Yorick Pre-Rework Big Change

Meep Man··4 votes·988 views

Yorick is currently at a stage to where he can't really be played all that much since he has been balanced to be slightly UP due to his current... status in health. However, similar to what Riot is doing to Urgot right now, I think we could make some both thematic and gameplay beneficial changes to Yorick right now that could make him as much of a Necromancer as he can be to make it to where Yorick isn't just waiting to be reworked before any changes come his way. So how do we do this? I came up with this in my head. Instead of Yorick's abilities increasing in damage as they are leveled, why don't we just increase the amount of ghouls spawned per spell?


PASSIVE- Unholy Covenant Ghoul Health- 35% of Yorick's health -> 12.5% (plus 2.5% per ult rank) of Yorick's health Ghoul Attack Damage- 35% of Yorick's attack damage -> 10% (+3% per ult rank) of Yorick's attack damage Ghoul Duration- 5 seconds -> 5 seconds (+1 second per ult rank) % Damage Reduction/Damage Amp per Ghoul- 5% -> 2.5% Max Amount of % Reduction/Amp- 20% (unchanged) Increased the "click box" for Yorick's ghouls very slightly

This change is to both balance the ghouls to the new Ghoul Army instead of Ghoul Trio feel of his kit and make it to where his ghouls last longer so they don't feel as limited right now.

Omen of War Basic Attack Bonus Damage- 30/60/90/120/150 (+20% AD) -> 40 (+20% AD) Ghoul Bonus AD- 8/16/24/32/40 -> 1/4/7/10/13 Number of Ghouls Spawned- 1 -> 1/2/3/4/5 NEW EFFECT: War- All of the ghouls will not spawn at once during the attack, instead spawning in 1 second intervals at Yorick over the movement speed duration Yorick Movement Speed Duration- Ghoul Duration -> 5 seconds Mana Cost- 40 mana -> 30/35/40/45/50 mana Cool Down- 9/8/7/6/5 seconds -> 8/7.5/7/6.5/6 seconds

The reason I chose that not all off the ghouls spawning at one time for this is that it could cause some insane unit blocking for the attacked target with all the ghouls, so instead Yorick has to stay with the target with the movement speed boost to get the full effect of this.

Omen of Pestilence Magic Damage- 60/95/130/165/200 (+100% AP) -> 50 (+25% AP) NEW EFFECT: Point of Origin- All of the ghouls spawned by this spell will spawn in 0.5 second intervals from the point that the first ghoul was created, the ghouls crawling out of the ground. The slow and damage effect will occur every time a new ghoul spawns at the location Number of Ghouls Spawned- 1 -> 1/2/3/4/5 Slow- 20/25/30/35/40% -> 15/17.5/20/22.5/25% Slow Duration- 1.5 seconds -> 1 second Mana Cost- 55/60/65/70/75 mana -> 60/65/70/75/80 mana Cool Down- 12 seconds -> 15/14/13/12/11 seconds NEW EFFECT: Increasing Decease- The slow aura of multiple ghouls will stack, slowing for up to 12.5/25/37.5/50/62.5% if all ghouls' auras are applying to one target

Another delayed ghoul spawn, this one changes this spell to more of a huge CC area denial rather than burst CC poke. This would help Yorick's ghoul be worse at what it's currently very annoying for (Top Lane instant poke) and more for zoning.

Omen of Famine Initial Damage- Magic Damage -> Physical Damage Magic DamagePhysical Damage- 55/85/115/145/175 (+100% bonus AD) -> 50 (+50% bonus AD) NEW EFFECT: Growing Hunger- Omens of Famine have 25/20/15/10/5% reduced movement speed from the other ghouls, but their basic attacks against enemy champions will spawn two more Omens of Famine that have half the duration of the Omen of Famine that spawned them from a basic attack (To simplify this, say an Omen of Famine basic attacks an enemy champion and this Omen of Famine lasts for 8 seconds. The two Omens of Famine spawned will last for 4 seconds. If they basic attack an enemy champion, they will together spawn 4 Omens of Famine that last for 2 seconds. Then 1 second and then 0.5 seconds and so on) Mana Cost- 55/60/65/70/75 mana -> 50/60/70/80/90 mana Cool Down- 10/9/8/7/6 seconds -> 14/13.5/13/12.5/12 seconds Heal Amount- 17.5% AD (35% on champions) -> 4% AD (8% AD on champions) Initial Heal on Cast- 40% of damage dealt -> 65% of damage dealt Range- 550 -> 500

This is a HUGE change for Omen of Famine, hopefully removing the really annoying part of it (LOOK AT MY SUSTAIN!) while not COMPLETELY removing it's purpose. It will still give Yorick sustain in lane, but the decreased range, increased cool down, increased mana cost, and decreased heal on ghoul attack should help move this more towards Sustained Team Fight Healing from Laning Phase Instant Win. The conversion of the initial damage to physical damage from magic damage should also make this a little bit easier to build against. HOWEVER, the amount of ghouls spawned by this spell will certainly create an absolute WALL of ghouls to block spells and deal a decent bit of sustained damage, especially since ghouls spawned by ghouls by this spell DON'T have reduced health or damage, just duration (making it impossible for an infinite ghoul army).

Omen Of Death UNCHANGED EXCEPT TOOL TIP NOW INCLUDES: Passive: Ghouls spawned by Yorick now have 15/17.5/20% of Yorick's health, 13/16/19% of Yorick's attack damage, and last for 6/7/8 seconds. (This is to reflect the above changes to Yorick's passive)


Thoughts on these changes to tide Yorick over to his relaunch? I think it would temporarily make Yorick much funner to play as and against, since we are essentially reducing what makes him annoying (super sustain and poke) and increasing what makes him fun (ghouls).

5 Comments

Frigid Ice Storm1 votes

Now I'm no Yorick player, but I liked that the passive scales on ult rank, this will help him scale into the late game and maybe make it more rewarding for Yorick players as the game goes on, instead of falling off.

I like your concept ^.^

Meep Man1 votes

Thank you very much! I feel like Riot needs to do more "Mini reworks" for champions who need a rework, yet won't be getting one soon due to schedule. This is similar to Urgot's current ultimate change, giving him a better identity (Initation Marksman/Fighter) rather than his old unhealthy identity (Spam AD Mage).

CrimsonCobra31 votes

I really like this concept. Of course I'm no Yorick player (who is?) but I have often thought that he should spawn more ghouls/keep them longer so it feels more like an 'undead apocalypse' instead of a weird minion/pet thing.

As a note, this is really more a complete revamp than a 'to tide you over' deal. But I like it.

~CrimsonCobra3

Jalkan1 votes

wtf you want to nerf Yorick's early game? He's already going to be weak until the rework, don't ruin it for people who like to play him right now.

Meep Man1 votes

Yorick's early game is the only thing strong about him right now and this will also increase his late game power.

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