Lore of Steel Raid Shadow Legends

RAID: Shadow Legends Masteries Guide

In RAID: Shadow Legends, every Champion has
Masteries, which can exist also called their ain “talent tree”. In this guide, we will give yous all of the best tips virtually building mastery trees for your Champions, how to farm scrolls and the best masteries in-game.

Masteries – Basic Knowledge

Players can hands unlock each node of the Masteries by spending the Mastery Scrolls, which can exist obtained via the Minotaur’s Labyrinth.

Every time you win a battle in the Minotaur’s Labyrinth, a random Champion in your team will be given the mastery scrolls.

mastery scrolls

At max, a Champion tin obtain 100
basic mastery scroll
Bones Mastery Scrolls (White), 600
advanced mastery scroll
Avant-garde Master Scrolls (Dark-green) and 950
divine mastery scroll
Divine Mastery Scrolls (Red).

Champions need to get max Bones Scrolls before being able to receive Advanced Scrolls. The same thing applies to Divine Scrolls.

Champion cannot receive more the number of mastery scrolls required to purchase all of the nodes on the mastery tree. In one case a champion has obtained the maximum about of scrolls, he/she volition no longer receive scrolls. The other members of the squad will receive instead.

Thus, you will observe it is very difficult to max out the Masteries of your first Champions. In one case four Champions in your squad have maxed their Masters, all of the scrolls obtained will exist all dropped into the 5th Champion, making farming Mastery Scrolls a lot easier.

There are three mastery trees in total: Offense, Defense and Support.

Champion can only utilize 2 mastery trees at in one case. The left one volition get locked later 2 trees are selected.

You lot tin unlock ii masteries at the tier1, 3 masteries at tier 2-5 and only 1 mastery in the last line.

raid shadow legends masteries

How to farm Mastery Scrolls in RAID: Shadow Legends

Basically yous can farm masteries whatever time. The dominate is available all of the time, non like some other dungeons.

Even at a low level, you tin go them pretty quickly. Tier i and 2 Masteries will get unlocked pretty fast. Nevertheless, afterwards on, yous volition find it more difficult as the advanced/divine scrolls drop much less than the basic scrolls, and higher-tier masteries as well crave a lot more scrolls than the starting time 2.

Mastery Tier Scrolls Required
1 v
basic mastery scroll
Bones Scrolls
2 30
basic mastery scroll
Bones Scrolls
3 80
advanced mastery scroll
Advanced Scrolls
4 120
advanced mastery scroll
Advanced Scrolls
5 200
divine mastery scroll
Divine Scrolls
6 350
divine mastery scroll
Divine Scrolls

At level xv, the Minotaur boss can requite 24-32
basic mastery scroll
Bones Scrolls, 11-16
advanced mastery scroll
Advanced Scrolls, 6-12
divine mastery scroll
Divine Scrolls for every win. And then basically getting 950 Divine Scrolls is kinda very hard in order to max the last 2 Mastery Tiers.

Max Out Masteries Of Your Offset Team

It is incommunicable to max out the masteries earlier you can get to the Minotaur 11 as this is the offset stage where you tin get the Divine Scrolls.

Still, this will cost a lot of time and free energy to max out your first v Champions, assuming that it takes you 3 minutes for a run:

Minotaur Phase Runs Required Energy Required Time Required
eleven 2060 – 5545 24720 – 66540 103 – 277.25 hours
12 1550 – 3010 21700 – 42140 77.v – 150.v hours
13 1225 – 1990 17150 -27860 61.25 – 99.5 hours
14 765 – 1310 10710 – 18340 38.25 – 65.v hours
15 610 – 1095 8540 – 15330 30.5 – 54.75 hours

Farming at stage thirteen is pretty achievable and does not require a lot of work as farming in phase xi or 12.

Here, I will give you my thoughts on the masteries you tin can get in the game.

Masteries e’er unlock in a specific order. When you unlock a mastery, information technology allows you lot to unlock the ones next to information technology.

For example, If y’all unlock Rejuvenation in tier 2, yous can only unlock Shadow Heal, Resurgent and Bloodthirst in tier 3 but not Wisdom of Battle.

So, earlier choosing a specific mastery, exercise cheque the ones below it equally well considering you might desire to have the next ones more than than the current one. Make sure the path you are working on leads to the peak tier mastery y’all want.

If y’all brand any mistake, yous still can reset the masteries for gratuitous in one case. It costs 150
Gems to reset in the future from the second reset.

Definitive Guide to All Masteries

Offense Masteries

Tier 1

blade disciple

Bract Disciple: +75 Attack

This mastery should be taken past Champions who have guaranteed disquisitional hits or Champions who need pure assail damage (like flop placing ability). Very express uses.

deadly precisionDeadly Precision: +5% Critical Charge per unit

This one should be called 99% of the time If the Champion is using crime mastery tree.

The reason is very simple, even If y’all don’t have any critical charge per unit skill or gear, this mastery can however go paired up with Keen Strike in tier 2 to provide a 3% damage heave in general.

But pick Deadly Precision if your champion is set on type.

Tier 2

heart of gloryHeart of Glory: Increases damage inflicted past 5% when attacking with full HP

This one is but useful in the loonshit since it can increment the initial flare-up, resulting in one-shot hits. In long battles, it doesn’t give whatever vitrify unless the champion can consistently go to total HP with healings.

keen strikeDandy Strike: +10% Critical Damage

Keen Strike is literally the all-time mastery in tier 2 of the criminal offense tree. Any build yous are trying to become, but take it. When paring up with a decent crit rate, yous will get a nice harm boost.

shield breakerShield Breaker: +25% damage to targets having [Shield] buff

This is some other arena-based mastery because shields are very common in Arena. In high tiers, nearly all loonshit teams have a Champion that buffs Shield. Shield Breaker is very useful in this case.

However, outside of the arena, it doesn’t offer also much usefulness. It may exist useful against Magic Proceed Dungeon Boss tho.

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grim resolveGrim Resolve: +5% impairment when having l% HP or less.

This mastery is okay in long battles. Information technology works very well with life steal as it increases the damage when y’all are at low HP while giving you more healing.

Tier 3

single outSingle Out: Targets having less than forty% HP will get 8% more harm

This is a great mastery for Clan Boss as he will exist at below xl% HP for a very long time.

life drinkerLife Drinker: When having 50% HP or less, heals self by five% damage dealt

This mastery is nothing special before you get the Giant Slayer equally it only heals a small amount of HP for well-nigh Champions in RAID: Shadow Legends. However, once yous got Behemothic Slayer, Life Drinker is a super useful healing tool for your team while attacking the Clan Boss.

Strongly recommend!

whirlwind of deathWhirlwind of Death: For each enemy killed, increases Speed by 6

This mastery stacks throughout the battle and gets maxed at 18 bonus Speed.

It’due south great in loonshit, great for solo farmers in the Campaign, okay in Dungeons. It’south useless for Clan Boss.

Utilise it based on your needs.

ruthless ambushRuthless Ambush
: +8% impairment inflicted for the first time hitting the enemy.

Best for use in Loonshit to increase the initial burst.

Tier 4

bring it down

Called-for It Down: +6% impairment inflicted when attacking targets with higher max HP

This one is excellent for any kind of boss because all bosses in RAID: Shadow Legends always take more than HP than you. This means you will get free half dozen% more harm against them.

This mastery is also great for glass cannon Champions, who have high damage but low HP.

wrath of the slain

Wrath of the Slain: When an marry gets killed, impairment increased by v%, max ten%

Very good for entrada solo farmers. It’s good for tank besides because tank is the last one continuing when raiding boss.

cycle of violence

Bike of Violence: 30% risk of decreasing cooldown of a random ability by 1 plough in one case the skill damage exceeds 30% of the target’south max HP.

This just triggers once per turn. It’s good for arena battles and farming runs as you can speedup the cooldowns to farm faster.

It’s non useful against boss.


Opportunist: +12% damage dealt to targets having Stun, Freeze or Sleep debuffs.

This mastery is bang-up in the loonshit simply not that great in whatever other game-style because all of the bosses in RAID are immune to these debuffs.

Also, just take this if y’all have Champions in your team who can identify those furnishings.

Tier v


Methodical: Default skill damage increased by 2% each time it is used. Max 10%.

This is a bully mastery for any Champion who uses their default attack a lot.

It’southward great in Clan Dominate because the fights are very long and you lot tin easily max out the bonus HP.

It’s cracking for solo farmers such as Relickeeper, who simply only increases the bonus damage, making the subcontract a lot faster.

It’s less useful in arena.

kill streak

Kill Streak: Damage dealt +6% in arena & 3% in other places for each enemy killed past this champion. Max 12%.

This mastery is great for arena and campaign farming only.

Put it on your primary farmer to farm faster and your Champions who can usually concluding hit the enemies with their outburst.

blood shield

Blood Shield: Gives the champion a Shield buff that lasts for 1 plough every fourth dimension ths Champion kills an enemy.

The value of this Shield is 15% of the Champion’southward max HP.

Great for Loonshit and farming only. Useless in other game modes.

stoked to fury

Stokes to Fury: Damage dealt +4% for each debuff on the Champion. Max 12%.

Great mostly for arena battles. Decent for Clan Dominate because Kill Streak and Claret Shield are useless against Association Boss.

Association Dominate always identify at least a debuff on you then yous always tin accept extra damage.

Tier half-dozen


Warmaster: 60% chance of dealing bonus damage when attacking, which equals 10% of target’south max HP (iv% when attacking boss).

Bonus damage can only occur once for every skill and cannot count every bit an extra hit.

The damage is based on the enemy max HP.


Helmsmasher: Has a 50% chance to ignore 25% of the target’s DEF.

For the skills that ignore the DEF, this will add 25% extra to the DEF ignored by the skill.

This mastery is very limited and is non commonly picked because -25% is something even so very small against tanky units.

giant slayer

Giant Slayer: thirty% chance to deal actress harm, which is equal to 5% of the target’s max HP (2% against Dominate).

The extra damage occurs on each hit of the skill simply doesn’t count every bit an extra hitting.


Flawless Execution: Critical Damage +xx%

Groovy for whatsoever Champion who doesn’t get Giant Slayer.

Defense Tree

The Criminal offence Tree has Giant Slayer, the Support Tree has Accuracy Help, alongside with many masteries that extend the usefulness of buffs/debuffs, the Defense Tree is more often than not pretty underpowered and is not being used on many Champions in RAID: Shadow Legends, including defensive Champions.

Basically, only get the Defense Tree for the Champions who don’t take whatsoever buff/debuff, or who don’t need accuracy.

Defensive Champions unremarkably take the Offense and Support tree to increase their damage and buffs/debuffs.

Tier 1

tough skin

Tough Pare: Defense force +75

This is a dandy choice in general for defensive Champions.


Defiant: Resistance +10

Accept this i if the Champion is not a defensive champ.

Tier 2


Blastproof: Decreases incoming AoE attack damage by 5%

This is peachy for Loonshit battles and skilful for almost all PvE runs since the Bosses normally take AoE attacks.


Rejuvenation: Increases the healing and value of Shield buffs this Champion receives by v%

This is a great mastery if you have a healer or shield provider in your team.

This mastery works for self buffs besides and then it’s worth it.

mighty endurance

Mighty Endurance: Decreases the amount of impairment received by x% when the Champion getting Stun, Slumber or Freeze debuffs.

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This is a very situational mastery. Basically all other masteries in this tier are better than this 1.

improved parry

Improved Party: Decreases the harm received by 8% when the Champion gets hit by a disquisitional hit.

This is skilful for Arena but because there are a lot of crits there. Not great in other modes.

Tier 3

shadow heal

Shadow Heal: Heals the Champion by vi% of their max HP every time an enemy is healed.

This occurs merely in one case per plow. It’s peachy for tanky champions facing heal teams.

However, information technology’due south a very situational mastery and cannot be used much in PvE.


Resurgent: Provides a 50% chance to remove 1 random debuff from the Champion every time they lose 25% of their max HP from a unmarried skill.

This mastery is only useful in Arena. However, information technology’s still not a expert one to choose.


Bloodthirst: Heals the Champion by 10% of their max HP for every fourth dimension they impale an enemy.

This master has a cooldown of 1 plow. It’s good for solo farmers and some situations in the loonshit.

wisdom of battle

Wisdom of Boxing: Provides a xxx% chance of casting a Block Debuffs buff for the Champion, lasts for one plough, every time when Sleep, Stun or Freeze debuffs expire on this Champion.

This mastery is very situational and inconsistent. Non recommended.

Tier 4


Solidarity: Increases the ally Resist past 5 for each buff placed on them by this Champion.

This is not a bad mastery. Cull information technology If your Champion has many buffs to cast.

delay death

Delay Death: For every hitting taken from a specific enemy, the damage received is reduced by 0.75%, max 6% for each enemy.

This i is neat for tank Champions, who tin survive in long battles.

It but requires 8 hits to max the mastery.

harvest despair

Harvest Despair: Has a 60% take chances of placing a [Leech] debuff for 1 plough when placing [Stun], [Sleep], or [Freeze] debuffs.

The Leech debuff allows the Champion to accept 10% of the impairment they bargain to heal themselves. It works similarly to the Lifesteal buff simply only against a specific target.

This is actually a very good mastery If you lot can identify any of those 3 debuffs on the enemies.

Still, since you cannot place those debuffs on bosses, this one is only useful in arena.


Stubbornness: For each debuff on the Champion, RESIST increased by 10, max thirty.

Very situational mastery and just useful in some rare cases.

Tier 5

selfless defender

Selfless Defender: Protects an ally past taking twenty% of the damage dealt to them each circular from the first enemy hit.

This mastery is neat for tanky champions and only tanky champions.

Never apply this on your squishy champions because it just makes them die faster.

cycle of revenge

Cycle of Revenge: Provides a l% adventure of increasing Turn Meter by fifteen% whenever an ally is attacked by a critical hitting.

This is just good for loonshit battles to speed upwardly the tedious Champions. All the same, it’south useless outside of the arena where disquisitional hits are very rare.


Retribution: Provides 50% chance to counterattack whenever this Champion loses 25% of the max HP from a single enemy skill

This is definitely the best skill in the Defence tree and information technology’due south great for both loonshit and PvE battles. Works perfectly with life steal.


Deterrence: Has a 20% run a risk to counterattack the enemy whenever they casts a Stun, Sleep or Freeze debuff to an ally.

This is a very situational debuff. Not worth taking in full general.

Tier 6

iron skin

Iron Skin: DEF +200

Smashing for defence force Champion who isn’t having Behemothic Slayer.


Bulwark: Decrease all damage incoming to allies by five%. This Champion volition receive those damage instead

This works very well with the Selfless Defender.

fearsome presence

Fearsome Presence:
Increases the chance of placing a [Stun], [Sleep], [Freeze] or [Provoke] debuff from Skills or Artifacts by 5%.

Great skill for loonshit if you have any of those debuffs. These debuffs typically a very low chance of being placed and then this is a bully boost to them.

Remember that these debuffs do not work against bosses.


Unshakeable: Resist + l

Do not option this.

Support Tree

Tier ane


Steadfast: Max HP +810

This is a very solid mastery yet If you need to place debuffs more accuracy, pick Pinpoint Accuracy.

pinpoint accuracy

Pinpoint Accurateness: ACC +10

Choose this If y’all have debuffs.

Tier ii

lay on hands

Lay on Hands: Healing value of this Champion +5%

If you have a healing ability, get this mastery.

Do note that the Continuous Heal doesn’t get affected by this Mastery.


Shieldbearer: Shield Vitrify +5%

If you take a shield vitrify, don’t hesitate to get this mastery.

exalt in death

Exalt in Death: Heals self by 10% of the Max HP once when the enemy is killed in each round.

Peachy for solo farmers and great for arena battles.

charged focus

Charged Focus:
ACC +20 when the Champion doesn’t have whatsoever skill on Cooldown

Groovy at buffing your initial debuff. In full general, smashing mastery to take!

Tier 3

healing savior

Healing Savior: Healing & Shield buffs + 10% when the target ally has xl% HP or less

Great 1 If you have shield or healing abilities.

rapid response

Rapid Response: Provides a thirty% run a risk of increasing Turn Meter by 10% when a buff cast by this Champion is removed or expires

Great pick to get free Plow Meter increase! Take it for whatsoever vitrify-based Champ!

swarm smiter

Swarm Smiter: ACC +4 for each enemy live. Max 16

This one is bang-up for Arena and it’s decent for other game modes.

Practiced 1 to use If you have debuffs.

arcane celerity

Arcane Precipitateness: 30% hazard of increasing Turn Meter by x% whenever a debuff bandage by this Champion gets expired or removed.

Totally worth getting If your Champions have more than debuffs than buffs.

Tier 4:

merciful aid

Merciful Aid: +15% healing and value of Shield buffs bandage by this Champion when the target ally has Slumber, Stun or Freeze debuffs.

Very limited and situational. These debuffs are limited in PvE.

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cycle of magic

Cycle of Magic: 5% chance of decreasing the cooldown a random skill past 1 turn at the start of every turn

5% seems minor but this one could exist very useful in a long battle. Definitely worth taking If your Champ has a long cooldown skill and you want to apply her in long battles like Association Dominate etc.

lore of steel

Lore of Steel: Basic Artifact Sets Bonus +fifteen%

Note that this increase is multiplicative, not additive. Pretty good i!

Basic Antiquity Sets are the ones that boost your main stats: Offense, Life, Defense force, Crit Rate, Crit Impairment, Speed, Resist, Accuracy.

For example, If the fix increases your bonus by fifteen%, y’all volition get a bonus of 17.25% in total while using this mastery.

evil eye

Evil Center: Target’s Turn Meter -20% (single target skills) or -five% (AoE skills) when it gets striking for the outset time by this Champion’south default skill.

This is kinda non that nifty considering you normally don’t want to start the boxing with the default skill. Also, this is a one-fourth dimension effect.

This mastery tin can be easily outclassed by Cycle of Magic or Lore of Steel in PvE battles.

There are some specific strategies for this mastery in the arena. Viable only not that great.

Tier 5

lasting gifts

Lasting Gifts: 30% chance of extending the elapsing of whatever buff cast from this Champion past one turn

This mastery doesn’t work with Block Damage, Unkillable and Revive on Death buffs.

This is 1 of the nigh fantastic RAID: Shadow Legends Masteries. Use information technology for any buff-based Champions yous accept.

spirit haste

Spirit Haste: SPD +8 for each expressionless ally. Max 24.

This one is good for tanky Champions who can survive till the terminate.

Information technology’s also practiced for Champions like Gorgorab because he can get hits AoE to revive off quickly.


Sniper: Increases the chances of placing debuffs by 5%

This i doesn’t work with Stun, Sleep, Freeze or Provoke.

This is a practiced one for all debuffers but of course take annotation of the unsupported debuffs above. You should also check your Champion’s accuracy as this mastery is useless If your risk is 100%.


Chief Hexer: 30% chance to extend the debuffs past 1 plow.

This ane likewise doesn’t work with Stun, Sleep, Freeze and Provoke.

It’s essential for all debuffers only remember its limitations.

Tier half-dozen

elixir of life

Elixir of Life: Champion’s Max HP + 3000

This is a decent buff for HP champions but of form there are ameliorate masteries

timely intervention

Timely Intervention:
Champions’ Plough Meter +xx% whenever an marry drops below 25% HP

This one is dandy at speeding up a healer to save the low HP allies.


Oppressor: Plow Meter fill up rate +ii.5% for each active debuff cast. Max x%

This is great If you can cast a lot of debuffs consistently.

eagle eye

Hawkeye Middle: ACC +50

Meliorate mastery for debuffers.

Best Masteries: Giant Slayer & Warmaster

I want to make a split up section for these two special masteries.

Behemothic Slayer and Warmaster are the best masteries in RAID: Shadow Legends, indeed.

They are the ones that divide the terminate-game contents from the previous phases. These 2 bear upon all of the other masteries in the unabridged game.

Especially If you are using the Champions in PvE, there is no other one that can compare to them.

giant slayer

Giant Slayer

  • This mastery provides a
    chance of getting bonus damage to the enemies when attacking.
  • The amount of bonus impairment is equal to
    of the target’s max HP, or 2% of the Dominate HP.
  • The bonus damage occurs on each hit of a skill but cannot count as an extra hit.



  • Information technology provides
    of getting bonus damage when attacking.
  • Bonus damage is equal to
    of the target’s max HP, or 4% of the Boss’s Max HP.
  • The bonus harm occurs on each hit of a skill merely cannot count every bit an extra hit.

Let’southward practise some math!

The easy Association Boss has 30M HP. 2% of its max HP is 150k damage. Even so, Clan Boss passive Infernal Resilience decreases the damage based on its max HP, 75k, similar Giant Slayer and Warmaster.

infernal resilience skill

Depending on the boss debuffs, Giant Slayer can normally do 50-70k damage when occurs. Do note that the chance to activate it is based on hitting. So, Champions who accept multiple hits like Athel can have up to 30% gamble of triggering the Giant Slayer, dealing extra 150-210k harm in total each turn.

Without Warmaster or Giant Slayer, information technology is extremely hard to get to beyond 5M damage marker. Normal teams even cannot get beyond 3M damage.

They can hands increase your harm by up to 500%+

Get these masteries in order to go a chest from tiptop tier Association Boss.

Warmaster and Giant Slayer are also effective at loftier levels Dungeon bosses since they also accept loads of HP.

These 2 masteries cannot crit merely yous tin can increase the impairment further with Weaken and Defense Downwardly debuffs on the enemies.

Warmaster and Giant Slayer besides work with life steal, significant that when they occur, your Champions will exist given 17-18k HP instantly. Technically your Champion tin can stay alive until the Boss gains enough damage to one-shot you.

In short, Warmaster and Giant Slayer play a huge impact on the meta-game. The Clan Boss is the all-time way to become acme gears at the moment, and they are splendid at this.

Which ane is better?

People unremarkably recollect that Warmaster tin do as twice damage as the Giant Slayer. This is only true outside of the Association Boss. The Association Dominate can reduce both base impairment to 75k.

Behemothic Slayer is meliorate for Champions who can do multiple hits with the principal assault.

Warmaster is better for 1-hit Champions.


Hopefully you have found this RAID: Shadow Legends Masteries Guide helpful.

Please comment If you take any question want to ask us!