Yorick Rework

Ðelofasht··2 votes·1,099 views

I've listed my ideas for the Yorick Rework a few times in a couple other threads but I think that since I've really started to think about it thoroughly that perhaps I should put it in it's own discussion thread.

The short of it is, Yorick's kit feels a bit easy and safe, reinforced by popular build theory and gameplay styles. This makes for a very predictable boring and uninteresting lane generally. There are several approaches towards enriching his gameplay experience for both sides, giving more counterplay options and a slightly higher skillcap to his mechanics.

First, to give more counter play options increasing his cooldowns by 20 to 30% would sufficiently negate his 100% (or what I've been told it feels like) ghouls and passive. In addition to this, making his E a skill shot would increase the chances to just dodge some of the damage and thus sustain of Yorick.

Secondly, increasing the skill cap by giving the skill shot is one bonus to also making his counter play more intersting, but also when to use your abilities becomes more relevant than what's off cooldoown with the longer ones. But other ways to increase his skillcap would be giving his abilities aura effects, Q gives the bonus to nearby friendlies, W stays as is, E heals nearby (the ghoul) by half what it heals Yorick for, Ult gives his passive to friendlies near the ghoul. That would also make his teamfighting better and give those longer CDs more of a reason.

This is the short version of it, there's a lot of depth here that I will explore in greater depth as I keep adding to this thread. So if anyone has any thoughts, I think it's time we get some small changes made to Yorick. I also have another kit idea that takes these skills one step further as well that I'll add later.

5 Comments

Ðelofasht1 votes

I think to really renovate his kit he could have some Shadowy Isle type of effects. . . like:

Q, Summons a spectral ghoul that rushes at his targeted enemy unit moving faster than other ghouls and increasing the movespeed of nearby friendlies by 8/9/10/12/15% (including other ghouls), Yorick's next auto attack does extra physical damage and increases his movespeed by 20%. Additionally he may recast this ability to open a door through the afterlife appearing where his spectral ghoul is at (.25 to .5 sec cast animation seems like fair warning to enemies)

W, Summons a Decaying Ghoul at target location that slows nearby enemies dealing Magic Damage, slow aura on enemies. May be recast while the ghoul is up to pull enemies near the Decaying Ghoul towards it. (very minimal pull, just enough to give that half step of running space)

E, Summons a Ravenous Ghoul that streaks towards a location hitting the first enemy it comes in contact with and healing Yorick. Attacks made by Ravenous ghoul heal nearby friendlies for a percentage of the damage it deals. This may be charged up to increase it's range a bit and reduce it's cooldown by the length of time charged up.

R, Summons a SUPER AWESOME Ghoul, that empowers nearby friendlies with the power of the Shadow Isles, (Yorick's Passive). Targetted friendly revives after dying coming back from the grave to slay the vlie miscreants that attempted to kill them. (then it dies, 10 seconds later)

Same stuff pretty much, minor changes each one has a second cast providing some more utility and fun, and coupled with those longer cool downs I mentioned in the first post fairly balanced I would think. These changes give him a bit of mobility that require a bit of timing. The last change I would make is that ghouls are ethereal, and otherworldly, they shouldn't be affected by pathing or walls or anything as long as they can see their target, this would allow for some fun jungling allowing you to jump through walls as long as you had W into Q Q and a monster on the other side, like a complex Lee Sin jump that takes a full second to pull off. (cast animations and Q recast time delay).

My thoughts with these changes is firstly in balance, I don't want to make him overpowered because for me that's boring, (that's why I don't play several champs I find both really easy and way too strong, Lee Sin, Rek Sai, Riven, Akali) and also to give his kit a bit more timing and synergies. With this kit engaging and disengaging are both more possible, mobility is more in line with the kind of mobility in the champions released these days, and the Ultimate finally feels like an ultimate, as opposed as an extra body for knocking down a tower or being Sion's passive.

Ðelofasht1 votes

Now for what I don't like about Yorick as a champion. Currently he has very limited mobility that is further hindered by his lack of team utility, he really doesn't bring anything to a team outside of a niche Ult that only works with a select few compositions. Yorick is then subjected to one of the most mundane build paths ever, which is optional and thus I do not utilize the standard itemization (Manamune, I'm looking at you).

So he his standard recommended build encourages a style of play that denies interactivity with his opponent by having a constant feed of ghouls. This is due to the cooldowns being short enough that he can just keep them rolling nearly non stop. I suggest weakening that because there's no reason he should have that much uptime on his ghouls, he should want to choose when it's important to have that added bonus from his passive, and when is best to utilize it.

I already mentioned the lackluster Ultimate ability. Well that's all my thoughts on one of the most underplayed unique champions in the game.

Giovarco1 votes

As an Urgot player, I appreciate threads like this, but we need just to resign ourself because Yorick, Urgot and so on have no priority in the rework list. Let's wait and hope other two years.

Ðelofasht1 votes

Well, they say that a well thought out respectful thread has more bearing and influence than angry words and fix it now. In some ways this is a way of testing that out. If there were enough of these kinds of threads perhaps they would look at least. Thing is the design space for a gravedigger is so big, and doesnt have to be fully reliant on his shovel. Likewise I had a list of ideas for Urgot mostly with just providing more interesting says to use his abilities and such while keeping them close to how they currently are so the play style could remain somewhat the same. There is something fun about bombarding the enemy with canisters of toxic kegs and shooting sawbladss at them.

Ðelofasht1 votes

Just adding another possible kit idea that sprung to mind while I was sleeping, utilizing and expanding on some of the ideas in my previous kit suggestion.

Passive - Yorick's ghouls gain 35% of his AD and 35% of his health. Yorick takes 5% less damage for each ghoul or Revenant he controls.

Q - 10/9.5/9/8.5/8s CD, Charged skillshot that throws his shovel (and if fully charged his lantern attached to it) to a given location. It has a minimum range of 300 and a maximum of 525, charges up to 1 second which gives max range, area vision, and a little bit of damage 20 (+1/2/3/4/5% Max Health). Yorick may reactivate the ability to have a spectral ghoul escort his body and soul through the land of the dead to his shovel. His next auto attack deals increased damage (+1.0 AD if yielding shovel, +0.5 AD if yorick hasn't reactivated the ability to regain his shovel) and unleashes the spectral ghoul which just like the current one but provides the aura to all nearby friendlies. The shovel remains in it's starting place until the ability is reactivated or he's moved too far away (1000 range).

W - 15/14/13/12/11s CD, Summons a Decaying Ghoul at target location that slows nearby enemies dealing Magic Damage, slow aura on enemies. May be recast while the ghoul is up to pull enemies near the Decaying Ghoul towards it. (very minimal pull, just enough to give that half step of running space)

E - 14/13/12/11/10s CD, Yorick cleaves the area around him dealing AoE magic damage (+3/4/5/6/7% Max health), healing for 10/15/20/25/30% of the damage dealt, and summoning a Ravenous Ghoul that heals nearby allies equal to the damage it deals. (gains increased range if yielding his shovel) Yorick may reactive the ability to detonate the ghoul doing minor AOE magic damage (+.6/.7/.8/.9/1 Bonus AD) and healing himself and nearby allies for 20% of the damage dealt.

R - 110/100/90s CD, Summons a Revenant of the chosen Ally that lasts for 10 seconds and has 45/60/75% of the targets AD and procs any on hit effects they have. If YORICK dies during the time the Revenant is up HE takes control of it instead and gains the abilities the chosen ally, also increases the duration of the ghoul to a full 10 seconds from the time of Yorick's death. The Revenant provides Yorick's passive to all nearby allies.

This kit has all the makings of some fun with awesome wall jumping capability, counter play opportunities, a decent skill cap, 2 skill shots. So many nuances that are possible. If he attaches the lantern to his shovel he gains vision of the area, requires full charge, otherwise it could be a blind leap into a trap, yet it could be used to set up some awesome defensive plays, or ways to just poke and return to his shovel. The Ult both feels powerful and provides some use beyond the grave for Yorick, while also not putting the power of the "resurrection" in the hands of someone who might not know how to use it while also requiring the Yorick player to be skilled enough to use it as well. The new healing requires a bit of putting himself in the thick of it while scaling off his health encouraging build diversity and yet still being helpful to a more damage dealing build as well since it will still do some decent damage but can be mitigated by magic resist somewhat and less useful if not in a pack of enemies.

Ghouls retain the same basic stats they currently do (just their effects changed). The CDs are increased across the board to provide stronger counterplay opportunities in the laning phase and moments of weakness in teamfights later in the game. The aura bonuses allow him to be played in a greater variety of roles with a much more noticeable impact in teamfights and skirmish scenarios. The reason for the stronger damage on some of his kit is because the cooldowns other than his Ult are roughly 50% longer than they currently are, he will suffer from not being able to do well if he doesn't land some of his skills or plays badly. His utility with this kit his much higher and survivability to ganks is improved as his weaknesses to lane opponents should be higher.

Maybe Riot will give this one a thought.

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