- Mastery scrolls are obtained by farming in Minotaur’s Labyrinth Dungeon.
- Each champion can receive a maximum of 100 Basic Scrolls (5 Masteries), 600 Advanced Scrolls (6 Masteries) and 950 Divine Scrolls (4 Masteries).
- Divine Scrolls can be obtained upon receiving all of the champion’s Advanced Scrolls.
- Advanced Scrolls can be obtained after receiving all of the champion’s Basic Scrolls.
- You can reset your masteries free once. After that, it will costs 150 gems per reset.
- If you are early-mid game player, it’s worth investing 800 gems to fully max a Champion’s mastery. This investment should only be applied to a Level 60 Champion who you are going to use in all areas. This will help you boost your game progress significantly! Once you have at least 2 Champions with full masteries, you can start speed farming tomes in Minotaur’s Labryinth for your remaining champions!
- It’s recommended to get a solid team of at least Level 50 champions before attempting this dungeon Stage 11~15 for best energy to scroll reward ratio.
|Icon||Tier 1 Offense Mastery Description|
+75 Attack. This mastery is outclassed by Deadly Precision. This mastery should only be taken on champions that has guaranteed criticals or requires pure attack (e.g. bomb debuff champion).
+5% Critical Rate. Commonly used by 99% of the champions and benefits significantly for those who are in the Attack role. This mastery is usually paired with Keen Strike to gain a 3% damage boost on average.
|Icon||Tier 2 Offense Mastery Description|
Heart of Glory
+5% damage when attacking with full health. Useful in Arena to increase champion’s initial damage burst when they are starting their turn with full health OR champions who can be consistently be at full health from healing skills or equipped with Lifesteal Set.
+10% critical damage. Best offense mastery as it significantly boost damage when comboed with decent Critical Rate.
+25% damage to targets with a [Shield] buff. Useful against Shield champions in Arena (PvP) and Magic Keep Dungeon boss. Extra damage only applies to enemies shield and not their HP.
+5% damage when attacking with 50% HP or less. Excellent for long battles and synergizes well with Lifesteal Set or Life Drinker mastery.
|Icon||Tier 3 Offense Mastery Description|
Increases damage inflicted to targets with less than 40% hp by 8%. This is great against bosses such as Clan Boss with less than 40% HP.
Heals by 5% of damage inflicted when attacking with 50% HP or less. This synergizes well with Warmaster and Giant Slayer since you can inflict high damage and heal amount of HP simultaneously.
Whirlwind of Death
Increases speed by 6 for each enemy you have killed, stacks across rounds in a battle, to a maximum of 18 speed. This mastery should only be taken by the attacker champion who usually do all the killing. Whirlwind of Death effect does not apply to Spiderlings from Spider’s Den Dungeon.
Increases damage inflicted by 8% for the first hit on each enemy. Useful in Arena and Attacker champions who can guarantee a kill in the first hit.
|Icon||Tier 4 Offense Mastery Description|
Bring It Down
Increases damage inflicted by 6% when attacking targets with higher max hp. Best mastery for wearing down boss HP or against enemy’s champions who has large amount of HP.
Wrath of the Slain
increases damage by 5% for each dead ally, up to 10%. An excellent mastery for farmer champion when leveling up champion fodder. Also great for Defense or HP Champions who is usuallyt the last person standing in battle.
Cycle of Violence
Has a 30% chance of decreasing the cooldown of a random skill by 1 turn if the damage inflicted by a skill exceeds 30% of the target’s max HP. Occurs once per turn. This mastery is usually taken by Attack Type champion who can perform high damage burst against champions who are weaker than them or who are pre-weaken by debuff from asssiting ally champion.
Increases damage inflicted to targets with [Stun], [Sleep], or [Freeze] debuffs by 12%. Useless against Dungeon bosses and Clan Boss as they are immune to these debuffs. Useful in Arena only. Dungeon bosses and Clan Boss are immune to stun, sleep, freeze and provoke.
|Icon||Tier 5 Offense Mastery Description|
Increases the damage inflicted by this Champion’s default Skill by 2% each time it is used during battle. Stacks across each round in a battle, up to 10%. This mastery is best for champions that is not strong enough to perform the final killing blow. It’s also highly recommended mastery used against Dungeon Bosses and Clan Boss.
Increases damage inflicted by 6% in arena and 3% in all other locations for each enemy killed by this Champion in Battle. Stacks across each round, up to 12%. This mastery is best for Attack Type champions that can perform multiple kills with devastating burst damage.
Places a [Shield] buff on this Champion for 1 turn when this Champion kills an enemy. The value of the [Shield] is equal to 15% of this Champion’s MAX HP. Occurs once per turn. Blood Shield is best applied for Attacker Champions so they can survive longer in battle. Blood Shield does not trigger when killing Spiderlings in Spider’s Den Dungeon.
Stoked to Fury
Increases damage inflicted by 4% for each debuff on this Champion. Stacks up to 12%. Not useful mastery since you will always want to prevent debuff from being inflicted on your champion through high RESIST gear and making the first killing move in Arena.
|Icon||Tier 6 Offense Mastery Description|
Has a 60% chance of inflicting bonus damage when attacking. Bonus damage is equal to 10% of the target Champion’s MAX HP or 4% of the target’s MAX HP when attacking Bosses. Bonus damage can only occur once per Skill and does not count as an extra hit. Damage based on: [Enemy MAX HP]. Warmaster mastery is excellent for all Champions that is used for Clan Boss and any Dungeon boss since it has higher chance to deal high amount of damage compared to Giant Slayer. Warmaster proc does not count as a hit on Fire Knight Dungeon.
Has a 50% chance to ignore 25% of your targets DEF. For skills that ignore DEF, this 25% is in addition to the amount ignored by the Skill. Helmsmasher mastery is great against high defense Champions in Arena and Dungeons.
Has a 30% chance of inflicting bonus damage when attacking. Bonus Damage is equal to 7.5% of the target’s MAX HP or 3% of the Boss’ MAX HP. Bonus damage can occur on each hit of a Skill, but does not counter as an extra hit. Damage based on: [Enemy Max HP]. Giant Slayer mastery is an excellent for Champions that can perform multiple hits on both their default and other abilities such as Coldheart. Giant Slayer proc does not count as a hit on Fire Knight Dungeon.
Critical Damage +20%. This is the mastery you take on anyone not getting Giant Slayer and Warmaster. It’s best to use on Champions that does burst damage in Arena.
|Icon||Tier 1 Defense Mastery Description|
Defense + 75.
Resistance + 10. This mastery is recommended for Champions who you would want to build with high resist or to unlock the nearby Defense Masteries such as Improved Parry.
|Icon||Tier 2 Defense Mastery Description|
Decreases damage from AoE attacks by 5%.
Increases the amount of healing and the value of [Shield] buffs this Champion receives by 5%. Enhances the healing effect for Champions equipped with Lifesteal Set. This mastery also increases the effectiveness of Continuous Heal buff.
Decreases the damage received by 10% if this Champion has [Stun], [Sleep], or [Freeze] debuffs. This mastery is useful for champions who self-inflict crowd control debuff to themselves (e.g. Skytouched Shaman and Tormin the Cold)
Decreases damage received by this Champion by 8% when this Champion is hit with a critical hit. This mastery is recommended for champions who are used frequently in Arena as the Arena Defense will have champions equipped with higher Critical Rate to deal high damage!
|Icon||Tier 3 Defense Mastery Description|
Heals this Champion by 6% of their MAX HP each time an enemy is healed. Occurs once per turn. This is commonly taken by HP and Defense champions so they can heal quickly in battle whenever their opponent heals themselves via direct healing skill, Lifesteal Set and Continuous Heal buff. Excellent for Arena battles.
Has a 50% chance to remove 1 random debuff from this Champion when they lose 25% of their MAX HP or more from a single enemy skill.
Heals this Champion by 10% of their max HP when they kill an enemy target. Cooldown: 1 turn. Bloodthirst does not trigger when killing Spiderlings in Spider’s Den Dungeon.
Wisdom of Battle
Has a 30% chance of placing a [Block Debuffs] buff on this Champion for 1 turn when [Stun], [Sleep] or [Freeze] debuffs expire on this Champion.
|Icon||Tier 4 Defense Mastery Description|
Increases Ally Resist by 5 for each buff placed on them by this Champion.
Reduces the damage this Champion receives from a specific enemy by 0.75% with each hit taken from that enemy, Damage reduction stacks up to 6% for each enemy.
Has a 60% chance of placing a [Leech] debuff for 1 turn when placing [Stun], [Sleep], or [Freeze] debuffs.
Increases RESIST by 10 for each debuff on this champion, Stacks up to 30.
|Icon||Tier 5 Defense Mastery Description|
Decreases the damage an ally received from the first enemy hit in each round by 20%. This Champion will receive that damage instead.
Cycle of Revenge
Has a 50% chance of increasing the Turn Meter by 15% when an ally is attacked with a critical hit. Will only increase the Turn Meter once if an ally receives multiple critical hits from a single skill.
Has a 50% chance to counterattack when this Champion loses 25% of their MAX HP or more from a single enemy skill.
Has a 20% chance to counterattack an enemy when they apply a [Stun], [Sleep], or [Freeze] debuff on an ally.
|Icon||Tier 6 Defense Mastery Description|
Def + 200.
Decreases the damage all allies receive by 5%. This Champion will receive that damage instead.
Increases the chance of placing a [Stun], [Sleep], [Freeze] or [Provoke] debuff from Skills or Artifacts by 5%.
Resist + 50.
|Icon||Tier 1 Support Mastery Description|
Max HP + 810. This mastery is recommended for Support Champions who heals or cast shield based on their HP (Hit Points aka Health). Also, it’s recommended for Champion’s who does not provide any sort of debuff skills to the battle, but has skills to support in terms of healing, removing debuff or reviving fallen allies.
Acc + 10. This mastery is highly recommended for Champions who inflicts debuff. The more Accuracy stat a Champion has, the lower the chances it will be resisted by the enemy, allowing the debuff to be applied on them.
|Icon||Tier 2 Support Mastery Description|
Lay on Hands
Increases the value of heals this Champion casts by 5%. Excellent for Healing champions. This mastery also increases the effectiveness of Continuous Heal buff.
Increases the value of [Shield] buffs this Champion casts by 5%. Excellent for Shield champions. The value it increases is multiplicative and not additive. Assuming your Champion casts a Shield buff on allies that equals to their 20% MAX HP, it’s basically 5% of 20% which is 21% in total.
Exalt in Death
Heals this Champion by 10% of their Max HP the first time an enemy is killed in each round. Similarly to Defense Tier 3 Mastery but does not require your champion to land a killing blow once per round. Great for Campaign solo farming champion. This mastery is not useful in battles that has only 1 battle round such as Spider’s Den Dungeon and Arena.
Increases ACC by 20 when this Champion has no skills on Cooldown. Generally worth taking for debuff champions. It gets even better for champions who only has 1 cooldown skill such as Outlaw Monk.
|Icon||Tier 3 Support Mastery Description|
Increases the amount of healing and the value of [Shield] buffs placed by this Champion by 10% if the target ally has 40% HP or less. Excellent for Healing and Shield champions. This mastery also increases the effectiveness of Continuous Heal buff.
Has a 30% chance of increasing the Turn Meter by 10% when a buff cast by this Champion is removed or expires. Don’t take this mastery if you are running a Counterattack Team setup for Clan Boss because if Champion goes too fast, it will lose his counterattack buff.
Increases Acc by 4 for each enemy alive. Stacks up to 16. Great for arena, decent elsewhere. Even on clan boss, this is a free 4 accuracy. Good if you have debuffs.
Has a 30% chance of increasing the Turn Meter by 10% when a debuff cast by this Champion is removed or expires. If the enemy champion has a debuff and he/she is defeated before the debuff expires or removed, Arcane Celerity will not be triggered. In addition, Arcane Celerity effect will not be triggered for permanent debuff such as Block Revive as it stays on dead champions. Don’t take this mastery if you are running a Counterattack Team setup for Clan Boss because if Champion goes too fast, it will lose his counterattack buff. It is also recommended not to take Arcane Celerity mastery if the champion is capable of putting non-stackable debuff 100% uptime. With 100% uptime, the debuff will not expire on enemy, therefore rendering this mastery useless. The only stackable debuff in the game is Poison debuff.
|Icon||Tier 4 Support Mastery Description|
Increases the amount of healing and the value of [Shield] buffs placed by this Champion by 15% if the target ally has [Stun], [Sleep], [Fear], [True Fear] or [Freeze] debuffs. This mastery also increases the effectiveness of Continuous Heal buff.
Cycle of Magic
Has a 5% chance of decreasing the cooldown of a random skill by 1 turn at the start of every turn.
Lore of Steel
Increases the Set Bonuses of Basic Artifact Sets by 15%. This increase is multiplicative, not additive. The bonus is only applicable to Set effect that applies boost to your Champion’s stat. For example, if you equipped your Champion with 1 Divine Speed Set that grants 12% Speed Bonus and 15% Shield of Champion’s MAX HP, the Lore of Steel 15% is applied to the 12% Speed Bonus only which is equivalent to 12 x 1.15 = 13.8% but Shield will remain as 15%. This restriction is also applied to other special sets such as Freeze, Stun, Retaliation, etc which Lore of Steel will not boost its success rate for it to occur more frequently.
Decreases the target’s Turn Meter when this Champion hits target for the first time with the default skill. Decreases the Turn Meter by 20% with single-target Skills and by 5% with AoE Skills. Do take note that this effect will still apply regardless your Champion uses the other special abilities first before their default skill. This is very useful especially for single-target A1 (first ability) attacker Champions compared to AoE (Area of Effect) attacker Champions since it decreases enemies Turn Meter much more. A must have for Champions that are specialized for Arena. Evil Eye does not work on some bosses such as Clan Boss.
|Icon||Tier 5 Support Mastery Description|
has a 30% chance to extend the duration of any buff cast by this Champion by 1 turn. It will not extend [Block Damage], [Unkillable] or [Revive on Death] buffs. Useful for most support Champions.
Increases SPD by 8 for each dead ally. Stacks up to 24. This is a unique skill specialized for farmer, tankers or Champions who can revive dead allies in battle.
Increases the chances of placing any debuff from Skills or Artifacts by 5%. It will not increase the chances of placing [Stun], [Sleep], [Freeze] or [Provoke] debuffs. Useful for Champions that are equipped with debuff equipment such as Toxic Set (Poison) and Cursed Set (Healing Reduction) or improve the success rate of debuff skills other than Crowd Control skills. To determine whether Sniper mastery works on a particular skill is to look at the skill upgrade description. If the skill upgrade displays Buff/Debuff Chance +x% per skill level up, Sniper Mastery effect applies. There is an exception to certain skills such as Sniper Mastery does not work with Increase Debuff Duration, Remove Buff, Steal Buff or any skills that does not show a Debuff icon on enemies.
Has a 30% chance to extend the duration of any debuff cast by this Champion by 1 turn. It will not extend [Stun], [Sleep], [Freeze] or [Provoke] debuffs. This mastery is suitable for Champions that can apply DoTs (Damage over Time) such as Poison and HP Burn or debuffs that decreases enemy performance such as Decrease Attack, Decrease Defense, Decrease Speed, Weaken. Master Hexer does not apply any effect on Debuff Extensions aka Increase Debuff Duration.
|Icon||Tier 6 Support Mastery Description|
Elixir of Life
Max HP + 3000. This mastery is recommended for Support Champions who are mainly used in Arena (Gold~Platinum) or Faction Wars who heals or cast shield on allies based on their HP (Hit Points aka Health).
Increases this Champions’ Turn Meter by 20% whenever an ally hero drops below 25% HP. This mastery is recommended for Support Champions who are mainly used in Arena (Gold~Platinum) or Faction Wars. It boost the champion’s Turn Meter whenever an ally HP drops at critical level or zero, therefore, enable him/her to take his turn to perform healing or revive dead allies.
Increases the Turn Meter fill rate by 2.5% for each active debuff cast by the Champion. Stacks up to 10%. This mastery is not recommended for any champion’s as it depends on the enemies speed to boost the debuff caster champion’s Turn Meter. If the enemy who has the debuff has a low speed, you will not reap any Turn Meter boost benefits from the enemy. Additionally, the Turn Meter boost is very little to make any differences to the caster.
Accuracy +50. This mastery is recommended for Support Champions who are mainly used in Arena (Gold~Platinum) or Faction Wars. It boost the champion’s Accuracy to inflicts debuff on enemies especially the one’s possessing high resist stat to either crowd control them or enable the next team member to perform the killing blow.
RAID Shadow Legends Mastery Guide Videos
Raid Shadow Legends Mastery Guide by Chofly
Raid Shadow Legends Mastery Guide by Hell Hades