Yorick Rework Idea

Shovel Senpai ·4/21/2015, 11:29:00 PM·2 votes·702 views

Yorick Rework

Passive: Unholy Covenant: (CHANGE)

Change

• Doubles passive bonus on ult cast

• Allows ghouls to now move through units

  • Allows point and click control of ghouls

Yorick takes 5%less damage and his basic attacks deal 5%more damage for each of his active summons. All of Yorick's basic abilities summon a Ghoul. When Yorick activates his ult passive 5% bonus is doubled

GHOULS: Each Ghoul loses 20% of its max health each second, limiting its duration to 5 seconds. All ghouls can move through units and take 50% less damage from multi-target abilities. Each has a special effect determined by the ability used to summon it. Ghouls can be controlled by moving the mouse and clicking on their prescribed keys

GHOUL HEALTH: 35% of Yorick's maximum health ATTACK DAMAGE: 35% of Yorick's AD ARMOR / MAGIC RESIST: 10 + (2 × Yorick's level) ATTACK SPEED: 0.670 MOVE SPEED: 300 / 340 / 390 / 443

Q: Omen of War (Same)

DEMONIC RECKONING BONUS: PHYSICAL DAMAGE BONUS: 50/100/150 ( + 20% AD ) SPECTRAL GHOUL ATTACK DAMAGE: 30/60/90 AD MOVEMENT SPEED INCREASE: 10/20/30

W: Omen of Desolation (NEW)

• Gives Yorick a knockback

• Gives ghoul a damaging aura

Notes: This new AOE knock back that destruction has gives Yorick great kill pressure in lane as he can knock them towards him and get his full combo off as well as giving him great ganks allowing him to knock the enemy champion out of position and towards him. The AOE damaging aura from destruction also gives him faster jungle clear time and when ult summoned can cause melt away a teams health if left unchecked in team fights.

RANGE: 600 COST: 55 / 60 / 65 / 70 / 75 MANA COOLDOWN: 12

MAGIC DAMAGE: 60 / 95 / 130 / 165 / 200 (+ 100% AP) SLOW: 40% DESTRUCTIVE GHOUL DAMAGE AURA: 8/12/16/20/24 ( + 10% AP )

DEMONIC RECKONING BONUS: SLOW: 20/30/40% bonus MAGIC DAMAGE: 50% bonus KHOCK BACK BONUS: 200 extra knockback range DESTRUCTIVE GHOUL BONUS DAMAGE AURA: 5/10/15 ( + 10% AP )

ACTIVE: Yorick summons a ghoul at target location that arrives in a burst of destructive energy Knocking enemy’s back 200 units and slowing enemies hit for 1.5 seconds.

DESTRUCTIVE GHOUL: Has a 100 unit radius that deals magic damage per second to nearby enemies

E: Omen of Famine: (CHANGE)

Change

• Grants mana on hit

• Gives gold bonus for large and epic monster kills

Notes: This new mana regen and gold bonus makes Yorick jungle a very appealing choice as the mana sustain allows Yorick to farm for a considerable time without mana problems and gold bonus will give him a substantial edge if the player wants to farm all the way till late

RANGE: 550 COST: 55 / 60 / 65 / 70 / 75 MANA COOLDOWN: 10 / 9 / 8 / 7 / 6

MAGIC DAMAGE: 55 / 85 / 115 / 145 / 175 (+ 100% Bonus AD)

RAVENOUS GHOUL HEAL ON ATTACK: 35% of Yorick's AD

DEMONIC RECKONING BONUS: ATTACK DAMAGE: 20/35/50% bonus HEAL BONUS: 5/10/15 % MANA RESTORE: 1% bonus

Passive: Greed: Yorick 5 bonus gold from every large and epic monster kill

ACTIVE: Yorick steals life from his target, dealing magic damage, healing himself for 40% of the damage dealt, restoring 2% maximum mana (1 % if target is minion or monster) and summoning a Ravenous Ghoul behind them. RAVENOUS GHOUL: Heals Yorick with each attack and restores 1% of maximum mana on hit (halved against minions and monsters)

R: Demonic Reckoning (NEW)

• Grants Yorick increased passive bonus, increased ghoul stats, length of ghoul stay and increases the power of the ghoul’s on cast abilities.

Notes: This new ult gives Yorick a few things. For one it allows him great single target damage and allows him to become a ferocious tank shredder. Increasing his passive bonus and improving his ghouls. The ghouls also give him massive team fight presence as he can control where the ghouls go and the ghouls can focus and zone targets creating large areas of denial and making it potentially deadly to those who try to cross this area.

COST: 100 MANA COOLDOWN: 140 / 130 / 120

ACTIVE: Yorick channels potent necromantic energies to supercharge ghouls on next cast. Their on cast ability strengths and stats are increased. Passive bonus is doubled. Ghouls now lose 5% of maximum health per second limiting their duration to 20 seconds. Ghouls have health bar above heads similar to epic monsters and grant 50 gold per kill. Ghouls can be individually control by clicking the key that was used to summon them.

GHOUL HEALTH: 50/75/100 %of Yorick's maximum health ATTACK DAMAGE: 50/60/70 of Yorick's AD ARMOR / MAGIC RESIST: 50/70/90+ 25% of Yorick’s ATTACK SPEED: 0.8/9/1.00+10% of Yorick’s MOVE SPEED: Ghouls base movement speed + 10% of Yorick’s

All in all I have tried to give yo ricks kit more potent cc, some extra gold and mana gain as well as moving his kit more towards the necromancer play style with his ult. I want to make him a more viable jungle pick with the added gold gain cc and 1v1 potential

Feel free to comment and add changes to this proposed rework. I would love it if this could become the new Yorick rework. All i would want is to see this rework come to light, that would be great. Constructive criticism is encouraged!

2 Comments

qetzel4/22/2015, 1:35:16 AM1 votes

I would say no. This doesn't seem to affect Yorick's core problem - too much uninteractive sustain. it also basically forces him into the jungle given how much of his power budget will be in the E passive. It isn't much gold, but still.

If you can make Yorick's sustain interactive - have him do something other than point and click to get it and more importantly give his opponent appropriate response against it - then the rest of the kit looks OP numbers wise but balance-able.

Another question I like to ask people who propose reworks - where would the champion fit on a team? Is that spot currently occupied by another champion? Why am I picking them instead of X, Y or Z?

tdhgkyftfigkhgci4/22/2015, 6:53:09 PM1 votes

i like the point and click control over gouls idea, but that's pretty much it.

yorick has very strong spells, his high mana costs and lack of mana sustain is pretty much the only thing that makes him balanced. giving him a goul that gives him mana back pretty much negates the entire reason behind giving him mana costs in the first place. why should any champion ever buy mana if they never run out of it anyways? what would be the point? the fact that yorick has to purchace mana items is the only thing that justifies giving him such ridiculously strong spells. also, yoricks ultimate is fine as it is. it's the main reason why yorick is suck a strong pick for team comps with multiple carries.