Yorik Rework, Digging the Gravedigger from his grave.

Zetra13·6/15/2015, 5:56:48 AM·1 votes·664 views

Let's talk Yorick.Yorick First, to understand why he NEEDS a rework, we need to find out his problems. As He is currently set up, his passive makes you want to dump all of your Ghouls at once to maximize it's effect. This makes having a CD ready risky because he loses damage reduction and auto attack damage. Yet, his Cooldowns also mean he will have no effect for a while after he dumps his ghouls, which is another problem. His passive is what you call a problem area. Dump his ghouls? Have no passive for a while. Don't dump his ghouls? Have a weak passive. This combined with mana problems make him a mess. His Q has amazing scaling which makes it too strong, but then adds a Ghoul that does damage, making it one of the best AA enhancers aside from Nasus (who at least has to try to earn it through farming). His W is a ranged slow that keeps slowing so you deal more damage. It's harass is insane, even for the Ghouls. His E is free Lifesteal for AD builds, which make him have a strong as hell healing potential, with added damage and healing as a lingering effect (thanks again to the Ghoul). His ult is a bit of a mess. While making an ADC clone is very strong, the 10 sec revenge state is a bit hectic. It either does WAY too much or WAY too little. There is no way around that. It can also be killed so they will likely just damage it down again and laugh that you even tried. It's almost a pet ult but almost a zil ult without the use of either. It's not bad in concept, but it is poor in execution. So how do you keep Yorick a melee necromancer WITHOUT being toxic? Well first, we need to see some basic stat changes that would help.

First, Yorick should use mana. A grave Digger never stops so having mana make him stop contradicts his lore and concept. He will still have a Resource, just a very different one. But we will get on with that. We need to rework him to get ride of his Ghouls being there ALL the time, but not to get rid of them. Rework his passive to have more function than more skill dumping= more buff. We need his W to not constantly harrass in lane so hard. Finally, his Ult just needs revamping. So lets get to the skills now.

Passive: Unholy Covenant- Yorick takes 5% less damage for each skill off cooldown. Yorick gains 5% damage from his basic attacks for each skill on Cooldown. Yorick also has the Unholy resource, which gains 2 per AA, 5 when he kills a unit, and 10 when he casts an ability. WHen the resource is filled (100), his next skill will summon a Ghoul, which has 50% of his AD and Health. Ghouls last for 7 seconds before decaying again. This reworked passive answers a LOT of Yorick's problems at once. Starters, Yorick now has as much desire to hold on to his skills as he does dumping them. This makes each choice matter to him, rather than dump ghouls and gain stats. The Resource also fixes his mana issues (which felt so off for his fantasy) and gave him a controlled Ghoul system, which prevents him from dumping 3 ghouls to harass and poke out of lane/farm for him. Basically, it makes Yorick less toxic all around. And this is only the first one! (and the one I'm most proud of tbh)

Q: Omen of War- Yorick empowers his next basic attack to deal bonus damage (lower than current) and to have 200 added range. If he has 100 Unholy, he also raises a fast moving Ghoul who deals additional damage and attacks faster than other Ghouls. While out, the Ghoul gives Yorick .20(?) scaling to his AAs. This gives Yorick a decent poke and execute skill without giving up his AA reset if they are close enough. The Ghoul will also help Yorick if he plans to stay in the fight and deal more AA damage while dealing higher damage to help him out.

W: Omen of Pestilence- Yorick uses a delayed explosion of rotten flesh in the area (think Karth Q delay) to slow down the enemy (scales with points taken into it) and deal mild Magic damage. If he has 100 Unholy, he also summons a Ghoul that does passive damage around it (which scales off half it's AD). When summoned, the Ghoul will give Yorick movement speed based on half of the slows it did to enemy champions, up to 3 champions (example, has x1 effect for one champ, but x 2 if two are hit). This one gives some counter play to his slow without it being lingering and extra annoying. Keeping it as an AP scaling prevents AD yorick from doing stupid stuff with the skill. The Ghoul is the choice for when you want to do area damage while the Summon buff lets him either escape or engage on the enemy with the extra movement speed.

E: Omen of Famine- Yorick uses a simple spell to drain his target's blood, dealing an initial heal to him that scales with AD. At 100 Unholy, Yorick also summons a Ghoul which attacks from afar. The Ghoul gives Yorick +50% bonus Lifesteal while it is out (this is, it boosts his CURRENT lifesteal by 50%. So 20% lifesteal becomes 30%, 15% becomes 22.5%, etc). Allows Yorick to have some healing to aid him in fights without having that oh so stupid ghoul healing, which either did a lot or very little. The Ghoul is best for getting some hits in or having a ranged back up while you go into the fray. The bonus the ghoul gives makes Yorick have increased survival if he has built for the Lifesteal in the first place.

R: Omen of Death= Yorick creates a ghostly clone of an ally, which has a % of it's attack damage (scales with points in it) and takes damage the target would usually take for them (this means all damage is redirected to the clone instead). Yorick also has his next 1/2/3 basic skills act as if they have 100 Unholy, thus summoning their respective Ghouls. This gives Yorick's Ult it's defined identity. The clone will deal a lot of damage if kept alive but will protect it's origination at all costs, dying before the target ever will. This also means that, whiel you may just attack the player, you will have to pretty much kill them twice to actually get a kill (if ot modified by Zill ult, GA, etc), allowing it to become a hard choice to engage or leave them alone. The buff to his next few Ghouls also allow him to scale into late game, giving a needed boost in power for those team fights.

What do you all think? Any area that sounds ineffective or plain bad? Does this withhold his current playstyle to a healthy degree? Please tell me in the comments below.Yorick

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