Yorick Rework Concept
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Yorick has this really cool concept of this guy who summons a horde of the undead that he currently just doesn't do any justice to. Right now, he is just that guy in Top Lane that you see regenerate all of his health back by some questionable ghoul mechanics and the poke you out of lane with point and click damage. He could really give the Necromancer title an extra boost in League of Legends.
Current Yorick Role: Bruiser w/ Short Lived Minions New Yorick Role: Pusher Juggernaut w/ Minion Horde
STATS Health- 515 (+95 per level) Health Regen.- 5.5 (+0.5 per level) Mana- 400 (+65 per level) Mana Regen.- 10 (+1 per level) Armor- 26.5 (+3.5 per level) Magic Resist- 32.1 (+1.25 per level) Movement Speed- 345 Attack Damage- 55 (+3.5 per level) Attack Speed- 0.6 (+2% per level) Attack Range- 175 (Melee)
You can't have a champion without base stats correct? First thing out of the way, Yorick is a Melee champion so we will be gifted with the standard Melee champion 32.1 Level 1 Magic Resist and the 1.25 Magic Resist per Level. From there, let's go from the top to bottom. First, we have his health and health regeneration. For the first few levels, Yorick's health is pretty below average for a Juggernaut character and his health regeneration is actually really low throughout most of the game. As a huge leader behind summoning the dead and commanding them down a lane, Yorick should be someone that you are rewarded for for damaging. He shouldn't be someone that is just too too big and bulky, but come Late Game, he should have more health than average to defend himself with. With low health early to above average health late game, Yorick is a Minion commander that is punished harshly for taking damage instead of his minions early game and then has the health to defend himself late game since his minions will be the main DPS, not him himself. Next, we have Yorick's Mana and Mana Regeneration stats. Unlike his Health and Health Regeneration, his Mana and Mana Regeneration are huge at all points in the game. This is because without mana and mana regeneration Yorick is completely useless to his team since he can't summon the undead to push. Plus, Yorick's benefits that he gives to his team aren't super team fight oriented, so it would just feel awkward to be playing him and be quickly running out of mana when you are mainly helping your team by being a huge pushing force. If this Yorick can't push, he is essentially useless to his team and ends up in a weird position to where, since he ran out of mana mid-push, he didn't accomplish anything but kill some minions and get some gold for himself, which any champion can do. Yorick wants to steamroll a lane, or multiple lanes, and his mana shouldn't be a limiter until he is going absolutely insane. Now we come to his Armor and Magic Resist. As stated above, Yorick gets the standard Magic Resist for Melee characters. The explanation for his Armor is similar to his Health actually. He should be standing behind his minions letting them soak the damage and deal damage, so any damage dealt to Yorick should be decent and stick. However, he should still be durable enough to where he isn't just fodder for any damage dealer on the enemy team. His Armor is not anything impressive, but it is enough to where he is no squishy character base line. Yorick's Movement Speed and Attack Range will be grouped together so Attack Damage and Attack Speed can be talked about together. Anyways, Yorick's Movement Speed allows him to traverse the map at decent speeds while not being too quick for most Melee champions to catch up to. Yorick is a Juggernaut, so his base Movement Speed is just about all he will have for innate mobility. It is good enough to get him around the map, but not the fastest in the game. His Attack Range is similar to other Juggernauts in that it is larger than the average Melee character so that he doesn't have to walk quite as far to hit someone since he doesn't have any gap closers. Finally, we end with his Base Attack Damage and Attack Speed. His Attack Speed is the standard for a Juggernaut, being on the slower side of the spectrum, but his Base Attack Damage is not very Juggernaut-like. The typical Juggernaut gets at least 4+ Attack Damage per level, but Yorick only gets 3.5 Attack Damage per level, which is less than some non-Juggernauts get. This is because, as said above, Yorick is a leader, not a huge fighter. He isn't completely useless on his own, but he won't be packing a punch without his undead minions. His undead minions might as well be considered as part of his Base Attack Damage as well since they will be supporting him in his battles anyways. Now that we got through the Stats section, we can get into his kit, where the abilities' tool tips can explain themselves a bit more so these explanation sections won't be so long like this one.
Passive- Mori Family Legacy Innate: Yorick is the legacy of the Mori family line, a family of gravediggers and necromancers. Every 35/32.5/30/27.5/25 seconds (reduced by cool down reduction), a spectral ghoul will spawn in front of Yorick to aid him in combat until it dies. Spectral ghouls ignore unit collision. Spectral Ghoul Stat Line Health- 175 (+25 per level) (+6/7/8/9/10% bonus health) Armor- 3 (+1 per level) Magic Resist- 9 (+1.5 per level) Movement Speed- 355 (+105% bonus movement speed) Attack Damage- 15 (+1.25 per level) (+2/4/6/8/10% AD) Attack Speed- 0.65/0.9/1.15/1.4/1.65 Attack Range- 125 (Melee) A maximum of 1/2/3/4/5 spectral ghouls can be active at once. Whenever Yorick basic attacks an enemy, his spectral ghouls will gain a rush of 50 flat movement speed for 1.5 seconds and attack Yorick's target for the next 10 seconds or until Yorick moves more than 750 units away from the unit or attacks a new target, upon which they will swap to the new target. While the spectral ghouls are not attacking a target, they will circle Yorick so as to attempt to block projectiles from as many directions as possible. Levels: 1/4/7/10/13
This is Yorick's new Passive, Mori Family Legacy. Every 35/32.5/30/27.5/25 seconds, depending on level and cool down reduction, Yorick will spawn a spectral ghoul in front of himself that will attack whoever he attacks and defend him from incoming projectiles will not attacking something. This passive is mainly to give Yorick some bodyguards while he leads his army. As I said before, Yorick is really getting his power through his ghouls, so he should rely on some to protect him and make his basic attack damage output similar to other Juggernauts. Plus, this passive allows Yorick to split push surprisingly well since turrets prioritize champion pets over champions when targeting units so Yorick can use just these ghouls to push a tower alone.
Ability 1- Undead Plague Active: Yorick summons 1/2/3/4/5 ghouls that last until killed at the target location after channeling for 2.5/2.25/2/1.75/1.5 seconds. These ghouls will push the nearest lane and attack anything that comes within 1250 units of them, chasing their targets until they lose sight of them or they die, upon which they will return back to pushing the nearest lane. These ghouls prioritize minions and structures over champions when finding a new target, but will prioritize any enemy champion or epic monster near them upon being created. Ghoul Stat Line Health- 100/175/250/325/400 (+15 per level) (+11/12/13/14/15% bonus health) Armor- 5/15/25/35/45 (+1.5 per level) (+15% Armor) Magic Resist- 10/20/30/40/50 (+1.25 per level) (+20% Magic Resist) Movement Speed- 325 Attack Damage- 20/23/26/29/32 (+1.5 per level) (+5/7.5/10/12.5/15% AD) Attack Speed- 0.5/0.75/1.0/1.25/1.5 Attack Range- 125 (Melee) Upon killing a ghoul, their killer is rewarded with 7 gold. If an allied minion wave is nearby, ghouls will attempt to push with that minion wave if they are not already attacking or near an enemy minion, structure, or champion. Cost: 20/35/50/65/80 mana Cool Down: 29/28/27/26/25 seconds Range: 750
This is Yorick's standard minion summoning spell. It is fairly simple yet highly effective. It summons a group of ghouls that push down the nearest lane or, if summoned near an enemy champion, can be used as a form of extra damage against enemy champions. Early game, this spell is best used to attempt to zone out an enemy lane opponent by creating ghouls that they have to deal with. However, later in the game, these ghouls will begin to act as efficient extra minions to use to push lanes. Despite their rather fragile stats, their combined force can be hard to deal with if the enemy cannot wave clear very quickly.
Ability 2- Dark Grave Active: Yorick digs a grave at the target location of an enemy minion corpse over the next 1.5 seconds. After a 16/14.5/13/11.5/10 second delay, the grave will explode and an Undead Plague ghoul will spawn and push down the nearest lane. This can be used at the location of an enemy champion corpse to create an Undead Plague ghoul from the grave that has 110/120/130/140/150% increased Health and Attack Damage. The grave can be destroyed by enemy champions by attacking the grave's tombstone 3 times. An enemy structure can attack the tombstone once to destroy the grave. Cost: 20/25/30/35/40 mana Cool Down: 3 seconds Range: 250
While this spell might not seem like much, this is an INCREDIBLY huge game changer. This means that, if Yorick stays with his ghouls while they are pushing, he will be rewarded with a HUGE increase in the amount of ghouls that will be pushing the lane. Plus, if Yorick digs the grave for an enemy champion, he will spawn the equivalent of a Super Ghoul, encouraging him to at least be near team fights as they happen if he can afford to. This spell is the main reason Yorick will be so incredible at split pushing while also being the main reason Yorick can't afford to just play super passive and spawn wave after wave of ghouls to push a lane. However, it is not the only reason he shouldn't be so passive.
Ability 3- Rise From the Dirt Passive: Yorick's ghouls deal 4/7/10/13/16 (+1/2/3/4/5% AD) (+8% AP) bonus physical damage to enemy champions and each of their attacks shred 1% of an enemy champion's armor. This passive can shred up to 10/15/20/25/30% of a target's armor. Active: After a short delay, Yorick releases necromancy magic in a long, wide cone in the target direction, dealing 45/80/115/150/185 (+50% bonus AD) magic damage to enemies within the area and causing all spectral ghouls, Undead Plague ghouls, and Shadow Army ghouls that died within the area in the last 10 seconds to be resurrected for 4/5/6/7/8 seconds, their health decaying to zero over the duration of their limited life. During this limited life, they will prioritize in attacking nearby enemy champions and have 50 increased flat movement speed. Resurrected spectral ghouls do not count towards the limit of how many spectral ghouls can be active at once. All currently alive ghouls in the area are healed for 25% of their max health and are sent into a frenzy for the next 4/5/6/7/8 seconds, granting them 40/45/50/55/60% increased attack speed and 50% increased movement speed. While they are in a frenzy, ghouls will prioritize enemy structures over enemy champions and enemy champions over enemy minions unless they were already attacking or chasing an enemy champion. This spell deals 75% increased magic damage to minions and monsters. Cost: 70/75/80/85/90 mana Cool Down: 14/13.5/13/12.5/12 seconds Range: 600
This is the other spell that encourages Yorick to be pushing with his ghouls. Rise From the Dirt is a very aggressive spell that temporarily resurrects Yorick's fallen ghouls to attack nearby enemy champions or perhaps just make it that much harder for an enemy tower to get rid of a horde of ghouls. It will can also be used to heal currently alive ghouls and empower them with increased movement and attack speed for a decent duration. This spell also comes with a passive that causes Yorick's ghouls to deal bonus damage and shred the armor of enemy champions they attack. This allows Yorick to deal with more durable targets in a prolonged fight. This spell is the other reason why Yorick can't just sit way back and let his ghouls kill enemy structures from a million miles away. In order to make use of more than half his kit and majority of his power, he has to be there to create graves and empower and resurrect his minions. Otherwise, he is just a weak, mobile Nexus that spawns minions.
Ultimate- Shadow Army Active: After channeling for 1 second, over the next 3 seconds, 8/10/12 Shadow Army ghouls spawn at the target location that last for 15/17.5/20 seconds. These ghouls will attack whoever Yorick has most recently damaged, prioritizing enemy champions over enemy structures and enemy structures over enemy minions in area of effect damage situations. If Yorick has not damaged an enemy recently, they will wander aimlessly until Yorick does attack an enemy. Shadow Army Ghoul Stat Line Health- 50/80/110 (+3% bonus health) Armor- 5/10/15 Magic Resist- 10/15/20 Movement Speed- 425/450/475 Attack Damage- 20/30/40 (+10% AD) Attack Speed- 1.0/1.25/1.5 Attack Range- (Melee) Upon killing a Shadow Army ghoul, their killer is rewarded with 4 gold. Upon dying, Shadow Army ghouls will explode, dealing 15/20/25 (+5% AD) physical damage to nearby enemy units and structures. Cost: 100 Mana Cool Down: 160/145/130 seconds Range: 500
This is Yorick's ultimate, Shadow Army. Shadow Army ghouls are actually pretty weak individually, but they are pretty overwhelming when 8-12 of them rush you at once. While this ultimate isn't just game changing, it is exactly something that Yorick wants and is useful in both pushing and team fight situations. Shadow Army ghouls will rush down whoever Yorick himself is damaging at the moment, whether via basic attacks or items or whatever he is using at to deal damage at the moment, and then explode upon death for an amount of damage that begins to build up when multiple Shadow Army ghouls are exploding at once. Once a Shadow Army ghoul has died, Yorick then even has the option to resurrect them for another go and another round of explosions with Rise From the Dirt. Overall, Shadow Army is just a painful experience for anyone or anything standing in Yorick's way.
NEW RECOMMENDED ITEMS Lane Starting Items
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Essential Items
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PvP Items
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PvE Items
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Consumables
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Through this rework, we planned to make Yorick a Pusher Juggernaut, and that is what we did. I hope you liked this rework and hope you are as excited as I am for Yorick's official upcoming rework!
Essential Items
PvP Items
PvE Items
Consumables
