Yorick Gameplay Rework
NOTE: I am aware the tool tips a pretty long. However, so that I could convey as much exact detail as possible, they are very long. In-game they would be much shorter since ranges and exact details for spells aren't usually told.
https://cdn.leagueoflegends.com/apollo/content/lists-of-legends/champion-teasers/yorickteaser.jpg
This comic made by Riot before Yorick's release perfectly symbolizes what Yorick should have been (ironically). Wherever Yorick goes, ghouls should rise from the ground to attack all who go against the Shadow Isles. So, Im taking a shot at Yorick by throwing out my idea of a Yorick rework.
Passive- Gravelord of the Shadow Isles Innate: Yorick regains 5 (+1 per level) health and 1.5 (+0.5 per level) mana whenever one of his ghouls kills an enemy unit. If he kills an enemy unit, all of his ghouls will regain 3/4/5/6/7% of their max health. Levels- 1/5/9/13/17
This is how I will be keeping a little bit of what Yorick was pre-rework for those that play him now (hello 5 people). If Yorick's ghouls can kill enough minions and such, then he can sustain himself in lane.
Ability 1- Tombstone Passive: Yorick's basic attacks will sap the life from his enemies while he is within 1250/1500/1750/2000/2250 units of a Tombstone, causing those Tombstones to have their internal cool downs of creating ghouls reduced by 1.1/1.2/1.3/1.4/1.5 seconds. Basic attacks against enemy champions and structures will also deal 4 (+1 per level) (+10/12.5/15/17.5/20% bonus AD) bonus magic damage while Yorick is near a Tombstone. Active: Yorick digs and creates a Tombstone at the target location that lasts for 60/75/90/105/Indefinite seconds. Whenever an enemy minion dies within 1000/1250/1750/2500/3500 units of a Tombstone, a ghoul will rise from the the Tombstone with 40/45/50/55/60% (+1% per 35 bonus AD) of the minion's health and 100/120/140/160/180% (+6% per 35 bonus AD) of the minion's attack damage. The ghoul also has an extra 3/10/17/24/31 armor and magic resist and have bonus movement speed equal to the bonuses that Yorick's items provide. All other stats are equivalent to the dead minion's stats that the ghoul was created from. All ghouls spawned this way have 100 attack range and are considered melee. Once a ghoul has risen from the Tombstone, the ghoul will either march down the nearest lane or travel to Yorick, if he is within 1250 units of the Tombstone upon the ghoul's creation, and assist him by attacking whichever units he is attacking. Once Yorick exits the lane the Tombstone is most near, all ghouls from that Tombstone will march back to that lane and march down it, pushing it. A Tombstone can only create a ghoul every 18/16.5/15/13.5/12 seconds. Ghouls last for 30/40/50/60 seconds/Until killed and count as whichever minion they were made from for targeting purposes, except on Yorick's team. Ghouls will earn Yorick gold for units they kill. A Tombstone can be destroyed with 3 ranged basic attacks, 2 melee basic attacks, or 1 tower basic attack. If a Tombstone is destroyed, all ghouls that were spawned from that Tombstone that are currently alive will begin to have their health decay by 15% of their current health per second, with a minimum of 10 health drained per second, until they die. The killer of a Tombstone will be granted 5 gold and the killer of ghouls made by tombstones will be granted 2 gold. Cost: 80/85/90/95/100 mana Cool Down: 24/23/22/21/20 seconds Range: 400
Behold, Yorick's big thing. Tombstones are how Yorick creates majority of his ghouls now. These ghouls will either assist Yorick or act as stand in minions to push down the lane their Tombstone is in. Early game this mainly acts as a quick way for Yorick to push the lane to their tower. Come late game, however, Tombstones become a major pushing power that Yorick can use Tombstones as an effective way to put pressure on lanes he has visited due to Tombstones lasting indefinitely and the ghouls they make lasting until they are killed, making them incredibly powerful, but only if used correctly. If an enemy champion fins a cluster of Tombstones, all ghouls currently created by said Tombstone will have their health slowly drained to zero, making proper Tombstone locations essential for playing Yorick. As an added bonus, if Yorick chooses to push with his ghouls near his Tombstones, he gains offensive power and the cool down of the Tombstones creating ghouls is sped up.
Ability 2- Undead Monstrosity Active: Yorick channels for 5 seconds. After the 5 seconds are over, an Undead Monstrosity will be summoned in front of Yorick. This behemoth of a ghoul will guard Yorick by causing 10/15/20/25/30% of the damage Yorick takes, before reductions, and any crowd control effects to be redirected to it. It will also attack any unit who is currently attacking Yorick. If no unit has attacked Yorick within the last 3.5 seconds and it is not currently attacking a unit, it will attack whoever Yorick is attacking. Health- 550/700/850/1000/1150 (+10/12.5/15/17.5/20% bonus health) Armor- 30/35/40/45/50 Magic Resist- 30/40/50/60/70 Movement Speed- 350 (+100% bonus MS) Attack Damage- 20/25/30/35/40 (+100% AD) Attack Speed- 0.9/1.0/1.1/1.2/1.3 Attack Range- 200 (Melee) The Undead Monstrosity will last for 30/60/90/120 seconds/Until killed. Only one Undead Monstrosity can be alive at a time, the prior one dying upon another being summoned. The Undead Monstrosity cannot move more than 1000 units away from Yorick. The Undead Monstrosity will automatically stop attacking and move back to Yorick if Yorick has been out of combat for at least 3 seconds. The killer of the Undead Monstrosity is granted 5 gold. Cost: 60/70/80/90/100 mana Cool Down: 60/50/40/30/20 seconds
Yorick's own personal bodyguard, the Undead Monstrosity, is at your service. This guy is a big brute that will redirect a percentage of the damage Yorick takes to it as well as, very importantly, any crowd control effects Yorick would be under towards it. However, Yorick cannot just summon this thing in the middle of a fight due to it's 5 second channel period. He has to summon it before a fight happens, which is pretty hard before this thing hits around Rank 4 since if you guess wrong and a fight doesn't happen for the monstrosity's duration, then that's it wasted. This ghoul, important to know it counts as a ghoul as well, also packs a big punch so those fighting Yorick should always be careful of it, if they do not just kill it before even trying to go for Yorick, which would be wise.
Ability 3- Mark of the Dead Active: Yorick's next basic attack will deal 10/20/30/40/50 (+100/105/110/115/120% AD) physical damage and mark his target with Mark of the Dead for 6 seconds, causing all ghouls in that lane and Yorick's Undead Monstrosity to gain 30/37.5/45/52.5/60% increased movement speed and rush at the marked target to attack them, ignoring all other priorities. If the target dies during this time, a ghoul with stats equal to theirs will spawn where they died and march down the nearest lane to push it. Champions that die from this will have a much larger ghoul spawn for their death and the ghoul will only have 30/35/40/45/50% of their stats, excluding movement speed and attack speed. All ghouls spawned from this have 125 attack range and are considered melee. The killer of these ghouls are granted 5 gold, increased to 12 gold if the ghoul was created from an enemy champion. Cost: 45/50/55/60/65 mana Cool Down: 14/13.5/13/12.5/12 seconds
For Yorick's third and final basic ability, he gets an enhanced basic attack that causes all ghouls in the lane Yorick is currently in to rush at his attacked target. If that unit dies during this time, they will transform into a decently strong ghoul to push down the nearest lane. This encourages Yorick himself to participate in more in the action while still going for the same goal as the rest of his kit as being a pushing Gravelord. This also gives him a little more power on his own if he is caught out while still having his weakness being getting caught out alone.
Ultimate- Hour of the Dead Active: A distant bell rings out six times, once each second. This can be heard all across the map. After the bell has rung six times, the map will be covered in the Black Mist for the next 16/18/20 seconds. All enemy units that die during the Black Mist will rise from the dead after a 1 second delay and randomly attack nearby enemy champions, then structures, then minions. All enemy minions will also be feared for the first half of the Blast Mist's duration, being slowed by 50% and moving in random directions, and begin lose 45/55/65 (+15% bonus AD) of their health as true damage each second while feared. All undead units created from this will die 1.5 seconds after the Black Mist fades away. The vision radius of enemy champions is also reduced by 25/30/35% and the vision radius of enemy minions by 90% during this time. Cost: 100/125/150 mana Cool Down: 210/195/180 seconds Range: Global
The Shadow Isles wrath knows no bounds, eventually making it's way to the map that Yorick sets foot in. This ultimate, after a huge six second delay, will shroud the map in the Black Mist, causing mayhem all over the map for the enemy team facing Yorick. This is the Harrowing and Yorick takes pleasure in making all enemy units suffer, no matter where they are. This gives Yorick a proper presence in teamfights IF he can time this right for his team. If he uses this and a fight does not happen, this simply becomes a pushing tool for Yorick's team. However, if Yorick can time this to happen while some kills are going down, his team will get a huge boost while the Black Mist lasts.
What are you guys' thoughts on this rework? I think it is pretty good, but I would like feedback below if you can!