Juggernaut Yorick (rework)
**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.