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Dodge. You have the slightest chance with other champs, but Kled takes no prisoners. He can ignore your W, your ghouls do nothing, and he'll snowball off your passivity.
Fiora
Take two armour shards, rush Tabi and Bramble Vest, and throw ghouls at her under tower until she gives up. You're not going to have fun this game, so just hide and do not give her a single kill.
Yasuo
If, one day, I saved the world and was granted a single wish, I would make Yasuo top bannable. He can engage through your ghouls, ignores your wall, and will do nothing but make your life a misery. Buy Tabi and wonder why the good Yasuos are always on the enemy team.
Jax
I don't think I have to explain this one, but I will anyway. He outduels you, his E blocks and kills your ghouls, he can Q out of your W, and he outscales everyone on your team. Not fun.
Irelia
Like Yasuo, having your ghouls up against Irelia just makes her stronger. She'll kill them instantly, stack her passive, and remove you from the game. There's very little counterplay, and she's your best permaban; your team will thank you for it.
Shen
What is it with Ionians countering Yorick? Shen just blocks everything and never leaves lane, leaving you completely unable to do anything for the entire game. Easy pick on the ADC? Shen. Splitpushing top? Shen. Go off to get a sandwich? Shen. No fun allowed, shovel boy.
Tryndamere
Great, this guy. He'll spin out of your W, constantly contest your splitpushing, and the moment you've caught him with his spin on cooldown, he ults. Just buy Tabi, Warden's Mail, and wait. You can't do anything against him.
Renekton
Ignores your wall, combos you for half your HP and dashes away with little to no counterplay, and his ult has the Gnar effect of giving him a bunch of HP out of nowhere. Some people would put Renekton as Extreme, but there are legends of people consistently beating him. If I ever find out how, I'll let you know.
Quinn
If you really know what you're doing, you do actually have a chance to win this lane. Yorick does well against ranged toplaners, but the problem with Quinn is that if you trap her in your W, she can just vault out, so you need to be very careful on the engage. If you can trap her in your W and go from behind, you can push her towards your wave and tower. Better yet, catch her when her vault's down and just go to town. A very difficult lane, but winnable.
Kayle
Good news? You win lane until she hits L11. Bad news? L11. Any Kayle with a brain won't let you go near her, and any ganks can be stopped with a well-timed W. She's got no way to leave your wall, at least, but the moment she hits 16, it's game over.
Wukong
Hee hoo, it's monkey man. Clones everywhere, vanishes out of your wall if you catch him, kills your ghouls immediately; he's just a pain. You can win the lane if you have the willpower, but he's just such a pain.
Camille
If you buy an early Stopwatch, you can basically nullify one of her ults; it lasts 4 seconds, Stopwatch lasts 2.5, leaving her very little time to fight. Of course, you can wall her too, but the main problem is that both her W and E can ignore your wall. She can win with patience and maybe a few ganks, but be careful.
Gnar
Ignores your wall and cucks you with Mega Gnar's HP boost. Generally just a massive annoyance that won't let you take top T1 for the first 30 minutes of the game.
Yone
I used to just be able to type 'yo' into Lolalytics and see my boy, but now this guy exists. Thanks, Ionia. Yone will ignore your wall with his dash, ignore your ghouls with his shield, and ignore your pleas for ff15 as he gets another kill. You can deal with Yone to some extent (unlike his brother), so just be patient and wait for him to screw up his dash.
Lucian
As tempted as I am to put Lucian in Even, this is completely skill-dependent. If you're against a bad Lucian, you can just deal with him as you would a Vayne or Quinn: wait out the dash, W, get a free kill. If they're good, they're not going to give you that liberty. The sheer damage output Lucian can give out, plus the healing from BORK, is immense, and can make direct engages very difficult to deal with.
Maokai
This is one of the cases where Liandry's can be nice. His saplings can kill your ghouls quite easily, and it's very, very hard to kill him regardless. While he doesn't have much kill pressure on you, you don't have any on him. Just chill and wait until Trinity Force.
Riven
Her final Q can ignore your wall, and all of her dashes make it a pain to keep her in place. However, if you do get to lock her down, she can be dealt with fairly easily. Just be careful and don't let her full-combo you.
Cho'Gath
If they're good, they won't let you get within 100 feet of them until their HP bar is the size of a small building. If they suck, you can just bully them by freezing wave and abusing Liandry's.
Teemo
The best part of playing Yorick is that you can actually deal with this annoying little furball. He can blind you, but not your ghouls, and since he has no AoE, he has to choose between attacking the wall, you, or the ghouls when trapped. Just watch out for his blind when you're getting ready for a Q; I've died many times from Teemo blinding me out of nowhere.
Poppy
Since your E hastes instead of dashing you, Poppy doesn't have any gimmicks to deal with you. She still does a good amount of damage, though, so you do have to be careful. Also, she can charge into you when you're approaching to land a W, so watch out for that.
Urgot
While Urgot can kill your ghouls quickly, it forces him to use his 𝕊𝕙𝕠𝕥𝕘𝕦𝕟 𝕂𝕟𝕖𝕖𝕤, so keep throwing ghouls at him. A direct approach will just get you EWR'd, but if you can coax the throw out of him, just W and go to town. Remember that he needs to move to properly use his ˢʰᵒᵗᵍᵘⁿ ᵏⁿᵉᵉˢ.
Sylas
While rare, the Sylas lane is probably the single most even out of any lane. On one hand, he can smack you around, heal a ton, and use his passive on your ghouls. On the other, you can trap him and remove his healthbar entirely. Just make sure you kill the Maiden first; he doesn't need ghouls too.
Rumble
Since his flamethrower is AoE damage, it doesn't hurt the ghouls as much as you'd expect. He's a pain to deal with given all the slows and speed boosts, but if you can lock him down a couple of times, he's not so bad. No-one plays Rumble anyway.
Kennen
His speed-boost thing doesn't go through walls, so let's be thankful for that. He can kill your ghouls quickly and stun you an aggravating amount of times, but this is one of those lanes where a QSS will basically give you two, maybe three free kills. He's a ranged toplaner, and you know what we do to ranged toplaners.
Rengar
This is a pretty funny lane, watching him constantly jump out bushes. It's like playing peekaboo with a baby, but the baby is you, and you have a shovel. If he gets his combo off onyou, you're not going to have any fun, but it's a free kill if you can land your W. A rare lane, but definitely a fun one. Bring control wards.
Sett
If you're not used to Sett, you can bump this up to Even, but the only way he can avoid your W is with his ult, which he'll probably have to do towards your tower. When he starts running at you with glowing fists, that speed boost is only towards you, so you can W him pretty reliably. Throw your ghouls at him, wait until he's glowing, dodge the true damage in the middle of his attack. There, now you have a completely defenceless champion who completely boned themselves. Pick up a free kill, but be VERY careful of that true damage. It seriously hurts.
Ornn
Arcane Comet, Liandry's Torment, Black Cleaver; there are so many options to make Ornn's life a misery. His engage is very, very strong, so be careful around terrain, but his charge is both his only engage and escape. Bait out the charge, then trap him in your W; you now have an Ornn with no escape, probably in the middle of your wave. Just watch out for roams or ganks, since he's great at lockdown.
Singed
Rule #1 of League: Don't chase Singed. Thankfully, since he has no dashes, you won't have to. Many Singed players will just run up to you to try and force a flip with sheer speed, but you can W in advance to either stop or trap him. Now, much like Ornn, Singed is completely useless, so you can pick up a free kill.
Akali
Laning with Akali is a waiting game. If she marks you, wait until she follows up, then W and punish her for it. If she's in a smoke cloud, wait until she attacks, then E her and get vision. While a good Akali, as always, is pretty terrifying, patient play will be rewarded greatly, and there really aren't that many good Akali players.
Mordekaiser
Just buy QSS. It's helpful since a lot of champs have stuns and roots, so buy QSS as soon as he gets L6. It's not a waste of gold as long as you have the reaction time to use it. Keep throwing ghouls at him, then go in with Maiden. He'll think, "Oh, I can ult him, then he'll have no Maiden!" He'll ult you, QSS, W, E, win. Takes a little getting used to, but it works.
Sion
Sion's ult can be stopped with your W, which is really satisfying to watch. He has no real mobility, so just buy Liandry's, lock him down, and get some free kills. Remember that E slows, so use that when he reanimates to nullify the speed boost.
Nasus
You'd think that Nasus would be a threat, being able to farm off your ghouls, but he has the same issue as Sion: no mobility. He can get extra HP from his ult, sure, but all you have to do his get him in your W and throw a couple ghouls on him. An early Executioner's Calling helps a lot, and you can get to the point where if you even get him in your W, he'll burn his ult.
Aatrox
While his dash can ignore your wall, Aatrox is mostly an easy lane. If you're not sure about dodging his Qs, it's good to start Doran's Shield, but it's not too bad. He needs to move around for his Q, so you can predict where he'll move pretty consistently, leaving him to fall into your W. One funny thing you can do is to walk up while he's in your W, watch him ult, and just walk away. You can do it with Illaoi, too.
Malphite
Are you seeing the pattern yet? Throw ghouls, W, bully him since he's got no duelling potential. Your W can't stop his ult, which is sad, but as long as you outpoke him, it's a free lane.
Volibear
His passive is a pain for the first few levels, but Volibear is another champ that can't do anything when trapped. Just watch out for when he ults, since he can jump out of your wall, land behind you, and potentially turn the tables.
Ryze
People don't play Ryze top anymore for a reason. With no mobility or tankiness, all you need to do is land a single W with four ghouls, and you win. Sure, he can wipe out your ghouls with a single combo, but that's his whole combo; everything's on cooldown now, so it's a free kill.
Garen
W when he Es, E when he Qs, take lane when he AFKs. Garen just can't get near you, so abuse that.
Dr. Mundo
Here's how the Mundo lane goes: you buy Executioner's, he throws a few cleavers at you, you land your combo with four ghouls, he dies. Your constant application of Greivous Wounds is very, very strong against Mundo, and he just doesn't have the equipment to constest you.
Illaoi
I remember one time, a few months ago, I went against an Illaoi and ended the lane 5/1. She trash-talked me for the entire game after, calling me a coward whenever I just walked away from her ults, and said she'd 1v1 me. I 1v1ed her after and won 3/0. Illaoi is a disgustingly free lane; you just W her when she ults and walk away, then harass her with your ghouls. She relies on you being in range of her tentacles, and since you can just send your ghouls, she's forced to approach you and walk right into a full combo. Easy as anything.
Darius
This is why I first picked up Yorick. This is why a big chunk of Yorick mains play Yorick. It's so, so satisfying to watch an enemy Darius spam 'EZ' after getting completely stomped in lane, unable to contest as the 10/0 Yorick takes their inhib at 15 minutes. Darius just cannot fight you. You throw ghouls at him, his axe swing misses them. If he's in your W, you can Q him without being caught by his hook. If he manages to stack his passive on you, you can just put him in the spooky baby cage and tell him to calm down while you recover. This is such a beautiful, wonderful lane, made better by how you know, you just know, that they're crying about how Darius is meta and should be a free win.
Tahm Kench
Off-meta is off-meta for a reason. Tahm Kench can, and will, 100-0 you if he gets in range, but he can't. He lands a Q on you, he's going to run forward since that's his only engage, so you can just W him and remove his health bar. Your ult does max health damage, and he can't stack his passive on it, so your L6 just destroys him. To make things even better, he's a HP stacker, so you can just buy Liandry's to watch him die even quicker. Much like Darius, this is a very, very satisfying lane.
Vladimir
Similar to how Yorick's great use of Executioner's Calling cripples Mundo, it does just as well, if not better, to Vladimir. His dive is blocked by W, and he's too squishy to tank its duration like Mundo, so whenever he tries to go up for CS, you can just EWQ him. He can't scale if he's dead all the time.
Gangplank
Sorry, Tobias, but Gangplank is a complete joke of a lane. Similarly to Ryze or Vladimir, GP is just completely useless once he's stuck in the cage. His barrels can hurt and slow, sure, but the only CC you have is your E's slow, so his oranges are practically useless. Just Q his barrels for free healing, then run him down and collect your free LP.
Vayne
If it's not Darius, it's Vayne. One day, years ago, some douchebag decided that Vayne should be played toplane as well, and the world has been worse ever since. Fear not, your saviour is here, and his name is Yorick. Her tumble is restricted by terrain, so just trap her in your W and go to town. Since she's an ADC, she's very squishy, so after she gets half her health bar taken by a Sheen-Grasp Q, it becomes pretty evident that she came to the wrong lane.
Jayce
G2 vs. DWG, Game 3, 2019 World Quarterfinals, Day 2.
Skarner
Yorick likes to roam a lot, so activating Skarner's spires is easy. This, in turn, makes contesting and invading much easier since Skarner is in his prime, alleviating a lot of jungle pressure for you. Skarner's heavy CC also combos very well into your W.
Fiddlesticks
Fiddle's fear makes it very easy to get the target in your cage, which just lets you wail on them easily. You can also coordinate an ambush by overextending with Fiddle, ult ready, hidden in fog of war.
Bard
Bard's roaming complements Yorick's splitpush heavy playstyle well. WIth towers down, it makes life a lot easier for Bard, who can roam to help Yorick during splitpushing.
Anivia
Damn, they flashed out of the cage. Now they're stuck between the cage and Anivia's wall. Both champs are very strong at area control, Anivia obviously more so, so they can really dominate when given time to prepare. Also, when an enemy champ is stuck in your cage, Anivia's ult can chip away at them without issue.
Lulu
The best of all enchanters for Yorick. The buffs, heals, and shields she supplies are perfect for when you inevitably have to charge into the backline to kill that mastery-spamming Ezreal.
Yuumi
Her ult, just like any other hard CC, is great for comboing into your W. There's also the fact that she's Yuumi, and Yorick's a champ that frequently builds Spirit Visage. Fun times.
Soraka
Soraka's E, Equinox, deals magic damage while silencing those inside, rooting and dealing additional damage after 1.5 seconds. Yorick's cage can last up to 4 seconds, so good timing can leave them stuck in place for even longer. That, plus her global heal and completely absurd normal healing, just make her a great teammate to have. Oh, and her Q hitbox fits the size of the cage too, which is nice.
Morgana
This pretty much explains itself: Morgana root and AoE, Yorick cage, bonks ensue.
Viktor
His stun and ult line up pretty much perfectly with your cage. It's a nice way to combo an all-in against a particularly fed enemy.
Sona
Same deal with Yuumi: heals, movement speed, and an ult that combos with your W. She's a solid pick, and DJ Sona has some good tunes for when you're sick of hearing the same Summoner's Rift music every game.
Karma
Heal, root, nice damage. You get the idea.
Senna
Root, heal, yadda yadda. Her ult is also nice for when you're stuck in a duel while splitpushing.
Janna
Look, all enchanters are good with Yorick. I'm pretty sure you get the idea at this point. Janna's good at keeping people in place and helping Yorick run down lanes, if she feels like coming with, for whatever reason.
Lee Sin
Even if you have the luck to get a good Lee on your team, his kit just doesn't mesh well with Yorick's. Kicking a champ directly towards an unprepared Yorick will just end up with a point-blank E missing, a W that isn't up yet, and a lot annoyed pings.
Nidalee
Nidalee's poking playstyle just doesn't work well with Yorick, who needs to get up in the enemy's face to do most of his damage. They don't do well together at all.
Tahm Kench
Is Tahm Kench good with anyone, really? The issue with TK is that his ult just doesn't benefit Yorick, since he doesn't want to be flanking or go anywhere near teamfights. Plus, ironic as it is, a lot of TKs don't know how Yorick works, so they'll eat enemies and spit them out of his cage.
Synergies
IdealStrongOkLowNone
Skarner
Yorick likes to roam a lot, so activating Skarner's spires is easy. This, in turn, makes contesting and invading much easier since Skarner is in his prime, alleviating a lot of jungle pressure for you. Skarner's heavy CC also combos very well into your W.
Fiddlesticks
Fiddle's fear makes it very easy to get the target in your cage, which just lets you wail on them easily. You can also coordinate an ambush by overextending with Fiddle, ult ready, hidden in fog of war.
Bard
Bard's roaming complements Yorick's splitpush heavy playstyle well. WIth towers down, it makes life a lot easier for Bard, who can roam to help Yorick during splitpushing.
Anivia
Damn, they flashed out of the cage. Now they're stuck between the cage and Anivia's wall. Both champs are very strong at area control, Anivia obviously more so, so they can really dominate when given time to prepare. Also, when an enemy champ is stuck in your cage, Anivia's ult can chip away at them without issue.
Lulu
The best of all enchanters for Yorick. The buffs, heals, and shields she supplies are perfect for when you inevitably have to charge into the backline to kill that mastery-spamming Ezreal.
Yuumi
Her ult, just like any other hard CC, is great for comboing into your W. There's also the fact that she's Yuumi, and Yorick's a champ that frequently builds Spirit Visage. Fun times.
Soraka
Soraka's E, Equinox, deals magic damage while silencing those inside, rooting and dealing additional damage after 1.5 seconds. Yorick's cage can last up to 4 seconds, so good timing can leave them stuck in place for even longer. That, plus her global heal and completely absurd normal healing, just make her a great teammate to have. Oh, and her Q hitbox fits the size of the cage too, which is nice.
Morgana
This pretty much explains itself: Morgana root and AoE, Yorick cage, bonks ensue.
Viktor
His stun and ult line up pretty much perfectly with your cage. It's a nice way to combo an all-in against a particularly fed enemy.
Sona
Same deal with Yuumi: heals, movement speed, and an ult that combos with your W. She's a solid pick, and DJ Sona has some good tunes for when you're sick of hearing the same Summoner's Rift music every game.
Karma
Heal, root, nice damage. You get the idea.
Senna
Root, heal, yadda yadda. Her ult is also nice for when you're stuck in a duel while splitpushing.
Janna
Look, all enchanters are good with Yorick. I'm pretty sure you get the idea at this point. Janna's good at keeping people in place and helping Yorick run down lanes, if she feels like coming with, for whatever reason.
Lee Sin
Even if you have the luck to get a good Lee on your team, his kit just doesn't mesh well with Yorick's. Kicking a champ directly towards an unprepared Yorick will just end up with a point-blank E missing, a W that isn't up yet, and a lot annoyed pings.
Nidalee
Nidalee's poking playstyle just doesn't work well with Yorick, who needs to get up in the enemy's face to do most of his damage. They don't do well together at all.
Tahm Kench
Is Tahm Kench good with anyone, really? The issue with TK is that his ult just doesn't benefit Yorick, since he doesn't want to be flanking or go anywhere near teamfights. Plus, ironic as it is, a lot of TKs don't know how Yorick works, so they'll eat enemies and spit them out of his cage.
Runes: Arcane Comet (Standard)
123
Sorcery
Arcane Comet
Nullifying Orb
Transcendence
Waterwalking
Domination
Eyeball Collection
Ultimate Hunter
Bonus:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Inspiration
Unsealed Spellbook
Magical Footwear
Future's Market
Cosmic Insight
Sorcery
Transcendence
Waterwalking
Bonus:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Domination
Hail of Blades
Cheap Shot
Eyeball Collection
Ultimate Hunter
Sorcery
Transcendence
Waterwalking
Bonus:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
"If you want to take some towers, you've come to the right place."
There are a lot of Yorick guides. They're made by a lot of different Yorick mains, all with builds and runesets that could potentially be the perfect fit for you. The problem you may find is that keeping track of them all is nigh-impossible. This guide has more runes; this one has better builds; this one's great, but it was last updated when Zz'rot was still around... there's a lot of trouble involved with using guides.
I'm not a pioneer for Yorick builds like Beaver or Ninetails, nor am I a Challenger OTP like Krykey. I just really like guides, and I'm tired of having to swap through tab after tab to find what I need. Hopefully, you'll be able to find some use out of this guide too. If there's:
Something missing from this guide, you can ask for it.
A question you have about a build or Yorick himself, I'll help how I can.
Ways I could improve the guide, in formatting or content, feel free to say.
The goal for this guide is to eliminate the pain of going from guide to guide, or rifling around old r/yorickmains posts for something fun to build. I'll do my best to keep this updated, and I hope that you find this as useful as I do.
With introductions out of the way, let's first appreciate everyone that made this guide how it is:
Credits
Beaver
Multiple season Rank 1 Yorick who made a simple, but very informative, guide (found here). He also popularized the use of Youmuu's Ghostblade and Liandry's Torment on Yorick.
GhoulGuy
Yorick OTP Twitch streamer and creator of numerous builds, including this guide's True Tank build. You can find his MOBAFire guide here, which has a lot of fun builds to try out, especially if you like lifesteal.
Ninetails
OCE Challenger, KR Diamond I player credited as the inventor of Yorick jungle, and the main contributor to everything you see in the Jungle tab. He's made guides for top and jungle, which you can find here.
Krykey
EUNE Challenger, EUW Grandmaster who frequently uploads educational Yorick videos on his Youtube channel. A great source of information, and the creator of this guide's Conqueror runesets.
cblolbr
Member of the r/yorickmains Discord Server that gave a lot of advice towards Yorick's synergies.
About Yorick
Abilities
Items
Yorick, Shepherd of Souls Melee Juggernaut
Counters: Darius, Vayne, Teemo Countered by: Irelia, Jax, Yasuo Jungler ganking potential: Strong, especially with ghouls. Speciality: Splitpushing Why Yorick? If you're anything like me, you probably got thrown around by a Yorick a few games ago, and now you want to see what he's like. He's very polarised, since he counters annoying matchups like Darius, Vayne, and Teemo, but he gets countered by mastery flashers like Irelia, Yasuo, Jax, and Renekton. On its own, this sounds bad, but while they're taking Baron, you're already spam-dancing at their Nexus.
Pros
→ When he counters, he counters hard. → Godly splitpusher and invader. → Very strong duellist, even as a tank. → Can reliably solo Baron. → Counters Darius and Teemo. → Bonk.
Cons
→ Situational pick. Easily countered. → Mana issues before Level 6. → Lacks mobility and hard CC. → Weak without Eulogy of the Isles. → Countered by windy anime man. → Poor teamfight presence.
Summoner Spells
YORICK'S BEST SPELLS -
FLASH is... well, it's Flash. It's good for engaging, disengaging, BMing, making a cool noise, you name it. Yorick's Dark Procession can engage and disengage too, so you can sort of justify giving up Flash if you're feeling daring, but it's not recommended.
TELEPORT is Yorick's bread, butter, the knife you spread it with, and the shop you bought it from. Yorick's splitpush-heavy playstyle demands good use of Teleport, so not using it is practically griefing (unless you have Spellbook, then you're griefing anyway).
IGNITE is very situational. If you're in an elo where you botlane doesn't ward, leaving you unable to roam properly, you can get away with it. If you just want to snowball and teamfight, but you're stuck playing Yorick for whatever reason, Ignite works for that too.
OTHER CHOICES -
EXHAUST is nice, but pretty useless. Yorick can stick to enemies with Dark Procession, and burst can be negated with tank stats.
GHOST lets you chase down enemies and safely disengage from danger; it'd be a nice spell if Yorick didn't already excel in those.
BARRIER is mostly useless. GhoulGuy has a fun build for abusing the healing meta with this, but that's all it's good for. Just take Teleport.
HEAL has no situation where it's ever useful. If you want extra tankiness past the absurd healing Yorick gets, just take Barrier
SMITE is for junglers. If you want to screw with the enemy jungler, just steal all their camps when you have Eulogy of the Isles.
Runes
We're now going to go through every keystone and rune and rate their effectiveness on Yorick. This may take a while.
Ranking System
S TIER: Among the best runes. Always useful. A TIER:Great in its niche, good in any other scenario. B TIER:Acceptable, but there are better choices. C TIER:Terrible, but still at least usable. D TIER:Unusable or so bad, it'd be better if it were.
If you're in a rush, here's a tier list. Just pretend Kleptomancy is Prototype: Omnistone because the tier list's outdated and I am not doing all that myself. I got this guide to work on, man.
P R E C I S I O N
Become a Legend
Press the Attack
C
Neither ghouls nor Maiden can proc Press the Attack, and when it does activate, the additional damage is barely worth noting. It's a far better choice to take Conqueror since it gives the same benefit of extended trade damage, while also being a great source of healing.
Lethal Tempo
C
Yorick is very ability-reliant, so the attack speed would only be useful if it procced when attacking a structure. Its only saving grace is that with the standard EWQ combo, Yorick is right by the enemy once Lethal Tempo activates.
Fleet Footwork
B
Fleet Footwork is one of those runes that can be taken comfortably by any champion. It's not Yorick's best choice, by any means, but it could have its potential uses in incredibly difficult lanes.
Conqueror
S
One of Yorick's main two keystones, and the one that many high-ranking Yorick players swear by. Ghouls can stack it, even if they're a little slow, and the healing it provides makes it a game-changing asset in teamfights. One of the things that makes Conqueror so effective for Yorick is that while he may no longer be close enough to the enemy to keep it active, his ghouls may be.
Overheal
A
Yorick loves healing, so much so that there are builds completely centred around it, such as Ravenous Ghostblade. Overheal helps to accomodate this, and makes laning easier with Last Rites' natural healing. Combined with Legend: Bloodline, Overheal can turn the tide of a battle or dive by its merits alone.
Triumph
S
Health and gold are two things no champion--or person--can get enough of. It also allows for some great plays, especially against champions with DoT like Darius or Teemo. You haven't lived until you're a second from dying to DoT, only to have Triumph's HP boost save you from certain tilt.
Presence of Mind
B
While it's always nice to have more mana, we're past the days of Manamune- Frozen Heart. Yorick has trouble with mana early on, but that can be solved with Biscuit Delivery and an early Sheen. Later on, when Presence of Mind is fully stacked, mana just won't be a problem anymore.
Legend: Alacrity
A
While Lethal Tempo is unfavourable since its attack speed is only against champions, Legend: Alacrity in indiscriminate in its accelerated bonking. It's trumped by Legend: Bloodline for its sustain, but if you really need to make some towers disappear, Alacrity is a great choice.
Legend: Tenacity
A
There aren't many items or runes that give you tenacity, so you need to treasure them when they come. Legend: Tenacity is a staple for bruisers and juggernauts alike, and Yorick is no exception. If the enemy team has more CC than sense, Tenacity and Unflinching make for a powerful duo.
Legend: Bloodline
S
When combined with Spirit Visage, a common buy of Yorick's, this is the secret to Yorick's disgustingly strong sustain. Even without Visage, Bloodline will never fail to make you a terror as the game goes on.
Coup de Grace
A
You might've experienced this pain before: the enemy escapes with a sliver of health, you Flash into Mourning Mist, it lands, but they still survive. That's probably because you took Last Stand. Don't sleep on Coup de Grace, no matter what the number-crunchers tell you.
Cut Down
C
As Yorick stacks HP for his ghouls, it's rare to see someone with more max health than him, except for maybe a Sion or something. You can run a full damage build and ignore HP, sure, but then you'll have papier-mâché ghouls.
Last Stand
A
Personally, I don't think Last Stand is better than Coup de Grace, like people say. Yorick does a lot of healing, so he isn't at low health often. It's a great asset in teamfights, though, or when you're in a '5 HP left' matchup like Mordekaiser.
D O M I N A T I O N
Hunt and Eliminate Prey
Electrocute
D
While ghouls can count for a single hit towards Electrocute, the burst just isn't worth it at all. Even if they could proc it on their own, the damage is just pitiful. If you want to remove a squishy's health bar, run Grasp of the Undying.
Predator
C
Don't get me wrong, going fast is fun. The problem is that while you go fast, your ghouls don't. Before it was reworked to only give the speed boost when approaching enemies, Predator wasn't bad for running away from the enemy team contesting your push, but now it just sucks.
Dark Harvest
C
It's always a fun time with Dark Harvest; it's like a little minigame. It just isn't that great for Yorick, since if he gets a hold of someone below 50% health, they're already dead. Ghouls and Maiden can proc it, though, so it's a fun choice if you want to try something different.
Hail of Blades
B
If you want to be able to defend yourself without ghouls, Hail of Blades can be a good choice, being effective for longer than Grasp of the Undying, but not taking time to ramp up like Conqueror. It's mostly reserved for jungle when you want to contest scuttle and early invades. Also, Last Rites doesn't count as a hit, so you can do three HoB hits and follow up with a Q.
Cheap Shot
A
One of the better runes in the Domination tree for Yorick. Just throw a Mourning Mist at the target, have at least one ghoul, and boom, free true damage.
Taste of Blood
B
Nice, but with all the healing Yorick already gets, you're better off taking Cheap Shot for the true damage. If you're absolutely dead-set on healing your entire health bar in one Q, it'll still do its job there.
Sudden Impact
D
After leaving Fog of War (since that's the only way Yorick can proc it), you get a little extra AD. If you want to have your ghouls be little Teemos, just buy Duskblade of Draktharr and be done with it, since this is borderline useless.
Zombie Ward
A
Getting AD for taking down wards is a pretty sweet deal. Sweeping your jungle while you roam is good practice, so Zombie Ward is great for if you're playing defensively.
Ghost Poro
S
On the other hand, if you're trying to get some deep warding yourself, Ghost Poro is perfect for the job. Since Yorick does a lot of invading, both as a laner and jungler, putting down deep wards near Baron and enemy buffs is a great way to get some free AD.
Eyeball Collection
A
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Ravenous Hunter
A
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Ingenious Hunter
B
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Relentless Hunter
C
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Ultimate Hunter
S
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S O R C E R Y
Unleash Destruction
Summon Aery
B
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Arcane Comet
A
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Phase Rush
C
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Nullifying Orb
S
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Manaflow Band
C
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Nimbus Cloak
B
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Transcendence
S
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Celerity
B
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Absolute Focus
C
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Scorch
C
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Waterwalking
A
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Gathering Storm
A
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R E S O L V E
Live Forever. Yeeeeah. BRING DOWN THE DARK REGIME--
On the death of a nearby enemy champiion, large monster, or a certain number of non-champion enemies, Yorick will raise a grave.
Only 4 graves may exist at a time, with the furthest being replaced by the newest. Yorick will raise a grave for every 12 non-champion enemies at Level 1, 6 enemies at Level 7, and 2 at Level 13. Turns out Gangplank isn't the only Level 13 spiker that no-one plays.
While you can only have four graves at a time, ghouls more than 1200 units away don't die. You can have four ghouls in each lane, given the range, so you can push multiple lanes at once.
Ghouls take greatly reduced damage from AoE attacks, but die in one single-target hit. This includes Bladesurge and, for some reason, Counter Strike. Maybe because it's hard CC or something.
Last Rites
(Q) CAST TIME: None COST: 25 Mana C.DOWN: 7 / 6.25 / 5.5 / 4.75 / 4
Yorick's next basic attack in the next 6 seconds will become empowered and heal him. When used with 3 or 4 graves nearby, Yorick may raise ghouls from them.
Last Rites' heal scales with level and is doubled when under 50% health. If there are 3+ graves available, but only one in Yorick's radius, one ghoul is raised. Similarly, if there are two graves in the radius, two ghouls are raised.
As Last Rites is an auto-attack reset, it can be combined with Sheen and Grasp of the Undying for some serious damage. This can be used to great benefit to contest farm.
As Yorick relies heavily on graves, he has the similar benefit to Nasus where he's very rarely low health. Take advantage of this to force trades, heal up, and bully the enemy out of lane.
Since it's not lifesteal, you can hit anything and get a heal for it; wards, towers, honeyfruit, anything.
After a brief delay, Yorick raises a circular wall around the target area. Yorick and his allies can walk through it, but enemies, minions, and monsters cannot.
The wall lasts for four seconds, but can be struck by enemy towers and champions to remove it quicker. It takes one damage per hit, can't be damaged by AoE abilities, and disappears immediately once its health reaches 0. If a unit is standing where the wall is spawning, they will be displaced.
Since it displaces anyone standing where it comes up, you can use Dark Procession to interrupt Teleport, Recall, and Stand United. Since it causes no damage, towers won't attack you for it.
When you need to keep units away from you, such as a crashing wave or Mordekaiser in his Realm of Death, you can use Dark Procession to force them to take the long way around.
When out of minions, you can use Dark Procession to tank tower hits while you retreat.
Yorick throws mist at a location. Those hit by the mist are slowed and marked, hasting Yorick, his ghouls, and the Maiden towards them. Nearby ghouls will leap at the target and have increased attack speed for a time.
The mist deals 15% current health magic damage to all enemies hit. If ghouls are risen after the mark has been activated, they will still be hasted and leap towards the target. The haste can stack with others, such as Turbo Chemtank.
As long as the mark is active, all risen ghouls will jump to the enemy. This means that you can rise the ghouls after landing Mourning Mist, preventing them from pushing the wave if you mist.
When against a very strong Level 1 champion, such as Darius, starting with Mourning Mist can work wonders. Its current health damage can contest early trades, and it keeps you at range.
The duration of Mourning Mist's mark synergises with Liandry's Torment's max HP burn. This, along with Mourning Mist's current HP damage, make Liandry's a great choice against HP stackers.
Eulogy of the Isles
(R) TARGET RANGE: 600 CAST TIME: 0.5 COST: 100 Mana COOLDOWN: 160 / 130 / 100
Yorick summons the Maiden of the Mist and some ghouls, who will stay with him until either his death or theirs. After 10 seconds of casting, the ability may be recast to have the Maiden push the nearest lane until death.
Similarly to ghouls, the Maiden will target whoever Yorick attacks, or whoever is attacking him. Every 2 seconds, when the Maiden is targeting a unit, Yorick's basic attacks against it deal 3 / 6 / 9% of their max health as bonus damage.
If you want to send Maiden botlane from base, the furthest you need to go is past and below the lower Nexus tower. The inverse is true for toplane, and Maiden will go to midlane from the fountain.
Even when sent down a lane, Maiden will continue to rise her own ghouls. One good tactic, and the main gimmick of Jungle Yorick, is to start a skirmish in one lane while Maiden is pushing another.
If you leave a tower's range the moment it starts to target a typical Level 6 Maiden, she'll survive with less than enough health to survive one more tower shot. God bless patch 10.13.
Skill Sequence
HOW SHOULD I LEVEL MY FIRST THREE SKILLS?
DISCLAIMER: I'm only going through all of them for posterity.
Just stick to QEW, sometimes QWE, and maybe, maybe WQE.
SPACEQEW is standard. Q gives you damage and graves, E marks the target, and W keeps them in place.
SPACEQWE is also completely viable. This is best for immobile champs that actually hit the cage.
SPACEEQW is... questionable. As a start order, it's good, but Q is just too valuable to take second.
SPACEDespite what I just said about Q being important, WQE is nice if you're not damage-oriented.
SPACEEWQ is plain ol' griefing. No Q means no ghouls, leaving E with very little use past poke.
SPACEWEQ is just completely useless.
WHAT SHOULD I MAX FIRST?
Maxing Last Rites is your standard. Q is your main source of damage, graves, and tower destruction, with healing to boot. While there are advantages to maxing other skills first, Last Rites is your key skill.
Surprisingly, maxing Dark Procession first and going Last Rites isn't that bad. As long as you get early CDR for Last Rites' longer cooldown, this is a pretty good choice if you're running tank.
If you're in a rough matchup where you need to really stay back, such as Renekton, then you might be tempted to max E. I wouldn't recommend it, though, since the heals and ghouls are better in the long run.
WHAT SHOULD I MAX SECOND?
You really should've maxed Last Rites already. If you maxed Dark Procession first for a more tank-oriented build, then max Last Rites next. Leaving it last is trolling; what good is a mark without ghouls?
Here's the real question: Dark Procession or Mourning Mist? If the enemy has no way to get out of it, leaving you to just wail on them without risking your neck, then maxing Dark Procession is better.
This is your standard, I'd say; more ranks, less cooldown, more marks, more ghoul parties. This is especially good for when you can't engage confidently and/or they can escape Dark Procession
WHAT SHOULD I MAX LAST?
Whatever's left. I mean, what else are you gonna do?
Items
Guess what? Now we're doing it with items. Hell yeah, brother.
Ranking System
S TIER:One of the best items to build. Suitable as a core item. A TIER:Built often, regardless of allied and enemy team composition. B TIER:Usable, but dependent on situation and, sometimes, team composition. C TIER:Only usable in very niche cases, but can still sort of be used. D TIER:You're going to get spam pinged, and it's going to be justified.
Here's the tier list again. A lot of these are obvious but included for the sake of prosperity.
SPACEC TIER If everyone except you is AP, you could probably get away with it. Core for some tank builds.
SPACEC TIER If Riot went out and said that Adaptive Helm was made purely to deal Cassiopeia, I'd believe it.
SPACED TIER Yorick can't heal or shield allies. Go figure.
SPACED TIER The passive doesn't work on Last Rites, sadly.
SPACED TIER Spellshields are useless for Yorick, but take Edge of Night if you really, absolutely must.
SPACEB TIER Black Cleaver has a lot of stats Yorick appreciates, but it's all down to preference.
SPACEC TIER You get unique quotes when buying it, but that's all BORK has going for it.
SPACED TIER There is absolutely no reason for you to build this over Death's Dance.
SPACEA TIER Many people's first call for armour. Speed, tankiness, and big bonks make for a powerful item.
SPACES TIER This item's busted on anyone, but Yorick especially. Abuse it while it's still good.
SPACEC TIER While it'd be funny to E someone over a wall and chunk half their health, it's not worth it. Probably.
SPACEC TIER If you want to deal with burst champs, you can just build tank stats.
SPACEB TIER If you're hopelessly, disgustingly fed, Essence Reaver is a surprisingly good buy.
SPACEB TIER A legacy from a bygone age. It's still pretty good when you need to deal with a fed ADC.
SPACEC TIER The stats are nice, but the passive is borderline useless. If they're near, they're dead.
SPACEA TIER A favourite of many Yorick mains, most prominently as a last item.
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