Yorick, The Gravedigger

Cie Cie·6/27/2016, 9:10:52 AM·1 votes·1,262 views
Yorick

Hello everyone! This is my first time thinking about champion creation or just reworked champions in this kind of sense and as you all might know Riot is planning to rework Yorick soon. I have brought it to myself to make what I think Yorick might look. I really like the idea of Yorick when I first started playing league back in season 4 however he really didn't fit anywhere in the meta between then and now. While his concept was great I though it might have been poorly executed during his released and nerfs/buffs. So without further ado, I give you the current Yorick abilities and then Mine proposed with my thoughts behind them.

Yorick's lore: A terrifying and tragic figure, Yorick is a ghoulish being that exists on the edge of mortality. Some say he was the last of his family line, dying without an heir to continue its legacy, and that he was cursed to continue his family's duty even after death. Wielding the twisted shovel he bore in life, he continues his macabre work, endlessly digging and filling graves upon the haunted Shadow Isles (Taken from the linked page of Yorick from above).

Passive -Unholy Covenant

Current:

  1. Yorick takes 5% reduced damage and his basic attacks deal 5% more damage for each summon that is active. >Meanwhile, Yorick's ghouls have 35% of Yorick's Attack Damage and Health.

Proposed Change:

  1. Yorick receives 0.10 Armour and 0.07 Magic Resist for each fallen ally creep he is near. Each Champion that Yorick kills he gains 0.5 Armour and 0.5 Magic Resist. Each assist Yorick receives he gains an additional 0.2 Armour and 0.15 Magic Resist. The max amount of Armour gained is 30, while the max amount of Magic resist gained is 21.

My Thoughts: With the new kit that I want to provide I wanted to leave flexibility to abilities. The best way that I could think of given Yorick's profession I thought this would suit him best while doing as I said, leaving his abilities flexible. The old passive really wouldn't have worked for the way I thought he could be reworked and you will see why when you continue reading.

Q - Ability One

Current:

Omen of War

  1. Mana Cost: 40
  2. Range: 650

Yorick's next attack will deal bonus physical damage and summon a Spectral Ghoul that deals additional damage and moves faster than Yorick's other >ghouls. While the Spectral Ghoul is alive, Yorick moves faster as well. Yorick's next attack will deal 30/60/90/120/150 (+120% Attack Damage) physical damage and summon a Spectral Ghoul for up to 5 seconds.The >Spectral Ghoul deals 8/16/24/32/40 additional damage per hit and moves 15/20/25/30/35% faster. While the ghoul is active, Yorick moves >15/20/25/30/35% faster as well.

Proposed Change: Summoning

  1. Mana Cost 55/65/75/85/95
  2. Cooldown 16/14/12/10/8 seconds
  3. Range: 700

Yorick conjures a ghoul that takes the form of a targeted unit for up to 4/5/6/7/8 seconds. This ghoul gains 2/3/4/5/6% Attack damage equal to Yorick's maximum health. This unit health is 100/125/150/175/200 (+ 5/6/7/8/9% of Yorick's current health). This unit can move through units.

My Thoughts: While this one is rather similar I wanted to keep it close to the original without making it overpowered. Although the numbers definitely need to be tweaked but they are just for fill-ins. As for why I changed a few things, I think Yorick doesn't have a very healthy kit in general but I wanted to keep a part of his identity and remind people who Yorick really is, a cursed gravedigger.

W - Ability Two

Current:

Omen of Pestilence

  1. Mana Cost: 55/60/65/70/75
  2. Range: 600

Yorick summons a Decaying Ghoul that arrives with a violent explosion, dealing damage and slowing nearby enemies. While the Decaying Ghoul remains alive, nearby enemies continue to be slowed. Yorick summons a Decaying Ghoul that arrives with a violent explosion, dealing 60/95/130/165/200 (+100% Ability Power) magic damage and slowing nearby enemies by 20/25/30/35/40% for 1.5 seconds. While the Decaying Ghoul remains alive, nearby enemies continue to be slowed by 10/12.5/15/17.5/20% for up to 5 seconds.

Proposed Change: Grave Stones

  1. Mana Cost: 30/35/40/45/50
  2. Cooldown: 20/17.5/15/12.5/10 seconds

Yorick places a gravestone that, can be attack by enemies, cracks the ground creating a crippling effect in a large area. Champions in this area of effect are Grounded, losing the ability to use Movement abilities. This also slows champions in the area by 3/4.5/6/7.5/9% . If Yorick or his ghouls are within the area of effect they gain a 7% movement increase. Maximum Gravestones Placed: 3. Required hits: 2 melee, 3 ranged.

My Thoughts This is where we start to see the real changes happening. Again the numbers are not perfect but rather think of them as demonstration numbers. As for why I changed this specific ability deals with the how I reworked Yorick's Ultimate. I also think this would make Yoricks kit more healthy. I wanted Yorick to have some sort of crowd control that enables him to help his teammates or some disengage. I specificly made Yorcik and his kit get a movement buff and not his teammates because I thought that might be a little overwhelming.

E - Ability Three

Current:

Omen of Famine

  1. Mana Cost: 55/60/65/70/75
  2. Range: 550

Yorick steals life from his target and summons a Ravenous Ghoul that heals Yorick for the damage it deals. Yorick deals 55/85/115/145/175 (+100% bonus Attack Damage) magic damage and heals for up to 40% of the damage dealt. A Ravenous Ghoul is summoned behind his target for up to 5 seconds, healing Yorick for the damage it deals (healing from ghoul damage halved against minions and monsters).

Proposed Change: Gravedigger's Shovel

  1. Mana Cost: 11/22/33/44/55
  2. Colldown 12/11/10/9/8

Yorick's shovel is slammed into the ground that send a shockwave forward creating a grave pit that deals 50/64/85/100/130 (+ 150% Attack damage) over the period of 3 seconds.

My Thoughts: This one is rather simple. It is a wide skill shot that can be powerful in team fights. While I thought about making this particular ability Ability Powered, I wanted to keep him more Attack Damage dependent. This ability would also make up for what he lacks, burst. Over all these changes would have him lose both burst or long fights in a way. The reason I made the ability DoT was because if he just pumped out like 800 damage going full attack damage Yorick and was able to use this ability like every 4-5 seconds with 45% cooldown would be very unhealthy in my opinion.

**R - Ultimate Ability **

Current:

Omen of Death

  1. Mana Cost: 100
  2. Range: 850

Yorick conjures a revenant in the image of one of his allies. If his ally dies while its revenant is alive, the revenant sacrifices itself to reanimate them and give them time to enact vengeance. Yorick conjures a revenant in the image of a target allied champion. Revenants deal 45/60/75% of target ally's Attack Damage and last for 10 seconds. If his ally dies while its revenant is alive, the revenant sacrifices itself to reanimate them for up to 10 seconds.The revenant can be controlled by holding the alt key and using the right mouse button or by reactivating this ability.

Proposed Change: Four Omens

  1. Mana Cost: 200
  2. Cooldown: 120

Passive: This ability generates one coin per 2 minute. Max Coins 2. If a coin is not used after 12 seconds of activation refund 50% mana. If two coins are not used after 12 seconds of activation refund 75% mana and reduce cooldown to 40 seconds.

Once activated cannot be reactivated to be cancelled. This ablility will be activated for 12 seconds, while activiated all abilities will change:

  • Summoning -> Omen of War
  • Grave Stones -> Omen of Pestilence
  • Gravedigger's Shovel -> Omen of Famine
  • Four Omens -> Omen of Death

Omen of War Consumes One Coin Range: 700/800/900

Yorick gains 10 Armour and 15 Magic Resist for each Chamion near Yorick for 10 seconds.

Omen of Pestilence Consumes One Coin

Yorick conjures a large ghoul that surrounds himself. Champions that attack while the Ghoul is conjured are posioned for 3 seconds that deal 7%/10%/13% attack damage equal to Yoricks maximum health.

Omen of Famine Consumes Two Coins

Yorick summons a large undead hand that Flies foward inflicting Famine. Famine reduces all regeneration and buffs by 30%/55%/70% for 2 seconds.

Omen of Death Consumes Two Coins

Once activated Yorick's team are envoleped in a dark mist for 5 seconds. If an ally were to die during this time they are given 1 second of invincibility before death occurs. This ability does not prevent death, after the 1 second for the intial death blow you or teammate will still die.

My Thoughts I know what you are thinking! Holy crap that is way to overpowered. However, I have to disagree with the usage of coins (I would prefer to make the coins related to lore as he did become a fieryman for the Shadow Ilse.) and how long it takes for them to generate players have to make a hard decision between waiting to ult in teamfights or not. Granted just like the others the numbers are not definite and more for demonstration. So the reason I held on saying why abilities were completely changed was because of this. I wanted to make Yorick unique as he is the second close to the dead in League of Legends. While on paper it sounds great and tweaks would DEFINITELY need to happen I thought this would help create a Yorick close to the one we know and Love. This was probably the hardest thing I have ever thought about in regards to improving something. While I liked his old ultimate it left somethings to be desired... I would much prefer a more flexible style than a "you should definitely have someone die to use this ability" type of style.

Wrap up When I first started out in league I played kayle, Ahri and Annie. Then I had found Yasuo, Zed, Lee and Riven and became a feeder because going ham under enemy turrets is just too fun. Jokes aside when I first noticed a certian champion wasn't played was when I played agianst them. I thought he was broken at the time and cried tears of pain as my friend (who introduced me to league) was laughing about it. I thought about giving him a try and so I did. Of course being a noob that I still am I go and try him in a public game and feed. However after playing for a while longer I felt his kit needed something else, something more healthy. Thanks to Riot showing they still care for this champion and decided to rework him I thought I might spend a little effort thinking of ways to make him more Yorick than he is now.

Thank you for reading!

4 Comments

hehe xd SINGED6/28/2016, 7:16:40 AM1 votes

Yorick needs to keep hybrid damage. I suggest they keep his E as close as possible to how it currently is. The point and click AD scaling magic damage heal is what makes Yorick Yorick.

Contrabanned6/28/2016, 8:19:02 AM1 votes

no just no, yorick is fine atm

Gondall8/9/2016, 9:38:03 PM1 votes

Currently Mastery 7 on Yorick and I'm sorry dude, this would be terrible.

Yorick's entire identity is about swarming with ghouls. Yorick is a terror if he can stick on top of you - and nothing if he can't (think Darius).

I'd suggest playing him again - he's actually quite balanced currently, he's just convoluted. He's an AD champion that deals "mixed damage" in that 25% of his damage output is typically magic damage. People see that he has two magic damage spells, one physical, and try to build MR/armor evenly against him, if not straight MR. This is where a lot of the confusion comes from, while the "annoying" part of his kit is that you have to auto his ghouls and him. In higher ELO where people are better at animation canceling autos, this becomes not that big of a thing. What people don't seem to understand when they first face Yorick is that most of his damage comes from his ghouls' auto attacks.

Now, about Yorick right now: like I said, I believe that Yorick is balanced. The reason I think this is because Yorick currently has a flame horizon. Once you have finished item 3042 , you usually have two out of these three items as well: item 3071 item 3812 item 3065 . With these four items, all of your ghouls' aa shred armor, speed you up, and heal you. On top of this, you're taking 15% of incoming damage as a bleed, which you can then heal over. At full build, this usually includes item 3742 and item 3111 , giving you more health, MS, and tenacity. Yorick is a drain tank that drags his opponents kicking and screaming to the grave with a thousand ghoul bitch-slaps.

Axstar1018/13/2016, 5:44:39 AM1 votes

So I have been thinking a lot on Yorick lately for no particular reason and I thought up a kit as well I do want to start by saying I'm not a Yorick player and mostly just thought of these based on his design, and this is all just for fun

Passive: Feast on the Dead

Upon killing a unit, Yorick gains 5 bonus health, stacking up to 500.

Q: From the Grave

Active: Yorick summons the undead to latch onto enemy targets, rooting them for 1.5 seconds and dealing 75/110/145/180/215 + (30% max damage) This would be similar to a Karthus or Cassiopeia Q in range and delay

W: Dig Deep

Passive: Every third auto attack, Yorick cleaves in front of him for 5/10/15/20/25% of his max damage.

Active: Yorick thrusts his shovel forward, cutting into enemy units in a line, dealing 80/90/100/110/120 damage, and causing the opponent to bleed for 50 + ((75% Yorick's damage) + (5% Yorick's max health)) damage

E: Flash!

Active: Yorick raises his lantern, causing it to flare up and blind enemies facing him for 2 seconds and disorient all enemies caught in the flash, causing them to deal 10/15/20/25/30% reduced damage for 1 second. This would be similar to a Cassiopeia ult R: Horde of Undead

Active: Yorick opens up a grave, summoning 4 + (1 per 150 bonus health gained from passive) ghouls, which have 20% of his max health and deal 35% of his max damage, with the health decaying overtime. Yorick can direct this gaggle of ghouls to attack an enemy champion. I know this is basically what Xelnath presented as Yorick's new ult, I just really like the premise and it keeps Yorick's beloved ghouls on the scene!

So that's it! I know a lot of you guys feel like Yorick is fine as he is, but I'd still like to know if you think this sounds like a cool idea for his update! Also note, these numbers are probably not proportional to what they would be ingame