Masteries Tagged Articles RSS Feed | Masteries RSS Feed on en Launch Media Network What's Really Changing in League of Legends for Season Four? Sat, 26 Oct 2013 00:41:30 -0400 Wokendreamer

The end of the third season of League of Legends looms.  Season Three saw changes to the jungle, to oracle's elixir, to base movement speeds, and lots of new items.  While these changes gave new possibilities and made it a bit easier to maintain regular vision (particularly if your team is behind) the overall game remained largely the same.

I'm not so sure the same will be true for Season Four.  The list of changes is simple enough to read, but carries some potentially meta-breaking possibilities.  Let's look at it piece by piece.

Vision and Wards

This is a big one.  Wards were changed for Season Three with the inclusion of sightstone and a time limit on oracle's elixir, making it generally easier to keep reliable map vision active regardless of how far behind or ahead a team is.  Season Four is further altering the way vision works in several huge ways.  Wards are changing dramatically in how they work and especially in how focused the responsibility for map awareness is on a single player on any team.

To help make it more of a team effort, a new item slot is being introduced for free items called 'trinkets'.  These items provide one of three vision-based benefits, making it easier than ever for everyone on the team to take part in the war of wards.  For an even more in-depth look at the changes and what they mean for vision, look here.

The Jungle

Yeah, you knew this was coming.  Every time a new season starts, Riot Games looks to change the jungle in some way to try and better fit it into the role they want it to be.  With Season Four, Riot is looking to bring some damage back into the jungle by increasing the gold in the jungle and introducing new items that make carry-style junglers like Tryndamere or Master Yi plausible again.

They will also be adding a new non-buff jungle camp to create more possible jungle paths to allow for more variation and unpredictability.


This is the other role Riot is constantly trying to improve alongside junglers.  Season Four promises changes in gold distribution to allow supports to gain more gold for their items, which combines with the changes to warding to make it significantly more likely for a support to actually get something resembling an item build in-game.

They will also be refining and creating items to both better make use of that gold and to emphasize the utility of support classes instead of simply adding to stats they do not necessarily want to try and stack as a support.


One of the least fun things to watch in any sport, whether an esport or an athletic one, is a game in which one side has an advantage the other simply cannot possibly overcome.  One team having an advantage makes the game much more exciting when their opponents pull off something extraordinary, but only when the advantage is not so severe as to make such extraordinary plays impossible.

To try and help limit steamrolling a bit more in Season Four, Riot is looking to adjust various in-game mechanics while adding several others.  Tower, dragon, and first blood gold rewards are all being looked at for adjustment.  Location of bushes is being reconsidered.  The inclusion of extra gold for champions who are getting repeated assists is also being looked at, allowing supports or tanks who are doing well but not actually doing much killing themselves to get some extra gold.

Runes and Masteries

Also unsurprising, the game's runes and masteries are being looked at once again.  This is another process which seems to take place every year, and the stated goal this year is once again similar.  The changes to masteries will not be as extensive as Season Three, but Riot does still want to make different masteries more viable.

Runes will be focused on much the same thing, trying to introduce new possible rune builds and making the various options involved in rune choices more attractive to prevent cookie-cutter runepages.

All in all, Season Four is already looking to shake up the League of Legends scene in a major way.  At the same time, many felt exactly the same way at the beginning of Season Three.  Only time will tell how seriously these changes actually effect the game.


Insight to the Mastery of the Future Fri, 19 Jul 2013 23:59:16 -0400 Shoduran

Two complete seasons have transpired over League of Legends, and every new season has begun with a complete overhaul over the masteries every summoner can use. While this is nothing new to any long-time summoner, and there is no current news of an upcoming change in the mastery system yet, I've come to you with something new and possibly thought-provoking.

What Is Yet to Come?

My teammates found recently an entirely new mastery calculator for League of Legends, and while it appears to be fan-made, it poses a few ideas and changes to the current mastery tree system.

"Wow, that's a lot of features."

Located here, the page offers a little of the current features attributed to the Season 3 mastery trees plus a little extra. Familiar masteries include Deadliness, Weapon Expertise, and Brute Force in the Offensive tree; Durability, Unyielding, and Juggernaut are still in the Defensive tree; Finally, Greed, Runic Affinity, and Awareness are in the Utility tree.

Some sample new additions include:


  • Irritating (Your first ability or basic attack against a champion deals bonus true damage equal to 1% of the target's current health over 3 seconds)
  • Inspire (You grant an aura that grants +1 Attack Damage and +2 Ability Power to you and your allies)


  • Dominant (Increases your bonus armor by 6% against enemies whose health is below 50%)
  • Confident (Increases your armor by 1 per 20 Attack Damage and your magic resist by 1 per 30 Ability Power)


  • Coward (Increases your Movement Speed by 0.6 for each nearby enemy champion)
  • Reach (Your abilities and basic attack's range increase by 5%)

These are the most basic ranks of these features, but they're currently interesting ideas.

What'choo Talkin' 'Bout, Willis?

These are not real masteries to be released, but an act in thought by some people in the community.  Give the calculator a look and a try, and you can determine for yourself if some of the ideas are worthwhile or bonkers-OP.

Preseason's Greetings From Riot Games Thu, 06 Dec 2012 22:03:38 -0500 Wokendreamer

Items to try

The Preseason three patch for League of Legends has finally gone live as of this Tuesday.  It is the single largest change in basic gameplay since at least the start of Season Two, in no small part because it adds 23 completely new items to the item shop while reworking ten and completely removing another ten.  12 of these new items have active abilities which almost doubles the number of active item abilities in the game from the previous 15, and includes many abilities that target allies rather than enemies, granting even greater tactical flexibility to item choices.

Masteries to see

The masteries pages have also changed with the new patch, most notably the utility mastery tree.  It retains most of the same options as before and has added new ones, allowing summoners to gain gold each time they attack an enemy champion or start with some basic items as two examples.  It also includes a mastery that lowers the cooldown on active items to further promote the additional variety offered in the item shop.

Jungle to farm

The updated jungle in League of Legends has also been refined to be more dangerous for junglers early on by increasing the damage the jungle minions inflict and making it more difficult for other players to kite those minions for the jungler, but granting increased rewards in experience and gold.  It also refocuses the health and rewards more fully on the largest minion in each respective jungle camp to allow champions without area-of-effect damage capability to be able to jungle more quickly than before, especially with the new Hunter's Machete item to increase the damage done to all non-player minions.  These changes make the jungle a significantly more dangerous place for most junglers while simultaneously giving them the tools they need to get more out of the jungle itself rather than having to rely on making appearances in the different lanes to keep up in gold and experience.

The little extras

Other changes with the patch are comparatively minor in effect, though noticeable.  The amount of gold gained from last-hitting minions has gone down slightly outside of the jungle, but the amount of gold earned simply by being in the game over time has gone up by a similarly slight amount, making a difference in creep score less game-breaking than before.  The League of Legends game HUD has changed as well, showing the summoner what level he has raised his champion's skills to at a glance and moving the minimap to provide more information with less clutter across the entirety of the screen.  The largest change visually was to the item shop, which has a new interface to display item categories more quickly with one menu rather than a series of scaling menus.

Reactions to the changes are mixed, but as Morello stated, "This is an initiative we believe will add even more strategic diversity to League of Legends, and introduce new gameplay to master. "