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Deathfire Grasp

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Deathfire Grasp
Availability
Common
Tier Legendary
Stats +120 ability power
+10% cooldown reduction
Active Unique: Deals 15% of target champion's maximum health in magic damage and applies the debuff, Doom. Doom amplifies all magic damage that champion takes by 20% for 4 seconds. 60 second cooldown (750 range).
Menu Magic > Ability Power
Magic > Cooldown Reduction
Item cost 3100g (680g)
Sell value 2170g
Item code 3128

Deathfire Grasp is a legendary item in League of Legends.[1] It is best used to initiate fights, as it amplifies all subsequent magic damage the target takes. It is worth stressing that that the damage amplifier will increase magic damage dealt from all sources, not just the holder of Deathfire Grasp.

The activated damage triggers on-ability effects, such as Rylai's Crystal Scepter, Blackfire Torch, and spell vamp, and is treated as a single-target spell for the purpose of these effects. It does not apply champion-specific effects (such as Brand's  Blaze or activating Xerath's  Mage Chains).

The Doom debuff can be removed with Quicksilver.

Recipe Edit

Cost Analysis Edit

Gold Value

Gold Efficiency

  • The active must have at least a value of 168g for Deathfire Grasp to be gold efficient.

Similar Items Edit

Strategy Edit

Trivia Edit

  • When Deathfire Grasp was originally added, it was far too powerful on certain champions and was removed and reworked into its current iteration.
  • In the V1.0.0.61 patch, the item was reimplemented with a new functionality.
  • Deathfire Grasp, Randuin's Omen, Shurelya's Reverie, and Youmuu's Ghostblade were released as a quartet of "sister items" that share similar features, specifically having an active ability and a gold-generating item in their recipe.[2]
  • Abilities that cause you to deal increased damage also increase the damage dealt by Deathfire Grasp (e.g.  Vladimir's  Hemoplague, Poppy's  Diplomatic Immunity, and Swain's  Torment).
    • Also, Deathfire's debuff "Doom" stacks additively with other sources of percentile damage amplification (for example, all of the 3 mentioned above; as long as the incomming damage is magical)

Patch History Edit

V3.02:
  • Combine cost reduced to 680 from 880
  • Total cost reduced to 3100 from 3300.
  • Cooldown reduction reduced to 10% from 15%.

V3.01.0.1:

V1.0.0.152:

  • New recipe: Needlessly Large Rod + Amplifying Tome + 965g.
  • Item cost increased to 3000 from 2600.
  • Combine cost reduced to 965 from 975.
  • Ability power increased to 100 from 80.
  • Now grants +15% cooldown reduction.
  • NEW Active: Deals 15% of target champion's maximum health in magic damage (down from 15% of target's current health + 5% per 100 AP ), then amplifies all magic damage they take by 20% for 4 seconds. 60 second cooldown.

V1.0.0.150:

  • No longer grants Cooldown Reduction.
  • Active base damage reduced to 15% current Health from 25%.
  • Ability Power ratio increased to 5% per 100 Ability Power from 4%.

V1.0.0.139:

  • Now builds out of Blasting Wand and Kage's Lucky Pick.
  • Total cost reduced to 2600 from 2610.
  • Now grants 80 ability power and 15% cooldown reduction, instead of 60 ability power, 12 MP5, and 15% cooldown reduction.
  • Active cast range increased to 750 from 650.
  • Active base damage changed to 25% + 4% per 100 AP of target's current health, instead of 30% + 3.5%.
  • Tooltip now updates dynamically.

V1.0.0.114:

  • Fixed a tooltip bug.

V1.0.0.63

  • Ability power reduced to 60 from 65.
  • Mana regeneration per 5 reduced to 10 from 15.
  • Active ability maximum health percent damage increased to 30% from 25%.
  • Active ability power ratio increased to 3.5% from 3%.

V1.0.0.61: Re-added.

  • Recipe: Kage's Lucky Pick (765g) + Fiendish Codex (1245g) + 600g.
  • Unique passive: 15% Cooldown Reduction.
  • Unique active: Deals magic damage to target champion equal to 25% of their current health (+3.0% per 100 Ability Power) with a minimum of 200 damage. 1 minute cooldown.

V0.9.25.24: Added, removed shortly after.

  • Deathfire Grasp
    • Unique passive: When you hit a unit with a spell, you damage it for 10% of their current health (5% for multi target spells). Deals reduced damage if your last cast was fewer than 4 seconds ago.

References Edit

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