In the upcoming preseason, there will be some changes to the Masteries of League of Legends. Which masteries will be removed can be found here.
The upcoming year 2017 is a special year for “League of Legends” players, as the developers have several changes planned. Not only is the popular SoloQueue returning to the game, but also a Sandbox Mode that players have wished for years will be integrated into the game. In our League of Legends Overview for 2017 , you can see the planned changes that await you. The developers have now announced which changes to the mastery system will already be implemented in the preseason.
League of Legends changes to Masteries
During the preseason, there will be significant changes to the masteries. In addition to some fine-tuning in various areas, masteries like Eternal Strength will be completely removed from the game and replaced with new ones. Other masteries have been moved to different tier areas because the initial masteries are more focused on the early game or jungle play. Let’s start with the changes to the Ferocity tree.
- Ferocity: This tree is intended for players who prefer longer fights and are not focused on a “quick” kill.
- T2
- Double-Edged Sword: Moved from T2 to T4.
- Fresh Blood (New!): The first attack against a champion deals 10 (+1 per level) additional damage. Cooldown: 9 seconds
- T4
- Double-Edged Sword: Now deals 5% additional damage and increases the damage taken by 2.5%.
- Suppression: Removed.
- Combat Meditation (New!): This talent is safer than Double-Edged Sword but requires time to become effective. “Deals up to 5% additional damage for 5 seconds while fighting against an enemy champion.”
- Bounty Hunter: Direct buff. Damage per killed opponent increases by 1.5% each. Each opponent counts only once.
- Key Masteries
- Battle Fury: The bonus of this talent is now pure attack damage. “Hits with attacks as well as abilities against enemy champions generate stacks of Fury (2 for melee champions, 2 seconds cooldown for ability hits). These stacks last for 4 seconds (max. 10 stacks) and increase the damage of your normal attacks by 1–6 per stack.
Shrewdness: This tree provides options for champions who want to deal burst damage or support allies.
- T4
- Gift of the Guardian of the Groves (New!): After entering brush (Hello Garen mains), your next attack (auto-attack or ability) deals an additional 3% of the target’s maximum health as magic damage. Cooldown: 9 seconds.
- T5
- Precision: This mastery will be adjusted due to the removed armor penetration. “You gain 1.7 lethality and 0.6 (+0.06 per level) magic penetration per point. (With 5 points, you gain 8.5 lethality and 3 (+0.3 per level) magic penetration.)”
Determination: This tree now actively supports tanks instead of just buffing them passively.
- T2
- Siege Master (New!): Farming at the tower becomes safer. “You gain 8 armor and magic resistance when near an allied tower.”
- T4
- Fearless (New!): At the start of a fight, you gain more defensive stats. “You gain an additional 10% armor and magic resistance (+2 armor and magic resistance per level) for two seconds when an enemy champion deals damage to you (nine seconds cooldown).”
- Key Masteries
- Eternal Strength (Removed!): This mastery was particularly popular among junglers and was often chosen regardless of playstyle. The additional 300 health for AD junglers was too strong in many situations. Removing this mastery should ensure that ADs play as ADs and tanks as tanks. Furthermore, junglers should now choose key stones that assist their playstyle rather than their position. As a note, the developers added: They are aware that this change will hit some junglers hard for whom this key stone was important. With the further changes in the preseason, they are confident that these junglers will also find other key stones that fit their champion or playstyle.
- Courage of the Colossus (New!): If you initiate a fight with hard CC, you get a strong shield! “Initiators then receive a bit more resistance when they urgently need it: When they charge into the enemy team. You receive a shield for four seconds that is equal to 7% (+7% for each enemy champion nearby) of your maximum health when you hit an enemy champion with heavy crowd control (30 seconds cooldown).”
- Heavy crowd control refers to abilities that completely remove control over the character. Light crowd control only partially removes control. Examples of heavy crowd control: Airborne (Yasuo, Malphite), Forced Action (Shen, Rammus), Stun (Annie, Zilean), Suspension (Nami (Q), Vel’Koz (E)
Since the masteries are currently being tested on the PBE servers, there may still be changes to the system. What do you think about the current changes?

