Would this 'fix' Grasp of the Undying at all?

Reaper Review·5/11/2016, 7:36:33 AM·3 votes·428 views

Grasp of the Undying

  • Upon damaging an enemy champion with an ability or basic attack, remaining in combat for 4 seconds causes your next basic attack against an enemy champion to deal bonus Magic Damage and heals you for the same amount.

Basically, the timer for Grasp doesn't start until you hit an enemy champion with an attack or ability of your own.

There, Immolate no longer passively enables Grasp by just standing in the general vicinity of your enemies. There's still synergy between them, but you have to apply at least a bit more effort than just "stand around and attack sometimes".

4 Comments

ModWulf Helhammer5/11/2016, 7:45:43 AM4 votes

They already tried an "against champions" part for it in order to proc (meaning in combat with champs to charge it), but they reverted it because it favored ranged champions too much

WoonStruck5/11/2016, 7:44:13 AM1 votes

Considering how strong other offensive masteries are, I think it might literally start to kill grasp as an option.

A better option might be to have the required combat time scale with level.

That said, why is grasp such a problem? ADCs almost universally take Fervor, Jungle takes SotA, and mids near-universally TLD. Why is Grasp being a staple top lane bad?

OurLestrade5/11/2016, 8:24:31 AM1 votes

You'd never be able to get it off in a lane in 90% of scenarios in that way. So many times as Shen where I've taunted in, started charging Grasp and it was charged up only when the taunt wore off and they were away :P