Juggernaut Yorick (rework)

Kaeblen··3 votes·989 views

**Slow reworks allow for lots of player input, right?? **So here are some general thoughts I've gotten together, as well as an almost complete kit. I'd LOVE your feedback.


I like the idea of Yorick as a gravedigger who's spending the eternity by simply digging and not letting the dead to climb out without his permission. This idea essentially pits Yorick as a quasi-antagonist against all other undead champions.

“ghouls are simply tools to Yorick, not buddies, and I think that is a good thing.” “They can still be buddies. They're just reckless, abusive buddies who don't care what happens since they're all undead.” –discussion with Xelnath--

In terms of class we do think juggernaut would be a good fit. Given his minion summoning theme the direction we're most likely to go is a juggernaut with strong pushing power --Meddler--

And Now the Full Kit

Passive – Denied the Grave Once every 30 seconds Yorick will capture the Soul of a nearby deceased minion, converting it into a spectral ghoul. All ghouls have 200 + 10/level hit ppoints (+5% yoricks bonus hp), and attack damage equal to 10% of Yorick's total attack damage. Spectral ghouls follow Yorick at a max leash range of 300 (they disengage and return to him if beyond that range), and are untargetable. > Yorick may have a total of 3/4/5/6 ghouls at any given time.

  • Design Philosophy: one of the major complaints designers have made about Yorick is the “illusion of counterplay”. This model for ghouls removes that illusion. At a basic level, these ghouls will act similarly to an AOE aura, but are made somewhat more interactive by the use of later abilities. Though the ghouls initially are untargetable, the fact that later abilities make them targetable necessitates a uniform max hp for all ghouls.

Q – Mortal Wound Yorick's next basic attack is empowered, causing the target to bleed for an additional 15/20/25/30/35 (+15% bonus AD) physical damage per second, for 2 seconds. Allied attacks during this time will refresh the duration with each hit, up to a maximum of 5 seconds.

  • Design Philosophy: Yorick needed at least one ability which was not tied to his ghouls. I considered a cone-aoe, skill shot, minion projectile, and aa modifiers. This one seemed to fit best. As a secondary consideration, I wanted an effect that would encourage Yorick toward teamwork, so I exchanged the bonus damage normal to this type of power for a damage-over-time effect which resets off of allied damage, rather than Yorick's own.

W - Toggle On/Off Off – lane minions attacked by ghouls will suffer fear for 1second. A minion may only be effected by this power once every 5 seconds. On – All of Yoricks ghouls become target-able Pestilent Ghouls. They intercept skill shots and other non-ultimate projectiles which would pass through them. Additionally, pestilent ghouls gain a shield which regenerates from 0 to a maximum of 10/20/30/40/50 (+3% of yorick's bonus hp) over 3 seconds. > Cost: 50 mana plus 10 mana per second

  • Design Philosophy: I wanted a strong defensive power that could work well either for Yorick alone, or for himself and his allies. Essentially, he is directly trading his offensive power (both in mana and as ghouls die) in order to defend himself, or his allies.

E - Yoricks nearest 2 ghouls nearest to the target point become Ravenous Ghouls, each charging in a straight line (short range 2-400) to the target point, dealing 30/40/50/60/70 (+45% max AD) physical damage to any targets they pass through. Ravenous Ghouls are leashed to the point they were ordered to attack to (or the unit they were ordered to target), rather than to Yorick. After they have lived 6 seconds, Ravenous Ghouls gain bonus attack speed equal to 30/40/50/60/70/%. After they have lived 12 seconds, they die, regardless of their current health.

Yorick may instead choose to self target this ability, drawing in all Ravenous Ghouls, regardless of range. Once the ghouls reach him they will be destroyed, dealing 20/40/60/80/100 (50%total AD) per ghoul destroyed physical damage to all enemies within a short range around Yorick. (short cooldown; ammo limit = ghouls)

  • Design Philosophy: This is the major ability that let's Yorick command his ghouls. It lets him place his ghouls in pairs in any areas he chooses, thereby zoning his enemies. Because of the short cooldown, he can re-order his troops quickly, or even send ALL his ghouls to rush to one area or attack one target. The trade off, of course, is that the ghouls become limited duration—12 seconds really isn't that short a time, but waiting 30 seconds per ghoul to be re-spawned via his passive should be enough to discourage excessive spamming

R – I Have No Idea of the 4 current “juggernauts” all 4 have ultimate abilities which are single target attacks intended as killing blows against champions. I'm not sure if I like that theme or not, but as a design point it has me stumped. Please post below, any Ultimate abilities you think would work well with this build for Yorick's Rework.

8 Comments

Betoldia Prime1 votes

Based on what you have made till now (which i find to be wonderfull because its actually a Yorick keeps his ghouls change) i would make the ult to follow the same path... something like: IDEA #1 Gravepact: Yoric summons the max ammount of ghouls in an area around him for 6/8/10 seconds. Ghouls attack random targets (Champion Priority) during that time. Yorick heals for 30%( +50% AD) (Half of that for minions) of the damage done by the ghouls. At the end of the Ability or after reactivation (4 sec Cooldown) All remaining ghouls explode and deal damage based on how much health they have TAKEN.

  • Ghouls cant be controled during ult. E ability wont affect them.
  • the are targeatable even is W is not activated.
  • The exploding Ghouls stack with 50% damage after the first. (If they hit the same champ more than once)
  • If the ghouls manage to kill the target, they will go to the nearest one that ALREADY has a ghoul. ( if a ghould kills a minion, it wil go to the neares target with a ghoul, and if they kill that target, BOTH will go to the next one and so on...)

IDEA #2 (No name yet):(GLOBAL) Passive: Yorick collects souls whenever he kill or assists in the kill of an enemy champion/ Dragon/ Baron.These souls DON"T become Ghouls Active Yorick summons a ghoul for every champion that he has vision off. And the ghouls will stick to them for 5/10/20 Sec. if an ally dies during this time, they are revived with 50/60/70%(+2% more for every Soul collected) of their health. If an oponnent dies during this time, Yorick collects their soul. These are the only 2 that come to my head based on Current, and reworked Abilities. Choose one or ask for more. But the rework looks awesome.

Kaeblen1 votes

So, for Idea # 1, you're basically going for a masse Baneling spawn?

I don't think Idea # 2 is so great though. Global range; summon 1 ghoul to attack each enemy champion? The idea of giving him a global range summoning ability is interesting, but I see a lot of potential problems. can you explain a bit more what you intended?

(I'd also love to hear more ideas)

Betoldia Prime1 votes

I might have writen it wrong, but its like A karthus Yorick ult combination. On each ALLY that has a Ghoul, if that ally dies, they are revived. otherwise is a DoT karthus ult on the enemies. BUT only on those that he can SEE. by Ward, Champ, Trap or minion, any enemy that he sees get hit by it. and the ult only does damage during the time its active. the damge doesnt go up, the amount of times it hits does (we might have to work on that). Allies ALWAYS get a ghoul, but only the enemies you see get theirs This ult also includes yorick, he gets a ghoul for himslef as well. As for more ideas, i have a skype if you want to talk through there or you could just add me in game.

Ralanr1 votes

Part of me thinks that W being able to intercept skill shots might be a bit too powerful, though I think minions can do that already.

As for his ult, what about a slow of some sorts? Yorick in this form doesn't seem to have a way to keep his opponents close to him, so maybe an AoE slow that can only be activated by sacrificing a ghoul that's nearby an enemy?

Or maybe an ability that makes him immobile for a limited time and gives you more direct control over the ghouls?

Kaeblen1 votes

For the ult, the best I've come up with is as follows. It actually follows pretty close to your suggestion:

R - Grasp of Death (Channel Power) after a brief delay, Undead hands spring from the earth in a target area (just smaller than Aviana's ult), rooting all enemy units for 1 second. Once this root occurs, and continuing while Yorick Channels, his Spectral ghouls will move to attack units in the effected area, dealing bonus damage and slowing enemies they strike. Finally, Yorick will spawn additional Spectral Ghouls as he Channels.

The max channel time would be about 8 seconds, during which Yorick would not be able to move or attack. Given the cost (self suppression) I was thinking he might also get direct control of the ghouls during that time.

(Question: would it be better to convert them to Ravenous Ghouls while he channels? and then change surviving ghouls back to spectral after he is finished?)

Mordepool1 votes

It's op. But the design behind it is good.

Kaeblen1 votes

Which parts do you find overpowered? I have my own misgivings, but I need feedback in order to improve it.

Mordepool1 votes

Ultimately: all ghouls spawn and roam seeking allied/ enemy champions. And heal/ harm those they touch

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