User blog comment:Emptylord/Red Posts/Xelnath's Yorick Rework/@comment-10880231-20140414233701

Here's my suggestion for a rework (I already posted it on Yorick's page but I've modified it somewhat):

Ghoul base-stats:

Atk Speed: 0.670 +2.9% per level (1.0@ level 18)

HP: 100 + 50 per level (1k @ level 18)

Armor + Magic Resistance: 50% of Yorik's

Attack: 10 + 5 per level (100 @ level 18), 50% Penetration (not affected by items)

Health Regeneration: 11 + 0.5 per level (20 @ level 18)

Movespeed: 350 (affected by Boot Enchantment "Captain")

Affected by Auras.

33% Damage against Structures.

Innate: Horror Show

Maximum of 1 / 2 / 3 Ghouls (if max. is reached, replaces the one with the lowest health)

Summons a Ghoul every 15 / 10 / 5 Seconds (affected by CDR).

Upon Death, all Ghouls die and Yorik Revives 3 Seconds later with 10% of his max. Health for every Ghoul he had. ( 180 seconds CD not affected by CDR )

Upon revival Yorick fears all nearby enemies for 0,5 / 1 / 1,5 Seconds, triggers also when revived by other Sources (Zilean's Ult / Guardian Angel).

Q: Soul Strike

Aktive: Yorik attacks the enemy, dealing 20 / 40 / 60 / 80 / 100 points true damage plus the same amount for every Ghoul he has to the enemy and every Ghoul. Damage caused to Vasalls and Monsters is doubled.

Cost: 30 Mana

Cooldown: 8 Seconds minus one second for every Ghoul.

Range: Melee

W: Hidden Fears

Aktive: All Ghouls gain Stealth for 2.5/5/10/20/40 Seconds

and upon breaking Stealth cause fear for 0,5 seconds per Ghoul to nearby enemies.

Cost: 50 Mana

CD: 10 Seconds

Range: Global

E: Corpse Guard

Toggle on: Ghouls do not attack and instead shield you - redirecting 2 / 4 / 6 / 8 / 10% of the Damage to the Ghoul with the lowest health.

Passive: Ghouls gain + 10 / 20 / 30 / 40 / 50 attack and 25 / 50 / 100 / 200 / 400 life

Cost: None

CD: 1 Second

Range: Global

R: Rage of the Undead

Active: all Ghouls are healed for 50 / 75  / 100% of their max. health,

gain 25 / 50 / 100% Movementspeed

and chase/attack the targeted enemy Champion or Structure until they die.

After activation, the Ghouls are not longer considered Yorik's Minions and are not affected by his other skills including his innate.

Cost: 300 Mana

CD: 50 Seconds

Range: Global

Ability Notes:

Ghouls:

First off I found it important to give them decent offensive stats which don't require Yorik to build offensive, their main job is to annoy players so much that they can't be ignored but not to instagib everyone - currently this job is barely with a offensive (expensive) build which renders Yorick fairly squishy for the Champ he is (no escape mechanics, melee range etc. and usually fighting Darius and others).

Innate Ghouls: Yes, the Ghouls later on do respawn at a rate of 1 per 3 seconds if you have max CDR, without doing anything - the ultimative annoyance tool. I didn't make their health sky-high, and the damage of a single one is roughly like getting AA-ed from a Mage, so champs like Aatrox, WW etc. will just take them on one and they're also vulnerable to AoE of all kind (Hydra etc.). The point is, that people (well, aside from Aatrox and so on) have to bother countering him, rather than just building their way. 50% Penetration because I feel they really suck big time against Champs like Garen, Darius etc. who can completely ignore Yorick with just a Thornmail.

Innate Revive: Comeon, Anvia, Aatrox and Flubber have such a mechanic, but the GRAVE DIGGER doesn't bother to come back? I propose a Revive under a condition which can be denied and at relatively low Health for a Melee Champion.

Innate Fear: It's pretty much the cherry on top, it usually won't save you, but when acting as Tank lategame despite lacking Tank-Skills like Rammus etc. It can become quite helpful for your team - buffing your performance as (off) tank to a level of Garen etc. rather than something like Urgot.

Q: I think a decent, spammable (if needed) attack to gank with his Ghouls is essential, for that I kinda wanted a mix of Olaf's true-damage skill and Kha Zix' Q which is adapted for Yorik's Ghoul-fetish. As health costs wouldn't be desirable for a tank-ish Champ, I tought it's OK when the Ghouls take it and the skill itself is just for supportive damage (somewhat like Olaf's old skill) rather than wrecking everything. True damage to give him somewhat of a punch against (off) tank champions while at the same time not making him OP against mages / ADC.

Also, I think he need a 1-hit Skill against Minions to somewhat help his farm.

W: My personal favorite... as a ex-twitch Player that almost quitted LoL after the Remake.

With this the Ghouls can actually make it to the target (altough he'll be alerted by not seeing them anymore) undamaged, also the usual Yorik player will love to piss people off with 3 Ghouls jumping at them out of nowhere because a entire team was to greedy to buy vision stuff.

Fear is quite hard on this one, allowing for a total of 3 seconds if you use the skill again after your already hidden Ghouls attack somebody. I decided to use fear instead of just a slow with having his (usually bad) lategame in mind. The usual counter to his Ghouls in lane would be to kite them anyway and only the movespeed debuff from fear doing anything worth (unless the enemy is out of position/ getting ganked etc). Lategame however 3 Seconds fear against the enemy ADC is quite something to have.

E: I wanted to include a Skill which further boosts the Ghoul's stats via a passive, as well as using the tought of Ghouls absorbing damage but the amount proposed was way to high ( 30 % damage reduction would let yorik stand around without any Ghoul almost permanently) also I wanted a option to have the Ghouls NOT attacking, so they can be stacked up and used at once without using any pro-tricks to play like this, as that's what they'd do anyway while the normal Players would most likely be left with a very situational champ again.

R: It's quite a double edged sword, as your Q will be next to useless after using it and the Manacosts are to prevent somebody laning/jungeling and using this skill non-stop. Also, since the Ghouls *walk* their way it's very likely they die to minions, other champs (unless stealthed) or towers before they're at their destination.

BUT you get a global-range skill with low CD, that can potentially cause a lot of damage (i.E. you stealth your Ghouls, send them over and the moment they arrive Jarvan jumps on somebody with his ult - or you send them to help the permaslow dog at toplane, delay a push, help anywhere as you recall.

And finally, not only does Yoriks in-build lategame weakness become bearable by eventually finishing the enemy ADC with ult because your team just started a teamfight while you're 5k units away and can't focus ( . . .), it also allows a save push against extremely damaged (not really efficient) towers or unguarded inhibitors.

The time needed for the Ghouls (if all 3 attack) to kill a unguarded inhibitor would be ~27 seconds, which is somewhat unrealistic against a somewhat decent team. But not only would it distract the enemy team, it can also be used to help other lanes pushing without (reminder: Yorik isn't exactly fast) having to walk - or you just let them towerdive - or you use it in a 1vs1, allowing your innate to summon a new Ghoul while the old ones still attack the enemy and have enhanced movement speed which demands a well planned escape from the enemy rather than just a last-second flash.

Playstile:

With this, Yorick would evolve from a Top-Only Champion to maybe the most versatile one in LoL!

Top: Harass enemy to no end, while still having the ability to assist in mid/bot via ult or send the Ghouls back to lane to prevent a push while you're still on the way.

Mid: Quite situational, like AD-Mid picks, but possible to do and having quite some advantages against certain mids like Talon.

Bot: Tank/Support: Less damage than fiddle, but far saver. Annoying like Blitz/Thresh not as depending on your ADC to get the Damage done, but also less able to save his butt.

Jungle: I think he'll be a fairly slow Jungler, but with his Ghouls he can make "soft Ganks" without leaving the Jungle, and doing it frequently. I think many people (including me) who ALWAYS get flamed for not babysitting their lane while they push. At the same time, he doesn't have the 1 Gank 1 Kill potential like Warwick, Ammu etc. and when/where to use the Ult requires a lot of planning due to the time passing between activation and Ghouls actually arriving on target.

Pro and Con:

+ Tanky

+ Annoying

+ Fun to play

+ Almost impossible to completely shut down

+ Relatively cheap to build

- Little Damage without Ghouls will be a burden when fighting strong AoE Mages like Brand etc. which didn't go full glass cannon, as well as Tanks like Rammus.

- Due to True Damage and Ghouls relying on the penetration, building HP early can be a quite good counter.

- Hydra / Runaan's can counter Yorick and his Ghouls quite efficiently.

- 300 Mana for Ult will often require to conserve mana and/or build mana regeneration, which keeps him from an overly agressive playstyle (W Spam -> 100 Mana per Attempt, as well as a ongoing Battle or Farm with Q...  :P)

- No selfheal.

Build suggestion:

1. Thornmail

2. Mikael's Crucible

3. Guardian Angel

4. Mercury's Treads

5. Frozen Heart

6. Warmog's

If you play Support, you should fit in a Talisman of Ascension (which btw. should also work on Ghouls with it's active), Jungler might need a different build.