Yorick Rework Concept
This is based more off his League Judgement and overall role as a Beefy Necromancer. No numbers since I don't have any clue what would be balanced for him.
Ghouls do not lose health over time. They still time out, but if they are still alive after 5 seconds they return to Yorick's Lantern.
Innate - Unholy Covenant
Ghoul damage heals Yorick for X% of the damage dealt, increasing each attack against the target.
Yorick's basic attacks increase the damage and duration of his ghouls by X%.
Yorick has requirements before he can revive his ghouls. If his ghouls are still alive after 5 seconds however, the next spell cast doesn't have a requirement to summon the Spirit.
Q - Upheaval
Yorick unleashes a wave of dirt in target direction, damaging enemies. If hit twice by this skill in short succesion the enemy is rooted. A successful root revives the Spirit of War, increasing Yorick's movespeed. Spirit of War gains twice the damage bonus from Unholy Covenant.
W - Deadlight
Yorick's lantern burns bright. He deals damage and slows around him. Any Spirits in the area are shielded each second for X% of the damage value. If an enemy is damaged for 2 total seconds the Spirit of Pestilence is revived, slowing enemies around it. Spirit of Decay gains twice the duration bonus from Unholy Covenant.
E - Hunger
Yorick summons hands from the grave at target location after a delay, damaging and pulling enemies towards him. Successfully hitting an enemy champion summons the Spirit of Famine. Spirit of Famine heals for twice as much as normal.
R - Premature Burial
Passive : Yorick can see the tombstones of champions that have died within 10 seconds.
Active Enemy: Yorick digs an early grave for an enemy champion, stunning them. Any spirits that are alive are immediately summoned and start attacking the champion.
Active Ally: Yorick temporarily revives an allied champion. The champion is still treated as a Spirit for Unholy Covenant.
Explanation of each part.
Passive
- This forces Yorick to fight with his ghouls.
- This gives a counter to his damage reduction.
- Making a requirement for Yorick to achieve for his ghouls helps add gameplay.
- Each Ghoul can have an increased bonus that is important to it.
- Focusing down Ghouls is also important as Yorick will have more work to bring them back.
Q
- Since Yorick is naturally an immobile champion, having a lane game revolved around Yorick fishing for Upheavals adds more gameplay between the laner and Yorick. This also helps enforce that Yorick needs to build tanky in order to GET that root.
- Forcing Yorick to get the root in order to have his movespeed buff means that once he gets it, he will be able to fight with his ghouls immediatly.
- E is hard to hit, so you have a decision of attempting to use E to reposition an enemy for Q root or grabbing Q root first and leaving E for their escape.
- Damage bonus on Ghoul.
W
- This helps give Yorick a way to keep his spirits alive, temporarily shifting priority targeting to Yorick.
- I expect this to have a decent cooldown.
- Again, he won't be able to just get his 2 total seconds of burn time on most champions, so using Q and E in order to acquire it is important.
E
- Think weaker reverse Azir ulti
- Easiest revival of all ghouls as just hitting the spell against a champion grants you it.
- No more free heals by using Famine on minions (unless you still have it alive after earning it)
R
- Enemy active gives Yorick a much different reason for ulting, if he had the setup time to do so. Coming out of a battle with 3 ghouls should be difficult, with your reward being this ult being good.
- Giving him an enemy active means Yorick is not as dependant on allies in the lategame. If Yorick is good with keeping his ghouls alive, he gets to have an ult.
- Having no counterplay against his revive should be fine. I don't find focusing the current Revanant to be viable for most champions anyway.
- Having the revived champion still require working with Yorick for its damage and duration AND also helping heal Yorick helps push for more teamwork.