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Recommended Items
Runes: Beginner - VS Melee
+10% Attack Speed
+6 Armor
+65 Base Health
Spells:
Ghost
Teleport
Items
Threats & Synergies
Irelia
Her Q can instantly kill all of your ghouls and buff her up to the point of winning any 1v1 with you. You need to be safe in this lane, and when you do go in, make sure to also immediately attack her, so she doesn't farm your ghouls for free. You do outpace her in mid-late game naturally though, so it's a tough lane, but beneficial in the very long run if you haven't already lost.
Yorick
You're Yorick. Your best synergy is a team that understands how to let you do your job of pushing a lane at ridiculous speeds, alone. The best thing they can do - distract the enemy team and prevent their recalls.
Yorick
You're Yorick. Your best synergy is a team that understands how to let you do your job of pushing a lane at ridiculous speeds, alone. The best thing they can do - distract the enemy team and prevent their recalls.
Champion Build Guide
I imagine most of you questioning, why should you ever trust me enough to follow my guide, so this is what this chapter is about.
I'm a Yorick main since Season 3, that means I've been playing him even before rework. Nowadays I'm basically a Yorick OTP that really likes to experiment with builds for him. This guide aims to walk you through all the steps required to transform from a complete newbie to a Yorick pro.
Am I good at the game? No, **** no. But I still know this and that about the game and more importantly, I'm often recognized as a good teacher, so here I am sharing my knowledge for your benefit and enjoyment.
Yes, this means this guide is also aimed at people that just began playing the game, all the absolute beginner tips will be colored like this.
After a long break, the guide has been remastered for Season 12 and will be consistently updated again.
Yorick is a summoner class character. His whole identy revolves around controlling simple AI creatures to help him in battle and give him and edge over his opponents.
This kind of design leads to a pretty obvious power balance - he's very strong with his summons present, and one of the weakest characters in the game without them. That's why maintaining your army is a major skill you need to master to be good at the character.
Let's talk skills:

As for ghouls themselves, their attack increases proportionately to your attack, and their health proportionately to your health, but champions and turrets can kill them with one hit no matter how much health they have. Their attacks deal physical damage. Each time a ghoul attacks, it counts as you hitting the enemy with an ability, but it doesn't count as an on hit effect.




The general gameplay of Yorick boils down to making sure you have your summons ready for use, making your opponents miserable with constant swarm harassment, making them miss out on their Creep Score (minions to which you dealt the killing blow personally) while you farm like crazy and of course, toppling their towers and other structures the moment they think to leave you alone in the lane. Yorick has the power to brute force through enemy structures, sometimes single handedly winning the objective game by punishing careless opponents foolish enough not to defend their stuff.
In good hands Yorick is a dominant force of nature, that can't be taken on one on one and that poses a constant threat of sneakily destroying or stealing something from you and getting away with it unharmed, or even worse, with a multikill.
This guide is here to help you become that person.
+ Generally amazing duelist + Really easy to last hit with + Unrivaled map pressure + Takes objectives like a boss + Satisfying and fun to use + So unpopular, noone knows how to play against him When fully set up, Yorick is hardly rivaled by any single character, often can even win 1v2 duels, that's how absurdly strong he is in direct fights. Both his Q, his ghouls and his ultimate not only make last hitting easier, the sometimes even let you to not be even there and still collect the gold and the experience. |
- Weak early game - Easily kited, low mobility - VERY summon reliant - Not suitable for teamfights - Not that flexible in playstyle Yorick is very susceptible to early bullying before he becomes the bully. That's mainly because of how weak he is without his summons. That also causes a major sting whenever someone kills your Maiden or clears your pre-6 ghouls for free. Though his biggest weakness seems to be being outpaced by all the dashy characters in the game, and there's a lot of them. |
In the past, I used to run separate guides for different builds. What I noticed quickly was how rapidly they became outdated. So I've decided to instead keep all of the builds I consider worth running in one guide, and you are currently reading it. Now, to elaborate on builds.
BEGINNER build should be self-explainatory. It's a build for beginners, with the primary objective of smoothly introducing them to the character of Yorick. I consider this build to be viable, but not optimal. Use it as a pair of training wheels until you feel ready to play Yorick to his fuller potential.
ADVANCED build is the optimal 1v9 carrying build. The biggest difference between this build and the beginner variant is that the objective is no longer "don't lose", it's "win the lane, then the game". Piloting this build takes a lot of experience and proficiency at the champion, especially knowing your limits and confidently recognizing your power windows and landing your skills.
General fundamental concepts to be aware of: you only get gold for minion kills if you did the killing blow, so make sure you deal as many killing blows as you can. That's called last hitting, CSing or farming. The game is won by destroying the enemy base. To do that, you need to get through their defensive structures, to do that you need to be strong enough for that. You gain strength through obtaining items and levels, you get items by buying them for gold, and you gain gold by killing enemy things, including minions, players and turrets. That's why fundamentally, the game is a money obtaining race and that's why last hitting your lane minions is essential. A standard 6 minion wave is worth well over 100 gold, and a player kill is worth about 300 on average, meaning that being good at CSing gives you a player's worth of guaranteed income every one and a half minutes. Low skill players tend to chase kills while neglecting their last hitting, which is a gamble that can be profitable, but the key to a respectable winrate is consistency, and if they lose the gamble, they not only don't get the kill, but also actively lose CS. And the higher the general skill within a match, the more these kinds of cocky plays get punished.
If you're under tower and forced to last hit there, here's a pattern to follow to miss as little CS as possible. The turret focuses on cannon minions first, then melee minions, then caster minions. Cannon minions are best last hit by waiting until the turret gets it low, then doing an attack into instant Q combo to secure this big money prize. The melee minion, when full HP, needs 2 turret shots and then your single attack to be succesfully last hit. The caster minion needs a turret shot and your Q OR your attack, a turret shot and your second attack. That's of course without factoring in the damage from your friendly minion wave, managing that is something you'll have to learn from experience.
Your focus at lvl 1 should be last hitting with your Q as many minions as possible, so you can set up a strong harassment play at level 2 or 3. When you have a level 2 and your E leveled up, if you have about equal or more minions on your side at that moment, try hitting your opponent with E. If you fail, do nothing, return to farming. If you succeed, summon your ghouls and go all in on them. You should take half their health with that trade at least, as long as you chase them down to their turret. Why extend so far? Not only do you get to deal more damage and guarantee a


Though keep in mind, that it's a generally very good idea to never summon your ghouls if you have not hit your E, because that way you'll be losing your main damage source for free.
If you're playing in lower elo (gold and below), it's a pretty effective strategy to be constantly shoving the wave (killing the enemy minions so quickly, your left over minion end up under opponents turret). That way you can easily deny them a lot of CS, establishing your lead. The risk of the strategy is of course getting ganked, but the general rule is to not really care for the first 3 minutes of the match, as pre-level 3 ganks are useless in case of most champion. When it's post 3 minutes into the game and you're shoving, make sure to ward (use your green trinket under the 4 key) after your shove, the best place being a bit below the river bush near top lane. Why not in the bush? Wards in bushes have a shortened vision range, and warding in that particular spot covers all entrance ways to gank you and warns you pretty early, giving good heads up for your escape, much needed on such a slow champion.
I recommend this strategy especially if the opponent is not in the lane when the waves clash. That way your wave will always be bigger and any attempts at trading with you will be detrimental for them. The best way to apply the strategy is to keep attacking the melee minion most of your minions are focused on and finishing them off with a Q cancel. If your Q is on cooldown, attack until a minion is at 1/3 HP, then wait to last hit. This way you will both shove fast and not miss a last hit.
You aim at recalling to the base at around 1500 gold, or at least no less than 1300 if you're not desperate. Your main goal to ensure victory is to hit your biggest powerspike - owning both





And of course, get

This is a premium moment to be shoving, especially if you have a

You're also trying to look for some major pushing plays, as at this moment your

If you have destroyed the outer turret, it's generally a good idea to place a ward in the middle of enemy jungle, so you can spot any traffic near you very early on. This way you can push aggresively and get away with it. Of course, when you're far into enemy territory, keep paying attention to the map. It's generally smart to back off when more enemies are not visible than visible on the map, as they might be cooking a nasty surprise for you and you're not exactly an escape artist.
Generally you are not a good teamfighter but a complete monster splitpusher, so if you see the teams duking it out over a dragon, baron or on mid, it's your time to shine and get as far into the enemy base as you can. Sometimes though, it's still a better play to participate in the teamfight, and knowing when to do which really comes with experience.
Once you have your two item power spike and your Maiden alive, a



Make sure to be safe from these effects when using the spell or you're gonna waste the cooldown for nothing. If you're teleporting from base to somewhere, you should preffer spots where enemies have no vision, so they can't react to you as easily.
Early Game
In early game there's not much important teleporting for you to look forward to. The situations to look after, that are often worth teleporting:
= There's a cannon among the enemy wave and you're in base - teleport to one of the caster minions or to a ward near your lane
= The enemy bot laners have pushed very far, there's a ward behind them and both bot lane duos have about the same health or your team is winning slightly - teleport to the ward behind them and ping at least twice that you're comming, so your bot lane will cooperate and you'll get a sweet double kill
Other than that your priority should be hoarding all the farm you can in your lane, that's why two use cases here are specifically for making sure you don't miss out on CS.
Mid and Late Game
This is the part when you start making actual plays.
You're generally looking for situation when both teams are busy with each other or the enemy team is visible and far away from your target. You general goal is to destroy structures or steal objectives. You're an absolute pushing monster in late game, so the enemy team can't realistically leave you alone to your antics, because that would cost them two towers and an inhib. If for example, there's a teamfight around dragon, and you teleport to a ward in the enemy top jungle, you'll clear all the minions in the lane in 5 seconds or less and they'll most likely panic and start making mistakes in the teamfight, as their new priority will become to quickly come back to their base and stop you from outright winning the game at the spot. Or they can choose to keep fighting, possibly wiping your team, but at the cost of losing an inhibitor.
Generally, if there's a fight over dragon, push top, if it's over Baron, push bot, if it's a mid lane ARAM situation, favor top over bot, unless top inhibitor is already down (great job!).
The importance of Inhibitors
Why should you care so much about taking enemy inhibitors?
When you destroy an inhibitor, two things happen:
1. You're now allowed to attack the enemy base directly.
2. Each of your minion wave on that lane is now strenghtened by an additional minion with massive damage and survivability, that's guaranteed to push into the enemy base on its own, unless stopped by a strong player character.
Destroying an inhibitor puts a permanent leak in the enemy defenses, that has to be proactively dealt with. What that means is that it effectively weakens their team in case they need to deal with your further antics or contest your map control, and that's a state of advantage

The smart move once you have claimed a sideline (top or bottom) inhibitor is having your team relentlessly pressure mid, while you push the other sidelane. Either of you are near guaranteed to take an inhibitor, because uncontested, you can take two towers and an inhibitor in about half a minute in late game, and if there only one person sent to deal with you - you're still a monster duelist that can fight under the turret and leave victorious.
And what if there are three inhibitors down and you still haven't won, instead ending up in a stalemate? The best play is to go take Baron. The enemy team can't realistically leave their base without immediately losing, and what you'll get is an extra dose of pushing power, basically guaranteeing a victory as long as your team doesn't die stupidly one by one.
At least until you master the character enough.
It's not ever worth it before level 11, it becomes very worth it at level 16. In between 11-16 it's a good idea to free Maiden in a non-contested lane if you can foresee participating in a teamfight in the near future. At level 16+ you can actively look for Maiden splitpush plays, but make sure to coordinate with your team so you don't sacrifice resources in vain.
Keep in mind: Level 16 Maiden is strong enough to push back a superminion lane alone (a lane in which a friendly inhibitor has been destroyed).
Generally, when uncontested, Maiden with an aid of a minion wave should be able to take at least one turret down when level 11+.
If the rest of your team is forcing teamfights on mid for no reason (often happens below Gold), a pretty good play is to send Maiden on one sidelane while personally going to the other one. When choosing which sidelane to send Maiden to, prioritize the one where the minions are more pushed to you (so Maiden has more space to snowball a wave) or to the lane that's further away from the next Dragon/Baron that's now contested or is about to appear.
This is the general pattern of warding you should adhere to when split-pushing.

Circles are warding spots, circles with dots are viable

Some further notes:
The southernmost ward (near the blue base gate) is the least useful one of these, so I hardly ever recommend it, but it's still an option.
My most usual ward set up is: if on red side, a


BEGINNER
Resolve






Precision







ADVANCED





























Split master
There can only be four ghouls alive near each other, but generally there can be way more than four alive at the same time, meaning for example that it is possible, to send separate four ghoul waves down each lane, each earning you gold and experience. Sending ghouls down lanes before stepping away from them is a very good practice you should try and implement into your playstyle.
Ghoul AI
Ghoul behavior pattern is pretty simple. When freshly summoned, they will follow you around. If you engage in combat so will they, trying to push the nearest lane until they die. If you mark a target with your E, they will jump on that target and focus it down no matter what. Late enough into the game, you can use E on jungle camps to send your ghouls onto them, that will cause them to fight the camp until it's dead, then push the nearest lane. When tanky enough, you can sneakily take buffs or even do dragon this way.
Maiden AI
Maiden also has pretty basic behavior. She tries to stand slightly behind the direction you're facing, unless there are enemies nearby, then she prioritizes attacking them. If you attack something, she immediately switches targets to that thing. If you move 600 units away (basically about your E's max range), she will immediately stop whatever she's doing and come to you. The only exception to that is when there's an enemy marked with your E, then the Maiden will rush after that enemy, even if it means entering turret range and ignoring your safe return range, so be aware of that when using your E. Also, when you stand in a bush, Maiden tries her hardest to also hide in that same bush.
Channeler's Nightmare
Your








One More Shot
Your

Maiden take the wheel
Want to generate new ghouls but don't want to come anywhere near the wave? Just stand behind your wave and turn your back on it. Your Maiden positions behind you in neutral situations, so she will go inbetween your minions and start farming, subsequently generating new ghouls.
Late to the party
The ghouls don't need to be alive at the moment of marking the target for them to focus that target. That means you can first hit your E and then press Q to raise your ghouls and see them fly at the enemy. Using this trick is a big difference between a decent Yorick player and a total noob.
They won't stop comming and they won't stop comming
There's a way of throwing more than 4 ghouls at a person. Have 4 ghouls/graves ready, hit an E, watch them fly, and when they hit the target, summon Maiden with R. The ghouls summoned with Maiden will kill and replace the nearest ghouls, and then immediately jump on the marked target. With rank 3 ult, that's 4 extra ghouls per E, totalling at 8.
Turrent Targetting Order
Here's the priority order things have under the turret.

Immortal Wife
This is a fairly new bug. You can make Maiden not dissolve after you die. How? Press R, then as the summoning animation plays, press Q (it has to be ready). Now if you die, the Maiden stays in place and will go back to you (slowly) when you respawn. Your R will be counting down its cooldown, even with that Maiden alive. Once ready, using the R again will summon a second Maiden, but she will be already released (she'll run it down the nearest lane). The second use isn't generally something I'd recommend. Also, it's a bug, so careful with being banned for it.(this has been patched and fixed)
Aggravating
After the 11.8 changes, your ghouls attacking an enemy champion draw minion aggro to you. Play with that in mind, as minions can seriously kick your *** in early game.
Pay To Lose
The Resistance skin for

On that note, I may as well plug myself here. I present to you:
The games I've made
A dark fantasy antology I wrote
Have fun following the way of the shovel and farewell!
(updated for 12.11)
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