Revised Season 6 Runes/Masteries

When the preseason first started for season 6 of League of Legends, there were sweeping changes to the masteries system. Essentially all of the masteries were changed, and though it was easy enough to theorycraft what setups would be best for each role, it turns out that the vast majority of people just said “fuck thinking, let’s all use Thunderlord’s Decree!” I saw it as a viable choice in some situations, but it was clearly not being used as intended. Yes, it can be used on any champion in any role, but it’s sort of a bitch move when it comes down to it. Just because one thing is OP doesn’t mean you should just use it by default. But that’s my train of thought, perhaps you would prefer the above quoted like of thinking. Either way, I have noted that some of the builds that I was using weren’t that viable or were less-than-optimal, so I have made changes while practicing during the preseason.

I also decided that rather than making rune/mastery pages for roles that I don’t necessarily play (like hybrid champions), I would limit my pages to those that made the most sense: One per lane. This way if I decide to “fill” I will still have a viable set of pages for the role I get stuck playing, even if it isn’t one of my best roles. So the pages I have now reflect those lanes, and I have one flex page that will work for multiple roles. Instead of taking a bunch of screenshots and writing a wall of text, I decided to record a video of my pages and provide further commentary there. So here’s that video, for your viewing pleasure:

That’s all for today kids. If you liked the video, please like, share and subscribe. I’m still working on this whole “build a following on YouTube” thing. Oh, and thanks!

Season 6 Masteries (Preseason 2016)

Edit 1/20/16: I have made a new video with revised runes and masteries for season 6 after having utilized those on this post throughout the preseason. You can find that over here.

With Patch 5.22, the fifth ranked season has come to a close, and the preseason for the 2016 calendar year has begun. I’d advise reading the full patch notes before jumping into what I have to say here. I should also notate that my Season 5 Runes and Masteries post is still partially viable. The masteries have been completely re-done, so obviously the ones in that post are out of date now, but I have made absolutely no changes to the Rune pages there. Henceforth, we’ll only be talking about masteries introduced in patch 5.22, and I will redirect traffic from that post here as well.

The masteries have changed completely; the Offense tree being replaced with Ferocity, Defense with Cunning, and Utility with Resolve. Those are directly correlating to the way the old trees worked either. Essentially, Ferocity still functions as Offense, Cunning is support oriented with a splash of attack/defense, and Resolve is essentially Defense, but with some added goodies. Points work differently this time around as well, so there are no more 21/0/9 builds, but rather 18/0/12 (or perhaps 18/6/6). There are plenty of viable options in each tree, and plenty of ways to make the most of your points spent. Point expenditure is focused towards the one “Keystone Mastery” you’re going to focus on, and then spending remaining points to round out your build and cater to your role. However, there are so many more possible combinations that seem like they would work, rather than one “best” build for any particular role. It’s also likely that you will want to have the full 20 mastery pages allowed to tweak these builds for each and every champion you play. There’s much more to the theory crafting this time around. With that said, I should note that these are builds I made based on my play style and the champions I use. Masteries are a personal thing, and you’ll likely find things that work better for you, but these are some basic pages that aren’t too heavily tailored to any particular champion, that I think will work fairly well for particular roles. Let’s get started.

Marksmen (18/12/0)


Playing a Marksman means forgoing defense for the sake of killing enemies as fast as possible. A full 18 points in Ferocity helps do just that. Four tiers of the Cunning tree are more viable for the full damage build than resolve would be (it would only provide minimal defensive stats at that tier).

Ferocity (18 points)

warlords bloodlust Warlord’s Bloodlust (Keystone) – Critical strikes heal you for 15% of the damage dealt and grant you 20% increased attack speed for 4 seconds
Every ADC relies on crits to some extent, and this will heal you when you get them. It seems like a viable way to forego lifesteal, or will at least synergize well with it. The extra move speed is a built in mallet. 

fury Fury – 4% attack speed.
The faster you attack, the more often you crit.

feast Feast – 20 health for killing units
Built in healing is great for sustain in lane.

vampirism Vampirism – 2% Lifesteal and Spell Vamp
Marksmen aren’t reliant on Spell Vamp, but they get lifesteal which when combined with feast and the keystone makes for some nice sustain.

oppressor Oppressor – 2.5% increased damage to targets with impaired movement (slows, stuns, taunts, etc).
Most marksmen have some form of crowd control, and those that don’t will still benefit from their support’s CC, and during teamfights.

battering blows Battering Blows – 7% Armor Penetration
Everyone builds a little armor. This helps cut through it.

Cunning (12 Points)

savagery Savagery – 5 bonus damage to minions and monsters (works on basic attacks and abilities).
This will help with farming.

secret stash Secret Stash – Potions, flasks and elixirs last 10% longer. Health potions are now Biscuits, restoring 20 health and 10 mana on use.
This was a toss up, as runic affinity in that tier is also nice, but I can’t count how many games I never got baron, or many red buffs. I use potions every game. 

meditation Meditation – 1.5% of your missing mana per 5 seconds.
Another toss up, since Merciless in that tier sounds good, but most of the time you aren’t hitting champions that are under 40% health. Mana can become an issue in extended fights and feels like the better pick here.

dangerous game Dangerous Game – Kills and assists restore 5% of your missing health and mana.
This feels fantastic. Not only do you get lifesteal bonuses and heal on crit from the Ferocity tree, but also some spike healing when you get kills. This can help with one on ones that become one on twos, or extended team fights.

So why go Cunning instead of Resolve for the final 12 points? To be honest, either is a viable choice. I know I was using defense over utility last season, but I think the bonus mana and health helps with sustain more so than the health regen or extra bonus health you’d get from Resolve.

Jungler (18/6/6)


This is my Jungler page, which could very easily be tweaked depending on the junglers you tend to you. I went for a more AD focused build here because I tend to play AD junglers. This is also something I don’t normally do, in that I split the points among all three trees, but I think it works well here.

Ferocity (18 points)

fury feast vampirism battering blows warlords bloodlust Fury, Feast, Vampirism, Battering Blows and the Keystone Warlord’s Bloodlust. The only points differing here from the Marksman tree is Bounty Hunter (tier 4):

bounty hunter Bounty Hunter – You gain a permanent 1% damage increase for each unique enemy champion you kill.
I felt this was a good choice for a jungler, because they are likely to be attacking all lanes and have more potential to kill the other 5 enemy team members, which would net the full 5% damage increase.

Cunning (6 points)

wanderer Wanderer – 3% out of combat movement speed.
As the jungler, you’re constantly moving and this helps get you into ganking positon. Combined with the extra 4.5% from runes, you’re running 7.5% faster right out of the gate.

runic affinity Runic Affinity – Buffs granted by jungle monsters last 15% longer. This includes Baron and the new Rift Herald.
As the jungler you’re not going to get every buff, but you’ll get a few here and there. This helps stretch em out.

Resolve (6 points)

recovery Recovery – 2 health per 5 seconds.
Extra health regen is nice for jungling.

precision Tough Skin – You take 2 less damage from champion and monster basic attacks.
This is jungler 101 here. Less damage = more time in the jungle, or being able to gank before backing.

Why 6/6 instead of 12 points in one of those trees? Well, I like the four masteries I picked instead. Going further into resolve would net more health regen, and further into cunning would net some health on kills/assists, but I feel like these choices fit the jungler role specifically.

AP Carry (12/18/0)


AP Carries used to just run down the opposite side of the first tree, and then get some mana regen from utility. The new Keystone masteries give more options when it comes to how you want to build mages this season, and there is a viable option in the ferocity tree, but I was more impressed by Thunderlord’s Decree for some periodical bonus AOE damage. Deathfire Touch (in Ferocity) and Stormcaller’s Blessing (in cunning) are also excellent choices depending on who you tend to play. However, this is the final page I decided on, so here’s the build:

Cunning (18 points)

savagery secret stash meditation dangerous game Savagery, Secret Stash, Meditiation, Dangerous Game.

thunderlords decree Thunderlord’s Decree (Keystone) – Your 3rd ability or basic attack on an enemy champion shocks them, dealing 10-180 (+0.2 bonus attack damage) (+0.1 ability power) magic damage in an area around them. 30 second cooldown.
This is great, just because it’s extra damage all the time. I tend to play the less bursty mages that have more utility, so this will help with wave clear and do some extra AOE damage in team fights.

precision Precision (tier 5) – 8.4 Armor and Magic Penetration at level 18.
Bonus penetration is always good.

Ferocity (12 points) 

Same points used in this tree, outside of the tier 1:

sorcery Sorcery – 2% increased damage from abilities.
Abilities are the bread and butter of AP Carries, as they don’t really do too much attack damage. 

feast vampirism oppressor Feast, Vampirism, Oppressor round it out.

AP – No Mana (18/0/12)


I’ve kept the same naming conventions that I’ve always used, and this page is for those champions who are AP focused but don’t have a mana bar. Think champions like Vladimir and Akali. I built this page with Vladimir specifically in mind, as he benefits from both AP and Health due to his passive, and all of his abilities are powered by his health rather than mana. For those like Akali who use energy or Katarina who only relies on cooldowns, this would work just as well.

Ferocity (18 points)

sorcery feast vampirism oppressor Sorcery, Feast, Vampirism and Oppressor are all included. Tier 5 and Keystone are different:

deathfire touch Deathfire Touch – Your damaging abilities deal an additional (0.5 bonus attack damage + 0.2 ability power) magic damage to enemy champions over 3 seconds (half damage over 1.5 seconds for AoE and damage-over-time).
This feels like it was specifically made for Vladimir, as he’s going to be spamming skills to heal himself while damaging the enemy, and the burn will help against other tanky sustainers in the top lane.

piercing thoughts Piercing Thoughts – 7% Magic Penetration
Pretty self-explanatory.

Resolve (12 points)

recovery precision Recovery and Tough skin for extra hp5 and less damage from minions in lane.

veterans scars Veteran’s Scars – 4% maximum health.
This scales with Vlad’s passive and gives extra health to cast with. Otherwise it makes typical AP carries a little less squishy.

perseverance Perseverance – 50% health regen, increased to 200% health regen when below 20% health.
This is great for a solo laner. 

Hybrid (18/6/6)


This page is all over the place, because I don’t really play Hybrid champions but I think it works on paper. This page is highly experimental and I’d tweak it to your liking.

Ferocity (18 points)

fervor of battle Fervor of Battle (Keystone) – Your basic attacks and spells give you stacks of Fervor for 5 seconds, stacking 10 times. Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.
This feels like a mastery made specifically for Jax, or anyone who has stacking on hit effects, which hybrids tend to. 

sorcery oppressor battering blows Sorcery, Oppressor and Battering Blows we’ve covered before. That’s bonus AP and damage to CC’d targets + Armor Pen.

double edged sword Double Edged Sword – Melee: Deal an additional 3% damage, but receive an additional 1.5% damage. Ranged: Deal an additional 2% damage, but receive an additional 2% damage.
You’ll likely be melee using this page, so the extra damage is nice.

natural talent Natural Talent – 10 AD at level 18. 15 AP at level 18.
This is a natural choice for a hybrid champion.

Cunning (6 points)

savagery secret stash Savagery and Secret Stash for bonus damage to creeps and biscuits.

Resolve (6 points)

recovery precision Recovery and Tough Skin for bonus hp5 and less damage from creeps.

Tank (0/12/18)


The tank page focuses fully on Resolve, which is the only place you can get some bonus flat tank stats. All three keystones in this tree can be beneficial, but I find the sustain from Grasp of the Undying to be awesome. Another fantastic choice is Bond of stone, which gives damage reduction.

Resolve (18 points)

grasp of the undying Grasp of the Undying (Keystone) – Every 4 seconds in combat, your next attack against an enemy champion steals life equal to 3% of your maximum health (1.5% for ranged champions)
I play Maokai quite often, and this synergizes with that. It would also be beneficial for any top lane tank for sustain. 

recovery precision veterans scars perseverance Recovery, Tough Skin, Veteran’s Scars and Perseverance for sustain in lane.

legendary guardian Legendary Guardian – 3 Armor and Magic Resistance for each nearby enemy champion.
The only flat tank stats you can find in all 3 trees.

Cunning (12 points)

savagery runic affinity meditation dangerous game Savagery, Runic Affinity, Meditation and Dangerous Game help with sustain and keep buffs up longer, also helps with last hitting.

Support (0/18/12)


The cunning tree contains the biggest boons to support characters, so I went there for the keystone mastery Windspeaker’s Blessing. Supports don’t focus on damage too much, so the remaining points in Resolve help with sustain and cooldown.

Cunning (18 points)

windspeakers blessing Windspeaker’s Blessing – Your shields and heals are 10% stronger. Your shields and heals on allies other than yourself grant them 15% increased armor and magic resist for 3 seconds.
Nearly every support champion has some form of healing or shielding. This makes them much more effective.

wanderer secret stash meditation precision Wanderer, Secret Stash, Meditation, Precision for movement speed, biscuits, mana regen and bonus penetration (this scales nicely with the hybrid penetration marks on the rune page).

bandit Bandit – Gain 1 gold whenever a nearby minion is killed by an allied champion. Gain 3 gold (10 gold for melee) when basic attacking an enemy champion (5 sec cooldown).
It’s two of the masteries from the old utility tree in one. Gold for being near dying minions and basic attacks on champions helps tremendously and stacks with gold generation items.


That’s all I have for now. I will be testing out these builds over the course of the preseason and will revisit them after season 6 officially starts.

Season 5 Runes and Masteries

Edit 11/13/15: I have updated my mastery pages due to the revamp to the system during the 2016 preseason. You can find those here.

It has come to my attention that for the past couple of years I have received much of my traffic via search engines, specifically pointing to a few posts I made regarding Runes and Masteries in League of Legends. It’s nice to earn the traffic boost, but unfortunately as the game is in a constant state of flux information tends to become less viable as a result. There has also been a recent change to the Defense Mastery Tree, and I have been watching a bunch of videos with advice and tips on the subject, so I have completely redone my pages. As such, I am prepared to share these changes with you, and I will provide links to this article on the other articles that have been getting the most hits, so if you are arriving here via those links, this information should be more viable. With that said, let’s dive right in.


For beginners just starting out with the game, you won’t have access to endless rune pages, and they do cost a bit of IP/RP so you might not want to invest right away. If you’ve just hit level 30, there are some basic runes that you should pick up right away that will be viable for all champions. You’ll need a minimum of two pages to cover all champions, and the runes you’ll need are as follows:

9x Attack Damage Marks
9x Magic Penetration Marks
9x Armor Seals
9x Magic Resist Glyphs
9x Ability Power per level Glyphs
3x Attack Damage/Speed Quintessences
3x Ability Power Quintessences

For Attack Damage based champions, you’ll want the Attack Damage Marks, Armor Seals, Magic Resist Glyphs (flat or scaling is up to you), and Attack Damage or Attack Speed Quints.

For Ability Power based champions, you’ll want Magic Penetration Marks, Armor Seals, Ability Power per level Glyphs, and Ability Power Quints.

This will work for all champions, you just need to know if you’re playing someone who is AD or AP based. From there, you can add pages as you like and become more specialized. I have done such specialization, and have settled on 7 rune pages, and 7 mastery pages to compliment them. Since we’re talking Runes for now, we’ll start there.

AD Carry Runes

For all AD based champions, this is the basic rune build that I described earlier. AD Marks, Armor Seals, I prefer MR per level Glyphs, and Attack Speed Quints. The early boost to AD and AS will help you last hit and harass during the laning phase, and the Armor and MR will help you sustain their harass. Pretty simple, no? I’ll use this on all carries, but some bruisers in the top lane will benefit from the same setup.

AD Jungler Runes

Admittedly, I don’t play the jungle role much. I did more often in seasons past but I prefer other roles. This is the same setup as the previous rune page, but I swapped out the Attack Speed Quints in favor of Movement Speed Quints. I basically have this page for when I play Hecarim, as his passive benefits from movement speed, and I play him quite often in the top lane. However, I believe most junglers would benefit from the movement speed as this can help them avoid buying boots early, but allow them to get around the map quickly. Still, this is basically my Hecarim page, so you might find it unnecessary.

AP Carry Runes

This is my basic AP carry page, for most mid lane champions (aside from the AD assassins, they should run the AD Carry page). It is exactly how I described the basic AP page earlier, however I prefer running Mana Regen Seals as opposed to Armor Seals. I suppose either would work fine, but I like being able to spam abilities more often. Flat AP Quints give you a nice AP boost to start and the AP per level Glyphs will give more as you level keeping your power high. Magic Pen helps with getting though early Magic Resist, stack more MP if they happen to be stacking MR.

AP with no mana Runes

I made this page specifically for champions who are Ability Power based but don’t use Mana as a resource. Think champions like Vladimir, Akali or Katarina. I play Vlad pretty often, so I have tailored this for him, mostly. Flat Ability power Quints give you some early base AP, and Magic Pen Marks are standard as well. MR and Armor too, though I have split the Seals between Health per level and Armor. The extra health helps you as you level up, and Vlad has a nice passive that gives more AP per Health and vice versa. On the others, it’s just a little boon to help with sustain.

Hybrid Runes

In all honesty, I very rarely play hybrid champions. I just had 7 rune pages and needed to fill up the last one, so this was the result. Still, I believe this would be viable on someone like Akali, Jax, or Evelynn who have some hybrid tendencies. I mixed AD Marks with AP Quints, the Health per level and Armor seals, along with Magic Resist per level and Ability Power per level Glyphs. This gives a nice mix of hybrid damage and defensive stats.

Tank Runes

For all of your top lane or jungle tanks, this is what I came up with. It’s full tank, so you’ll notice there are no combat stats (AD or AP). This means it can be used on either AD or AP focused tanks without wasting stats, and will also allow you to focus on combat items first, or just stick with full tank items all around. Armor Marks and partial Armor Seals give you extra early game tankiness. Health Quints give immediate impact, and some scaling Health Seals help during leveling. Round that out with MR per level Glyphs and you’re not taking damage ever.

Support Runes

I found myself getting annoyed with having to use two different Rune pages for when I play support. I play the role quite often, and typically switch between squishy ranged mages like Morgana and beefy tanks like Nautilus or Braum. I was always using the support page for the former, and the tank page for the latter. I have since modified this page so that I can theoretically use it for either type of support, giving stats that should benefit both. So, we start with Hybrid Penetration Marks, which give both Armor and Magic penetration, and allow you to hit harder with basic attacks along with spells. AP Quints help with early damage, as you typically aren’t building AP items til mid-late game. Armor and MR are standard, but I also threw in a few Health per level Seals for extra sustain in lane.


Moving on to Masteries, I have 7 more pages that will directly compliment each of the above Rune pages with the vision I had for each.

AD Carry Masteries

I used to run all of my AD carries with 21/0/9 masteries, taking the movement speed and mana regen just to help in lane. That used to work just fine, but I decided that the extra defensive stats would probably help more during early trades and have since switched to the 21/9/0 build you see here. You’re basically picking all of the AD related perks, along with the few points on the right side for extra minion damage and sustain, along with doing more damage to low health targets. In the defense tree you’re getting health and regen, along with less damage taken from minions. Combined with the AD and tank stats from your rune page, you should be sitting pretty.

AD Jungler Masteries

This is a similar tree to the first, but is suited more for someone who isn’t building as many AD-centric items, and more tank items. Because of this, we drop the points put into warlord which gives more AD based on bonus AD, and instead put points into Sorcery for extra cooldown reduction, along with a point into Double-Edged Sword. DES provides extra damage at the expense of taking more, but I find that with the tank items/stats you’ll have, it actually benefits you in the long run. In the Defense tree we swap out the health regen for reduced damage from jungle monsters to help with early clears. I should also note that I don’t typically play AP junglers, so in the event that you do, you could make some basic changes to the Offense tree, though I find that most AP junglers are tanks and should use tank masteries. More on those in a bit.

AP Carry Masteries

AP carries are going to be more dependent on Utility than Defense, as their abilities typically keep them further from the front lines. You’re going to focus on the right side of the Offense tree, grabbing anything that gives you bonus damage or bonus AP. In the Utility tree, you’ll want mana regen, upgraded biscuits for sustain, and just because of how the tree works, throw a point into move speed and a couple into cooldown reduction on summoner spells. Done and Done.

AP with no mana Masteries

Again, for champions like Vladimir, Akali, Katarina, etc who have no mana, you’ll build the same exact page as the previous, but instead of using Utility, use Defense. This keeps you from wasting points on mana regen, and also gives you more tank stats to compliment your rune page. Pretty self explanatory there.

Hybrid Masteries

As I mentioned earlier I don’t typically play Hybrid champions, so this page was copied directly from a video I was watching. Apparently it is popular on junglers like Nidalee and Evelynn, as it provides both AD for autos on jungle camps, but also AP for when trying to poke/gank with abilities. Either way, I see champions with hybrid kits benefiting from the general them of extra AD/AP plus tank stats, especially when combined with the rune page I set up.

Tank Masteries

The full on 9/21/0 build. The Defense tree was recently changed around, but the biggest change was the removal of one segment and the addition of Adaptive Armor, which gives you 4% bonus MR if you have more Armor, or 4% bonus Armor if you have more MR. Helps keep your defensive stats in order. Otherwise it’s the same first 9 points, but adding in extra Armor and MR where possible, taking Tenacious, Evasive and Oppression, and of course the end ability Legendary Guardian which gives Armor/MR per enemy champ nearby. In Offense it’s just the right side stuff giving extra CDR and some AP. Tank Junglers would also benefit from this tree, especially those who are AP based.

Support Masteries

This is still basically the same Support tree I’ve used for a couple of years. It’s the standard 0/9/21, the 9 points in Defense should look very familiar to you by now. In the Utility tree, I focus on grabbing up mana regen and gold generation, along with CDR, biscuits, and the movement speed buff at the end of the tree. Another big one that was buffed at some point and I wasn’t using for some reason is Inspiration, which gives 20 xp every 10 seconds while near an allied champion that is of higher level. As the Support, you’re going to be under-leveled pretty much the entire game, so this will help pull you back in line, especially when playing from behind.

So there you have it. My updated Runes and Masteries. Hopefully this is more helpful than some of the articles you may have found yourself on.

#leagueoflegends #strategy #metagame #runesandmasteries

(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.

Pre-Season 4

There are so many changes coming down the pipe-line for League of Legends that I don’t feel I can adequately go over all of it in a single post. There is a wealth of information over at the official site, and here is a video roundup of the most important bits we know so far:

I really like the focus on helping out Supports. Playing support competitively is something that is easy to understand but difficult to master. I played the majority of my ranked games as a support, and I know how thankless of a job it really is. If your marksman feeds, you are to blame. If no one else buys a ward, you are to blame for lack of vision. Add in the fact that you get no farm, are under-leveled and get less gold for assists than kills, and you’ll see why people aren’t clamoring to be the support. Riot has seen this pattern develop, and are working to fix it. The main part of that fix is coming with a new item slot specifically designed for trinkets, all of which are free and perform different functions all pertaining to vision. Paid upgrades are available for these items later in the game, but it amounts to less gold that is typically spent on wards throughout a game, so now vision is finally everyone’s responsibility!

Changes to the mastery tree and runes are expected each season, as the balance is always tweaked. Information on runes hasn’t been released yet, but the new mastery trees appear to be similar, but with some new tweaks. Adding to the support love, there are masteries that give extra GP5, gold for being in the vicinity of kills (minions included!) and gold for poking enemy champs. It appears getting items will be much easier to do as the support without having to have as much lane dominance.

I am very much looking forward to the changes that are coming. I will be touching back on these changes as they develop.