Concept for a Yorick rework

equinox reaper·11/8/2015, 10:08:00 PM·1 votes·536 views

Ok so I have been maining Yorick for a quite some time now and while Yorick is tons of fun so for the past 8 months i've been thinking of one and here it is!

PASSIVE Gravediggers Heirloom: Yorick starts off with a specialized item which can be upgraded into a basically a better ZZ'rot. Heirloom final upgrade price: 3500G 500+ Hp 60+ AD Passive - Unified dead:(aura) Grants 10% Lifesteal to Yorick and all of his ghouls Passive - Legion of the damned:(active) Yorick cracks open the ground making a grave where ghouls can spawn from. Ghouls spawn whenever Yorick kills a minion and push the closest lane and start decaying after they have been alive for 30 seconds. These ghouls have 20% of the stats of whatever yorick killed and can be controlled via War Frenzy (Q) and Feast or Famine (E). There are 3 forms of ghouls that can spawn depend on what yorick has killed(Cd of 90 seconds) Skirmisher: Melee units that spawn from killing small monsters and regular minions Wraiths: Ranged units and spawn from killing ranged minions or monsters Flesh Golem: Melee siege units that spawn from killing large monsters or siege minions (The Grave Shares 35% of Yorick’s HP)

Q: War Frenzy: Passive: Yorick gains a permanent respawning War Ghoul which grants yorick bonus resistances. Once the Ghoul dies yorick loses the bonuses of the Ghoul and Yorick must wait to resurrect him (Respawn timer 35/30/25/20/15 Seconds) (Bonus Resistances 4/8/16/32/36 Armor and Mr) (auto Damage 15/25/35/45/55) (Armor and health scaling is equal to half of yorick's amor, mr, and max hp) Active: Yorick commands his ghouls to cleave the area around them dealing damage (this damage can stack but it is a flat amount) and if the War Ghoul is alive any units killed by the cleave will spawn a small ghoul that follows yorick around for 10 seconds (Max spawn 2/2/4/6/6). (Yorick's cleave damage 80/120/160/200/240 .4% AD) (Ghouls cleave 20/40/60/80/100 +.2%) (Stacking damage per ghoul 10/15/20/25/30) (mana cost 40/40/50/50/50) (CD 5 seconds at all ranks)

W Obelisk of Pestilence: Passive: Yorick gains a permanent respawning Pestilence Ghoul which grants Yorick and all Plague born Ghouls DOT debuff for enemies they auto (Does not stack). This benefit goes away as soon as the Pestilence Ghoul dies. (The Debuff last 3 seconds and deals 5/10/15/20/25 dmg per second) (Ghoul Auto Damage 15/20/25/30/35) (Ghoul HP 150/250/350/450/550) (Ghoul Respawn timer 35/30/25/20/15). Active: Yorick summons an obelisk that deals initial eruption damage to those near the center and deals damage over time as well as slow whoever is inside the 650 Aoe radius of the obelisk. If the Pestilence Ghoul is alive any Non champion units that die within the Obelisk range they will resurrect as a Plague Ghoul that lives for 15 seconds and have 25% of their original stats and will attack whoever Yorick is attacking. (Initial Cast damage 100/130/160/210/240 +0.5 Ap) (Persistent slow amount 10%/15%/20%/25%/30%) (DOT 30/40/50/60/70 +0.3% ap)(All the damage from this spell is magic aside from the ghouls autos)(Mana cost 65/70/70/75/80)(CD 25/20/15/15/15)

E Feast or Famine: Passive: Yorick gains a permanent respawning Famine Ghoul that scales off of Yorick's AD. This Ghoul will target the same champion Yorick is attacking but if he isn't attacking a champion this ghoul will attack the lowest health minion and if he lands the killing blow he will heal yorick for a flat amount. (HP 150/250/350/450/550) (The Ghoul has 15/20/25/45/50%) of Yorick's total AD) (Flat Heal amount 20/30/40/50/60) Active: Yorick picks up the Famine ghoul and lobs him to an area doing AOE damage if he hits a champion the initial damage will heal yorick for 30% of the damage it deals and the ghoul will latch onto that champion and deal damage over time (it stays attached for 4 seconds). While the Famine Ghoul is latched onto the champion they will rip and tear their flesh away sending the scent of blood into the air enraging all ghouls causing them to attack the victim and, Once the Victim drops below a certain ammount of hp they will be stunned for 1.5 seconds and the ghoul will stop and let go then run back to yorick regardless of how much time is left on the effect. ( This ability can be reactivated at any time to recall the Famine Ghoul). If the Famine Ghoul is dead and the ability is cast Yorick will simply throw his corpse instead dealing damage and healing but not latching onto a champion. (Impact damage 150/200/250/300/350 .5% AD) (DOT 20/30/40/50/60 damage per second) (Mana cost 50/60/60/70/70) (CD 12/10/8/8/6)

R - Army of Death: Passive: Yorick gains a permanent Respawning Litch (AKA Death Ghoul) this Litch grants Yorick's ghouls multiple empowerments.(If the Litch dies he sends Army of Death into 25% of the original CD so if its 150 seconds it will go on CD for 37.5 seconds)(Litch HP 1000/1500/2000) (Damage per auto 60/120/160) Minor Ghouls (Ghouls created by all other abilities including the passive item): These Ghouls Last 5/10/15 Seconds longer War Ghoul: This Ghoul absorbs 10/20/30% of all damage Yorick takes Pestilence Ghoul: Now Shreds 5/10/15 Armor Famine Ghoul: Cleave the area around him whenever he autos Active: Yorick targets an area and channels for .5 seconds at the end of the channel Yorick breaks open the ground knocking up all enemies who were caught in the zone when it erupted dealing 250/500/750 damage and from that crack in the ground 15/25/35 short lived ghouls will pour out from the crack. (CD 150/100/70) (Mana cost 100/100/100)

The whole goal of this rework was to turn yorick into a juggernaut that focused on pushing and AOE damage. How he would work in lane: In lane Yorick will typically max E first in order to harass the opponent and then Max Q second for pushing the lane and consistent damage in engagements and E would be saved for when you are engaged on or for when your jungler tries to gank. Team Fighting: Yorick would serve as a total brick wall muscling his way towards the enemy carry by casting his E and W in order to slow down and eventually lock down the carry for his team (Though if he still has all of his ghouls up he should easily be able to kill the carry with ease). Yorick would also be able to initiate with a well timed ultimate sending all enemies into the air and spawning a huge amount for ghouls so that any Q cast would hit a large amount of enemies. Counterplay: If a poke comp is picked you could use your poke to eliminate a few of Yorick's major ghouls leaving him without their bonus effects so after you take down a few ghouls Yorick will be much easier to kill. Teams with a handful of aoe damage will also be able to cut down Yorick's forces without much trouble leaving him without much damage output or utility to support his team. You see the common theme here? Yorick gets A TON of power from his Ghouls so taking them out one by one makes killing him much easier but, if you lack the AOE damage and or poke from your abilities then Yorick will be a nightmare for team as he will be able to be buffed up from having so many ghouls on the field and he will be able to just murder your team by either doing a lot of constant AOE damage or locking down your carry with his E, R, and W. Strengths: Yorick has very strong siege potential with the masses of Ghouls he can spawn with his Passive, Q, R and W pair that up with a ZZ’rot portal and Yorick could murder any turret if given the chance. Yorick would also have incredibly strong team fight potential with the amount of AOE damage he deals.

Ok so that's it really tell me what you all think i really want to hear feedback about this and any constructive criticisms are accepted :D. Another quick note i'm not really good with setting up the stats like gold value and damage ratios, CD’s etc so if these seem all over the place i'm sorry XD please tell me which stats i should adjust please! :D)

0 Comments