On this page
- 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.
| Tree | Theme | Typical user |
|---|---|---|
| Offense | Crit stats, bonus damage, damage when the target is low or weak. | Damage dealers. |
| Defense | DEF and RES, less damage taken, counterattacks, resisting crowd control. | Tanks, and anyone who must survive. |
| Support | ACC, healing and shield strength, turn meter, longer buffs and debuffs, set bonuses. | Healers, buffers and debuffers. |
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.
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
| Tier | Mastery | What it does |
|---|---|---|
| 1 | Blade Disciple | ATK +75. |
| 1 | Deadly Precision | C.RATE +5. |
| 2 | Heart of Glory | +5% damage while at full HP. |
| 2 | Keen Strike | C.DMG +10. |
| 2 | Shield Breaker | +25% damage to a target's [Shield] buff. |
| 2 | Grim Resolve | +5% damage while at half HP or less. |
| 3 | Single Out | +8% damage to targets under 40% HP. |
| 3 | Life Drinker | Heals 5% of the damage dealt while at half HP or less. |
| 3 | Whirlwind of Death | +6 SPD for each enemy this champion kills, up to +18. |
| 3 | Ruthless Ambush | +8% damage on the first hit against each enemy. |
| 4 | Bring It Down | +6% damage against targets with more MAX HP. |
| 4 | Wrath of the Slain | +5% damage per dead ally, up to +10%. |
| 4 | Cycle of Violence | 30% 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. |
| 4 | Opportunist | +12% damage to targets under [Stun], [Sleep], [Fear], [True Fear], [Freeze] or [Petrification]. |
| 5 | Methodical | The default (A1) skill gets +2% damage each use, up to +10%. |
| 5 | Kill Streak | +3% damage per kill (+6% in Arena and Siege), up to +12%. |
| 5 | Blood Shield | On a kill, a 1-turn [Shield] worth 15% of MAX HP; once per turn. |
| 5 | Stoked To Fury | +4% damage for each debuff on this champion, up to +12%. |
| 6 | Warmaster | 60% chance of bonus damage equal to 10% of the target's MAX HP (4% against bosses), once per skill. |
| 6 | Giant Slayer | 30% chance of bonus damage equal to 7.5% of the target's MAX HP (3% against bosses), on each hit of a skill. |
| 6 | Helmsmasher | 50% chance to ignore 25% of the target's DEF. |
| 6 | Flawless Execution | C.DMG +20. |
Defense tree
| Tier | Mastery | What it does |
|---|---|---|
| 1 | Tough Skin | DEF +75. |
| 1 | Defiant | RES +10. |
| 2 | Blastproof | 5% less damage from AoE (hits on several targets). |
| 2 | Rejuvenation | 5% more healing and [Shield] value received. |
| 2 | Mighty Endurance | 10% less damage taken while under [Stun], [Sleep], [Fear], [True Fear], [Freeze] or [Petrification]. |
| 2 | Improved Parry | 8% less damage from critical hits. |
| 3 | Shadow Heal | Heals 6% of MAX HP each time an enemy is healed; once per turn. |
| 3 | Resurgent | 50% chance to remove one random debuff when a single enemy skill takes 25% of MAX HP or more. |
| 3 | Bloodthirst | Heals 10% of MAX HP on a kill (not boss minions); 1-turn cooldown. |
| 3 | Wisdom of Battle | 30% chance of a 1-turn [Block Debuffs] when a crowd-control debuff ends on this champion. |
| 4 | Solidarity | Allies get +5 RES for each buff this champion placed on them. |
| 4 | Delay Death | 0.75% less damage from a given enemy per hit taken from it, up to 6% per enemy. |
| 4 | Harvest Despair | 60% chance to add a 1-turn [Leech] when this champion places a crowd-control debuff. |
| 4 | Stubbornness | +10 RES per debuff on this champion, up to +30. |
| 5 | Selfless Defender | Takes the first enemy hit on an ally each round at 20% less damage, in that ally's place. |
| 5 | Cycle of Revenge | 50% chance of +15% turn meter when an ally takes a critical hit. |
| 5 | Retribution | 50% chance to counterattack after losing 25% of MAX HP or more to a single enemy skill. |
| 5 | Deterrence | 20% chance to counterattack an enemy that places crowd control on an ally; 1-turn cooldown. |
| 6 | Iron Skin | DEF +200. |
| 6 | Bulwark | Allies take 5% less damage; this champion takes that damage instead. |
| 6 | Fearsome Presence | +5% chance to place [Stun], [Sleep], [Freeze], [Fear], [True Fear], [Provoke] or [Sheep]. |
| 6 | Unshakeable | RES +50. |
Support tree
| Tier | Mastery | What it does |
|---|---|---|
| 1 | Steadfast | MAX HP +810. |
| 1 | Pinpoint Accuracy | ACC +10. |
| 2 | Lay On Hands | +5% to the heals this champion casts. |
| 2 | Shieldbearer | +5% to the [Shield] buffs this champion casts. |
| 2 | Exalt in Death | Heals 10% of MAX HP the first time an enemy dies each round. |
| 2 | Charged Focus | ACC +20 while this champion has no skill on cooldown. |
| 3 | Healing Savior | +10% healing and [Shield] value on allies at 40% HP or less. |
| 3 | Rapid Response | 30% chance of +10% turn meter when a buff this champion cast is removed or expires. |
| 3 | Swarm Smiter | +4 ACC per living enemy, up to +16. |
| 3 | Arcane Celerity | 30% chance of +10% turn meter when a debuff this champion cast is removed or expires. |
| 4 | Merciful Aid | +15% healing and [Shield] value on allies under [Stun], [Sleep], [Fear], [True Fear] or [Freeze]. |
| 4 | Cycle of Magic | 5% chance at the start of each turn to cut a random skill's cooldown by 1. |
| 4 | Lore of Steel | Raises the stat bonuses from gear set bonuses by 15%, multiplied on top (a 12% set bonus becomes 13.8%). |
| 4 | Evil Eye | The first A1 hit on each target lowers its turn meter: 20% from a single-target skill, 5% from an AoE. |
| 5 | Lasting Gifts | 30% chance to make a buff this champion casts last 1 turn longer (not [Block Damage], [Unkillable], [Revive on Death] or [Taunt]). |
| 5 | Spirit Haste | +8 SPD per dead ally, up to +24. |
| 5 | Sniper | +5% chance to place debuffs, except the crowd-control ones listed under Fearsome Presence. |
| 5 | Master Hexer | 30% chance to make a debuff this champion casts last 1 turn longer (not crowd control or [Bomb]). |
| 6 | Elixir of Life | MAX HP +3,000. |
| 6 | Timely Intervention | +20% turn meter whenever an ally drops under 25% HP. |
| 6 | Oppressor | +2.5% turn meter fill rate for each active debuff this champion has placed, up to +10%. |
| 6 | Eagle-Eye | ACC +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.
| Stat | Masteries |
|---|---|
| ATK | Blade Disciple +75 |
| C.RATE | Deadly Precision +5 |
| C.DMG | Keen Strike +10, Flawless Execution +20 |
| DEF | Tough Skin +75, Iron Skin +200 |
| RES | Defiant +10, Unshakeable +50 |
| HP | Steadfast +810, Elixir of Life +3,000 |
| ACC | Pinpoint 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.