Yorick Build Guide

Emcee Krypter [Top Lane]

Uploader turbOpun
Updated 4 years ago
129,024
83%
Runes
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

[title]Player Intro[/title] I'm turbO and I am a 1500+ elo NA player who focuses on top-lane. I've been playing League for the better part of three years. My ranked team, For All Age Groups, is currently 9-2 on Summoner's Rift (1470 rating). My ranked credentials aren't too extensive with Yorick, but he is a solid champion who can especially dominate in organized play. I've played him a lot in arranged normals, as you'll pick up on later. [imgext=http://img12.imageshack.us/img12/3961/yrick3.png] [title]Yorick, the Gravedigger[/title] [img=champ/yorick.png] Yorick is a mana-based, tanky-bruiser with ridiculous sustain & lane staying power. He is infamous for being hard to counter, and sitting in lane forever. Yorick is a melee range champion with only 1 crowd control move; a ranged AoE slow from his Omen of Pesitlence(W) ghoul. His ultimate, Omen of Death(R) is a single-targeted ally cast which gives your team an additional hero and/or a few seconds of extra life for said hero. Yorick begins accelling in lane upon building mana regen as it allows him to heal via Omen of Famine(E), which gives life based on the damage this ghoul deals. Yorick is a strong champion who can make a skilled ally player truly shine and dominate team fights. [title]Pros[/title] [.]Undeniable sustain [.]Farmtastic [.]Ranged CC [.]Support your carries [title]Cons[/title] [.]Lacks escapes [.]Weak early game [.]Very limited CC Top lane has an impetus on sustain and countering. Yorick is a great solo-top champion in the current meta because of the common picks he will lane against and what he brings to your team as awhole. With the rush of a Tear/Chalice/Philo Stone you have mana & regen, plus he has a healing skill which is also used offensively. Yorick has few counters, and even more wonderful, they aren't very common picks. Yorick is a tanky-DPS champion with fairly spammable spells which deal mixed damage, making it hard for enemies to itemize against him in lane. He is a melee champion who hits with a shovel, but he has ranged abilities that are great for harassment. This guide is about laning Yorick up top, primarily in a 1v1 (as I lack experience in a 1v2 against a carry/support lane. Yorick's abilities produce ghouls which last a short time and prioritize champions over minions. Yorick's ghouls' total HP and AD are equal to 35% of Yorick's total HP and AD. This is some of the reasoning behind HP + AD itemization for Yorick. Yorick's most under-appreciated ghoul is the '[number]Spectral[/number]' one. It is an on-hit but it gives a nice bonus to movespeed. A lot of people don't realize or understand this about it, and it tends to go unnoticed. Yorick's '[number]Decaying[/number]' ghoul is probably the most well known in that it is annoying. It slows and deals AoE damage, as well as being able to check brush. It's a great skill. Yorick's real heartthrob is the '[number]Ravenous[/number]' ghoul, which supplies him with lane sustain for the cost of mana. Not only that, you heal while damaging your lane enemy. It's a perfect win-win. Finally we have the '[number]Revenant[/number]' - a ghoul with the characteristics of an ally. This ghoul is summoned immediately after casting and in the event that your ally dies, they will be brought back for a short period to continue causing damage in a fight. While under Yorick's control the Revenant may only auto-attack, though allies controlling their deceased champion's Revenant to use their skills. [title]Coming Up[/title] http://na.leagueoflegends.com/board/showthread.php?p=21017092#post21017092 Sounds like what they call "Yorick AI Improvements" means "making him more of a melee than a mid ranger" or just a better chaser with ghoul speed perhaps!? Who knows... still has not occurred.

[title]Traditional Runes[/title] [imgext=http://img846.imageshack.us/img846/1782/runesmsyorick.png] [number]Marks: [/number]Attack Damage is great for creep score as well as harassment through your spells and basic attacks. Very strong, obvious choice. [number]Seals:[/number] Top lane essentials. These runes protect you from physical damage à la basic attacks, minions, jungle creeps, towers, and AD spells. Everything you need to face most bruisers. [number]Glyphs: [/number]These are simply to make up for the lack of Magic Resistance in the build. Simply put, it's the best you can get for MR and you are a tanky-DPS. It also helps to protect you in the event that you are ganking or counter ganking mid lane where the Mages dwell. [number]Quintessences: [/number]Movespeed allow you to avoid skillshots as well as outrun champions or abilities. It gives you more leeway to take risks and helps you catch enemies to slow them, helpful for locking down enemies in fights.

[title][img=skills/yorick/p.png] Passive: Unholy Covenant[/title] [number]Yorick's basic attacks deal 5% more damage and Yorick takes 5% reduced damage for each summon that is active. Meanwhile, Yorick's ghouls have 35% of Yorick's Attack Damage and Health. [/number] [title]Explanation[/title] This passive kind of goes without much mention, but it basically means that when you are fighting, you need your ghouls out. You will be hitting harder and tanking more damage with ghouls on the field. In a team fight this will grant you 20% damage reduction and 20% bonus damage on basic attacks with 3 ghouls and the Revenant on the field. [title][img=skills/yorick/q.png] Q: Omen of War[/title] [number]Yorick's next attack will deal 30/35/40/45/50 (+120% of attack damage) physical damage and summon a Spectral Ghoul for up to 5 seconds. The Spectral Ghoul deals 8/16/24/32/40 additional damage per hit and moves 15/20/25/30/35% faster. While the ghoul is active, Yorick moves 15/20/25/30/35% faster as well. Cooldown 7/6.5/6/5.5/5 seconds Cost 40 mana[/number] [title]Explanation[/title] This ability is pretty simple to use. It is an on-hit which applies to your next basic attack, and it resets your attack timer, allowing you to do a quick double hit with your ghoul out. Your ghoul does not come out on activation, but on execution. This means you have to hit something to get the movespeed bonus - this can be a real pain later in the game as your escapability is limited. As Yorick doesn't have a dash/jump gap closer, this is kind of half of his two-move distance closer. This is the follow up part, with the first part being your slow Omen of Pestilence. [title][img=skills/yorick/w.png] W: Omen of Pestilence[/title] [number]Yorick summons a Decaying Ghoul that arrives with a violent explosion, dealing 60/95/130/165/200 (+100% of ability power) magic damage and slowing nearby enemies by 20/25/30/35/40% for 1.5 seconds. While the Decaying Ghoul remains alive, nearby enemies continue to be slowed by 10/12.5/15/17.5/20% for up to 5 seconds. Cooldown 12 seconds Cost 40/45/50/55/60 mana Range 500[/number] [title]Explanation[/title] Heavy harass spell, especially due to the added AoE lingering slow it applies. This spell alone allows you to zone and harass the enemy laner. Pestilence comes in very handy when you are both ganking/being ganked as it applies the slow as an AoE that can last a long time if ignored. You can potentially slow both of your assailants. This ability is up to a 6.5 second slow, meaning that half of your base cooldown is expended while they are slowed, assuming you follow up with Q this means you will be able to chase for a while. The range on Pestilence is pretty short compared to most other ranged abilities. When aiming it (smartcaster) you usually pop it as close to the enemy as you can, the AoE range is pretty good and the ghoul moves directly towards the champion. Pestilence can be used to check bushes or grant vision over walls. Be smart when doing things like this, sometimes they really pay off and sometimes they leave you with a slow on cooldown. Great for popping shaco boxes at lvl 1 and shrooms if you know where they are. -[number]SmallSushi[/number] [title][img=skills/yorick/e.png] E: Omen of Famine[/title] [number]Yorick deals 55/85/115/145/175 (+100% of attack damage) magic damage and heals for up to 40% of the damage dealt. A Ravenous Ghoul is summoned behind his target, which heals Yorick for the damage it deals and lasts up to 5 seconds. Cooldown 10/9/8/7/6 seconds Cost 55/60/65/70/75 mana Range 550[/number] [title]Explanation[/title] With Famine you get an amazing sustain spell that doubles as harass, incredibly useful. You build mana and essentially gain health regen/spellvamp/lifesteal. Famine technically has more range than Pestilence, however it is a targeted ability meaning you need to nail the enemy with the reticle. Leading in with Pestilence and following up with Famine can be a huge harass/heal and is your main zoning combination. [title][img=skills/yorick/r.png] R: Omen of Death[/title] [number]Yorick conjures a revenant in the image of a target allied champion. Revenants deal 45/60/75% of target ally's Attack Damage. If his ally dies while its revenant is alive, the revenant sacrifices itself to reanimate them. Cooldown 120/105/90 seconds Cost 100 mana Range 700[/number] [title]Explanation[/title] With this ability you select an allied hero and make a Revenant, a powerful being much like the Megazord of ghouls. The Revenant should always be a carry, this allows them to deal a ton of damage with as well as keep the dealing damage in the fight even if she dies. Your Revenant controls like a pet (Alt+Right Click to move) until the affected champion is killed, in which they will become reborn as the revenant. In a situation where you are forced to 1v1 you can use your ultimate early-on upon yourself to deal more damage if you believe it will allow you to score a kill or survive the fight. Otherwise, it is best saved for high-damage champions on your team who can melt faces.

[center][img=skills/yorick/r.png][img=skills/yorick/e.png][img=skills/yorick/q.png][img=skills/yorick/w.png][/center] [title]Level One[/title] You can choose to take either W or E at level one. [imgsmall=skills/yorick/w.png] W will be helpful for level one fights either invading or defending an invasion. [imgsmall=skills/yorick/e.png] E will allow you to maintain high Health if you are being bullied. I prefer W as it also helps against a level 2 gank from enemy junglers, and provides a slow if your jungler level 2 ganks top. [title]Order[/title] Yorick is a versatile champion who can really skill in whatever order is needed. Tailor to the situation at hand. If you do not need the sustain, favor Q over E. If you are fine for sustain and need movespeed, focus on W and Q. If you're losing lane and need to disengage often, rank up W and E to slow the enemy and get some health back. The above is a simple high-sustain skill order with a secondary emphasis on Q to punish your enemies and help you last hit. Always grab a new rank in your ultimate to make the Revenant stronger and the cooldown shorter, even though it is almost strictly a team-fighting oriented skill. If you will not need it at 6 you can avoid getting it, but it is always best to be prepared.

[title]Starting Loadout & Core[/title] [img=items/meki-pendant.png][img=items/health-potion2.png] Starting with these items will warrant you a lot of early staying power in lane. If you keep good tabs on your mana you should be able to counter-harass most enemies and keep mana in case you get ganked. Meki Pendant builds into Tear of the Goddess. Potions are to maintain lane presence until you can afford your Tear and more potions. [img=items/tear-of-the-goddess.png][img=items/boots-of-speed.png][highlight] INTO[img=items/manamune.png] [img=items/mercurys-treads.png] & [img=items/health-potion.png] [/highlight] Tear is one of the most cost efficient items in the game, and it is the item that Yorick was made for. Paired with Yorick's E this nifty item will build more mana as it is used as well as supply you with a large amount of mana regeneration. Controlling your mana pool and getting stacks the correct way will be a big part of the laning process. Plus it builds into Manamune which is the perfect Yorick item. Potions help you conserve mana and avoid pushing your lane. Pick up boots as well, they allow you to push more safely and that is often the case when you are winning your lane. [number]Alternative to Manamune[/number] [img=items/chalice-of-harmony.png][img=items/the-brutalizer.png] [highlight](+ [img=items/dorans-blade.png][img=items/dorans-blade.png] )[/highlight] If you are laning against an magic damage champion (think Kennen, Singed, Vladimir) you can turn your Meki Pendant into a Chalice for mana regen and magic resist. It is an inexpensive item that is quite cost effective. If you chose to go for a Chalice then rushing into either some Doran's for lane dominance or an immediate Brutalizer will give you the offense that you would lack mid-game. Cooldown reduction, attack damage, and armor penetration are all stats that are quite good on Yorick. [title]Luxury Items[/title] [highlight][img=items/glacial-shroud.png] OR [img=items/spirit-visage.png] OR [img=items/sheen.png][/highlight] Glacial Shroud is a perfect item for Yorick as it supplies CDR, Mana, and Armor. Synergy with Manamune as well as Yorick in general as a bruiser champion who spams abilities. Glacial Heart is a good item for laning if you need the Armor, otherwise get it after Manamune. Spirit Visage is a crutch item. You already have sustain, it will improve that sustain as will as give you CDR but it delays your Manamune or boots. If you wind up buying Spirit Visage it will definitely help you out early but you will sell it late for a better final Magic Resist item. Sheen is a nice item when you're ahead and do not need to deal with fed AD/AP carries in team fights. It gives you a distinct bonus to damage, making you much more threatening especially in lane. If you get Sheen you are contracting yourself to build Trinity Force, which is very expensive and every component you get for Trinity denies you the durability that another item would in that slot. I prefer to build Sheen > Phage > Zeal simply because Sheen adds damage to all of your skills, Phage does as well as Health but the slow is inconsistent where the Sheen proc is just dastardly burst, and Zeal last because it gives you the least useful stats. [title]Late Game[/title] [img=items/warmogs-armor.png] [highlight]+[/highlight] [img=items/trinity-force.png] [highlight]OR[/highlight] [img=items/atmas-impaler.png] Warmog's makes both you and your ghouls a lot more durable, it is an expensive item that feeds off farm but that shouldn't be a big issue as Yorick. With Warmog's Armor you become very very durable from your massive Health pool, strong defenses, and your ability to never go oom thanks to Manamune you can constantly slow and sustain enemies with your spells. Trinity Force is a late game item, if you picked up a Sheen early you may simply sit on it for a while because Yorick needs to be tanky. Either way, finishing up a Trinity Force late game will give you a great deal of utility and add to your damage. It is the quintessential bruiser item because it is so useful overall and supplies so many stats. Atma's Impaler gives you a lot of AD late game, it's like having a BF Sword but only having bought Armor and Critical Chance. The Armor is the most useful of the two, and the passive AD is amazing, however it doesn't give you the kind of bonuses that Trinity Force does. This is mostly because it is cheaper. I tend to buy Atma's when I need sheer Armor to counter a fed AD champion. Otherwise I find Trinity more powerful, especially thanks to the utility it provides. [title]Final Options[/title] [img=items/banshees-veil.png][img=items/force-of-nature.png][img=items/guardian-angel.png] [highlight]+ [img=items/elixir-of-brilliance.png] & [/highlight][img=items/elixir-of-fortitude.png] Health gives you decent protection from Magic Damage, but if you need more you can opt for Banshee's Veil. If you built Spirit Visage, the BV will replace that item in your inventory. Banshee's gives more Mana, which means more AD. It also supplies more Health to you and your ghouls, and the bubble can be very useful for initiating and pinning down a champion in a pick scenario. Force of Nature would be an alternative to Banshee's and likewise would replace Spirit Visage if you bought it. The biggest merit to this item is how well it combats Rylai's Crystal Scepter. The regeneration it gives you is also nice for attrition battles, along with your natural sustain you are essentially un-harassable. Useful against soft CC like slows. By replacing Spirit Visage you bring your CDR down. You go from nearly max (38%) to 10% less with the sale of Spirit Visage. Your ghoul help you and your team, but you have to weigh whether or not 10% cooldown is worth not having the Unique spellshield that Banshee's Veil gives you as the Health/Mana/AD/MR aren't that amazing, but you can gain the CDR from Blue Elixirs. Late game. Guardian Angel is mostly an Armor Item but the most sought after aspect of it is the Passive. This gives you a lot of room to be aggressive as Yorick being that it means two of your team's champion's will revive upon death (You from GA and your carry from Omen of Death). Even if you dive into the enemy team, as long as you set your team up into a strong position and they focus you over your team, your revival will make it worth it, as well as blown cooldowns from your enemies. Elixirs of Fortitude (Red) are great for amping up your damage and survivability as well as that of your ghouls. They can be used to thwart a Karthus ultimate at any point in the game, they aren't be affected by healing reduction, and they give you good stats for 4 minutes even if you die during the duration.

[title]Yorick's Laning (Passivity)[/title] [imgsmall=champ/yorick.png] A lot of Yorick's strenth in lane comes from his ability to slow down enemies who try to come at him or the creeps and then use another ghoul to heal up any damage you may have taken. Yorick is a poke champion, his sustain and items allow you to sit back in lane and work your farm up while simultaneously harassing the enemy laner. Because of this Yorick is a pretty safe pick and can work well against a large pool of champions. Yorick has lower kill potential than a lot of top laners. Don't go hero mode in your lane and end up regretting it. [imgsmall=champ/other.png] Against difficult or potentially difficult physical champions top it's advised to opt for Cloth armor and 5 Health Potions, allowing you to stay in lane and farm. If you find youself taking a lot of damage and the enemy going in on you, hurting you a ton, and getting out you can focus on W to slow them down. [title]Champion Lanes[/title] [imgsmall=champ/gangplank.png] [number]Gangplank[/number] Gangplank has a strong early game, especially his levels one to three. The best way to go about fighting him is to match him when he harasses you using W and stay alive with E while last hitting. It sounds simple, but sometimes they are running Critical Chance runes which can really ruin your day. Some GPs run teleport and some do not, this can be quite useful. After his early game he is pretty easy to keep at bay. Do not get greedy and try to dive him as his ultimate alone is quite strong for countering dives, not to mention the rest of his kit. He is a strong duelist, but Exhaust can be useful since he will likely Oranges your slow. [imgsmall=champ/garen.png] [number]Garen[/number] This Demacian is pretty annoying, however you should be able to keep him at bay. Garen has tremendous kill potential at level six with ignite, your level six is trash in comparison. The key to this lane is to keep zoning and try to harass (Keep his passive down). If you out farm him and don't die, you win the lane. [imgsmall=champ/irelia.png] [number]Irelia[/number] The midgame monster is an annoying lane, you can try to shut her down a bit early on but she will still farm way too hard to control. She will out CS you and it will be sad and embarrassing. Then, come mid game, she will take out half of your team on her own because she is Irelia. Okay, I'm being hyperbolic but honestly you want to focus on farming up in the lane and not getting ganked because Irelia is not someone you can 1v1. Ganks are great, especially before she hits 6 so that she can't just shoot healing blades out while she runs. Irelia's stun/slow is powerful, however, and Bladesurge gives her some mobility. Blowing a summoner or two or just sending her to base is still a successful gank. [imgsmall=champ/kennen.png] [number]Kennen[/number] An odd match-up in that both are 'can't lose lane' type champions who are considered safe to farm top lane and feel more or less unthreatened. Kennen's ultimate is what gives him an edge in the lane, though any other time he is not very threatening. Whenever his ultimate is down, you control the lane. When it is up, chances are he will try to 1v1 or get a gank on you. Harass him, be aggressive, and try not to push very hard. The better position you are in in your lane, the less likely you will be ganked. Kennen is difficult to gank, especially past six where his AoE and kill potential rise. [imgsmall=champ/nidalee.png] [number]Nidalee[/number] Nidalee seemed to me that she would be a tough lane. She is ranged, has sustain, she's hard to gank after six, and bruiser Nidalee builds Wriggle's to boot. As it happens you can match her in duels pretty well and zone her from creeps, it happened to be an easy match-up for me, but I can't say I was playing against a great Nidalee. You should win this lane without issue. Nidalee lacks CC so ganks aren't all that ferocious either. [imgsmall=champ/shen.png] [number]Shen[/number] Congratulations as one of the three or so champions who beats new Shen. Your sustain is better and your ability to duel is really good as Yorick more or less shits on top lane melees. Against Shen you can take Ignite to secure kills or teleport to try and counter him bouncing around with his ultimate. Chances are you can take his turret pretty early with ghouls, if he Ultimates away from top lane you can push towers like a madman. Use wards when doing so. Kill him. [imgsmall=champ/sion.png] [number]Sion[/number] He will be able to zone you early levels, but your ranged harass and sustain trounce his. You can usually get a kill at level 4 or 5 assuming you are matched levels. If he gets his ultimate first, however, you can't kill him in a straight 1v1. Sion is pretty easy to gank in that he can only stun one of you. Chance to blow summoner's with a gank is nice so that you can harass, zone, and kite him. [imgsmall=champ/volibear.png] [number]Volibear[/number] Volibear is a silly champion. In some cases he can be quite strong top lane, though this isn't one of them. Yorick's sustain just defiles and outdoes everything Volibear has to offer. You can harass him from range, keep your Health up with ease, and slow him if he decides to charge at you. His ultimate gives him offensive power, but it is easy to walk away from and lacks the kill potential of executions like Riven and Garen. Volibear does bring one danger to the lane: his affinity with ganks. Fling and slow are strong, as well as his Frenzy nuke, which is great for finishing the job. Ward, stay safe, try not to push = Win lane.

[title]Challenging Lanes & Counters[/title] [imgsmall=champ/chogath.png] [number]Cho'Gath[/number] Sustain is one of those really important attributes to top lane. Cho gets it from last hitting, and he can do it to your ghouls. Furthermore he can chain CC you if he has some skills and you don't have boots. This is one reason that Movespeed Quints are so useful on Yorick. Even if you dodge rupture, his silence outranges all of your spells. And with feast, he has some actual kill potential. [number]Getting an early blue buff or a few kills will turn this lane into at least an even match, usually you are victorious[/number]. [imgsmall=champ/nasus.png] [number]Nasus[/number] Here lies a strange match-up. Yorick's early game isn't all that good or all that bad. Nasus's early game is garbage mode. However he can charge his Qs on your ghouls, he has lifesteal, and he builds tanky early to rape late. This lane can be tricky. Shutting Nasus down with something like a Level 2 gank before he has a Wither + Boots is huge. [number]This will set him back a lot and give you the sustain advantage in lane[/number]. [imgsmall=champ/renekton.png] [number]Renekton[/number] Renekton's sustain isn't spectacular, but his kill potential is prime. Early game is where Renekton shines and Yorick does not. He can close in on you with dashes (which aren't affected by slows) and proceed to fury stun you. Then he will Q to heal and repeat until he has ground you down to dust. Sometimes you can control this lane, but again he has powerful abilities for 1v1 fights. Avoid being ganked because Renekton is very helpful for enemy junglers; keep a ward active. [imgsmall=champ/shyvana.png] [number]Shyvanna[/number] As far as sheer damage goes, Shyvanna is the pinnacle. She is capable of pushing the lane to turret and then going off to jungle/counter jungle and outfarm you like a boss. She also has significant kill potential on you, so be wary. She can dive you at 6 often with a jungle and kill you. [number]Starting Cloth armor will give you alot more ground in this lane. Early ganks help a ton. If you want to run Heal in lane you can because her massive damage[/number]. [imgsmall=champ/trundle.png] [number]Trundle[/number] Think about this scenario. You deal damage to him, and he heals from it. That's what this lane is about. Furthermore when you get AD, he takes it from you. And when you wan't to CC him with your slow, he tenacity zones it. When you try to run, he throws a pillar of slow in your face. It isn't a pretty lane, but it can be won with passive farming. Upon hitting level six Trundle has a bug advantage on you and can really weaken you to boost himself, giving him a lot of threat. Trundle loses the game early and wins it late. [number]A gank in the first few minutes of the game can give Yorick time to farm and hold his edge a little longer[/number]. [imgsmall=champ/tryndamere.png] [number]Tryndamere[/number] Tryndamere deals a lot of damage and has a gap closer with longer range than your slow. He can build rage off of your ghouls without pushing the lane making him that much more dangerous. Starting with Cloth Armor can help you out a lot early game as well as taking Exhaust to shut down his damage or Ignite to finish him off after using his Endless Rage. You may also want to take teleport to avoid losing your tower if he kills you at six, although your revenant can (can, not always) be helpful in taking Tryndamere out 1 for 1 after his rage wears off if you can catch him and deal enough damage. It's a big if. Tryndamere has good sustain, no resource system to dry up, and an escape tool. Luckily his slow only works if your back is turned, though he is still difficult to gank but delaying his ultimate as much as you can is a good thing. [imgsmall=champ/warwick.png] [number]Warwick[/number] Warwick's Q (Hungering Strike) deals HP% damage and heal him, it is a spamable skill and allows Warwick a lot of sustain and solid poke in lane. Furthermore he gets a Suppress and movespeed when you are low, once again a case of higher kill potential. When paired with a ganking jungler Warwick can easily set you way behind past level 6. Otherwise it's more or less a farmfest, [number]just don't try to 1v1 him outright because he has more power in that area[/number]. Since Warwick has no natural escapes and usually starts Doran's over Boots you a gank can keep him down in laning. Diving him after six is just asking to get supressed under turret. [title]Check out Championselect.net for more![/title] Yorick's Counter Information: http://www.championselect.net/champ/Yorick

[title]Laning[/title] Your basic harassment in lane comes from Omen of Famine. If the enemy is being evasive and has a speed advantage, W + E to slow them down and deal damage while maintaining a full health pool can be a helpful harassment tool. Using Q to last hit a creep will send you fastest ghoul at the enemy, if you combine it with W + E you will be able to take a good deal of health away from them. If they are in melee range, do the same combination, except with the Q on your enemy champion and follow up with some autos to really sink your teeth in them. You should not try to duel champions 1v1 with Yorick, you poke, outlast, and if possible you take them out. Lack of kill potential doesn't make Yorick weak or prevent him from getting kills. He simply lacks the tools to regularly duel most champions however due to his remarkable sustain and spamable ranged skills he can wear enemies down on whittle down their Health for your team's jungler to come gank. Don't push lane without boots, you leave yourself open to ganks and other obstacles which will lead you to losing your lane. In the event that your enemy can out damage you and CC you enough before you can reach your turret's shelter, he will and it will set you back hard. Boots OP. Conserving your mana early is essential to farming up Tear + Boots. Farm passively and only focus on damaging the enemy if he is in range and poses a threat. Prior to level 2 Yorick can make you feel pretty insecure as he can be zoned, don't let that get to you and blow half your mana at level one. It's generally a rule of thumb to save 110 mana at all times for W & E in preparation of any ganks. If you are losing your lane there are a few things you should try to do in order to get back into a good place in the game. Initially, let your team (Jungle and Middle) know that you are struggling, request ganks at the appropriate times, and hope to set your enemy back as much. Furthermore you can choose to itemize defense pretty early as Yorick and sit on it until later in the game. Do this when you need to. Lastly, play passively. Chances are if you are behind you have been too eager to deal damage and taken a lot in the process, or you've been ganked - so stay safe, sit back, and last hit. [title]Mana Management[/title] Using your abilities to farm is fine on Yorick. It charges your Tear, which is massively important, as well as keeps your CS up. Usually you won't need to because you will be harassing and zoning your enemy and only using Q to get creeps. If the enemy jungle decides to camp top lane or simply hang out in the lane you can easily keep farming with your spells. Keep your mana up enough in case you need to teleport for dragon or something, but don't be scared to use spells and get Tear stacks. [title]Blessing of the Ancient Golem[/title] Yorick's power level increases greatly with the addition of Blue Buff. It will help him shut down enemy laners who could normally pose a problem. With a jungler who doesn't require his first blue buff, this can really turn the lane in your favor. It allows you to farm virtually every creep while harassing your enemy (even under tower). Just don't give it up by getting ganked. If you get the first blue buff from your jungler (Especially useful for Blue Side) and the rest are donated to mid-lane it will allow you to dominate your lane and be fairly normal for mid as they usually receive the second or third Blue Buff. In the event that your mid laner does not need blue, you should ask for dibs on it as it will win you your lane. [number]Just don't give it up by getting ganked.[/number] [title]Dragon[/title] Dragon is usually considered around the 10 minute mark in the game. This means that you should be able to Teleport to lane after you grab Tear, Boots & Potions (Before the 5 minutes Mark) for maximum uptime in your lane. The next teleport you use will likely be to a ward at or near dragon. If your team does get dragon without the use of your teleport you have about a one-minute window to use it from there, as it will respawn in 6 minutes. [number]Purple Side[/number] - When you pull the dragon you can also stand behind it, blocking skillshots and popping Decaying ghouls over the back of Dragon's den to scout. Yorick can tank Dragon without taking much damage thanks to his passive and the sustain from E. [title]Warding[/title] Vision Wards are consumable items that can be placed one time per stack, they cost 125g each and when placed on the map grants ~700 range of true sight (Can identify stealth) for three minutes. The lesser version, Sight Wards, do not give you true sight and therefor cost only 75g. When you destroy either you gain 25g. Get familiar with using these items, especially playing top lane, and your game will improve drastically. [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] [imgsmall=items/sight-ward.png] [imgsmall=items/vision-ward.png] If your opponent is buying wards (which they should be) you can simply pick up a Vision Ward to counteract. This will cost you only 25g more than a Sight Ward once you have taken out their ward, denying them vision, granting you vision, and stopping gank attempts which will keep your teleport up for your team. The best place to put this is often at the very bottom of the top lane brush (slightly closer to blue spawn). Usually the enemy will ward the river near this brush, otherwise they may ward tri-bush on purple side, or the ramp between Baron and Blue Buff on blue side to protect from ganks.

[title]Laning[/title] This is more or less a continuation of early game laning, you simply have to be more vigilant of ganks from mid and jungler as well as playing carefully depending on your enemies' ultimates and how they affect their total kill potential (As Yorick's is team based and not 1v1 based). Continue to farm, Manamune is very powerful with 700 bonus Mana around the 25-30 minute mark and will be felt promptly when you continue to punish your opponent. You will be itemized with either Armor or Magic Resistance here to make your lane that much easier. [title]Warding[/title] As above (In Early Game) Vision Ward tactics are still very useful. You will also want to, for the sake of your team, have a ward on Baron. this doesn't have to be Vision, as it will likely be cleared by a support with Oracle's or a Vision Ward of their own if they are attempting Baron. The added sight down river will protect your team's Blue Buff (On blue side) and protect you from ganks even sooner, as well as give your Mid Laner some piece of mind. [title]Baron[/title] Aside from warding Baron your team may wish to take Baron under the right circumstances. Yorick is capable of tanking Baron for decades once he has Frozen Heart without taking much damage overall. Using your Ultimate to get Baron quickly isn't entirely advised, but under the right circumstances it is useful. Use it on the AD carry and Baron should be made short work of. Just don't use it if you believe there will be a fight coming at Baron, or if you do not need it so it can be used in the post-Baron push. [number]Blue Side[/number] - Chances are you are tanking Baron, blocking skillshots, and popping Decaying ghouls over the back of Dragon's den to scout. Yorick can tank Baron almost indefinitely with maxed E and Frozen Heart and his passive.

[title]Late Game[/title] Late game is very focused on roving around as 5 and fighting, pushing, or taking objectives. This makes map control something to be very conscious of. This means getting at least one ward whenever you have the gold and an open slot, getting Oracle's if you have the gold, aren't dying, and the support/jungle cannot afford to get it. There are a few mistakes that can be made late game and change the game quite a bit. If there is one (or worse, more than one) champion farming bottom lane, the opposing team has room to Baron. If either team makes an attempt at Dragon, the opposing team can Baron. If one team commits multiple enemies to stop a siege top lane, mid and botom lane are asking to be pushed. Yorick is great at pushing lanes with the help of his ghouls to both obliterate minions and help damage towers. Combined with teleport Yorick can oft take multiple turrets out whether in one lane or two if steadily ignored. Even if a defender comes to stop the pus, teleporting to another lane will give you more time to whittle down towers. [title]Teamfighting: Two Roles, One Goal[/title] During teamfights you will be using your abilities to do a few things. Your Omen of War is good for its damage as well as the movespeed it gives you. This movespeed can often be used to catch an enemy carry with Omen of Pestilence to show them down for 6 seconds, giving your team a chance to take them out quickly and eliminate a large damage threat. Omen of Famine is, of course, used to keep you alive as well as deal some damage. The first role, explained above, is to pin down the opposing carry. The second role is to protect your own. Often times you will have to choose between which of the two you want to do, but you should always be getting your ultimate off on your team's carry. Especially if they are going to die (Which usually means they messed up their positioning and/or you chose to perform the wrong role). If the enemy team is heavy on bruisers and/or gap-closers, you need to focus on protection your carry. Ultimately, your goal is to win the fight. Making hard choices in teamfights comes with playing League of Legends and errors are to be expected. However, you need to take into account what the most important priorities in teamfights are and try to capitalize on your teams strengths and their teams weaknesses.

Thank you for taking the time to read my guide. I hope, above all, that you learned something. I really do appreciate it. Please comment or PM with any thoughts, and if you liked the Guide [number]please hit the Like button[/number]. [center][img=champ/yorick.png] [img=items/manamune.png][img=items/mercurys-treads.png][img=items/frozen-heart.png][img=items/banshees-veil.png][img=items/warmogs-armor.png][img=items/trinity-force.png][/center]

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