Raid: Shadow Legends is one of the most popular Action RPG’s that can be played on both Android and iOS as well as on PC. It is a turn-based action RPG that is based on a fantasy-themed world guiding you through an epic journey and loads to discover on your own. The game offers a lot of options that you can do and you explore the game as you like it. For beginners learning the use of mastery could be a little tough so here is our Raid: Shadow Legends Mastery Guide for it. Masteries are something each in-game champion has. They are obtained by spending skill scrolls which can be farmed from the Minotaur dungeon. After each run of Minotaur, one champion will be randomly chosen to receive mastery scrolls.
Mastery scrolls are obtained by farming in Minotaur’s Labyrinth Dungeon and each champion can get a maximum of 100 Basic Scrolls (5 Masteries), 100 advanced scrolls (6 Masteries), and 950 Devine scrolls (4 Masteries). Devine Scrolls are obtained by receiving all the advanced scrolls of the champion and Advanced scrolls are obtained when all the basic scrolls of the champion are obtained. You can also reset your masteries once after that it will cost 150 gems to do so.
If you are an Early or a Mid gamer it’s worth spending 800 gems to fully max up one of your champions as it will give you a great leader when you will use this champion in all areas and modes. This will also help you to boost your game progress quite a bit. But make sure to max up the level of your chosen champion as masteries will only be applied if your champion is at max level 60. After completing a Mastery on a champion try and choose a second champion to fully invest gems upon him to max up the mastery. Once you have completed Masteries on 2 champions then you can speed farm tomes from Minotaur’s Labyrinth for your other champions.
It is recommended to get a solid team of at least level 50 champions before try and attempt dungeon stage 11-15 for getting the best energy reward ratio. Now Masteries are divided into 3 different types:
You need to choose among these three groups what is best for your champion. But don’t worry we have you covered with our Raid: Shadow Legends Mastery guide.
Offense Masteries are divided into 6 different Tiers. For the sake of your ease, we are describing each of the Masteries and their roles in our Raid: Shadow Legends Mastery Guide.
+75 Attack. This mastery is best for its Deadly Precision but this mastery should only be taken on champions who have guaranteed critical attacks or who require pure attacks (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.
Heart of Glory
Grants +5% damage when attacking with full health. It is most useful in Arena to increase a champion’s initial damage burst when they are starting their turn with full health OR champions who can consistently be at full health from healing skills or equipped with Lifesteal Set.
Grants +10% critical damage. Best offense mastery as it will significantly boost the champion’s damage when combo-ed with a good Critical Rate.
Grants +25% damage to targets with a [Shield] buff. Useful against Shield champions in Arena (PvP) and Magic Keep Dungeon boss. The extra damage only helps to break the enemy shield and is not applicable to their HP.
Grants +5% damage when attacking with HP of 50% or less. It is excellent for long battles and synergizes well with Lifesteal Set or Life Drinker mastery.
Increases the damage inflicted to targets who has less than 40% HP by 8%. This is great against bosses such as Clan Boss with less than 40% HP.
Restores 5% of the damage inflicted when attacking with 50% of HP or less. This also synergizes well with the Warmaster and Giant Slayer since you can inflict heavy damage as well as heal an amount of HP simultaneously.
Whirlwind of Death
Increases the overall speed by 6 when you have killed an enemy, keeps stacks across the rounds in a battle, to a maximum of 18 speed. This mastery is especially for the attacker champion who usually does all the killing. The whirlwind of Death effect does not apply to Spiderlings from Spider’s Den Dungeon.
Increases the damage inflicted upon the enemy by 8% on the first hit. Useful in both Arena and Attacker champions who can one-shot one kill surely.
Bring It Down
Increases the damage inflicted upon the enemies by 6% when attacking targets with higher max HP. It is the best mastery for wearing down the boss’s HP or against the enemy’s tanky champions.
Wrath of the Slain
Increases the damage of the champion by 5% for each dead ally stacks up to 10%. This is an excellent mastery for the champions who really farm fast when leveling up champion fodder. This mastery is also great for Defensive or HP Champions who are usually the last person standing in the battle.
Cycle of Violence
This Mastery has a 30% chance of decreasing the cooldown of a random skill by 1 turn when its inflicted damage by a skill exceeds by 30% of the target’s max HP. It occurs once per turn. This mastery is best for the Attack Type champions who can perform high damage burst against champions who are weaker than them.
It increases the damage inflicted to targets with [Stun], [Sleep], or [Freeze] debuffs by 12% but is useless against Dungeon bosses and Clan Boss as they are immune to these debuffs. It is useful in Arena though. Dungeon bosses and Clan Boss are immune from all types of stun, sleep, freeze and provoke.
Increases the inflicted damage by this Champion’s default Skill by 2% each time when it is used during battle. Stacks across each round in a battle which is up to 10%. This is a mastery that is best for those champions who are not strong enough to perform the final killing blow. It’s also a highly recommended mastery used against Dungeon Bosses and Clan Boss.
This Mastery increases the overall damage inflicted by 6% in the arena and 3% in all other locations when each enemy killed by this Champion in Battle. This also stacks across each round, up to 12%. This mastery is best for the Attack Type champions who are best in performing multiple kills with huge burst damage.
Places a Shield buff on the Champion for each turn this Champion kills an enemy. The value of this Shield is equal to 15% of the Champion’s max HP and it occurs once per turn. Blood Shield Mastery is best when it is applied for Attacker type Champions so they can survive longer in battle. Blood Shield does not trigger when killing Spiderlings in Spider’s Den Dungeon.
Stoked to Fury
It increases the damage inflicted up to 4% for each debuff on this Champion. It is stacked up to 12% but is not that of a useful mastery since you will always want to prevent debuff from being inflicted on your champion by using high debuff resisting gears and making the first killing move in Arena.
It has a 60% chance of providing bonus damage when attacking. Bonus damages are equal to 10% of the target Champion’s max HP or 4% of the target’s max HP when attacking Bosses, but bonus damages can only occur once per Skill. Warmaster mastery is an excellent mastery for all Champions who are used to fight against Clan Boss and any Dungeon boss since it has a higher chance to deal a heavy amount of damage compared to Giant Slayer.
It has a 50% chance to ignore 25% of your targets DEF. If the champion has skills that ignore DEF, this 25% is in addition to the amount ignored by the Skill. Helmsmasher mastery is best against high defense type Champions in Arena and Dungeons.
I have a 30% chance of inflicting bonus damage when attacking. Bonus Damages are equal to 5% of the target’s max HP or 2% of the Boss’ max HP. Bonus damage can occur on each hit of a Skill but does not count as an extra hit. Giant Slayer mastery is best 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.
It provides critical Damage of +20%. This is a mastery with which you take on anyone not getting Giant Slayer and Warmaster. It’s best to use on Champions that do burst damage in Arena.
There are 6 different tiers of defence Masteries each with unique abilities boost. Ofcourse we will be covering each and every mastery and its use with our Raid: Shadow Legends Mastery Guide.
Grants a +75 additional Defence.
Provides a resistance of + 10. This mastery is for the Champions who are not able to resist attacks and you would want to build high resistance for them.
It reduces the damage taken from AoE attacks by 5%.
This increases the amount of healing significantly and the value of (Shield) buffs this Champion receives by 5%. It also enhances the lifesteal or healing effect for a Champions equipped with Lifesteal Set.
It decreases the receiving damage by 10% only if this Champion has Stun, Sleep, or Freeze debuffs.
It decreases the receiving damage to this Champion by 8% when this Champion receives a critical hit.
It heals the Champion by 6% of their max HP, every time an enemy is healed. This occurs once per turn and is mostly chosen for HP and Defense type champions. This mastery is an excellent pick for Arena battles.
It has a 50% chance of removing 1 random debuff from this Champion when it loses 25% of its max HP or more from a single enemy skill attack.
It heals the Champion by 10% of its max HP when it kills an enemy target. This mastery has a cooldown of 1 turn. Bloodthirst does not put in an effect when killing Spiderlings in Spider’s Den Dungeon.
Wisdom of Battle
This has a 30% chance of placing a (Block Debuffs) buff on the Champion for 1 turn when its Stun, Sleep or Freeze debuffs expire.
This mastery increases the Ally Resist by 5 whenever a buff is placed on them by this Champion.
This reduces the damage received by the Champion from a specific enemy by 0.75% for each hit taken from that enemy. The damage reduction is stacked up to 6% for each enemy.
It has a 60% chance of a Leech debuff placement for 1 turn when placing Stun, Sleep or Freeze debuffs.
It increases the Resist of the champion by 10 whenever a debuff is placed on this champion and it stacks up to 30.
This decreases the receiving damage for an ally on the enemy’s first hit in each round by 20% and this Champion will receive that damage for him.
Cycle of Revenge
This can increase the chances of the Turn Meter by 15% whenever an ally is hit with a critical hit. This will only increase the Turn Meter for once if an ally receives multiple single skill critical hits.
It has a 50% chance to counter-attack when the Champion loses its max HP of 25% or more from a single skill enemy attack.
It has a 20% chance to counterattack when an enemy applies a Stun, Sleep, or Freeze debuff on an ally.
Provides a Def of + 200.
This decreases the receiving damage of all allies by 5% while this Champion will receive that damage instead.
This can increase the chance to 5% of putting a Stun, Sleep, Freeze or Provoke debuff from Skills or Artifacts.
This increases the Resist to + 50.
The support masteries are divided into 6 tiers for different kinds of skill sets. We have covered all of them in our Raid: Shadow Legends Mastery Guide.
It has a max HP of + 810. This mastery is for the Support type Champions who can heal or cast shields based on their HP. Also, it’s highly recommended for Champion’s who does not have any sort of debuff skills in the battle but has skills to support in case of healing, removing debuff, or reviving fallen allies.
Provides accuracy or Acc + 10. This mastery is highly recommended for Champions who inflict debuff. The more is the Accuracy of a Champion, the chances its resistance by the enemy will be lower, allowing the debuff to be applied to them.
Lay on Hands
It increases the value of the heals a can Champion casts by 5%. It is excellent for Healing type champions. This mastery does not increases the effectiveness of Healing Buffs and can only increase the value of the cast.
It increases the value of Shield buffs given by this Champion casts by 5%. This is excellent for Shield champions. The value that it increases gets multiplicated which makes it a great Mastery to pick for your Shielding Champion.
Exalt in Death
It heals the Champion by 10% of their max HP for the first time, an enemy is killed in each round. This mastery is great for a Campaign solo farming type champion.
It increases the ACC or accuracy by 20 when the Champion has no skill cooldowns. This is generally worth taking for debuff champions. It is the best mastery for champions who only has 1 cooldown skill such as Outlaw Monk.
It increases the healing amount and the value of Shield buffs placed by the Champion to 10% only if the target ally has low HP (below 40%). This mastery is excellent for Healing and Shield ally champions.
It can increase the chances of the Turn Meter by 10% whenever a buff which is cast by the 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.
It increases Acc or the accuracy by 4 for each enemy alive. It can be stacked up to 16 and is great for the arena and decent elsewhere. Even on clan boss, this is a free 4 accuracy. Good if you have debuffs.
It has a 30% chance of increasing the Turn Meter by 10% whenever a debuff cast by this Champion is removed or expires. Arcane Celerity, to be triggered successfully needs the enemy champion to have a debuff and he/she needs to be defeated before the debuff expires or removed.
In addition to this, the Arcane Celerity effect will not be triggered for permanent debuff such as Block Revive as it stays on dead champions. It is 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 the enemy, therefore rendering this mastery useless. The only stackable debuff in the game is Poison debuff.
It increases the healing amount and the value of Shield buffs placed by the Champion up to 15% if the target ally has Stun, Sleep, Fear, True Fear, or Freeze debuffs.
Cycle of Magic
This has a chance of 5% to decrease the cooldown of a random skill by 1 turn for each new turn.
Lore of Steel
This Mastery, 15% increases the Set Bonuses of each Basic Artifact Set. This increase is multiplicative and not additive and the bonus is only applicable to Set effects that apply boost to your Champion’s stats.
This decreases the Turn Meter of the enemy when the Champion gets a hit for the first time with a default skill. This also decreases the Turn Meter by 20% with single-target Skills and by 5% with AoE Skills.
It provides a 30% chance to extend the buff duration that is cast by the Champion by 1 turn. It will not extend Block Damage, Unkillable, or Revive on Death buffs. This mastery is useful for all of the support type champions.
It increases the SPD of a champion by 8 for each dead ally. It can be stacked up to 24. This is a unique skill specialized for farmers, tankers, or Champions who can revive dead allies in battle.
This increases the debuff placement chances from Skills or Artifacts by 5%. It will not increase the chances of any other debuffs but is 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.
It can increase the chances of extending the duration of any debuff cast by this Champion by 1 turn. 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.
Elixir of Life
Provides Max HP of + 3000. This mastery is recommended for Support Champions who are mainly used in Arena (Gold~Platinum) or Faction Wars who can heal or cast shield on allies based on their HP.
It increases the Turn Meter by 20% of the champion 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 increases the fill rate of the champions’ Turn Meter by 2.5% for each active debuff cast by the Champion. It can be stacked up to 10%. This mastery is not really recommended for any champion.
I increase the Accuracy by +50. This mastery is recommended for Support Champions who are mainly used in Arena (Gold~Platinum) or Faction Wars.
That’s all, all the masteries explained in a nutshell. This is all you need to know to build your best champion’s team and slay every battle in every mode. Keep conquering!
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