Last pre-season saw a ground-up rebuild of masteries with the goal of making mastery choices more about individual playstyle than numerical buffs. Though we’ve had a few balance challenges over the season, the basic premise has held up over time. We’re filling in the remaining holes in each tree with an eye toward further sharpening this ‘playstyle-first’ vision, and addressing two of the ‘problem children’ remaining in the system.
Side-note: we recently shipped an article sharing most of the information in this section, so if you get deja-vu, you’re not crazy (or psychic).
Re-added Legendary Guardian
ARMOR AND MAGIC RESIST : 0.6/1.2/1.8/2.4/3 for each nearby enemy champion
We're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each tier of decisions now successively grows in importance, ending in your final 'keystone mastery' which fundamentally impacts how you play your champion.
Resolve's the tree that's the least changed in terms of why you'd want to take it - it's for the immovable objects out there that want to be in the middle of a fight and stay there for a good long while. If you're someone that values staying alive for multiple rotations of crowd control or initiation, Resolve's the tree for you.
Legendary Guardian
ARMOR AND MAGIC RESIST : 0.6/1.2/1.8/2.4/3 for each nearby enemy champion
Fixed a bug where the name and effect of the Legendary Guardian Mastery had gotten swapped with the Tenacious Mastery.
TIER :[6]⇒ 5
RANKS :[1]⇒ 4
EFFECT :[Reduces the duration of crowd control effects by 15%.]⇒ Grants 1/2/3/4 armor and 0.5/1/1.5/2 magic resist for each nearby enemy champion (700 range).