If taking flash go 0/21/9,
For def masteries the most important ones are the armor, increased hp, and reduction in jungle minion dmg.
The core most important skills are 4 in durability, 1 veteran scars, 2 in tough skin, 1 blade armor, 3 hardiness, and 3 in resistance. 14 core points leaving 7 up to personal choice.
The rest of the def tree is mainly personal choice and can be swapped in and out.
For the utility masteries:
If taking flash put a point into resolve to lower flash cd.
3 points in Wander is a must because 2% with the MS runes gives you 22 ms which almost as much as boots. Meditation reduces blue dependence.
Master mind is nice because it reduces smite cd so you can jungle faster.
Runic vs Biscuiteer.
I prefer biscuit because you only get the blue buff on the first run so extra duration doesn't help much. Also the biscuit is like an extra hp pot and keeps your hps higher in the jungle.
If you take exhaust, go 1/21/8
1 point summoners wraith allows your attacks and your ally's attacks to deal bit more dmg. Also it reduces their mr by 10 so if you are ganking mid and your mid has sorc boots with at least 5 magic pen, your ally will be dealing true damage.
Super ganking Masteries 0/9/21
The good thing about this set up is that you can start extra pot and are actually faster than most players with boots(2+3+4.5=9.5%).
The bad news is that you need a very strong leash and take alot of damage from the jungle. I would only recommend this with a premade team. You will the most manly leash possible.
I mainly take things that help me clear better early on
I don't take Summoner's Resolve because it doesn't help with her early game jungle clear and the points in utility tree make up for the lack of gold.
Tough skin is a must to reduce the amount of jungle damage taken and saves pots.
Durability and Veteran scars keep you healthier in the first clear by allowing you to take more damage before healing
Hardiness - reduces damage from jungle and a must.
has decent base damage and there isn't much in the offensive tree that would help you. You are building mainly tank and don't need any extra damage.
Summoner's Resolve - gives gold for using smite. Not a bad one point wonder. Take it if you have lots of points in the Def tree
Perseverance - gives more sustain. Not worth it because spirit stone and warmogs gives all the sustain you need.
Durability- gives hps. Great for Sej. Makes you more resistant to magic/ physical dps and you have a skill that scales with hps. Must take
Tough Skin- reduces jungle minion damage by 2. Must take by all junglers because it will save you alot of pots. MUST TAKE
Hardiness- gives armor. Great on Sej because it reduces the amount of damage take from jungle minions along with increasing resistant to physical damage. Take if possible
Resistance - gives MR. Get if top and mid are AP solos. Ok on Sej because stacking health is a more effective counter to mages than MR. Also Sej scales well with hp stacking. Take if double AP
Bladed Armor - jungle minions take damage from hitting you. Speeds up your clear time. Take if possible
Unyielding-Reduces damage from champions by 1 / 2. Reduces damage from only champs not jungle minions. Ok I guess. Optional
Relentless- Reduces effectivness of slows. If they had a 100% slow, it would be 85% slow. Not bad stacks with
Relentless- reduces tower damage. Bad You shouldn't be tower diving unless you have your warmogs. Doesn't help with your early game which is weak. I dont recommend this. Warmogs is a better counter to towers than this skill
Block- reduces auto attack damage from champs by 3. Great if you already got Unyielding. Optional
Tenacity- reduce CC duration. Stacks with
. Great because if you have merc then you have 1 - (100 * 0.65 * 0.85) = 44.75% crowd control reduction. Take if possible
Juggernaut - Increases your maximum health - Great on Sej because you already are stacking hps. Get if possible
Defender-grants mr/armor per enemy champ. Great one point wonder. It is as good as hardiness with 1 champ and better vs 2. Get if possible
Legendary Armor - Increases bonus armor and magic resistance - BAD BAD BAD BAD BAD. Worst skill in the def tree by far because it only counts bonus armor/mr. It takes 100 bonus armor with 3 points in it to equal 1 point in defender if theres 5 people. Never get it ever.
Reinforced Armor- reduces crit damage. Bad because no one rushes IE any more and crit damage is harder to get. If this was S2, it would be good but ADC just rush BTs which doesn't crit. Don't get
Honor Guard - reduces damage by 3 %. Best one point wonder in Def tree. Always get if possible.