Possible Yorick Rework or New Champion Idea
So Riot has said they have been having issues with coming up with ideas for Yorick and in my thinking i felt like there had been a spot that had not been taken thematically except by Yorick but not completely and that was for a Necromcancer. Now in the below ideas i don't have exact numbers because i not sure how to do that but i am sure if my ideas are good Riot will make them okay but i will offer sugestions as to where i think the power of his skill set will come from so on to it!
Passive:Unholy Covenant- Undead creatures give a stack of protection and power that provides damage reduction and increased AP and AD
This is ment to put emphasis on his q while providing some condition defense and offense that rewards good play was thinking 5% per stack would be a good amount
Q: Undead Servants- Summons 3 undead creatures (ghouls, ghosts, skeletons whatever you want) that chase enemies dealing (flat + XAP +XAD) per attack. these creatures will stay in play indefinitely but will drain mana as long as the are out. Can activate the ability again to desummon the creatures.
This i plan to be the core ability which will synergy well with the others. the main point being is the summon creatures will be he main source of the champions damage output. These creatures would have a large range in which they could chase before returining to the owners positions (think azir soldiers range). They would be controllable as a single pet and would have a low amount of base health that would scale well with AP also they would have a fast base movespeed (400-450) so they would be able to get to champions and deal dammage. to reduce the undertower pressure they could rapidly lose health while under tower but other wise they would be kinda like Elise spiderlings in they don't regen but don't lose health either. Also would ignore unit collision. Cooldown would go into effect after all creatures were dead or ability was deactivated
W: Death Pact- Passive: Basic attacks draw life from the target healing for (Xlevel + XAP) and do bonus damage (Xlevel +XAP) Toggle effect: when activated slowly drain HP and regen mana at an increased rate
Simple yet vital to the kit. Good play with this ability will be very rewarding as you will be able to keep your mana up to allow your minions to be out longer and do more damage also allows for a secondary form of damaged. I would expect the heal to heal a lot and the dammage to be moderate while the HP drain be moderate and the Mana regen be significant
E: Unholy Ground- Curses a section of terrain. Enemies in the terain take (flat + XAP) dammage per second and are slowed (30-40%?). While in this area dammage reduction from passive is doubled and summoned creatures gain movement speed and attack speed. Will stay up indefinitely but will drain mana
This is how we bring the kit together and provide a strong combo. The Dot dammage i would plan for to be light to moderate but for it but allows for a huge increase in damage and protection if used with conjunction with other abilities i was thinking the area would be around the size of a Trundle zone. I would expect the cooldown and main drain on this ability to be high so opponents would have a CD to play around and smart decision making would have to be used to know how long to keep it up for
R: Reanimation- When near a Champion corpse can choose to summon after a short activation delay (1.5-2 sec) a Undead Champion that will have stats based on the champion corpse chosen. Undead Champion will stay indefinitely but will drain mana.
In essence this would be like a super soldier but would have stats based on who you chose with slight tweeks like if it is a meele champion then the health and armor and mr stats would be scaled better and ranged champions would give bonus scaling to MS, AD and attack range. It would count to the bonuses in the passive and would receive the buffs from the E. He would be controlled as part of the same group of the Q creatures and would also ignore unit colision. The range would be short to allow the enemy team to play around this and try and camp a body if they could but could turn a fight if a ally got picked or could press an advantage if your team got a pick. Plus its a new mechanic and everyone loves thous =)
As for base stats i don't really know enough to make good approximations but i would expect a slower MS, faster attack speed, and a lower base HP.
Gameplay wise i would expect him to be played in the mid lane as a control mage who used his Q to zone enemies and poke and his E to counter engage his ultimate could be used to push an advantage after a good pick or try and even the odds after an unfavorable exchange. He would excel at fight fought over small areas and weak to high kiting teams and poke teams. Has limited cc but good sustain and sustained damage with a lack of burst (like Swain). A player would have to be good at managing their HP and Mana to maximize the full potential along with being good at using their minions.
To conclude i would like to say i know i dont have anything on lore or visuals or numbers but i didnt feel like i would do a good job on any of thous but i thought of a fun gameplay idea and hope that someone with other talents could expand on this or critque it. I look forward to eventually seeing a true necromancer in Leauge!
P.S. Notice there is no true damage,knock ups,or 3 hit marks. Score!