Yorick needs a tune up and more power for himself instead of his ghouls.

DragonShea··3 votes·424 views

Hi all, as a yorick main for a year now, I love really fallen in love with his gameplay, he got ghouls, his maiden and his ability to chuck them at his enemies while being a beast at pushing lanes, but after some time while also getting to play some other juggs, I realised something. Yorick unlike other juggs can't do be-in-your-face-fighting(or face-fighting for short). Also, because his uber power lies with his ghouls, jumping him is a lot more viable than someone like Darius or Illaoi because they can flip a gank around if it's done poorly and the player is skilled with them. As a jugg it ruins his playstyle as one because a juggernaut is meant to be ready to dole out the pain and when they have their power spike, you get the fuck away or you will die.

So what Yorick needs is a shift in power, like Urgot his power budget is invested in his passive, but unlike Urgot it doesn't work out as well with Yorick because his relies on minions to set up while Urgot is gated by CD and thus not on hand. Also Yorick has little control over what is a large part of his damage, meaning he is useless without ghouls and his window of power is his only opportunity to make use of his power, after that he is borderline irrelevant again. Which means Yorick needs a buff to his own power while his pets lose some damage in exchange for being a bit more tanky.

First of all, Yorick's Q and E needs to be buffed, his Q should heal him for up to 5-15% of his missing HP and deal a percentage of the targets Max HP which is converted into True damage based on their missing HP, and his E needs to become more useful instead it being a weak poke. Mourning Mist should now allow Yorick's attacks AA to deal DoT damage and grant him slow resist and Tenacity for the duration of the MS buff. That way Yorick now has a proper semi engage for himself if he lands it, giving him a smaller hour of power. Next up His Ghouls and maiden need have lower damage but in exchange become tougher to kill as they should now gain a percentage of Yorick's armor and MR.

List of changes:

  1. Q should heal for Missing HP and deal 4/4.5/5/5.5/6 of the targets Max Hp as physical damage, which a percentage is converted into true damage from 0% at full health to 100% at 10% hp or less. In addition it now marks his target, causing all his ghouls to now leap to the target as if they were hit by mourning mists.

  2. E now causes Yorick's basic attacks to deals 25/26.25/27.5/28.75/30% (Up to 75 to 90% AD damage) of Yorick's Total AD as physical damage 3 times over 1.5 second(3 ticks), grant him Slow resist and Tenacity by 5/10/15/20/25% per rank

  3. Ghouls now deal 2 to 80 damage (based on Level) and gain 10% Max HP and now gain 10/20/40% of Yorick's armor and magic resist from 2 to 100 damage and gaining 15 Max HP. And gain 20/22.5/25% (at level 1/7/13) of Yorick's max AD down from 30%.

  4. Maiden Now gains 40% total AD, gains 45/60/75% of Yorick's armor and magic resist, gains 20% of Yorick's Max HP and has 700/1400/3500 Base HP From 50% of yorick total AD, 30% of Max HP and 750/1500/4000 base HP.

  5. W should now ground any target within the wall, meaning that you should avoid it doing it's wind up not when you are inside it.

  6. To Prevent Yorick from becoming too strong in the early game, he should have 52.75 + 5.25 AD per LV.

All of these changes will allow Yorick to better farm and duel with his target and make him stronger by himself while also turning his ghouls from glass cannons into semi-durable pests in the last game that also are more controllable as Yorick can only command them with his E and that is unreliable do to it's travel time. The drawback is that Ghouls will deal less damage in the early game but will become more viable in the late game instead of them dying so fast making them a source of sustained damage. The E changes I suggested were to help give Yorick the means to go in and get into fights, While it's gonna hurt if yorick lands his Q, it's gonna become a nightmare to deal with him when he lands his E as it will become hard to get rid of Yorick when he walks up to give people the shovel. Yorick only has one proper damage ability and and unlike Garen and Darius, their spin is their bread and butter while they too have a AA reset that deals 140% total AD, (Garen's Q and Darius's W) So Yorick should also have to damaging abilities he can use in tandem so he can fight better in the middle of a teamfight.

Also Because Annie and Ivern's ult pet's have armor 30/50/70 and 50/70/90+ 5% AP respectively. They are far tougher than Yorick's which makes it harder to them to kill compared to Yorick's maiden, and since Yorick prefers cycled damage (a mix of sustained and burst damage) having the maiden being more durable at the expense of a bit of damage would be justified as his maiden needs to last.

Peace out.

2 Comments

MarvelOtter1 votes

yorick is about where he should be. he has really good stats throughout the game( id personally like his w to be a bit different) but hes a lane pusher with one of the strongest ults in the game imo. also, you want maiden to last longer- you build health. no other pet gets health like maiden. im not a huge fan of flat healing on his q either tbh, but it works well enough. if you want yorick to fight, his ad scaling and an all in with his ult will wreck an opponent, but his split push gets weaker.

yorick relies on his ghouls to fight, because when he does fight with them hes strong af. if hes strong with or without them then he ends up very op when theyre active. get better with ghoul timings if you want to be better at yorick. landing a q while your opponent is tower diving can mess up their gank. you just have to plan ahead.

Ðelofasht1 votes

First, I agree with redistribution of his power slightly, however the place where you want to put his power is not where I would like it honestly. Yorick relies on his ghouls, which is by design, it's his passive. His kit should have more redundancies rather than just more power in healing or damage from him directly. By this I mean the following:

More ways to generate graves outside of just Q, I always suggest graves generation from his W after a 4 second delay (1/1/2/2/3 by rank) A very small amount of healing (1-5% by rank in Q) from damage done by ghouls (to themselves and Yorick) Yorick's Q marks targets, nearby Mistwalkers jump to that target doing damage on landing (is an auto attack reset for the walkers) Mistwalkers changed to have Zyra or Heimer plant health systems (1 hit early, 2 hits mid game, 3 hits late game) to kill Ultimate no longer summons Mistwalkers with Maiden (Maiden can still generate them by killing things) Maiden % health damage lowered 2/3/4% (by rank), but 2 second delay between procs removed

These changes create reliability in his kit, allowing him to summon walkers more consistently throughout laning and late game, the impact of which is more than just one hit and gone (amplified by their self healing capabilities), and is prepared for a world where faster auto attacking because of the new Runes system will most impact a large portion of the roster that already hurts Yorick (Marksmen, Duelists).

This is how I would ask them to change Yorick, and is a consolidated list because honestly they could change only the W graves generation and remove walkers on Maiden summon and that really be enough for me. I just want to have consistent power spikes on demand without relying on the long CD ultimate. Then being able to treat Maiden as a split push / steroid tool instead of an emergency walker generation tool would feel much better overall.

More from Gameplay

More by DragonShea