Champion Rework - Yorick, the Deathbringer

Darkslayer85·8/6/2016, 4:14:28 PM·6 votes·1,105 views

Passive - Vengeful Reincarnation: When an enemy unit near Yorick dies, it spawns a grave at its location for 8 seconds. If Yorick walks over the grave, after a 0.75 second delay, he destroys the grave, summoning a ghoul in the process. Enemies can step on the grave to destroy it, gaining 5 gold. The ghoul remains there for 15 seconds and is untargetable. Yorick’s abilities interact with his ghouls, however they don’t do anything on their own.

Yorick has a maximum of two ghouls, however this increases by one for every point in his ultimate. Spawning a ghoul at the maximum limit removes the oldest ghoul.

Q - Undead Call: After a 0.35 second delay, Yorick’s ghouls bellow in a line at target enemy, dealing physical damage to all enemies hit. This ability has a fixed range and will continue to travel past the targeted enemy if range allows. Enemies hit by multiple ghouls take 40% damage from ghouls beyond the first.

Damage: 60/90/120/150/180 (+40% AD) (+15% AP) Cost: 60/65/70/75/80 Mana Cooldown: 8/7.5/7/6.5/6 seconds

Notes: This ability is similar to a Lucian’s Q - Piercing Light, however it can originate from multiple ghouls.

W - Horror Strike:

Passive: Yorick’s basic attacks reduce the cooldown of Undead Call by 1 second.

Active: Yorick’s next basic attack deals bonus damage based on the target’s current health and debuffs them with Undead Horror for four seconds, which causes the target to take additional magic damage from Yorick’s basic attacks and abilities. Horror Strike deals double damage to minions and monsters.

Damage: 4/4.5/5/5.5/6 (+1% per 80 AD) of the target’s current health. Undead Horror Damage: 20/22.5/25/27.5/30% Cost: 80/85/90/95/100 Mana Cooldown: 18/16/14/12/10 seconds

E - Nether Dash: Yorick dashes in the target direction, dealing magic damage to all enemies struck. If he collides with a champion or large monster, he spawns a ghoul at his initial location. Yorick also carries the first minion or monster he collides with to his end location.

Damage: 60/95/130/165/200 (+70% of bonus AD) Cost: 70/75/80/85/90 Mana Cooldown: 24/21/18/15/12 seconds

R - Legion of the Dead: Yorick commands all his ghouls to a target location, dealing physical damage to all enemies struck. Ghouls travel through minions, but will stop at the first champion they collide with, fearing them. Enemies hit by multiple ghouls take 30% damage from ghouls beyond the first, and the fear duration does not stack.

Upon casting Legion of the Dead, all ghouls have their duration reset to 15 seconds.

Damage: 180/210/240 (+50% AD) Fear Duration: 0.75/1/1.25 seconds Cost: 100 Mana Cooldown: 120/100/80 seconds

Laning: In lane, Yorick relies on setting up his ghouls in a position where he can use two ghouls to line up Undead Call for reliable poke. He can do this by using Nether Dash to carry a minion to the desired location and then killing it, either by quickly killing it with the bonus damage from Horror Strike, or by whittling it down slowly.

Trading: Yorick relies on setting up his ghouls for power. In a duel, he needs to quickly Nether Dash through his opponent to spawn a quick ghoul and follow up with Horror Strike for additional damage from Undead Call. This is a quick damaging combo. Rapid basic attacks will continue to lower the cooldown of Undead Call.

Teamfighting: In teamfights, Yorick has to wait for the right moment to land Legion of the Dead so his allies can follow up. It provides a brief disruption period for your allies to get into position for followup damage. After that, Yorick needs to position his ghouls so that he can target the enemy’s backline.

Countering: Yorick requires his ghouls as a primary source of damage. He’s vulnerable if you engage him while he doesn’t have any ghouls set up. Using this method, you can deny him farm.

12 Comments

Umbre0n8/6/2016, 4:39:08 PM2 votes

I like it all but what is the Horror stack on the Q? You didn't explain it in any of the abilities.

lccarus8/6/2016, 4:33:16 PM1 votes

What is the point of the Q Horror Stacking debuff? It has no interaction with any abilities or spells?

Handy Sandy 8/6/2016, 5:13:48 PM1 votes

His W should be a move like Zyra has, where it spawns a ghoul that also acts as a ward.

MatthewRT28/6/2016, 6:14:40 PM1 votes

this....almost completely removes the yorick fantasy. He is the last of the great Mori family; have you not read his lore?

"The shovel he employed for his work had been passed down for generations. Each gravedigger taught his son that this shovel was imbued with the spirit of every forefather, and that those spirits would protect him during the long lonely nights amongst the tombstones."

Those spirits are also the ones he utilizes in battle, protecting him and allowing him to continue his job of escorting people to their graves. The only reason he came to the league was in hopes of immortalizing the family name he allowed so many to forget during his centuries of work.

yorick needs to have his army of ghouls. With all of his ancestors spirits at his command and a passion for death, he will use his beloved shovel to give everyone the death they deserve.

P.s: Yorick probably loves a beautiful death more than jhin. Gravedigging and funerals were his family's livelyhood for generations having ran the oldest cemetary in valoran. These are the aspects that should be brought out in him. Also like his only friend is Hecarim.....give him a cool interaction with both an ally and enemy Hecarim

Avienal8/6/2016, 7:17:13 PM1 votes

So basically you mixed in Master Yi, Fizz, Lucian, Azir and Syndra into some crazy super cheese fest. Sorry but i'm going to have to say this is a bad idea.

  1. You basically created a knock off of Azir's kit where relies more heavily on minions being around or rushing straight into a enemy champion which in a team fight, can be a bad idea if they are grouped together (initators have to be ballsie or have some safety tool to let the bum rush from the rest of the team snowball the enemy team or they basically free fed and tilt the favor against their team if they rush in wrecklessly. The original Yorick at least had the gimmick of damage reduction based on how many ghouls he had out which gave him some potent cheese to make it even harder to dive him and not get swarmed by ghouls to try and escape or even chase him due to the slow they can bring along with some of them. Not to mention that last i check just like Aurelion sol, his passive would give himself away in bushes since graves would 'spawn' whenever he's nearby and a minion dies. Plus unlike Zyra who uses her abilities to make bulbs blosssom into the mini'turrets they become, this new Yorick would have to constantly make himself a sitting duck for a second just to keep ghouls up almost constantly, especially if he is still a melee champion.

  2. You basically took Master Yi's Q passive which is used to speed up his powerful Alpha strike to be used more often and stuck it to a full active version of Fizz's entire W. slapping % hp kill moves may seem fancy, but considering that unlike champions like Fizz, he wouldnt have much in the way for escapes or similar gags. Usually when i see a fizz, it usually seems they never activate their W unless to get that small extra damage burst if their % hp kill over time bonus on the passive W isn't already chunking the enemy champion hard while they use Q and E to give small window opps to burn them down a bit and create mini'disengages while the dmg tics down. Even if the % kill is only for the first strike when its used, its still in a plate of skills that are literally full AD scaling with some random AP scaling put on the Q for what seems oddly out of place to me.

  3. The Ghouls are basically Syndra balls except with Azir's soldier like movements at how you 'recreated' them and not exactly simple ways to simply grab them and launch them.

  4. You slapped a dash on it which seems to be more of a initiator and get a free ghoul out of nowhere.

  5. The Ghouls- Lets not even get started with the gags or problems with champions like Azir or Syndra who could have a free damage resource, that maybe even if it was before they had been offically released, likely at some point could dive their balls or soldiers under turrets with little penalty due to them being undamage'able resources and free poke enemies literally under their turret and be more scummies about it then how a Renekton will Slice in with E, WQ combo you then Dice out with E for either damage chunking without taking much damage or killing you, especially when i played earlier seasons of league of legends when i was simply trying it out at first then becoming a more 'active' player of the game.

Its a proven fact that champions who use 'summoned' resources like Zyra, Heimdinger, Syndra and Azir tend to have some ridiculously annoying zoning power(where undamagable or ones who basically can soak hits or be impossible to click are more ridiculous), Yorick especially. Though i will applaud you on the attempt to 'imagine' a rework design for him, you should of put more focus on making him something more incentive, like still using his ability to 'raise ghouls' from the dead, but in more unique measures, such as maybe creating a field of ghouls that will slowly 'drag' enemies towards one direction, creating a sort of pseudo-slow', with the effect becoming a bit stronger either thru a scaling stat or ranking up (not both unless the scaling is low).

Plus just like how to proper manage a champion design, "If one champion must have one of two abilities being extremely strong or a game changing mechanic for them, then the rest of the kit should either be weak or mild, usually made to work by complimenting it. Such as Jhin's Q acts as a alternative measure for wave clear, his W is to snipe root out targets, his E acts as a disruptive trap and if timed with his W, will allow him to force the target to be stuck on the trap as it blows up and his R is his dramatic moment of his 4 shot mechanic for a 'grand finale' in a sense, which tends to not be very powerful if its being used to shoot targets at full hp, meaning the first 3 shots would have to be used to whittle and slow them and flourish it on that big final 4th shot's huge damage plus missing hp damage bonus.

This Yorick design once again feels like a half patched up gimmick without something that feels 'impressive' when it goes off, instead more like a 'Yorick took Azir & Syndra's jerb gag.

Hell very least 'current' Yorick's gag feels more thematic, that he is unearthing ghouls that just relentlessly go after targets with basically no way to guide them to whatever target he wants them to, except unearthing them right on the target itself. With the passive working because he's basically a 'Grave keeper' and his ultimate basically being a way to give himself or a ally one last dying breath to cast vengeance on its killers.

[slayer-pantheon-popcorn]

So lets hope your 2.0 Yorick is a little more interesting, i suggest thinking more what the zombies will do when they are stirred awaken, Cause less there is some chunklets of lore im missing, Very sure Yorick is a gravekeeper, not some master of the undead necromancer who are ones who 'control' the undead. Can't just slap anyone with a control gag to something just because they are related to it, Thats pretty much pulling anime/manga trope schmicks to me really.