My idea for a potential Yorick kit

Demonwolf·9/25/2015, 6:31:24 PM·1 votes·560 views

I think that Yorick as he is plays pretty clunky and is pretty sluggish in most situations, which is probably why everybody is asking for a rework. As somebody that used to play Yorick back in season 2/3, I liked his overall concept and I think that if he were to be reworked, it should maintain a feeling of a relatively sluggish, but overall pretty powerful juggernaut. Since he works with the concept of death and ghouls, I also believe he could fit the idea of a steamroller of sorts. As always since I'm just tossing ideas out, feel free to critique what wouldn't work and what should change and how you yourself would envision a Yorick change.

  • Passive Whenever Yorick kills an enemy minion, it converts the minion to a zombie minion that pushes the wave as a normal allied minion would. This could prove annoying earlygame however since it would push the wave uncontrollably. But midgame-lategame it could prove pretty nasty. Additionally the minions would decay for... 30/32/34/36/40/.../76 per second. The minions would have reduced attackspeed and also significantly reduced gold per kill. Might be able to replace the health decay on minions with a reduced health amount instead.

Edit: Instead of individual cooldowns, Q/W/E would together have a shared cooldown, each time you level up any of the skills they'd decrease the cooldown by a bit, and they would stack up to 3-4 times(think vel'koz W stacking and zyra seed stacking) (max:3 ghouls, kills the first cast ghoul if you cast a 4th when there are already 3) I'm thinking 20/19/18/..../3 for cooldown. give or take a second.

  • Q Offense (Trying to keep him similar to how he is now in regards to summoning ghouls and such, I'm going to try to keep the essence of these mostly the same, but with the alteration that ghouls no longer decay and you can direct them to move with normal pet commands)(I also believe that you should be able to have multiples of each type of ghoul, up to a max of 3 ghouls.) (Ghouls scale with your health) cooldown: 5/4/3/2/1 passive: for each Q ghoul summoned yorick and his ghouls gain 3/6/9/12/15 AD and 3/6/9/12/15% attackspeed Q Ghouls share a portion of your ad and attackspeed as a bonus to their own. on cast: Option 1: causes your next auto attack to become a ranged attack of 475 units, the next auto attack spawns a ghoul. option2: spawns a ghoul at point blank, next hit reduces target's armor by 15% for two seconds. reset's auto attack.

  • W Defense cooldown: 5/4/3/2/1 passive: for each W ghoul summoned yorick and his ghouls gain 5/10/15/20/25 armor and mr W Ghouls scale twice as well with yoricks hp and share a portion of yorick's defenses. W ghouls heal 1% max hp(? perhaps scaling off of yorick's hp but being otherwise flat?) on hit to yorick and surrounding allies/ghouls. on cast: spawns a ghoul at any point in a small radius (200ish) around yourself, grants 60/80/100/120/140% lifesteal for the next hit, useful for blocking skillshots.

  • E Utility cooldown 5/4/3/2/1 passive: for each E ghoul summoned yorick and nearby ghouls gain 10/15/20/25/30 movespeed and 8/9/10/11/12% tenacity E ghouls have more movement speed than yorick, scaling 115% with his movement speed, and are immune to cc. they slow their target on attack that increase in power the more stacks they apply to the target. up to a max of 70%? on cast: launches the ghoul at target location where it would then home in on the nearest unit applying two stacks onto the target in a very small aoe and then becomes controllable as normal.

  • R cooldown: 150/125/100 would effectively remain the same as is, but instead of casting it on a living ally, would be cast on a dead ally, or yourself after you have died. Would last until your target respawns, or until they die again.
    Would have a generous range of 800/1300/1800 Unsure if bonus stats would be applicable.

All ghouls would passively gain stats as you level up, but they would be approximately as strong as a cannon minion in terms of power most likely. The reason for the low cooldowns isn't intended to abuse the on cast abilities, but instead to change the composistion of your ghouls midfight or to adapt to the situation while simultaneously providing more of a way to stay relevent in lategame fights.

Offer opinions and feel free to voice suggestions on what sounds too strong and what sounds too weak and what sounds boring etc. I'm not aiming for the most accurate numbers, just trying to push the concept.

4 Comments

Demonwolf10/4/2015, 8:36:29 PM1 votes

Kind of disappointed that basically not a single living soul even so much as glanced at this and offered any discussion whatsoever. Was hoping to at least open up a small conversation...

Demonwolf10/4/2015, 8:46:25 PM1 votes

Alternatively if they were to completely redo his kit I'd keep this version of ult and this passive.

       I'd change his Q to something with moderate range.  You'd click on a spot anywhere and after a second a ghoul would crawl out of the ground and jump towards (or run at) the nearest unit or champion and start strangling them, ministunning (.1-.2 second every .5 seconds perhaps?) multiple times and dealing moderate damage over the duration. up to 3.5 seconds.

      Perhaps move his passive to his E in the form of a toggle ability when toggled on, but with improved results at higher levels, with the highest level offering exact copies of the minions (or almost exact replicas) costing about... 10-20 mana per minion perhaps. Toggled off would heal you per minion killed, perhaps another effect on top of this.     
         **Another option could be:**    your E charges power up to a capped amount(dependent on level) whenever you kill a minion, and when activated would cause the next minion you kill to turn into an abomination with power respective to how many 'corpses' you collected up until that point. At max level and charge creating something almost as powerful as a dead inhibitor enhanced siege minion.  in this version perhaps the minion could be under your control.  The number of charges stored increase as level increases, but effect stays constant in relation to the power of minions at the time. Max charge for the uber minion could be 12, a noticably weak minion could be made with one charge.    another version could just make a minion at will according to charge number without needing to kill a minion to activate it.

I'll edit this post later to add the other two skills as I see fit, I'm just going to use this post as an idea dump until somebody bothers to read this as of now.

Demonwolf10/5/2015, 8:38:10 PM1 votes

Perhaps the ult could not only revive an ally/yourself, but could also explode an enemy corpse as well for massive damage. Or reanimate them briefly as they go berserk on the nearest enemy/monster