Lost Grigori

## Lost Grigori**Edit**

* Fire
* Shadow

 **Lost Grigori**Lost Grigori2004 Undead DominatorDisintegrating ShockInfused AttractionRevenant's Doom30003500

 **Lost Grigori**Lost Grigori2004 Undead DominatorDisintegrating ShockTainted AttractionRevenant's Doom30003500

## Statistics

### Card ID (Shadow)

1416

**Lost Grigori** is a Tier 3 () Unit of the Lost Souls faction. This rare card was released with the Lost Souls Edition and has 2 affinity variants,  Fire and  Shadow, but not a promo version.

This card has been changed already, compared to its original appearance in BattleForge.

A staple unit in the Lost Souls faction. Thanks to its high health pool and diverse abilities, it offers a lot of capabilities and can be used in a variety of situations.

## Card Info

* Lost Grigori (Fire)
* Lost Grigori (Shadow)

**Disintegrating Shock**
Power Cost: 100Availability: Upgrade 1-3 **Active:** Activate to slowly disintegrate an enemy unit over time. Target unit will be paralyzed during disintegration and cannot be attacked by other units. If the spell is interrupted prematurely the target will be released unharmed. May only disintegrate units. Reusable every 30 seconds.* Hide
* Show Details

Upon casting Disintegrating Shock on an enemy unit, the affected target is practically frozen in time during disintegration, meaning it cannot act at all. All buffs and debuffs affecting the target unit are frozen in time as well, keep their remaining time and resume normally if it gets out of stasis. If the target unit is fully disintegrated it leaves no corpse. Disintegrating Shock deals no damage by itself.

Although not mentioned, the disintegration rate of Disintegrating Shock is 125 / 135 / 150 hit points per second, giving it a theoretical attack value of 2500 / 2700 / 3000.

**Infused Attraction**
Power Cost: 50Affinity Dependency:  Fire **Toggle:** Activate to unleash a provoking aura that attracts the attention of every enemy unit within a 20m radius around Lost Grigori. Affected enemy units within this aura will then be forced to only attack the caster and cannot be controlled any more. The demon will additionally be strengthened and deal 50% more damage. As long as the effect lasts it will be immobile. Lasts until deactivated but at least 15 seconds.* Hide
* Show Details

* Every unit that walks into the ability area will be forced to attack Lost Grigori.
	+ Units with Leader Immunities are unaffected by Taunt.
* The debuff can be dispelled, but is immediately reapplied, unless the unit receives immunity to debuffs.
* Lost Grigori is unable to move while the ability is active and it cannot be toggled back for the first 15 seconds.
	+ Thus he cannot attack provoked ranged units if they aren't within melee range.
* Against affected targets, Lost Grigori effectively has an attack value of 4500.

**Revenant's Doom**
Power Cost: 150 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.* Hide
* Show Details

* When activated, triggers when the unit dies.
* Ability cost is always 75% of the unit's original cost.
* The revenant lasts 25 seconds, but can be extended by .
* Revenants retains the stats and abilities of its original unit, but they do not possess Revenant's Doom.
* Revenants from ground units have ground presence, meaning cards can be played out next to them.
* The cost associated with Revenant's Doom is not bound. When the ability is activated, the power cost is immediately refunded as void power.
* When the original unit dies, its power cost is immediately refunded as void power and not bound for the duration of the revenant.
	+ The revenant is effectively an unbound unit.
* When  is played out, units dying with Revenant's Doom will be resurrected alongside their revenants and the ability will be consumed. Revenant's Doom on resurrected units can be activated again.

**Disintegrating Shock**
Power Cost: 100Availability: Upgrade 1-3 **Active:** Activate to slowly disintegrate an enemy unit over time. Target unit will be paralyzed during disintegration and cannot be attacked by other units. If the spell is interrupted prematurely the target will be released unharmed. May only disintegrate units. Reusable every 30 seconds.* Hide
* Show Details

Upon casting Disintegrating Shock on an enemy unit, the affected target is practically frozen in time during disintegration, meaning it cannot act at all. All buffs and debuffs affecting the target unit are frozen in time as well, keep their remaining time and resume normally if it gets out of stasis. If the target unit is fully disintegrated it leaves no corpse. Disintegrating Shock deals no damage by itself.

Although not mentioned, the disintegration rate of Disintegrating Shock is 125 / 135 / 150 hit points per second, giving it a theoretical attack value of 2500 / 2700 / 3000.

**Tainted Attraction**
Power Cost: 50Affinity Dependency:  Shadow **Toggle:** Activate to unleash a provoking aura that attracts the attention of every enemy unit within a 20m radius around Lost Grigori. Affected enemy units within this aura will then be forced to only attack the caster and cannot be controlled any more. They will additionally be weakened and deal 30% less damage. As long as the effect lasts the demon will be immobile. Lasts until deactivated but at least 15 seconds.* Hide
* Show Details

* Every unit that walks into the ability area will be forced to attack Lost Grigori.
	+ Units with Leader Immunities are unaffected by Taunt.
* The debuff can be dispelled, but is immediately reapplied, unless the unit receives immunity to debuffs.
* Lost Grigori is unable to move while the ability is active and it cannot be toggled back for the first 15 seconds.
	+ Thus he cannot attack provoked ranged units if they aren't within melee range.
* Against affected targets, Lost Grigori effectively has 3640 / 3783 / 4160 / 4550 life points.

**Revenant's Doom**
Power Cost: 150 **Active:** Activate to bestow the unit with a curse that will make it resurrect in case it dies. The resurrected revenant will only be a shadow of its former self but it will be endowed with the same abilities and equal in strength. After 25 seconds the revenant will then die once and for all. May only be triggered once.* Hide
* Show Details

* When activated, triggers when the unit dies.
* Ability cost is always 75% of the unit's original cost.
* The revenant lasts 25 seconds, but can be extended by .
* Revenants retains the stats and abilities of its original unit, but they do not possess Revenant's Doom.
* Revenants from ground units have ground presence, meaning cards can be played out next to them.
* The cost associated with Revenant's Doom is not bound. When the ability is activated, the power cost is immediately refunded as void power.
* When the original unit dies, its power cost is immediately refunded as void power and not bound for the duration of the revenant.
	+ The revenant is effectively an unbound unit.
* When  is played out, units dying with Revenant's Doom will be resurrected alongside their revenants and the ability will be consumed. Revenant's Doom on resurrected units can be activated again.

## Notes & Strategies

Lost Grigori by itself is already a solid unit that benefits greatly by spells or buildings and units parked near it. There are lots of possible combinations that help and as such may vary a lot depending on the situation.

**During normal combat:**

As with most units, spells that directly boost Lost Grigori's fighting capabilities like  or healing spells help. Using crowd control, especially on ranged or flying units, helps catching up to them. Lost Grigori's anti air attacks are slow and clunky.

**While using Attraction:**

It's the same story with heals and buffs. There are noteworthy card combinations however.
 synergizes very well, as it reduces damage taken on Lost Grigori while additionally returning some it back to the taunted melee attacker. As Lost Grigori struggles with ranged units,
 can be used to teleport out of reach attackers straight into the taunt area, allowing for easy take downs.

Additionally buildings like  help dealing with ranged units. Additional ranged units or that of similar stationary nature
like  can help to get rid of ranged and air units, while Lost Grigori does its magic close range.

**When using Disintegrating Shock:**
As with other Disintegration sources, Lost Grigori is prone to any crowd control and a rather easy target for other enemies, since it needs to concentrate on the target being disintegrated. Using crowd control on enemies buys time for the disintegration process.  or  make sure Lost Grigori is safe from any crowd control. As always, buffs or healing help it to stay alive.

## Campaign PvE

One can never go wrong, if they decide to play Lost Grigori in a deck. It's usable in a lot of scenarios and a staple in a lot of Frost/Shadow decks. With Attraction, it is popular on maps that require holding certain perimeters. On map 2 of  it is one of the most popular cards to use, as it prevents Viridya from pressing forward.
Additionally Disintegrating Shock can be used more freely, since players aren't too dependent on good resource management, unlike in PvP, where every power bit counts.

It also works as a good transition unit towards tier 4 units.

## Random PvE

In Battlegrounds, Lost Grigori occassionally sees play. Less can be said about its abilities, as they are rarely, if ever, used. Still it remains a decent choice for Lost Souls players. Most prefer to substitute it with  though, as it's more suitable for the bunch of enemies players usually encounter and where raw power trumps the versatility of Lost Grigori.

## PvP

In a Frost Shadow deck, Lost Grigori is a highly popular card. It's versatility and good value proposition allow it to be competitive and see widespread use in all skill brackets, 1vs1 as well as 2vs2 scenarios. In PvP, fire affinity is the favoured choice among players.

Revenant's Doom is selmdomly seen, as it often makes more sense to spawn a new, permanent unit instead of a temporary one for 75% the cost.

### Strengths

* **Lost Grigori is one of the cheapest XL units in the entire game**

With only a power cost of 200, Lost Grigori can be summoned fairly quickly. This doesn't mean it's weak however. With decent a decent attack
value and high health pool, these 200 bound power will make sure they can be put to good use in the hands of a skilled player.

* **It's incredibly versatile**

Lost Grigori has something to offer in pretty much all usecases. Offensively it is capable of taking quite a beating due to its formidable health and trade effectively in the open field. Taunt allows for a well established defense - the added buff/debuff by its taunt only reinforces that.
Against high value targets, Lost Grigori can either taunt them to hold them in place with no chance of turning away or disintegrate them with the, although fairly expensive, disintegration ability, it gets access to from upgrade level 1 onwards.

With the third orb being free of choice, this allows the player to support Lost Grigori with a wide variety of spells and units.

### Weaknesses

* **Kiting and crowd control are its primary weaknesses**

While Lost Grigori doesn't have any outstanding weaknesses, without additional support ranged units can take it down fairly safe. While Attraction is active, the unit is immobile and prone to ranged attacks. The deactivation cooldown on the ability itself make it hard for Lost Grigori to retaliate right away.
Its ranged attack has a long windup and movement speed is normal.

As with most units Lost Grigori is prone to crowd control abilities. Disintegrating Shock is especially prone to it, as the effect is nullified the moment the caster gets interrupted and the ability is relatively expensive; as such it is rarely used.

## Card Upgrades & Drop Locations

Displayed below are the card's upgrades and where to obtain them.

* Fire
* Shadow

## Gallery

* Card Artwork
1/1
## Patch History

Patch #400031
* Active ability :
	+ Added a preview of the ability radius that is displayed on hover over the ability activation button.
	+ Improved formatting on upgrade cards.
* Active ability :
	+ The power cost of the Revenant has been decreased from 150 to 0, as the unit is unbound.
		- Thus, there is no longer a power cost displayed on the card representation.
		- The ability cost itself was not changed.

Patch #400030
* Toggle ability  / :
	+ Now properly uses a mode change icon instead of an active icon.

## See also

Playable Cards

OrbsNumber of OrbsTypeRarity563 matching cards