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Masteries

What masteries are, how to unlock them, all 66 of them by tree and tier, and which ones usually suit which kind of champion.

Grow your account · part 1 of 68 min readChecked 2026-10-15
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In short
  • Masteries are permanent upgrades you unlock on each champion. There are three trees (Offense, Defense, Support) with 22 masteries each, 66 in all, arranged in six tiers.
  • You unlock them with mastery scrolls from the Minotaur's Labyrinth dungeon, or pay gems to open a champion's masteries in one go. Guides report about 1,650 scrolls in total per champion.
  • Some masteries are plain stats (+50 ACC, +3,000 HP...). Others change a fight: bonus damage, turn meter, extra debuff duration, counterattacks.
  • A few picks are close to standard: Warmaster or Giant Slayer for damage dealers, Eagle-Eye for debuffers, Lore of Steel for champions that wear plain stat sets.
  • Spend scrolls on champions you really use first. A mastery you can reset is cheap to fix; a champion you later bench is not.

How the trees are laid out

Each tree is a column of six tiers. Tier 1 offers two masteries and tiers 2 to 6 offer four each. Higher tiers are stronger and, in the game, are opened by working up from the tiers below.

TreeThemeTypical user
OffenseCrit stats, bonus damage, damage when the target is low or weak.Damage dealers.
DefenseDEF and RES, less damage taken, counterattacks, resisting crowd control.Tanks, and anyone who must survive.
SupportACC, healing and shield strength, turn meter, longer buffs and debuffs, set bonuses.Healers, buffers and debuffers.
Note Guides disagree on how many masteries one champion can hold in total and how many trees you can use at once (one reports a limit of 15 masteries over two trees, which fits the three scroll sizes below). Check the Masteries screen on any champion in your own game for the current rule. Checked 2026-10-15.

Getting them: scrolls and gems

  • Scrolls come in three sizes: Basic, Advanced and Divine. Several guides give 100 Basic, 600 Advanced and 950 Divine, so about 1,650 for one champion, and say they must be spent in that order. They drop from the Minotaur's Labyrinth; higher stages give more.
  • Gems can open a champion's masteries at once. The price reported by guides is 800 gems.
  • Resets are reported as one free reset per champion and then 150 gems each.
Careful The gem and reset prices come from fan guides and may have changed. Look at the price in the game before you pay.

A common plan is to buy the masteries on one or two champions you are sure about, then farm the Labyrinth for the rest. More on where scrolls fit in your week in the daily routine and resources.

Offense tree

TierMasteryWhat it does
1Blade DiscipleATK +75.
1Deadly PrecisionC.RATE +5.
2Heart of Glory+5% damage while at full HP.
2Keen StrikeC.DMG +10.
2Shield Breaker+25% damage to a target's [Shield] buff.
2Grim Resolve+5% damage while at half HP or less.
3Single Out+8% damage to targets under 40% HP.
3Life DrinkerHeals 5% of the damage dealt while at half HP or less.
3Whirlwind of Death+6 SPD for each enemy this champion kills, up to +18.
3Ruthless Ambush+8% damage on the first hit against each enemy.
4Bring It Down+6% damage against targets with more MAX HP.
4Wrath of the Slain+5% damage per dead ally, up to +10%.
4Cycle of Violence30% chance to cut a random skill's cooldown by 1 when a skill deals more than 30% of the target's MAX HP; once per turn.
4Opportunist+12% damage to targets under [Stun], [Sleep], [Fear], [True Fear], [Freeze] or [Petrification].
5MethodicalThe default (A1) skill gets +2% damage each use, up to +10%.
5Kill Streak+3% damage per kill (+6% in Arena and Siege), up to +12%.
5Blood ShieldOn a kill, a 1-turn [Shield] worth 15% of MAX HP; once per turn.
5Stoked To Fury+4% damage for each debuff on this champion, up to +12%.
6Warmaster60% chance of bonus damage equal to 10% of the target's MAX HP (4% against bosses), once per skill.
6Giant Slayer30% chance of bonus damage equal to 7.5% of the target's MAX HP (3% against bosses), on each hit of a skill.
6Helmsmasher50% chance to ignore 25% of the target's DEF.
6Flawless ExecutionC.DMG +20.

Defense tree

TierMasteryWhat it does
1Tough SkinDEF +75.
1DefiantRES +10.
2Blastproof5% less damage from AoE (hits on several targets).
2Rejuvenation5% more healing and [Shield] value received.
2Mighty Endurance10% less damage taken while under [Stun], [Sleep], [Fear], [True Fear], [Freeze] or [Petrification].
2Improved Parry8% less damage from critical hits.
3Shadow HealHeals 6% of MAX HP each time an enemy is healed; once per turn.
3Resurgent50% chance to remove one random debuff when a single enemy skill takes 25% of MAX HP or more.
3BloodthirstHeals 10% of MAX HP on a kill (not boss minions); 1-turn cooldown.
3Wisdom of Battle30% chance of a 1-turn [Block Debuffs] when a crowd-control debuff ends on this champion.
4SolidarityAllies get +5 RES for each buff this champion placed on them.
4Delay Death0.75% less damage from a given enemy per hit taken from it, up to 6% per enemy.
4Harvest Despair60% chance to add a 1-turn [Leech] when this champion places a crowd-control debuff.
4Stubbornness+10 RES per debuff on this champion, up to +30.
5Selfless DefenderTakes the first enemy hit on an ally each round at 20% less damage, in that ally's place.
5Cycle of Revenge50% chance of +15% turn meter when an ally takes a critical hit.
5Retribution50% chance to counterattack after losing 25% of MAX HP or more to a single enemy skill.
5Deterrence20% chance to counterattack an enemy that places crowd control on an ally; 1-turn cooldown.
6Iron SkinDEF +200.
6BulwarkAllies take 5% less damage; this champion takes that damage instead.
6Fearsome Presence+5% chance to place [Stun], [Sleep], [Freeze], [Fear], [True Fear], [Provoke] or [Sheep].
6UnshakeableRES +50.

Support tree

TierMasteryWhat it does
1SteadfastMAX HP +810.
1Pinpoint AccuracyACC +10.
2Lay On Hands+5% to the heals this champion casts.
2Shieldbearer+5% to the [Shield] buffs this champion casts.
2Exalt in DeathHeals 10% of MAX HP the first time an enemy dies each round.
2Charged FocusACC +20 while this champion has no skill on cooldown.
3Healing Savior+10% healing and [Shield] value on allies at 40% HP or less.
3Rapid Response30% chance of +10% turn meter when a buff this champion cast is removed or expires.
3Swarm Smiter+4 ACC per living enemy, up to +16.
3Arcane Celerity30% chance of +10% turn meter when a debuff this champion cast is removed or expires.
4Merciful Aid+15% healing and [Shield] value on allies under [Stun], [Sleep], [Fear], [True Fear] or [Freeze].
4Cycle of Magic5% chance at the start of each turn to cut a random skill's cooldown by 1.
4Lore of SteelRaises the stat bonuses from gear set bonuses by 15%, multiplied on top (a 12% set bonus becomes 13.8%).
4Evil EyeThe first A1 hit on each target lowers its turn meter: 20% from a single-target skill, 5% from an AoE.
5Lasting Gifts30% chance to make a buff this champion casts last 1 turn longer (not [Block Damage], [Unkillable], [Revive on Death] or [Taunt]).
5Spirit Haste+8 SPD per dead ally, up to +24.
5Sniper+5% chance to place debuffs, except the crowd-control ones listed under Fearsome Presence.
5Master Hexer30% chance to make a debuff this champion casts last 1 turn longer (not crowd control or [Bomb]).
6Elixir of LifeMAX HP +3,000.
6Timely Intervention+20% turn meter whenever an ally drops under 25% HP.
6Oppressor+2.5% turn meter fill rate for each active debuff this champion has placed, up to +10%.
6Eagle-EyeACC +50.

Those are the game's own numbers. Several effects (crowd-control lists, "once per turn") are shortened here; the in-game text is the final word.

Stats that masteries give

Twelve masteries are plain stats. They add to the champion's stat sheet just like gear does, so they stack with the rest as described in where your champion's stats come from.

StatMasteries
ATKBlade Disciple +75
C.RATEDeadly Precision +5
C.DMGKeen Strike +10, Flawless Execution +20
DEFTough Skin +75, Iron Skin +200
RESDefiant +10, Unshakeable +50
HPSteadfast +810, Elixir of Life +3,000
ACCPinpoint Accuracy +10, Eagle-Eye +50

These are flat additions (C.RATE and C.DMG are percentage points, see every stat explained). Lore of Steel is different: it does not add a stat itself but makes the basic stat sets you wear slightly stronger, so it is worth most on a champion with several of them. See gear sets.

What usually goes where

The champion pages on this site suggest a mastery path for each champion, worked out from what its skills do. The patterns behind them:

Damage dealers
Offense tree: Deadly Precision, Keen Strike, a cooldown or damage pick at tier 4 (Cycle of Violence if the champion has big cooldown skills), then Warmaster, or Giant Slayer when the A1 hits many times. Against bosses these two bonus-damage masteries are capped by the boss's MAX HP, so the number of hits matters more than the boss's size. Skip kill-based masteries (Kill Streak, Whirlwind of Death) for boss fights where nothing dies.
Debuffers
Support tree: Pinpoint Accuracy, Charged Focus, Arcane Celerity, Master Hexer, Eagle-Eye. Longer debuffs and more ACC both make debuffs stay on the target more of the time; see Accuracy and Resistance.
Healers and buffers
Support tree: Lay On Hands or Shieldbearer, Healing Savior or Rapid Response, Lasting Gifts, then Timely Intervention or Elixir of Life.
Tanks
Defense tree: Tough Skin, Blastproof, Resurgent, Delay Death, Selfless Defender, and Iron Skin if the skills scale from DEF.
Arena champions
Arena rewards other picks: Ruthless Ambush and Kill Streak on attackers, Retribution, Wisdom of Battle, Harvest Despair and Unshakeable on defenders, and Evil Eye or Fearsome Presence on turn-meter and crowd-control champions.
Tip If a champion's best use is unclear, put the stat masteries first and leave the situational ones open until you have used it for a while. Scrolls are the slow resource; a reset costs gems.