Yorick rework fan concept.
All numbers and names are to be considered placeholders. Constructive observations/critiques welcome, obviously. This is all essentially what I think would be pretty darn cool. If you think it wouldn't work in game, please feel free to discuss why.
Passive: Eeire Mists- Yorick's area of effect spells conjure a thick mist from the Shadow Isles, reducing champion vision for 1.5 seconds and applying a stack of Lost Soul to champions for 3 seconds, which restores 7.5% hp to Yorick upon striking them. Yorick's minions cannot consume this mark, but are attracted to marked enemies.
Q: Frenzied Ghoul- Summons a vicious ghoul at a target location for x seconds. The ghoul gains a percentage of Yorick's stats, and applies on hit effects when it attacks. Costs 7.5% of Yorick's max health. If the ghoul survives for it's full duration, 3% of this hp is refunded.
If Yorick gets an assist, the CD of this ability is reduced by half. Upon getting a kill, it is reset.
w: Angry Dead- Yorick strikes the dirt with his Shovel, sending necromantic magics to a target location. Undead hands grasp at enemies within this area, slowing movement speed by 20% and snaring champions for .5 seconds every 1.5 seconds for 4.5 seconds.
E: Vengeful Wraith- Summons a slow spirit at a target location for x seconds with a ranged auto attack that does [Base Damage]+[AP scaling]+[% missing health] to minions and champions. Costs 7.5% of Yorick's max health. If the wraith survives for it's full duration, 3% of this hp is refunded.
If one of Yorick's allies is slain near him, the cooldown of this ability is reset.
R: Spirit Calling- Yorick plunges his shovel into the dirt, summoning a large patch of mist, and calling forth the spirits of the Mori Family line. These 12 spirits spawn at the location cast in waves of 6, each lasting 13 seconds, the full duration being 26 seconds. If Yorick dies within this time frame, a 13th siege spirit will spawn. Damage from Champions causes spirits to erupt, dealing [Base Damage]+[x% AP] and mark all nearby enemies with a stack of Cursed, reducing movement speed by 7.5%, and damage taken by 5%.
CONTEXT: A lot of this has already been suggested. The only real ''new" ideas here are the passive, and the HP costs/refunds. The passive is because it helps Yorick, a slow, beefy AD champion to play around ranged top laners like Gnar, or AP's like Vlad, and fill a greater range of roles, from Jungler to support. Because all of his basic abilities are essentially ranged, and all produce this vision blocking mist, Yorick can pop an R or E on top of an enemy, then throw a W down to snare the enemy. To succeed at this requires a decent level of prediction, but can allow Yorick to close gaps if played right. Also, it fits nicely with the whole, Shadow Isles theme, and I've always wanted to see more vision impairment abilities. The health costs are, of course, to limit the problematic Yorick free harass. In order to sustain his harass, he actually has to be in range of the enemy. The health refund from his passive, however, allows him to bait lane opponents, as it can be stacked 3-4 times, granting 22.5-30% of his HP back (more, if multiple champions are marked and subsequently AAed). His W, Angry Dead, is an important ability, as it provides much needed CC for escaping ganks, and snaring enemy champions, and giving a free Lost Souls mark! With a moderate-long cooldown and low mobility, however, using it offensively can leave Yorick vulnerable to ganks. (This spell would travel similarly to Jayce's poke, shooting out in a straight line, but when it reaches it's destination, it creates a small-moderate CC zone. A line of green cracks would shoot out from Yorick to the target location, making it easy to dodge at long ranges, and very hard to dodge up close.) Two types of undead minions, the ghoul obviously for raw damage output and on hit effects (Botrk, Frozen Mallet would be very useful), the Wraith for finishing off enemies, obviously. Despite the predictability of this kit, the Eerie Mist passive makes it feel unpredictable, and high risk. If Yorick doesn't consume his marks, he loses out on quite a bit of hp. The Ult is intended to work as a powerful siege tool, or to counter enemy initiations. The 13th spirit is mostly for flavor. I like the idea of Yorick being the 13th of his line, and there being 13 ghosts. GET IT? The sploding ghosts will essentially turn what would be a perfect initiation for your team into a whole lot of NOPE. Obviously it can be countered very easily with ranged abilities, so it's best used in teamfights as soon as Mumu lands a bandage toss, or you see a Malphite/Hecarim charging in.
Item/build/role?: This Yorick build should succeed at most roles, able to provide decent sustained damage with LOTS of sustain to keep him alive in the thick of team fights, as long as you use your abilities/passive wisely.
Final Statements: I believe this rework path will lead to Yorick being a fun, dynamic champion both to play as and against, with lots of counter-play potential, as his snare can be dodged, and his minions can be killed.