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Introduction
Hello and welcome to A DIFFerent View. Today I will be talking about the two masteries in the offense tree, Havoc and Executioner. Both of these masteries increase your damage dealt by a percentage if you have them. I am going to assess the amount of damage these masteries could actually add to your output, and see if there are any other masteries worth taking instead.
Havoc
First let's talk about Havoc. Havoc requires 8 points in the offense tree to begin taking points in it, and for each point in it you deal 0.5% additional damage with a maximum of 3 points available to put in it. This results in a 1.5% damage increase if you have the full amount of points in it.
So how much is 1.5% bonus damage? Well I can tell you its not very much. We can start at the low end and say you are a mid lane mage with 50 AD trying to last hit minions, this 1.5% damage will let you deal an extra 0.75 damage. If you're lucky that will round up to an additional 1 damage! Now let's say you've farmed up and you're a late game mage with the ability to burst someone for a quick 2000 damage. Well with the Havoc mastery, you'll deal 2030 damage! That's 30 whole damage! As you can see that 1.5% damage really isn't making that much of a difference. In fact, here is a little chart I made to show how much damage people would have to deal with the Havoc mastery compared to without against enemies with certain health.
As you can see, if you needed to deal 5000 damage to somebody, a person with 3 points in the Havoc mastery would only need to deal 4926 damage to kill them. I'm going to go ahead and assume if you have the ability to deal 5000 damage to somebody you are probably doing it as a team, and it probably wouldn't be too hard for an extra 74 damage to be dealt somewhere in that team fight.
Masteries to Take Over Havoc
Now I'm going to assume you are going 21 in offense to already be taking 3 points in Havoc. Now if you're a physical damage based champ going 21 in offense, I would guess you are taking something that looks like this:
If you are not taking something like this for physical based champions going 21 in offense, but you are still taking the Havoc mastery, I highly suggest you change it.
Now what is more likely, is that you are currently taking the Havoc mastery on mages you are playing. Your mastery page offense tree probably looks something like what's on the left, but I would suggest taking what is on the right.
The difference in the two pages is taking 3 AD over the 3 points in Havoc. This means as a mage you will deal 3 more damage to last hit with, this would normally not be achieved with Havoc unless you had 200 AD, which is unlikely for a mage. Also in mid lane armor seals aren't seen too often, so having an extra 3 AD can add a little bit of harass to your autoattacks.
Executioner Mastery
Now we move on to the Executioner mastery, probably more often used than the Havoc mastery. It gives you 6% damage increase as long as your target has 40% or less health. One of the biggest reasons I here people take this mastery is for last hitting potential. so let's look at that:
So even at a low amount of AD this mastery helps you last hit as well as 3 points in Brute Force.
Now what about when trying to execute champions? I've made a chart similar to the last one but now its 6% damage and its 40% of the target's HP.
Now as we can see this is better than the Havoc mastery, and in the last column I even calculated how much damage it would take with both masteries, the difference is minimal. If you were a Lee Sin ganking top and the enemy was at 200 out of 500 HP, with the Executioner mastery you only have to deal 188 damage, 12 damage isn't a huge difference by any means, but the difference is you don't have a whole lot more you can compare it to. This is only one of your mastery points and in certain scenarios (your target having less than 40% HP) it is 4 times more effective than 3 of your mastery points. Also, at this point you've already taken 20 points in offense, meaning you can't use it anywhere beyond the third row of a different tree.
Really the only other option I can see that's potentially better than taking Executioner when you already have 20 points in offense is possibly taking 2 points in Transmutation and stacking it with Spellvamp runes, this would only be viable on certain champions, and maybe you could even take 3 points and go 19-0-11.
The other option is to not go more than 9 in offense. When doing masteries, take into account if you really need those higher end masteries like armor pen, lifesteal, and bonus ability power, if not you may want to consider going 21 in defense or maybe even utility.
Conclusion
Havoc is a pretty bad mastery to put points into. If you were in some best cast scenario you could be an AD carry critting for 1000 damage a hit and 3 points in Havoc would let you deal 1015 a hit. Executioner isn't that great of a mastery either but if you already have 20 points in offense for other reasons you don't really have many better options for only 1 mastery points. I would highly suggest never taking Havoc, and as for Executioner, just think whether or not you really value points in offense over another tree. I hope this helps you in the future and thank you for reading!
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Posted 7/17/2012 9:25:32 AMIn the same respect would Honor Guard in the defensive tree be just as useless?
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Posted 11/8/2012 8:43:58 AMYou can say if you have 3000 hp. 3% of 3000 is 90 health points. That is not bad to be honest, since it's only 1 mastery point. 1 mastery point isn't that great usually except for masteries like weapon expertise or arcane knowledge. You have to think as 1 point = 90 health? Would you rather have 1 ap than 90 health in end game?
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Posted 11/8/2012 8:46:29 AMOh sorry, i thought you said Juggernaut >.< Honor Guard is indeed not that strong. It's the exactly the same thing as Havoc, that's why i usually run these:
Resistance, Indomitable, Hardiness, Durability, Veteran's Scars, Initiator, Harden skin and 2 points in vigor. This will make you able to pick Juggernaut.
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Posted 6/15/2012 7:33:35 AMCan we see the same math/talk about the % def. in defense tree?
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Posted 11/8/2012 8:41:42 AMI really want to see this aswell. As im usually never running Havoc or executioner that often anyway.
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Posted 6/12/2012 11:41:48 AMComparison 6 flat ArP vs 1.5% bonus damage:
Evens out at an armor value of 306. Before 6 ArP is better, afterwards 1.5% bonus damage. (Without any additional armor reduction or similar things). So for ADs, Havoc is pretty useless, for all who wanted a comparison for ADs.
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Posted 6/13/2012 1:04:59 AMAye havoc is purely for AP´s as there is nothing better to take (no, 3 flat AP ain´t better), it´s sad but imho old masteries where you had (more or less) one tree for APs and one for ADs worked out better XD
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Posted 6/12/2012 10:53:48 AMOk this post is just silly. Its showing you how little 3 mastery points do. wow 3 whole mastery points. OF COURSE THEY DONT DO MUCH. But compare it to the other masteries. For instance the 3 AP or .375Ap per lvl for 3 points, compared to 1.5% more damage. Considering that 1.5% works on Base damage as well as ratios.
Lets say X champ has 2.5 ratio and 1000 Base damage, Deathcap and 300 AP and is lvl 18
1000+2.5 X 300 = 1750 X 1.015 = 1776.25
1000 + 2.5 X (300 + .375 X 18 X 1.3 ) = 1771.9375 So 1.5% is better then PER LVL AP and is obv much better then that 3 Ap
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Posted 6/12/2012 12:17:40 PMHavoc is still pretty bad. I'd never take in in a 21/X/X build on an AD carry, and it's not even really worth taking in a 21/X/X bruiser build (except for 1 point as filler). The only time I'd take it is in a 21/X/X AP build where there aren't any other choices anyway.
But yes, this post is pretty worthless. No comparison to other options makes it a bad argument, even if it is correct.
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Posted 6/12/2012 10:28:26 AMExecutioner still good IMO. More useful than any alternative really, at least most slots (other than 9th point) in offense tree. if it were 3 or 4 points, it would be AWFUL, but it is one point with a lot of useful stuff above it (like %AP and ArPen). Ideas like 16/14 in offense and any other tree are strong on certain champions, but it is still a marginal gain problem which will vary. 100% agree that havoc is SHIT lol.
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Posted 6/12/2012 8:50:33 AMThanks for the math +1
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Posted 6/12/2012 3:35:42 AMIf you have hypotetical spell, that gives 200 dmg and has 1:1 AP ratio, havoc would do (asuming you have no AP) same for you as those +3APs, but that is unlikely, dmg spells usually has higher base ammount and only few champions have 1:1 ratios, those 3 APs are ampiflied by rabbadon and archmage masteries, but havoc will still increase your dmg slightly better early game, and moch better later, it will be still quite underwhelming ammount but you can´t really choose.
Executioner is imho really powerfull early on for getting lane kills (especially with snowbally burst champs where you sometimes count every single point of dmg), whole reason of this mastery is to leser a chance that someone will escape with 5 HP left.
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Posted 6/12/2012 3:34:29 AMVery good read, changed all my masteries too. Even with ap, your gonna need be to going 350+ ap to start making havoc worth it from what i can quickly work out (at this point you get about 4.5 ap out of the talent), sitting with maybe 7 extra ap when you've hit 500 ap, which is pretty much full builds/pots. Id personally much rather have that little bit of early game Ap than have to wait 30 mins for that havoc talent to start kicking in (probably over exagerating but you get my drift).
All rough estimations on the calculations for those math nazis.
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Posted 6/12/2012 2:58:44 AMQuoting:
I'd like to know that too ^^... Also, I already neglected Executioner in favor for the 1 Damage Reduction in the defense tree (=2 points in it total) - combining this with the -2 damage from minions, early AA-harassment and freezing lane by tanking minions is suddenly much easier, since you take almost no damage from minions.
My thought on taking the Havoc-Mastery however relied on the idea, that it's straight up better than getting +1 AP. I didn't think far enough..
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Posted 6/12/2012 2:21:38 AMAlready, I normally take +3AD on my AP cary pages mainly because it allows me to auto attack harrass a bit stronger and it helps with last hitting a bit. What I want to know is though, is +3AP better than the +1.5% from Havoc? I think one of the factors are the base damage of spells. Say a 300 damage spell: havoc would increase the damage by 4.5, however the 3 AP would rarely increase the damage by the same amount, unless the AP ratio is 1.5.
What I'm seeing is that a spell needs to have a .5 AP ratio per 100 base spell damage in order to even out 3AP and +1.5% dmg. More often than not you won't see this for AP carries.
Of course, this is just my own speculation but I think it's a real defining question. What is better, +3AP or +1.5% dmg? And on what champions in particular would you run one over the other?