Necromancer Summoner Yorick Kit Rework

Meep Man·1/4/2015, 1:30:59 AM·8 votes·2,167 views

You probably shouldn't continue reading this if you don't have a little bit of time on your hands. If you are in a hurry, stop now and come back later.

INTRO

http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Yorick_0.jpg

In these days of League of Legends, there can't be any bland champions. All champions have to fulfill a special purpose to be picked over another since there will inevitably be a champion with better numbers than the other if two champions do the same thing. So, these days, every champion has to have a special purpose. Why should I pick this champion over this champion? Niches. Very special niches that make champions both fun to play and be viable. So, with this approach, I looked at Yorick. The goal of a rework is to make any large problems a champion has be mostly, if not completely, removed from the champion. So, according to Riot, Yorick's problems are:

  1. Yorick is boring to play since all of his spells are point and click and have little impact in a large scale fight.
  2. In order for Yorick to be good, he has to rely on his ADC to be well farmed and not be behind. If Yorick's ADC is behind, chances are Yorick will also be later on.
  3. Yorick is not fun to play against since it seems nearly impossible to kill him due to the sustain in lane he has. (this is less of a problem these days due to the movement of many ranged champions to Top Lane)

So, Yorick is boring to play as, relies on other members of his team to be fed to be useful, and isn't fun to play against during the part of the game where he is actually noticed. Before we cure these problems, we also have to look at what Yorick is and that is a Necromancer. He summons the dead to do his bidding. A special thing to mention is Yorick is also the only direct Necromancer in League since Mordekaiser more steals the soul of the enemy rather than bringing their body back to life. If Mordekaiser takes the soul, Yorick takes the body. What I suppose Riot do with Yorick is make him have a very special niche where Yorick acts as a Commander of the dead. For those who have played RTS games, have Yorick be like playing one of those games but entirely based around summoning units to perform tasks that synergize together. Make Yorick himself weak alone, but have his units "act in his place". Now, I know what you are thinking. "But if the units are acting in Yorick's place, how can the enemy ever kill Yorick if Yorick himself is never in danger. It would make it a 5v5 that seemed like a 5v4 since there would be no chance of stopping Yorick." Well, there is a simple solution this and that is FORCE Yorick to participate in the match in order for the fight to feel like a 5v5 and not a 5v5 that seems like a 5v4. With all this in mind, I will now show you the kit I have in mind for Yorick. ALL of Yorick's spells, even his passive, involve summoning units and all active spells, excluding his ultimate, have an additional passive along with them that buffs Yorick's undead units so that the rest of Yorick's units aren't completely useless if Yorick is forced to max a certain spell as quickly as impossible in order to deal with a certain champion. These passives are small, but can help. After showing you the kit, I will go over the uses of each particular unit AND counterplay in order to go against these units.


KIT

Yorick Rework Stats Health- 555 (+75 per level) Health Regen.- 9 (+0.8 per level) Mana- 345 (+35 per level) Mana Regen.- 9 (+0.4 per level) Armor- 22 (+3 per level) Magic Resist- 30 (+1.25 per level) Movement Speed- 325 Attack Damage- 50 (+2.5 per level) Attack Speed- 0.65 (+1.75% per level) Attack Range- 125 (Melee)

Passive- Land of the Dead http://www.mobafire.com/images/ability/yorick-omen-of-death.png Innate- Land of the Dead: Whenever Yorick or a Golem kills an enemy non-super minion or non-epic monster, he summons an undead version of the unit with weakened stats that will follow him and do as he commands. Land of the Dead units maintain their passives. These units have no health regeneration, but have 8% (+3% per 100 AP) life steal. These units have movement speed equal to Yorick’s plus 10. Land of the Dead units will attempt to kill an enemy champion whenever they attack Yorick or are within their basic attack range, stopping whatever they are doing to attack the enemy champion. Stats Health: 9% (+1% per 100 AP) max health Armor: 6/8/10/12/14/16/18% (+3% per 100 AP) armor Magic Resist: 10/12/14/16/18/20/22% (+2% per 100 AP) MR Attack Damage: 13/15/17/19/21/23/25% (+2% per 100 AP) AD Attack Speed: 60/65/70/75/80/85/90% (+2% per 100 AP) attack speed Yorick gains all gold these units earn. These units last for up to 30 seconds. They give 1 gold on death if they were a minion, 2 gold on death if they were a small monster, and 5 gold on death if they were a large monster. When Yorick dies, all undead units he has summoned and that he controls instantly die. Units summoned by Land of the Dead have no unit collision. Undead units can be affected by all spells and items that they could have been when they were alive except that they are now on Yorick's team. Land of the Dead monsters with Smite bonuses will not give the Smite bonus when smite is used on them. Levels: 1/3/5/7/9/11/13

Ability 1- Summon Scrambler http://www.mobafire.com/images/ability/yorick-omen-of-famine.png Passive: Undead units Yorick controls gain an extra 4/8/12/16/20 flat movement speed, except for the Scrambler. The Scrambler instead gains this bonus when targeting an enemy unit. Active: Yorick summons a Scrambler. These units will travel down the nearest lane and push it. These units will prioritize structures over champions and champions over minions/monsters. Stats Health: 70 (+10 per level) (+4% max health) Armor: 10 (+1 per level) (+10% armor) Magic Resist: 15 (+1.25 per level) (+20% MR) Attack Damage: 20 (+1 per level) (+20% AD) Attack Speed: 0.9/1.0/1.1/1.2/1.3 Attack Range: 100 (Melee) Movement Speed: 325 plus 75 when targeting an enemy unit Scramblers have 10% life steal and gain 0.1/0.15/0.2/0.25/0.3% attack speed for every 1% of their max health that is missing. There can be a maximum of 3/4/5/6/7 Scrambler’s active at one point in time. They give 4 gold on death. Yorick can hold up to 1/2/3/4/5 Scramblers at one time to summon. Scramblers have no unit collision. Cost: 40/45/50/55/60 mana Charge Time: 10/9.5/9/8.5/8 sec. Cool Down: 2 sec. Range: 550

Ability 2- Summon Captain http://img2.wikia.nocookie.net/__cb20110622163511/leagueoflegends/images/3/33/Unholy_Covenant.jpg Passive: Undead units Yorick controls gain an extra 2/4/6/8/10 armor and magic resist. Active: Yorick summons a Captain. These units will travel with the targeted unit. These units will prioritize minions/monsters over structures and structures over champions. Stats Health: 150 (+10 per level) (+7% max health) Armor: 15 (+2 per level) (+20% armor) Magic Resist: 25 (+3 per level) (+35% MR) Attack Damage: 7 (+0.5 per level) (+5% AD) Attack Speed: 0.6/0.65/0.7/0.75/0.8 Attack Range: 125 (Melee) Movement Speed: Equal to targeted unit’s + 10 Captains give Yorick and nearby undead units 15/17.5/20/22.5/25% attack speed, 8/11/14/17/20 armor and magic resist, and cause their basic attacks to deal 6/9/12/15/18 (+15% bonus AD) (+8% AP) bonus magic damage on-hit to enemy units. When targeting units, enemy minions and structures will target the Captain before other undead units and minions. There can be a maximum of 2 Captains active at one point in time. They give 7 gold on death. Their auras do not stack. Yorick can hold up to 2 Captains at one time to summon. Captains have no unit collision. Cost: 55/60/65/70/75 mana Charge Time: 39/38/37/36/35 sec. Cool Down: 2 sec. Range: 550 Aura AoE Radius: 650

Ability 3- Summon Golem http://img3.wikia.nocookie.net/__cb20110622163553/leagueoflegends/images/2/2c/Omen_of_War.jpg Passive: Undead units Yorick controls gain an extra 3/5/7/9/11 attack damage. Active: Yorick summons a Golem. These units travel with Yorick. These units prioritize champions over structures and structures over minions/monsters. Units killed by a Golem will be affected by Land of the Dead. Stats Health: 175 (+25 per level) (+10% max health) Armor: 25 (+3 per level) (+30% armor) Magic Resist: 25 (+0 per level) (+10% MR) Attack Damage: 27 (+2 per level) (+25% AD) Attack Speed: 0.55/0.6/0.65/0.7/0.75 Attack Range: 350 (Ranged) Movement Speed: Equal to Yorick’s plus 10 Golem’s basic attacks deal 20/25/30/35/40% splash damage and slow champions hit. The primary target is slowed by 10/15/20/25/30% for 1.5 seconds and secondary targets are slowed by 5/7.5/10/12.5/15% for 1 second. There can be a maximum of 1/1/1/2/2 Golems active at one point in time. They give 8 gold on death. Golems will attack enemy champions currently attacking themselves or Yorick, focusing on the ones attacking Yorick over the ones attacking them. Golems will move into range in order to attack an enemy unit, but will not move more than 325 units away from Yorick. Golems will only basic attack minions or structures when Yorick himself is attacking them. Cost: 75/80/85/90/95 mana Cool Down: 29/28/27/26/25 sec. Range: 250

Ultimate- Summon Undead Behemoth http://img1.wikia.nocookie.net/__cb20110622163635/leagueoflegends/images/e/e3/Omen_of_Pestilence.jpg Active: Yorick summons an Undead Behemoth that will follow him. This unit will prioritize whoever Yorick is currently attempting attack. This unit lasts for 30 seconds. Stats Health: 1200/1700/2200 (+20 per level) (+10% max health) Armor: 30 (+5 per level) (+50/60/70% armor) Magic Resist: 50 (+2.5 per level) (+30/40/50% MR) Attack Damage: 100/125/150 (+3 per level) (+50/60/70% AD) Attack Speed: 0.6 Attack Range: 200 (Melee) Movement Speed: Equal to Yorick’s plus 45/55/65 The Behemoth’s basic attacks stun minions and monsters hit for 1.25 seconds. Champions hit have their movement and attack speed slowed by 15/20/25% for the same duration. Structures hit are taunted for 2.5 seconds and will only attack the Behemoth as long as it stays within their range. Taunted structures deal 15% less damage to the Behemoth. Also, Yorick and undead units near the Behemoth move as fast as the Behemoth if the Behemoth has more speed than them. Only 1 Behemoth can be active at one point in time. They give 20 gold on death. Behemoths cannot move more than 650 units away from Yorick. Cost: 100/125/150 mana Cool Down: 150/135/120 sec. Range: 250 Movement Speed Aura AoE Radius: 650

Icons used are just fillers


LAND OF THE DEAD UNIT USES

Land of the Dead units will act as if they are on a leash and stay within a certain range of Yorick. They will stay within 325 units of Yorick. If Yorick moves, they will only move if Yorick attempts to attack a unit or Yorick moves more than 325 units from them. At Level 1, 6-9 units will be needed to equal the DPS of the unit when it was alive. At Level 13, 4-5 units will be needed to equal the DPS of the unit when it was live.

Melee Minions Uses

  • These units are the worst yet highest amount of units you will be getting from this passive. These units shouldn't be noticed too much by you, but be sure to track around how many you have. Once you have enough of them, they themselves can be used to accomplish a decent push, kill a monster camp, or help in a duel against an enemy champion.
  • Least priority to be kept alive.

Melee Minion Counterplay

  • Try to kill of these minions whenever Yorick gets one. They should be able to be killed with 1-2 basic attacks. Don't let him get too many since they can be effective meat-shields for projectiles and can eventually rack up to equal a lot of damage.
  • Shouldn't be worried about due to their lack of stats and range.

Caster Minion Uses

  • These units can be useful for harassing the enemy champion by moving into range. When paired with your Golem, these units can deal decent damage to an enemy champion when you have enough.
  • Try to keep them alive, but do not worry if they die.

Caster Minion Counterplay

  • Like the melee minions, try to kill these off whenever you can. Try to kill these minions off over melee minions since they have range and more attack damage than melee minions, allowing them to harass you from a distance.
  • Kill them when possible.

Siege Minion Uses

  • The siege minion is surprisingly weak despite it's normal stat advantage when alive. These should be used to draw aggro off of your melee and caster undead minions when under tower range. In other situations, use them just as you would use your undead caster minions.
  • Try to keep them alive, but do not worry if they die.

Siege Minion Counterplay

  • Like the caster minion, try and kill them whenever you can. They can draw aggro from turrets as well so kill them when they are under your tower.
  • Kill them when possible.

Small Wolves and Raptors, Sentries, Cinderlings, and Krug Uses

  • Treat them as melee minions, but with try and keep them alive since they are stronger.
  • Keep alive over minions.

Small Wolves and Raptors, Sentries, Cinderlings, and Krug Counterplay

  • Treat these units as stronger melee and caster minions. Try to take them down when possible.

Ancient Krug Uses

  • Use this beefy unit as a a meat shield in most situations due to it's high defenses. Moving behind it when facing a projectile heavy champion will serve useful for a few spells.
  • When assaulting an enemy turret, have this monster attack the turret to consume it's Gift of Heavy Hands passive but deal a burst of damage to the turret.
  • Keep alive for tanking projectiles.

Ancient Krug Counterplay

  • Keep this unit away from your towers in order to prevent it from dealing a burst of damage to the tower.
  • This unit is effective at tanking projectiles for Yorick so try to not waste any projectiles when Yorick is hiding behind this big rock.

Gromp Uses

  • Gromp is an effective harass monster due to it's ranged attacks and decent attack damage. When it is attacked, it will also apply Gift of the Toadstool to the enemy so low health enemy champions will be forced to retreat or forced to attack other units.
  • Standing behind Gromp will cause your enemy to take damage if they were attacking you with projectiles.

Gromp Counterplay

  • Be sure you have enough health to take down Gromp since attacking Gromp will deal poison damage to you.
  • Take this unit out of the fight to cause Yorick to lose a lot of ranged power.

Crimson Raptor Uses

  • The Crimson Raptor is a decently strong unit. It has a short range attack that deals moderate damage, but has an above average attack speed so it can recover health from the passive Land of the Dead lifesteal bonus faster than most units.
  • Use against enemy champions with more constant damage.

Crimson Raptor Counterplay

  • Try to burst this unit down since it can recover health faster than the other Land of the Dead units.

Murk Wolf Uses

  • A strong melee unit that is helpful in extended duels. Functions similarly to the Crimson Raptor, but melee.
  • Use against duelists.

Murk Wolf Counterplay

  • The Murk Wolf can be easily kited and killed.
  • The Murk Wolf is a great DPS engine in extended duels so take it out if you can.

Blue Sentinel and Red Brambleback Uses

  • These brutes are strong melee fighters, but have slow attack speed. They are best used when taking down towers and fighting epic monsters. They can also be used as meat-shields.
  • Keep alive when you are planning objective play.

Blue Sentinel and Red Brambleback Counterplay

  • Due to these units larger healthpool, constant damage and % health damage can effectively take down these monsters.
  • Due to their slow attack speed, these units shouldn't be focused in most champion fights they are in. Focus them down when they are being targeted by a tower however since it will take the tower a long time to kill them without help.

THE RIFT SCUTTLER IS UNAFFECTED BY LAND OF THE DEAD SINCE IT CANNOT ATTACK AND USES ITSELF AS A WARD WHEN IT IS KILLED. IT IS ALSO A HOLY CREATURE AND WOULD BE IMMUNE EVEN IF IT COULD ATTACK. ENEMY MINIONS PROMOTED BY BANNER OF COMMAND LOSE THE BUFF UPON DEATH AND WILL THEREFORE NOT MAINTAIN THE BUFF WHEN THEY BECOME UNDEAD. YORICK'S SCRAMBLERS, CAPTAINS, BEHEMOTH, AND OTHER LAND OF THE DEAD UNITS WILL NOT SUMMON LAND OF THE DEAD UNITS.


SCRAMBLERS

Scrambler Uses

  • The Scrambler is your basic lane pushing friend. They act as normal minions with slightly different targeting. Their job is to push a lane to a structure before basic attacking the structure to death. They are your foot soldiers and should be treated as such. Use them whenever you can and try to summon them to where they will push with an allied minion wave. Sending a large group of them down a lane with an open inhibitor will force the enemies attention that lane.
  • Scramblers are very squishy alone and need protection. Grouping them with Captains will boost their offensive capabilities and grant them much needed armor and magic resist. Captains will also draw some of the damage from the enemy minion wave off of them.
  • Scramblers cannot be used to take down monsters since they will ignore the monsters in order to get to the nearest lane. Remember this when using them in the jungle. However, they can be used to attack champions when you are alone in the jungler when there are no minions nearby.
  • It is usually unwise to send off Scramblers alone when you have leveled the ability passed Level 1. Sending them off in groups will force enemies to attack them instead of other objectives on the map.

Scrambler Counterplay

  • Warding the map to know where Yorick currently is will allow you to know which lane Scramblers will most likely be "scrambling" down next, so buying wards is a smart idea for a Yorick constantly in the jungle.
  • These are the squishiest of Yorick's minions and are the easiest to take out. You can usually take them out with a few basic attacks or a powerful spell.
  • Bringing AoE damage is a smart idea since it will allow you to blow up large groups of Scramblers in a jiffy.
  • Scramblers gain more attack speed as they take damage, allowing them to both deal more damage and heal themselves with their lifesteal. A low health Scrambler isn't a dead Scrambler. The job isn't done till it's done.

CAPTAINS

Captain Uses

  • Captains will follow the unit you target, meaning they can either ideally follow you or one of your undead units. They can be equipped to an allied champion or minion, but their effectiveness will take a harsh blow.
  • Equipping a Captain to a large group of Scramblers will allow for a solid push down the lane they are heading down due the attack speed, defenses, and on-hit magic damage they grant. The on-hit magic damage will not affect structures.
  • Equipping a Captain to Yorick himself will allow Yorick, Land of the Dead units, Golems, the Behemoth, and any nearby Scramblers to gain the buff, allowing for a much higher increase in damage. However, this will force Yorick to have to travel down a lane in order to make full use of the buff, putting himself in danger and therefore all current undead units he controls. Be wary when doing so.
  • Captains have very little offensive capabilities alone.

Captain Counterplay

  • If you see a group of Scramblers with a Captain, be sure to eventually stop them since that is a force of nature to any unprotected lane.
  • When going against a group of undead where Yorick isn't present, focus down the Captain since the undead around the Captain will lose a lot of defenses and offensive capability.
  • Captains taunt enemy minions they basic attack and will therefore draw attention away from their group. Killing them will force all of your minions to attack the units they were supporting.
  • Captains alone pose very little threat to a lane or champion they are following if the champion isn't Yorick. They can be nearly entirely ignored if they are without Yorick or other undead units.

GOLEMS

Golem Uses

  • Golems can only be summoned one at a time, so summon a Golem whenever you can afford to.
  • Golems are ranged and will focus on attacking champions so summoning one while near enemy champions will force the enemy champion to think twice before attacking Yorick.
  • Golems are the only undead summon that can convert units into Land of the Dead units and, due to their AoE damage, are very helpful for converting large groups of units into the undead.
  • The Golems basic attacks count as projectiles and will be blocked by Wind Wall and Unbreakable.
  • Golems are a very strong force in team fights due to their AoE damage and slow.
  • Golems can push a lane very quickly, but Yorick himself has to attack minions and structures in order for them to attack, leaving Yorick open for attacks when moving in to attack.

Golem Counterplay

  • Killing Golems will lower Yorick's DPS by a lot. Try and kill them from afar before attacking Yorick.
  • Golems are affected by magic damage much more than physical damage, so use magic damage to kill them whenever you can.
  • A Golem's basic attacks will still be AoE when attacking structures so taking a little damage from the AoE will cause the turret to target Yorick if it isn't under attack by a Behemoth.
  • Golems can push very quickly so keep that in mind when you see Yorick and his Golems pushing a lane.
  • Yorick can only have 1 Golem until he levels the ability to Level 4. Use this to your advantage and kill the Golem whenever possible since the Golem won't have a second Golem to help it.
  • If you can outrange the Golem, you can dispose of the beast very easily by kiting it and Yorick since neither are too fast.

THE BEHEMOTH

Behemoth Uses

  • The Behemoth can be considered your battering ram since it forces an enemy structure to attack it. It also has very high basic attack damage to take down the structure. Whenever you plan on taking down a turret, use this ability in order to destroy it when you want to protect your other undead units.
  • The Behemoth can also be used to attack an enemy champion and effectively duel them since it will slow their movement and attack speed.
  • The Behemoth is your only undead summon with a duration so use it wisely.
  • Attacking a stunnable monster or minion with the Behemoth will stun them, allowing you to push a lane with little counterattack from enemy minions or take down monsters with ease.
  • The Behemoth can allow you to push a lane with a large group of undead without minions due to it being able to tank turrets with ease and giving Yorick and nearby undead minions a powerful speed boost. When used along with Elixir of Ruin, Yorick and the Behemoth can accomplish and extremely strong push.
  • You can tower dive with an ally extremely well with use of the Behemoth due to the taunt. However, the Behemoth will attack what you are attacking so you need another champion or unit to attack whoever you are tower diving.

Behemoth Counterplay

  • When Yorick summons the Behemoth, it means he is wanting to take a turret or kill an enemy champion. Either way, it is worth stopping.
  • Sometimes it is best to wait out the Behemoth if you can due to it having a set duration. Slows, stuns, and other disables can help with this.
  • Slowing the Behemoth will slow Yorick and slowing Yorick will slow the Behemoth. Either way, they are both slowed due the movement speed reductions.
  • Focus down the Behemoth when it is attacking a tower so that the tower can move onto less bulky targets.
  • When a Behemoth attacks a tower, it will taunt the tower for 2.5 seconds, causing it to only attack the Behemoth for that duration. Remember this when you are hiding behind a tower and the enemy Yorick summons a Behemoth.
  • The Behemoth can be very effective at focusing down a precious ally in a teamfight. Kill or disable it if it is killing an ally if you can afford to.

NEW YORICK BUILD PATHS

Lane Yorick Starting Items item 1001 item 2003 x4 item 3340 Core Items item 3117 item 3074 item 3512 Offensive Items item 3508 item 3071 item 3035 item 3056 item 3060 Defensive Items item 3190 item 3065 item 3083 item 3075 item 3143 Consumables item 2003 item 2004 item 2044 item 2043 item 2137

Jungle Yorick Starting Items item 1039 item 2003 x2 item 3340 Core Items item 3724 item 3060 item 3117 Offensive Items item 3071 item 3089 item 3035 item 3508 item 3146 Defensive Items item 3157 item 3065 item 3083 item 3174 item 3075 Consumables item 2003 item 2004 item 2044 item 2043 item 2137

RECOMMENDED SUMMONER SPELLS summoner 4 summoner 12 summoner 11 summoner 21


And so ends that long, long book of words. So, what we have done here is given Yorick a Summoner Niche that allows for a unique experience to both the player and those Yorick plays against. It will certainly make the enemy play more defensive and force them to adapt to a Yorick being on the enemy team instead of playing the game as usual. However, the biggest thing is have we removed from the situation what made Yorick so annoying.

  • Yorick is boring to play since all of his spells are point and click and have little impact in a large scale fight.

Well, while Yorick remains point and click, he now has to think about where he points and clicks AND feels like is having an impact through use of Golems and the Behemoth. The Land of the Dead passive can also contribute to team fights when used with Gromp or a large group of other Land of the Dead units. Yorick is also a lot less boring to play since he now has a much more active role and feels like he is accomplishing something instead of just healing himself for all eternity.

  • In order for Yorick to be good, he has to rely on his ADC to be well farmed and not be behind. If Yorick's ADC is behind, chances are Yorick will also be later on.

This has been mostly removed due to the ultimate switch. While most teams rely on an ADC to deal good sustained damage, Yorick no longer NEARLY ENTIRELY relies on his ADC to have an impact on the game.

  • Yorick is not fun to play against since it seems nearly impossible to kill him due to the sustain in lane he has. (this is less of a problem these days due to the movement of many ranged champions to Top Lane)

Yorick is now much more killable during the laning phase. Unless Yorick wants more than half of his kit to go to waste, Yorick is forced to participate in the game. He also has no natural sustain anymore so damage dealt to him now actually sticks until he can naturally regenerate it back. The only way I can see Yorick being not fun to play against is if this kit were to counter someone during the laning phase which would be hard since that would basically mean you would have only single target spells and had pretty long cool downs.

This new kit has also given Yorick a reason to be picked besides nearly forcing the Top Lane into a No Kill Lane. He is now a strategic champion as well that I could see fitting into certain compositions in competitive play. Furthermore, this kit for Yorick reinforces the Season 5 goal of Strategic Diversity with a champion much different than any other!

I hope you enjoyed reading this. If you have any balancing suggestions, leave them in the comment below and PLEASE don't just say "This is broken." or "This would never work." That gives me nothing. If you liked this rework, tell me why please so I know and any POSSIBLE Rioter looking at this knows. Thank you.

9 Comments

Ðelofasht1/23/2015, 6:42:22 PM2 votes

This is by far one of the most detailed kit reworks I've seen. I read through it pretty carefully and while there are so many points I would bring up about it the simple fact is that this kit is so massive a rework it's basically a new champ really. It would be very risky to adjust a champion so greatly in my opinion, beyond that the reason his kit feels unfun to play against is that his cooldowns are so low that there is no real decision as to when to use what, just whether it's off CD and the enemy is in range.

A spamming kit with no opportunity for misuse feels lackluster. The truth of it is there are definitely best times to use certain abilities and not to. Like you never want to waste your Q speed boost if you feel a gank is coming, because if you don't have it you are very likely not going to get away and very likely to die with the current damage junglers do coupled with Chilling Smite.

His Ult feels lackluster because as you stated it scales very boringly and not with Yorick at all, unless you build him differently. . . /gasp. I recently made a post about the kit rework I would suggest and the maintaining a simple approach to it by keeping the feel of his abilities as they are right now, but providing more friendly support while increasing his cool downs to compensate.

Meep Man3/14/2015, 6:29:41 AM2 votes

Im gonna super mega giga revive this, because I want Yorick to be reworked :3

Meep Man1/4/2015, 10:34:20 PM1 votes

Recent changes:

The Land of the Dead units now have 9% of their health at all ranks and all of their modified stats now scale with ability power. They gain 1% more of their unmodified health per 100 AP, 2% more of their unmodified magic resist, attack damage, and attack speed for every 100 AP, and gain 3% more of their unmodified armor for every 100 AP. They also gain 3% more lifesteal for every 100 AP. The Jungle Yorick build path has been modified since building AP is much more beneficial to Jungle than Lane Yorick due to the much more powerful units in the Jungle. The Captain has lower health middle and late game, but gained slightly more early game to compensate. He now also gives more attack speed early and less later on. The overall defenses he gives have been decreased and the magic damage on-hit he gives has been decreased earlier on. The AD ratio on the magic damage on-hit has been changed to Bonus AD and an AP ratio has been added to the on-hit magic damage. The AD ratio for the Captain's attack damage has been slightly increased to compensate for the much lower early magic damage on-hit bonus.

The reasoning behind these changes is to bring more diversity in what this new Yorick can build. At first, he could build a lot, sure, but a single bit of ability power would go to waste. Now, no matter what Yorick builds (except probably attack speed although that could still help when the Captain is buffing Yorick himself), he is gaining something from it. Also, the early game Land of the Dead units were very weak without even having to test it IRL at all. 3%, even 6% max health was pitiful and could be destroyed with 1-2 minion basic attacks. Even large monsters like Gromp had very low health. To put into view, melee minions would have about 9 health at Levels 1-2. With 6% max health, they at that put have around 27 health. With 9% health, they now start the game with 27 health and increase as the game goes on at a much steadier rate. If Yorick builds AP, this can increase at much more rapidly, with a full AP Yorick causing his minions to have about 15% health, 36% armor, 34% magic resist, 37% attack damage, 102% attack speed, and 26% lifesteal. The Blue Sentinel at the start of the game would have about: 300 Health 7 Armor 0 MR (it has none) 22 Attack Damage 0.5 Attack Speed This is fairly balanced at the start of the game. Of course, as the Blue Sentinel dies it would naturally become stronger and most of these stats would more than double as the game went on. Thank you for reading.

Vbunnie1/4/2015, 1:51:04 AM1 votes

The R should be control click also the captain is a little powerful and it would make more sense to have the behemeth have the taunt ability rather than the captain and allow for that taunt to occur on any champion that yoric is attacking e should not slow enemies hit and should instead stun targeted enemies and slow enemies within the aoe. Captain should do the generating of the attack speed on hit and the q should deal damage over time around them while draining their health.

Jellycake Demon1/11/2015, 11:41:21 PM1 votes

i like the changes you have made & the info is really helpful...however i noticed (or i may just be blind) that there is no mention on how many units Yorick HIMSELF can summon at once as well as how many of his own summoned unites that he can have out like having caps like

3 or 4 caps Scramblers, 1 or 2 Captions & 2 or 3 Golems.

tasteslikepuddin1/11/2015, 10:52:06 PM1 votes

Yorick doesn't really need changes he is easily beat by poke and burst champions which are very popular the last 2 seasons.

Scorpoison1/4/2015, 8:14:15 AM1 votes

would item 3060 affect his undead?