Trying my hand at reworking Yorick

Thy Duck·9/28/2015, 9:20:22 PM·1 votes·627 views

Give me your thoughts ya %%%%s

ZenontheStoic said "Some of our best and brightest designers have tried their hand at Yorick." and I kind of want to try my hand at designing a Yorick rework that still keeps in touch of the "Raises army of the undead" feature.

Aiming towards a top lane bruiser/tank.

Abilities

Passive: Pact of the Dead: Every 2nd lane minion near Yorick that dies will be revived with 50% of it's health and deal 10% more damage. Minions are not revive if killed by tower. Revived minions only have half the gold award of a normal minion. Unholy Covenant: Yorick takes 5% less damage. Every unit owned by Yorick grants him 2% more damage to his basic attacks and Mark of the Dead

Q: Mark of the Dead: Yorick Marks an enemy champion, making all units that Yorick controls to prioritize it. Yorick's basic attacks towards the target will deal 60/80/90/110/130 + 20% AD bonus magic damage, and any unit owned by Yorick will do half that. (10 second cooldown, 70 mana)

W: Raise Ghoul: Raises a ghoul at target location. This ghoul has 20/26/32/38/44% of Yoricks stats and attacks nearby enemy units. Health decays by 28%(10.7 seconds)/25%(12 seconds)/22%(13.6 seconds) every 3 seconds. (16/12/8 second cooldown, 40/50/55 mana)

E: Death Rally: Passive: Every 4/4/3/3/2 basic attacks will gives all of Yorick's units next two basic attacks 40/60/80/100/120 + 20% AD bonus magic damage.

R: Raise Dead: Yorick will mark a target ally champion for 10/13/16 seconds. If they die they are reanimated for 8/10/12 seconds

Stats

Health: 563.8 (+85 per level) Mana: 313.8 (+35 per level) Attack Damage: 59.58 (+3.5 per level) Attack Speed: 0.645 (+3.5% per level) Movement Speed: 350 Health Regen: 8.175 (+0.7 per level) Mana Regen: 7.755 (+0.45 per level) Armor: 28.048 (+3.8 per level) Magic Resist: 32.1 (+1.25 per level)

Logic Behind Yorick's Abilities

I tried to make a set of abilities that would go what Yorick currently is, to raise an army of the undead. I also tried to keep him as close to what he is currently in the meta, as a top lane bruiser/tank, and with strong snowballing power.

Passive - His passive currently could be the strongest snowball ability in the game, as it revives every second minion that dies in lane. This could also be bad, as if you're under tower most of game the opposing laner could have an extra three cs per wave, even if that minion is worth half of a normal minion.

Unholy Covenant is borrowed from his last passive. I reduced the % damage gain so his Q doesn't become a massive burst, but because there are more ways to get units to benefit from this passive it is still possible to have a bursty Q.

Q - I made this ability so that Yorick players could have some sort of control over what his minions attack. This ability benefits both in lane and in team fights. In lane Yorick can use this to bully the opposing laner, and in team fights he can use it to prioritize high damage targets. Because of his passive this ability can do massive amounts of damage, given that he has plenty of units that he owns around him.

W - This is a needed ability. Without an ability like this Yorick wouldn't be Yorick. I made this ability so that Ghouls can stay around for quite a bit of time, but not forever. The massive % scaling also helps the enemy early game, as the ghouls won't be as effective until later. (Level one ghoul would have around 78 health, while level three would have 468)

E - This is to urge Yorick players to play as a bruiser, and to be urged to go face first into a team fight instead of standing back and casting spells.

R - Keeping another ability that keeps Yorick Yorick. Slightly changed, and a slightly longer reanimation.

I think I did good, but I'm not sure. If there are any problems you guys see with this feel free to let me know. I want to get some Rito attention.

1 Comments

coomer udyr9/29/2015, 1:10:04 AM1 votes