My little Yorick Rework

Ryu18·6/6/2016, 11:00:41 PM·1 votes·437 views

Yorick getting a rework is awesome! Apparently Riot has been trying to rework him for a looong time though, so I thought I would share a concept I have for him.

Basically having Yorick be this undead commander that can spam soldiers is pretty cool; unfortunately the way Yorick is designed right now he can spam without restraint, and although he has a small mana pool to limit him, that's a bandage solution at best. So to allow him to spam units, but still keep him under control, I don't think he should use mana at all, thus my suggestion for his passive.

PASSIVE: A ghoul in the dirt

Yorick uses an 'energy' like resource (let's just call it 'smenergy', I'm bad with names). Smenergy has a max of around 500, and regens a percentage of the max each second, and whenever a minion (allied or enemy) dies near Yorick, his max smenergy increases by 1 (much higher values for jungle monsters).

Each of his 3 normal abilities will summon ghouls, use around 100 + (10% max smenergy), and the ghouls would gain extra bonuses for the amount of smenergy consumed. Each ability would have low cooldown, starting around 6s whcih decreases to around 2s.

[Basically it's just energy that increases its max value as the games goes on, as well as regen percentage wise. If you do the math, using all 3 abilities at 500 max smenergy (early game) will use up 450, and using all 3 at 800 max smenergy (mid-late game) will use up 540. This should let Yorick have a relatively tame laning (or jungling) phase, while having good team fight presence later.

Right now Yorick's ghouls are frankly rather boring, except for a minor difference here and there, they all do exactly the same thing, and they behave in the same way, so my second suggestion would be to each of his 3 normal abilities unique in they way they behave. I'll be using a 'tank dps support' template for these 3 abilities, mostly for illustrative purposes. Each of the abilities below will have a few ways to control them; I'll be going with the theme that ability level increases the longevity of ghouls, while smenergy consumed will give them more utility.

Q: Of spiders and ghouls

Yorick sends out a ghoul from his position to a target location, apon arriving at it's location the ghoul will seek out a target, prioritizing champions that are in range. The ghouls basic attacks do very little damage, and apply a slow to the target, upon hitting the target <x> times, the target gets stunned. The ghoul has a certain amount of health, and takes a certain amount of damage each second, and upon stunning its target, the ghoul instantly dies in an explosion, dealing medium damage. X decreases and slow intensity increases with the ability level, while the amount of health the ghoul has increases with ability level.

[Essentially this is just an Elise volatile spiderling with Braum passive that runs out and stuns someone. In comparison to the other abilities on the list, this is the most like Yorick's current ghouls]

W: Ghou L. Scissorhands

Yorick throws a ghoul in a target direction, it impacts the first enemy unit hit applying on hit effects, upon landing the ghoul will immediately attack to the nearest target target in range. This ghoul does not walk, but periodically lunges at its target, the first hit deals the most damage, and subsequent hits deal less damage. The ghoul does not have hp, but requires <x> hits to kill; the ghoul will automatically take 1 hit periodically, and ability hits on the ghoul will count as 1 hit. The amount of hits the ghoul can take, and the damage of its attacks increase with ability level, while the lunge range and subsequent attack damage increases with smenergy consumed.

[This ghoul is mainly a damage dealer, it jumps around dealing good damage to the targets it hits. Since the ghouls will just attack the nearest target, enemy champions can simply hide behind minions during the laning phase. The lunge range will become larger as the game progresses, allowing the ghoul to be more useful in team fights.]

E: Cheerghoul

Yorick summons a ghoul at a target location, which creates an aoe around it; this ghoul is untargetable and will slowly move to the ally unit with the lowest health, attempting to catch both allies and enemies in the aoe. Allies in the aoe are healed each second; each second an amount of hp is stolen from all enemies in the aoe, and distributed to the allies (including minions, but not including ghouls). The duration and healing amount of the ghoul is increased with ability level, while the movement speed and life steal is increased by smenergy.

[This ghoul would have lower healing numbers, with better life steal scaling, to offer less lane sustain, but more all in power, especially later in team fights. Because of the slow movement speed and life steal of the ghoul, it would be much more suited to the front lines, or as counter engage]

Lastly the ultimate. Yoricks current ultimate kinda fits his theme, but again, it's not really fun. To aid Yorick to control his army, we'll give him a general to command and inspire his troops.

R: All for ghoul, and ghouls for all!

Yorick summons a giant flesh golem at a target location for <x> seconds, which can be commanded by reactivating the R key. The ghoul has a big aoe around him, and all ghouls that die in the aoe are reanimated at the golem's feet, and will target whomever the golem targets (this effect can only happen once per ghoul). The golem moves rather slowly, and will not attack on it's own. Duration and life of the golem increase with ability level (no smenergy nonsense).

[This is basically a big juggernaut teamfighting ability. Though the ghouls are somewhat weak on their own, in the presence of the golem, the ghouls become almost double as effective, gaining a second life, as well as direction.]

TL;DR turn yorick into a juggernaut, with a average laning experience, but great teamfight presence, by giving him natural scaling and limiting his early game spam.

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