[Yorick Rework] Found a way to make him stay unquie while possibly being viable.

ProExpertKing··2 votes·831 views

So I got super proud of myself and I'm not good with balance so it might seem a little broken or unbalanced but these numbers are basically place holders.

Passive: Undead League Yorick gains move speed per UNDEAD ally. This would be affected by Mordiekaisser's ghost, Sion and Karthus's death part of their passive and Yorick's q and w ability. Yorick also gains bonus health regen for his mana regen. (This does not work during Yorick's e)

Q: Shadow's Soul Yorick brings his shadow to life. (This would remove his shadow if they were on) It costs 25% of Yorick's current health and the shadow has 25% of his max health. The shadow will also have 10% life steal and last 15 seconds. The Shadow would have 75% of Yorick's attack damage, 90% of his attack speed and 100% of his move speed.

W: Dust To Life Yorick gains 10/15/20/25/30 attack damage + .5 bonus attack damage (doesn't scale with it's self) and costs 10/10/15/15/20 mana per hit. If Yorick kills a unit then a goule will spawn for 4 seconds which can not be attacked while doing 13/18/23/28/33 + .7 bonus attack damage (is affected by the bonus attack damage from this ability) Goule will proitise Champions but will also attack large or epic monsters and that's it.

E: Decay For New Life Yorick's toggles one enimie champion within a 450 range to take 5/5/10/10/10 + .8 ability power per tick while slowing them by 20% and gaining 5/6/7/8/9 mana regen + 100% of health regen + 5/5/5/5/5 (+ 1 for ever 500 mana) that is stolen from the enimie champion being attacked. If the enimie has no mana than no mana would be gained. Yorick will lose his health regen completely (and potentially lose health if this is too op.)

R: The Bell Tolls For Thee Yorick expends 100 mana to gain a 700 aoe on attack (will only affect champions at a range of 450) for 10 seconds and 50/75/100% bonus attack speed. (Affects his base attack speed so not 100% of his total attack speed. Double his base attack speed + what he had before) The aoe does .7 of his total attack damage but 150% to minions and monsters.

I'm sure a lot of people are going to hate this idea but Yorick is really stupid and I love this idea ^-^

11 Comments

ModThe Djinn1 votes

One of the problems with Yorick currently is that he has no real ways to showcase the player's skill: his abilities are all roughly "fire-and-forget" abilities with no mastery evident save perhaps precision timing with his ultimate.

This doesn't really fix that at all: his Q is an automatic summon like his current ghouls, his W is a passive ghoul-summoning and auto-attack buff, his E is just a point-and-click health draining tool that you can fire and forget, and his R is a ranged damage buff. There's no real playmaking in any of that -- he's still just a "walk up to the enemy and be Yorick" champion as presented here, and that's something that needs to change.

ProExpertKing1 votes

He's more duel and lane shoving. Current he has no wave clear and his whole kite a based off of early game haress.

ModThe Djinn1 votes

{quoted}

He's more duel and lane shoving. Current he has no wave clear and his whole kite a based off of early game haress.

But he's really not -- duels require mastery put into them to avoid being stat-checks. Which this currently is. He can't miss anything, he can't outplay you -- he either kills you or now.

And current Yorick is ALSO duel / harass and lane-shoving -- he just falls off hard because his scaling is awful and his waveclear is anemic because the ghouls aren't actually that useful.

ProExpertKing2 votes

But he's not a shover. He's an early game lane bully and that's it. The best thing he does no one finds fun anyway.

ModThe Djinn1 votes

{quoted}

But he's not a shover. He's an early game lane bully and that's it. The best thing he does no one finds fun anyway.

Correct. My point is more that you haven't really changed anything about how current Yorick plays except for trading early game harass for more shoving power. Which doesn't solve his issue, as he's still a non-interactive stat-ball without any really interesting gameplay.

ProExpertKing2 votes

Just because he doesn't have high utility and jumps, doesn't mean you can't do play or find him fun. If you can just go around and destroy towers before anyone notices, some people are going to enjoy that and find it funny. Like "I destroyed a tower and left THREE times before they could get me. Lol" Especially since we are no longer focusing on kills. More of towers

ModThe Djinn1 votes

{quoted}

Just because he doesn't have high utility and jumps, doesn't mean you can't do play or find him fun. If you can just go around and destroy towers before anyone notices, some people are going to enjoy that and find it funny. Like "I destroyed a tower and left THREE times before they could get me. Lol" Especially since we are no longer focusing on kills. More of towers

I get that, yes.

But, to quote Xelnath (who was leading the Yorick rework before it got iceboxed): "Yorick's kit doesn't offer Yorick players the ability to be skillful."

It's a huge problem. League champions need places to show your mastery of the character. This kit, as presented here, DOES NOT HAVE THAT. It can literally just walk down a lane spamming abilities and achieve almost optimal gameplay, and, in a fight, it doesn't really have any timing, outplay, counterplay, or anything other than being a ball of stats to throw around.

You can totally make a hard-shoving, tower-pushing Yorick. It's a GREAT design space for him -- a brutal lane Juggernaut who will simply walk up to your towers and destroy them if you don't stop him. But you need to make a kit that has more player input. This one really is just fire-and-forget.

Also, your W ghouls currently only attack large monsters and champions, so you really don't have that much pushing power outside of your ultimate. Something you might want to consider adjusting.

ProExpertKing2 votes

Has about as much counter play as it does now and if you hate it so much then offer your own ideas instead of just claiming mines are stupid.

ModThe Djinn1 votes

{quoted}

Has about as much counter play as it does now and if you hate it so much then offer your own ideas instead of just claiming mines are stupid.

Never said they were stupid: my goal is always to attempt to help others see the flaws in a design so they can fix it -- and you're onto something with making him a lane-shoving champion, so there's the seed of a good idea in here somewhere. It's just not being given a chance to breathe, I think. And yes -- current Yorick is low on counterplay. That's not a good thing, and it's something a rework should attempt to fix.

As for ideas...


OPEN GRAVE: Yorick gains stack of Open Grave every 10 / 9 / 8 / 7 / 6 seconds, to a cap of 4. When activated, he places an Open Grave which bursts open at the target location after a short delay, dealing damage and lightly slowing all enemies caught in the initial effect. Open Graves persist for 12 / 14 / 16 / 18 / 20 seconds. Cooldown: 1 second.

UNEARTH THE DEAD: Yorick summons a ghoul from every nearby Open Grave, and they dash in a line from the grave X distance towards target location until they strike a minion enemy champion, tower, or epic monster, dealing physical damage and slowing all targets in an AoE around the point of impact. Ghouls then persist for 10 seconds, dealing damage to enemies in the surrounding area (and prioritizing the first minion, champion, tower, or monster they strike until it is slain). Ghouls can be slain by auto-attacks directed at them specifically, and have 4 hit points. _ They lose hit points at a rate of 1 per second if Yorick moves too far away from them. Cooldown:_ 17 seconds

GRAVEDIGGER'S EDICT: Yorick's next attack deals bonus physical damage equal to a percentage of his target's maximum hit points, and retargets any currently active ghouls onto the target. Cooldown 8 / 7 / 6 / 5 / 4 seconds.

These three abilities would be an interesting starting point for Yorick. He has a lot of pushing power with the AoE damage + persisting nature of the ghouls (and, with 40% cooldown, he can keep ghouls up constantly), and he can focus them Juggernaut style onto a single enemy if he can get into range to use his E. He has some zoning power and harass with his Q, but a skillful enemy can either dodge the ghoul lines to avoid being a target, or keep a minion wall sufficient distance between the Graves and himself to avoid being tagged by the AoE. He's also got some HUGE tower-taking capability, provided he stays near the tower so his ghouls can bite into it.


Just some thoughts off the top of my head, mind you. Would require some tuning, probably on the W specifically. Might be interesting to make it a vector target from Open Graves on a lower cooldown, and make some other way to create Open Graves.

ProExpertKing2 votes

So turn him into an ad rip off of Azir with shen's new q on his e. Not unquie in any way.

ModThe Djinn1 votes

{quoted}

So turn him into an ad rip off of Azir with shen's new q on his e. Not unquie in any way.

I did mention this was off the top of my head.

And that's not quite accurate. I'd say a better parallel is Heimerdinger's zone control combined with Malzahar's malefic visions minion control, fired like Lulu's Q turned into a first-target-hit skillshot followed by a summon. He doesn't innately control the ghouls, after all.

But if you're not A: okay with receiving legitimate critique and B: not willing to offer constructive critique, then I'll leave you to your thread. Best of luck.

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