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Grasp of the Undying

Grasp of the Undying

Keystone · Cross-path keystone · 7.1e

Mechanics

Entering combat generates one stack every second for the next 3 seconds. Additional stacks may be generated by re-entering combat after 2 seconds. After reaching 4 stacks, your next basic attack within 6 seconds against an enemy champion consumes all stacks to deal 2% of your maximum health in bonus magic damage, restore 2.5% of your maximum health, and permanently grant 10 bonus health. The empowered attack duration refreshes whenever going in combat. On ranged champions, all effects are reduced by 40%.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Commentary (7.1e)

Generated by /wr-extract rune-guide mode from 7.1e rune guide. Re-running OVERWRITES this section.

  • "So, champions like Aurora and AI are great users of electrocute, right? While other burst champions that don't care too much about the early game might go first strike, something like a Cassadin, Grasp of the Undying is something you should take on tanks that are trading a lot. So, very commonly taken on bruisers, while something like ice is ice overlord might be taken more on junglers that are not constantly trading and are looking for a scrimmage fight, right?" (04:03)
  • "So, these are the types of champions that go and that's the idea behind conqueror. Grasp of the undying. So, this probably one of the most toxic runes in the game that has been continuously nerfed as well, and that's because it's very similar to Fleet Footwork in a lot of ways." (39:31)
  • "So, like Trinity Force, right, Derrax, Black Cleaver, all of those items that give some HP. So, each So, when you're trading in lane, right, you're going to auto attack some minions. you're going to be farming and that stacks Grasp of the Undying. So, when you start your trade or when you do your trade, which will always include an auto attack, you will proc Grasp." (40:21)