Warlord's Bloodlust (Mastery)

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  • Season 2017
  • Season 2016
Ferocity Cunning Resolve


Warlord's Bloodlust is a tier 6 keystone ferocity mastery with 1 rank.


  • Requires 17 points in Ferocity.


  • Moving or attacking will charge an Energized Attack. Energized attacks heal for (+3-40%% total) (amplified by Critical Strikes) and grant 30% MovementSpeed Mini Icon.pngMovement Speed for 0.75 seconds.

Patch History[edit]


Now restores health based on attack damage rather than granting lifesteal.

7.5’s update to Warlord's Bloodlust is living up to its goal of creating discrete-high impact moments. It also came with a few kinks to smooth out, thanks to the way lifesteal works. Since lifesteal works based on damage dealt, the health you get can vary from one attack to the next, depending on stuff like basic attack modifiers and enemy armor. This becomes a pretty significant difference once the lifesteal value climbs up to 50%.

Warlord’s should have success cases, but “Caitlyn Headshots a minion” shouldn’t be more rewarding than “Caitlyn kites the enemy frontline”. Switching to a heal effect keeps Warlord’s rewarding as a combat sustain tool while making success easier to ID: kite and reposition against any threat that comes your way.

SUSTAIN BONUS : [Grants 1-50% lifesteal (at levels 1-18)] Restores health equal to 3-40% total attack damage (at levels 1-18)
CRITICAL HEAL : If the attack that procs Warlord’s Bloodlust critically strikes, the heal crits as well (further increased by crit damage modifiers, ex. Infinity Edge)

Is now an Energized effect. Energized attacks gain lifesteal and grant movement speed.

Easy access to low-risk healing is pretty bad for the early game. Winning a trade or poking an opponent should lead to an edge, but when somebody can just heal it back up, what’s the point? Last patch, our bandaid fix was to just nerf the numbers on Warlord’s Bloodlust.

This patch, we’re shifting direction on Warlord’s, enhancing its lifesteal when used the way marksmen already fight: kiting and repositioning. We hope to create high moments of lifesteal that will feel more impactful, rather than a slow, consistent drain. With less flat lifesteal, this will also temper marksmen’s ability to use minions as health batteries in lane.

MINION BATTERY Basic attacks no longer gain up to 15% lifesteal based on your missing health. 50% effective against minions for melee champions (25% for ranged champions)
TAKE MY ENERGY Moving or attacking will make an attack Energized. Your energized attacks have lifesteal and grant 30% movement speed for 0.75 seconds.

A good trade is the first step towards winning a lane; repeat enough times and you can go for a kill. Hitting minions from range and lifesteal enables marksmen to weather the storm through lost trades far too easily. This is making bot lane pretty noninteractive; if there’s no real gain from risking a trade, why bother? We want to make sure trades feel worth the risk so aggressive bot laners can feel good about creating an advantage.

Mastery Warlord's Bloodlust.png Warlord's Bloodlust
Less lifesteal.

MAXIMUM BONUS : [20%] 15%

Last pre-season saw a ground-up rebuild of masteries with the goal of making mastery choices more about individual playstyle than numerical buffs. Though we’ve had a few balance challenges over the season, the basic premise has held up over time. We’re filling in the remaining holes in each tree with an eye toward further sharpening this ‘playstyle-first’ vision, and addressing two of the ‘problem children’ remaining in the system. Side-note: we recently shipped an article sharing most of the information in this section, so if you get deja-vu, you’re not crazy (or psychic).

Mastery Warlord's Bloodlust.png Warlord's Bloodlust

EFFECT : Gain increasingly more Life Steal based on your missing health against champions (up to 20%). 50% effectiveness on minions for melee champions, 25% for ranged champions.

Ferocity Cunning Resolve


Warlord's Bloodlust is a tier 6 keystone ferocity mastery with 1 rank.


  • Requires 17 points in Ferocity.


  • Gain increasingly more Life Steal based on your missing health against champions (up to 20%). 50% effectiveness on minions for melee champions, 25% for ranged champions.

Patch History[edit]


Ranged champions lifesteal less from minions.

Staying in lane is about weighing your rewards vs. what you’re risking to get them. Pushing allows you to apply heavy pressure on the turret, but increases the risk of over-extending and getting ganked. Trading damage increases your chances of getting a kill, but the same is true for getting killed.

By design, Warlord’s Bloodlust sets up a simple risk vs. reward proposition: by opening yourself up to additional lane harassment and gank pressure, you can push the lane aggressively to be rewarded with the sustain to shrug off that damage. Fail to do so (that is, taking too much harassment while you push), and you’re forced to sit back to sustain your health. This is true for melee champions taking Warlord’s Bloodlust. By contrast, ranged champions are able to avoid much of that risk by virtue of getting all of their sustain from a safe distance. We’re tweaking that.

EFFECTIVENESS VS MINIONS : [50%] 50% for melee champions, 25% for ranged champions

Now gives lifesteal based on your missing health.

As is, Warlord's Bloodlust has two main problems. For starters, it's incredibly narrow - while certain Keystones might restrict you to attacking so often or doing certain thresholds of damage, Warlord's specifically requires you to crit. While being narrow isn't always bad (Windspeaker's Blessing is fine being taken by supports only), the heavy skew towards marksmen when Fervor and Thunderlord's are also great options make Warlord's superfluous (particularly when other classes could benefit from the space).

Aside from its intended audience, Warlord's has always captured a lategame fantasy while giving you nothing immediately - a tradeoff that people just aren't excited to make. These changes take a crack at killing two birds with one key-stone. Removing crit broadens its application significantly, making Warlord's especially synergistic with 'all-in' fighters like Aatrox and Olaf that capture the spirit of the Keystone's concept and giving it more reasonable scaling over the course of the game. If you like to fight to your last breath (and then some), look no further.

Mastery Warlord's Bloodlust.png Warlord's Bloodlust

FOR THOSE WHO FIGHT FURTHER Attacks on champions gain increasingly more Lifesteal based on your missing health (up to 20%). Half effect vs minions.


Mastery Warlord's Bloodlust.png Warlord's Bloodlust

BUGFIX : Fixed a bug where Warlord's Bloodlust's attack speed buff was lasting one second less than intended

Less healing early, but more later. Attack speed up.

If you've played even a handful of games on patch 5.24, you probably learned the same thing we did - 8-10 Thunderlord's Decree per game is probably too many. Yet, no Thunderlord's changes. What gives?

While Thunderlord's Decree is the go-to mastery when you're looking to dominate your lane, we're leaving it as-is for a few reasons. First, we're looking to it as a 'goalpost' from which we balance the other keystones around. It's something you can easily play around, has a good amount of impact, and synergizes well with certain champion kits. Additionally, we're avoiding playing 'whack-a-mole' with the Keystones (ie: just nerfing whichever is best at any given moment). By recognizing TD's strength and matching others to it, we build a better ecosystem for Keystones where you're free to adapt your builds, rather than just playing champions that abuse the best mastery.

So how are we tipping the scales? Injecting some strength back into Ferocity's Keystones while reverting buffs to Precision should help balance things out, no matter how you seek to deal your damage. Toss in a pretty spicy update to Stormraider's Surge and you have a wealth of options at your disposal. It's still possible that Thunderlords is over-tuned after all this, but bringing the others more in line with the leader should help us gauge how big the discrepancy is, rather than just cutting down the top over and over again.

Mastery Warlord's Bloodlust.png Warlord's Bloodlust

HEAL ON CRITICAL STRIKE : [15% of the damage dealt] 5-25% of the damage dealt (at levels 1-18)
ATTACK SPEED : [20%] 30%

Feast cooldown up. Fervor of Battle slightly reworked, and Deathfire Touch’s damage effectiveness is down.

Ferocity is definitely living up to the hype for fighters and mages looking to stay in combat, but provides certain champions too much power relative to the rest of the cast. Fervor of Battle is now about stacking damage against champions specifically, and Deathfire Touch is more focused about consistent applications of damage.

Mastery Warlord's Bloodlust.png Warlord's Bloodlust

BUGFIX : Warlord's Bloodlust can no longer sometimes proc multiple times within its 2-second cooldown

17/11/2015 Patch Updates

This is why we can't have nice things, Yasuo. You too, Tryndamere.

Mastery Warlord's Bloodlust.png Warlord's Bloodlust

LIKE EVERY OTHER KEYSTONE : Now only procs on critical strikes against champions or champion clones (tooltip will be updated next patch)

We're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each tier of decisions now successively grows in importance, ending in your final 'keystone mastery' which fundamentally impacts how you play your champion.

Rather than just the 'Offense' tree, let's look at the types of bonuses Ferocity provides. This tree is all about getting into fights and staying there, scrapping with anyone at any time. Many of its bonuses help you against a large number of targets (attack speed and % penetration are pretty 'always good'), but bursty mages or assassins may find single target isolation somewhat lacking. Wanna deal damage, but worried about tanks and fighters getting in your face? Get ferocious and bite back.

Mastery Warlord's Bloodlust.png Warlord's Bloodlust

DRINK THEIR BLOOD : Critical strikes heal you for 15% of the damage dealt and grant you 20% increased attack speed for 4 seconds
COOLDOWN : 2 seconds