Thirty points, three trees

LoL Classic Masteries

All 56 mastery nodes across Offense, Defense and Utility, laid out in the order the client draws them. The three vague Summoner's nodes show their real per spell bonuses here, pulled from the spell text they actually live in.

Mastery explorer

LoL Classic Masteries List

56 of 56 shown
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Grades compare a node against the rest of its own tree. The default order follows the in client layout, top row to capstone.
SWSummoner's WrathOffenseRow 1 of 6CImproves the Summoner Spells Exhaust, Ignite, Ghost, Surge, Rally, and PromoteRanksx1ExhaustExhaust also reduces the target's Armor and Magic Resist by 10.GhostBonus Move Speed granted by Ghost is increased.IgniteWhile Ignite is on cooldown, gain 5 Ability Power and Attack Damage.PromoteThe Siege Rider's bonus Attack Damage aura also affects Champions.RallyRally additionally gives Ability Power.SurgeIncreases the Attack Speed bonus by 5% and the Ability Power bonus by 10%.Why CCorroboratedOne tier one point that sharpened Ignite with bonus attack damage and ability power while it was on cooldown or stripped armor and magic resist with Exhaust, so only Ignite and Exhaust carriers got value while Heal and Barrier bot laners spent the point elsewhere.
FUFuryOffenseRow 1 of 6B+1% Attack Speed per rankRanksx4Why BCorroboratedFour ranks of attack speed that physical pages spent through at tier one, taken as much to open the path down toward Deadliness as for the attack speed itself.
SOSorceryOffenseRow 1 of 6B+1% Cooldown Reduction per rankRanksx4Why BCorroboratedFour ranks of cooldown reduction that caster pages spent through at tier one, useful for spell uptime but mainly the gate that opened Arcane Knowledge.
BUButcherOffenseRow 1 of 6CBasic attacks deal 2/4 bonus damage to minions and monstersRanksx2Why CCorroboratedTwo points of bonus damage to minions and monsters that helped jungle clear speed and shaky last hitting, skipped by anyone who needed the points deeper in the tree.
DEDeadlinessOffenseRow 2 of 6B+0.166/0.333/0.498/0.664 Attack Damage per levelRanksx4Why BConfirmedFour ranks of attack damage per level for marksmen and physical bruisers, worth about 120 gold per point at eighteen and 60 at nine, the highest in Offense, roughly double Brute Force's 60. Bought for scaling damage as much as the path to Weapon Expertise.
BLBlastOffenseRow 2 of 6B+0.25/0.5/0.75/1 Ability Power per levelRanksx4Why BCorroboratedFour ranks of ability power per level that mage pages spent at tier two, worth more at eighteen than any flat tier one stat: about 98 gold per point there and still roughly 49 at level nine, against Fury's 33 and Sorcery's 32, its standard partner.
DEDestructionOffenseRow 2 of 6EIncreases damage to turrets by 5%Ranksx1Why ESingle-sourceA single point for extra turret damage that did nothing in lane trades or teamfights, so offense pages left it untouched.
HAHavocOffenseRow 3 of 6BIncreases damage dealt by 0.67%/1.33%/2%Ranksx3Why BCorroboratedThree points for a small percentage amplifier on all damage dealt, the generic tier three spend on mage and marksman pages once the one point penetration node was already bought.
WEWeapon ExpertiseOffenseRow 3 of 6S+8% Armor PenetrationRanksx1RequiresDeadliness 4/4Why SConfirmedOne point for percentage armor penetration, the most point efficient buy in the tree and an automatic pick on every physical damage page from marksmen to bruisers to attack damage junglers.
AKArcane KnowledgeOffenseRow 3 of 6A+8% Magic PenetrationRanksx1RequiresBlast 4/4Why AConfirmedOne point for percentage magic penetration, the mage mirror of Weapon Expertise and an automatic pick on ability power pages that went eight deep, though it served mid mages where the armor penetration node served the wider physical damage field.
LELethalityOffenseRow 4 of 6C+2.5%/5% Critical Strike Damage (5%/10% for melee)Ranksx2Why CSingle-sourceExtra critical strike damage at tier four, a fair spend once Infinity Edge was online but dead weight on a marksman before the first crit item landed.
BFBrute ForceOffenseRow 4 of 6B+1.5/3 Attack DamageRanksx2Why BSingle-sourceFlat attack damage at tier four paid about 60 gold per point, three damage over two points, the most efficient flat stat in Offense, well ahead of Mental Force's 44. It was the best per point stat at that tier; the path toward Sunder was a side effect, not the reason.
MFMental ForceOffenseRow 4 of 6B+2/4/6 Ability PowerRanksx3Why BCorroboratedSix ability power for three points ran about 130 gold, roughly 44 gold per point, on the mage spend that bridged Arcane Knowledge and Archmage. Those points then fed Archmage's percentage multiplier, worth more than the flat stat alone.
SPSpellswordOffenseRow 4 of 6DDeals 5% of your Ability Power as magic damage on basic attacksRanksx1Why DSingle-sourceOne point adding a fraction of ability power as on hit magic damage, worth something only to auto attacking mages such as Kayle and Teemo, so ordinary mid laners put the point into Mental Force instead.
FRFrenzyOffenseRow 5 of 6DGrants 10% Attack Speed for 2 seconds after landing a critical hitRanksx1RequiresLethality 2/2Why DSingle-sourceOne point granting a brief attack speed burst after a critical strike, picked up by crit marksmen climbing toward twenty points but worthless to casters and to any carry without crit chance.
SUSunderOffenseRow 5 of 6A+2/4/6 LethalityRanksx3Why AConfirmedThree ranks of flat armor penetration, the tier five staple on physical damage pages because that flat chunk cut deep into an early squishy armor pool.
ARArchmageOffenseRow 5 of 6AIncreases Ability Power by 1.25%/2.5%/3.75%/5%Ranksx4Why AConfirmedArchmage paid five percent of the build's ability power at max rank: a 400 ability power mage gained 20 ability power, about 435 gold over four points, near 109 gold per point, above every flat-priced mastery, since it scaled with the whole build rather than a fixed number.
EXExecutionerOffenseRow 6 of 6SIncreases damage dealt by 5% to targets below 50% HealthRanksx1Why SConfirmedThe twenty point capstone granting bonus damage to targets below half health, and the reason marksman and mage pages committed twenty one points to Offense at all.
SRSummoner's ResolveDefenseRow 1 of 6CImproves the Summoner Spells Cleanse, Heal, Smite, Barrier, and FortifyRanksx1BarrierBarrier's Shield is increased.CleanseExtends the Tenacity buff duration.FortifyTurrets deal splash damage around their target.HealGain 5 Health per level.SmiteSmite grants 10 gold per cast.Why CCorroboratedOne point that only paid off for Smite junglers banking bonus gold per clear, and did nothing for laners running Flash, Ignite or Teleport.
PEPerseveranceDefenseRow 1 of 6CGrants up to +2/4/6 Health Regen per 5 seconds based on missing HealthRanksx3Why CSingle-sourceMissing health regeneration that only ticked while already low, usable tier one sustain filler for a top laner with no innate healing but weaker per point than Durability, graded on stat magnitude and slot economics.
DUDurabilityDefenseRow 1 of 6S+1.5/3/4.5/6 Health per levelRanksx4Why SConfirmedHealth per level was the default tier one spend on every defense page, worth about 71 gold per point by level eighteen but only 36 at level nine, less than Hardiness's flat 40 through most of laning. The S was the mandatory gate into the tree, not the biggest early number.
TSTough SkinDefenseRow 1 of 6BReduces damage taken from monsters by 1/2Ranksx2Why BConfirmedCutting flat damage off every monster hit was a jungle staple while classic jungle clears were punishing and health starved, but it was dead weight for anyone in a lane.
HAHardinessDefenseRow 2 of 6A+2/4/6 ArmorRanksx3Why ACorroboratedFlat armor at tier two banked about 40 gold per point, six armor for roughly 120 gold across three points, matching Resistance exactly. The A over Resistance's B tracked how often lane damage, minions included, ran physical rather than magical.
REResistanceDefenseRow 2 of 6B+2/4/6 Magic ResistRanksx3Why BCorroboratedFlat magic resist paid the same 40 gold per point as Hardiness, six magic resist at max rank for about 120 gold across three points. Losing the tier two coin flip was about how rarely early lane damage showed up magical, not a gap in what the node was worth.
BABladed ArmorDefenseRow 2 of 6CDeals 6 damage to any enemy monster that attacks youRanksx1RequiresTough Skin 2/2Why CConfirmedReflected damage to monsters shaved a little off jungle clear time so junglers spent a spare point on it, but it contributed nothing outside the jungle and little on a kited clear.
UNUnyieldingDefenseRow 3 of 6AReduces damage taken from enemy champions by 1/2Ranksx2Why ACorroboratedCutting flat damage off every instance of champion damage punched above its weight in early lane trades and against multi hit poke, making it the standard tier three partner to Veterans Scars.
RERelentlessDefenseRow 3 of 6CReduces the effectiveness of slows by 7.5%/15%Ranksx2Why CSingle-sourceSlow reduction mattered against Frozen Mallet and Rylai chase comps, but most pages spent their tier three points on health and flat damage reduction instead.
VSVeteran's ScarsDefenseRow 3 of 6S+30 HealthRanksx1RequiresDurability 4/4Why SConfirmedThe most efficient node in the tree for a single point checks out: about 79 gold from 30 health, ahead of Durability's roughly 71 gold per point and double Hardiness and Resistance's 40 gold. The whole reason carries, mids and top laners ran a nine point defense page.
SASafeguardDefenseRow 3 of 6EReduces damage taken from turrets by 5%Ranksx1Why ESingle-sourceReduced turret damage covered a situation almost nobody built a mastery page around, and it was the throwaway node of tier three.
BLBlockDefenseRow 4 of 6AReduces damage taken from champion basic attacks by 3Ranksx1RequiresUnyielding 2/2Why ACorroboratedFlat damage off every champion basic attack for a single point, which era guides singled out as one of the best early lane trading buys in the tree.
TETenaciousDefenseRow 4 of 6AReduces the duration of crowd control effects by 5%/10%/15%Ranksx3Why AConfirmedCrowd control reduction was a headline reason tanks and junglers pushed their points down to tier four.
JUJuggernautDefenseRow 4 of 6BIncreases your maximum Health by 1.5%/2.75%/4%Ranksx3Why BCorroboratedFour percent of a 3,000 health tank ran about 120 health, roughly 317 gold across three points, near 106 gold per point, half again Veteran's Scars and the largest figure in Defense. The thinness was relative, not absolute, since item-HP pricing also excludes base health.
DEDefenderDefenseRow 5 of 6CGrants +1 Armor and Magic Resist for each nearby enemy championRanksx1Why CCorroboratedOne point for armor and magic resist while surrounded was efficient in teamfights and level one skirmishes, but it gave nothing while laning alone or split pushing.
LALegendary ArmorDefenseRow 5 of 6DIncreases bonus Armor and Magic Resist by +2%/4%/6%Ranksx3Why DCorroboratedAt max rank, Legendary Armor added six percent to bonus armor and magic resist, so 200 combined bonus resists became 12 points, about 240 gold across three points, near 80 gold per point, level with Veteran's Scars. It stayed a D since most 21-point pages skipped tier five outright.
GHGood HandsDefenseRow 5 of 6DReduces time spent dead by 10%Ranksx1Why DSingle-sourceShorter time spent dead never changed a fight and was picked up only as a leftover point while passing through tier five.
RAReinforced ArmorDefenseRow 5 of 6DReduces damage taken from critical strikes by 10%Ranksx1Why DCorroboratedReduced critical strike damage sat dead until an enemy carry actually built crit, and guides at the time expected it to be largely ignored.
HGHonor GuardDefenseRow 6 of 6BReduces damage taken from all sources by 3%Ranksx1Why BCorroboratedThe lone tier six node, a small reduction against all incoming damage that every twenty one point defense page ended on by default, though the era view was that the payoff was thin for the depth it demanded.
SISummoner's InsightUtilityRow 1 of 6SImproves the Summoner Spells Teleport, Flash, Clarity, Revive, and ClairvoyanceRanksx1ClairvoyanceRetain sight on units revealed by Clairvoyance for 5 seconds.ClarityRestores 25% more mana.FlashReduces Flash's Cooldown by 15 seconds.ReviveRevive temporarily grants the user 220-560 Health.TeleportTeleport's channel time is reduced.Why SCorroboratedA single point improved Flash along with Teleport, Revive, Clarity and Clairvoyance, so nearly every classic page that touched Utility opened with it.
WAWandererUtilityRow 1 of 6CGrants +0.66%/1.33%/2% increased Movement Speed when out of combatRanksx3Why CCorroboratedOut of combat movement speed across three ranks, taken as one point of filler on the eight point climb toward the tier three buff node rather than for the speed itself.
MEMeditationUtilityRow 1 of 6B+1/2/3 Mana Regen per 5 secondsRanksx3Why BCorroboratedThree mana regeneration on Meditation matched one Faerie Charm at max rank, about 180 gold over three points, roughly 60 gold per point, the most efficient tier one node in Utility, above Hardiness and Resistance. Taken on every nine point path, but only worth its gold to a mana-hungry champion.
IRImproved RecallUtilityRow 1 of 6DReduces the cast time of Recall by 1 secondRanksx1Why DSingle-sourceOne point shaved a second off the recall channel, cheap padding for the four point tier gate and never taken for its own value.
SCScoutUtilityRow 2 of 6EWards gain 25% increased vision range for the first 3 seconds after placing themRanksx1Why ESingle-sourceExtra ward vision for a few seconds after placement changed nothing in practice, so even pages hunting for filler points passed on it.
MAMastermindUtilityRow 2 of 6BReduces the cooldown of Summoner Spells by 4%/7%/10%Ranksx3Why BCorroboratedSummoner spell cooldown reduction, taken largely because it filled three of the eight points junglers and supports needed to reach tier three.
EMExpanded MindUtilityRow 2 of 6C+4/7/10 mana per levelRanksx3Why CSingle-sourceExpanded Mind's bonus mana per level ran roughly 120 gold per point at level eighteen, about 60 at level nine, the highest per-point value of any priced mastery in the file. It held at C since 180 mana was just two extra casts, its slot usually lost to summoner cooldown, and the Sapphire Crystal anchor overprices raw mana.
ARArtificerUtilityRow 2 of 6CReduces the cooldown of activated items by 7.5%/15%Ranksx2Why CSingle-sourceReduced item active cooldowns for two points, paying out only on Shurelya Reverie and Locket support builds and on mids carrying Zhonya Hourglass.
GRGreedUtilityRow 3 of 6AGrants an additional +0.5/1/1.5/2 gold every 10 secondsRanksx4Why ACorroboratedGreed converted two gold every ten seconds at max rank into about 12 gold a minute, roughly 360 gold over a thirty minute game, almost five times Wealth's one-time 75. That is why supports of that era, with no farm income of their own, could survive the twenty one point support page.
RARunic AffinityUtilityRow 3 of 6SIncreases the duration of neutral monster buffs by 20%Ranksx1Why SCorroboratedLonger neutral buff duration added roughly half a minute to blue and red, and was the single reason junglers, mids and marksmen splashed nine points into this tree.
VAVampirismUtilityRow 3 of 6D+1%/2%/3% Lifesteal and Spell VampRanksx3Why DSingle-sourcePricing spell vamp alongside lifesteal at the Hextech Revolver's residual value puts this node at roughly 68 gold per point, ahead of Meditation and Intelligence, but nobody nine points deep into Utility, supports and buff chasing junglers, wanted either half.
BIBiscuiteerUtilityRow 3 of 6CStart the game with a regenerative biscuit that restores 80 Health and 50 Mana over 10 secondsRanksx1Why CCorroboratedThe free biscuit restoring health and mana gave supports genuine lane sustain and, by one era guide, gated the free ward node below it.
WEWealthUtilityRow 4 of 6AIncreases starting gold by 40/75Ranksx2RequiresGreed 4/4Why ACorroboratedWealth's seventy five gold at max rank was literally one Sight Ward, about 38 gold per point across two points, arriving before the first minion rather than accruing over the game. Deep Utility pages always took it for exactly that reason.
AWAwarenessUtilityRow 4 of 6CIncreases Experience earned by 1.25%/2.5%/3.75%/5%Ranksx4Why CSingle-sourceBonus experience cost four points, too steep beside the gold nodes on the same tier for the supports who were the only ones going that deep.
SOStrength of SpiritUtilityRow 4 of 6DUp to +1/2/3 Health Regen per 5 seconds for each 400 Mana you possessRanksx3Why DSingle-sourceHealth regeneration scaling off maximum mana needed no stacking, so a 1,000 mana support banked roughly 90 gold per point at max rank. What kept it buried was tier four Utility, a depth only 21 point pages reached, and healing that only counted out of combat.
EXExplorerUtilityRow 4 of 6BStart the game with an Explorer's WardRanksx1RequiresBiscuiteer 1/1Why BCorroboratedOne point handed supports a free ward on the Rift, handy for spotting an early invade before the opening buys had landed.
PIPickpocketUtilityRow 5 of 6BGrants 5 gold (melee) or 3 gold (ranged) each time you basic attack an enemy champion (5s cooldown)Ranksx1Why BCorroboratedGold for every basic attack landed on an enemy champion, paying a melee support more per hit than a ranged one. It rewarded a lane willing to walk up and contest the auto war, and did nothing for a page that never intended to.
INIntelligenceUtilityRow 5 of 6A+2%/4%/6% Cooldown ReductionRanksx3Why ACorroboratedCooldown reduction for three points was the payoff that made finishing a twenty one point Utility page worth it on cooldown hungry supports and mids.
NINimbleUtilityRow 6 of 6BGrants 3% increased Movement SpeedRanksx1Why BCorroboratedThe lone tier six node, a small movement speed bonus taken by default by anything that had already committed twenty one points to Utility.

Put the trees to work

grades, builds and the spells they boost

How masteries work in LoL Classic

You earn 30 mastery points by the level cap and spend them across three trees: Offense, Defense and Utility. Each tree runs 6 rows deep, four points per row to unlock the next, and the capstone at the bottom asks for 21 points in that tree alone. That math is why classic pages read like 21/9/0 or 9/0/21. One tree gets the capstone; the leftover points buy the cheap early rows somewhere else.

The three riddle nodes

Summoner's Wrath, Summoner's Resolve and Summoner's Insight all read the same way: improves this list of summoner spells, no numbers anywhere. The numbers are real, they just live on the spells.

Riot writes each bonus into the spell description itself, so the cards here pull those clauses back onto the mastery that grants them. Wrath boosts the aggressive spells, Resolve the defensive ones, Insight the utility picks.

Reading the grades

A grade compares a mastery with the other nodes in its own tree, never across trees. A point of Offense does not compete with a point of Defense; it competes with every other Offense node for the same 21 point commitment. Each graded card also names its sourcing: confirmed, corroborated or single-source, straight from the research record.

Past this page

The masteries tier list ranks all of these inside their trees, and the classic builds show full pages in play. The spells behind the three Summoner's nodes have their own summoner spell list.

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