Grasp of the Undying is a tier 6 keystone resolve mastery with 1 rank.
More damage, less sustain.
Despite our efforts earlier this season, Grasp of the Undying is still far too common in the top lane, crowding out other keystone masteries. Grasp is supposed to give tanks a little more oomph in combat, but its sustain is fairly excessive, cheapening the risk and reward of aggressive action. Grasp of the Undying should still be the go-to mastery for beefy solo lane champions, but combat from Grasp users will now mean something rather than immediately being sustained away.
DAMAGE ON-HIT : [2.5% of your maximum health] ⇒ 3% of your maximum health
HEALING ON-HIT : [2.5% of your maximum health] ⇒ 1.5% of your maximum health
Less health and damage.
If you’ve spent some time in top lane during Season 6, you’ve seen Grasp of the Undying again, and again, and again (there’s an Ekko joke somewhere in here). We have nothing against a tank mastery being strong on tanks, but not only is the level of sustain making tanks immovable in lane, the damage turns them from CC bots to killing machines. Who are still CC bots.
This change probably won’t solve Grasp’s problems on its own, but we want to at least tone it down while we continue exploring our options.
HEALTH STEAL : [3% maximum health] ⇒ 2.5% maximum health
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.
Resolve's the tree that's the least changed in terms of why you'd want to take it - it's for the immovable objects out there that want to be in the middle of a fight and stay there for a good long while. If you're someone that values staying alive for multiple rotations of crowd control or initiation, Resolve's the tree for you.
Grasp of the Undying
HERE TO STAY : Every 4 seconds in combat, your next attack against an enemy champion steals life equal to 3% of your maximum health (1.5% for ranged champions)