Yorick Build Guide

Tanky DPS, still fine after nerf

Uploader Moxay
Updated 5 years ago
13,514
75%
Runes
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Scaling Mana Regeneration (+0.065 mana regen / 5 sec. per level (+1.17 at champion level 18))
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Health (+26 health)
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

Many people believe Yorick was, before the buffs, a very weak champion. This was never true, he was just very misunderstood. Before his buffs his mana could run out if he spammed his spells. So what? That happens to every mana-user if not played right. Yorick's damage has always been very high due to his insane Q, ridiculously good passive, and his minion auto-attacks. His survivability wasn't anything to be taken lightly either, when he was built the right way. Here are some things that I've learnt in my time playing Yorick in top-lane solo, enjoy.

[highlight]Marks[/highlight] The flat AD reds are self-explanatory. More damage early game = more harrass, more denying, more kills. I'm still comparing these to Armor Pen reds, as they really make the difference to his Q (and apparently also affect the ultimate pet damage), which does retarded damage if you can get in range of somebody to pop one in. I think I'll stick with AD for now, however. [highlight]Seals[/highlight] Yorick's mana is still a little hairy at some points in the game, mainly around mid-game if you aren't able to take Blues so I use MP5/lvl yellows to counter that. I find I have very little mana issues with these. [highlight]Glyphs[/highlight] Dual AP teams are really becoming very popular, and so Yorick is more and more likely to be facing a mage in top lane. Between flat MR blues and your passive, you will be unkillable to any mage. [highlight]Quintessences[/highlight] Quints are really very dependant on playstyle, and personal preference. I like to take flat Health, because I aim to land my Q on the enemy laner quite often, which can easily turn into more than just harrass. Another great option is flat AD.

[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] Before the buffs, this passive was great. Now it's GODLY. 15-20% increase damage dealth, and 15-20% reduced damage taken at basically all times during teamfights is just OP. Keep your minions up and you win! [title][img=skills/yorick/q.png] Q: Omen of War[/title] [number]Yorick's next attack will deal 30/35/40/45/50 (+100% 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 is the majority of Yorick's damage. It does great burst, plus the ghoul does a nice amount of damage too. As a 100% uptime speed buff at max rank, it's great for sticking to the target you want to be on, or running away from lost fights. [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 (+80% of attack damage) 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] This is what I prefer to level up after Q, but sometimes I need a couple more ranks in E first for more healing. I like to level this because the slow effectively lasts for upto 6.5 seconds, which is a VERY long time. [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 50% 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 500[/number] [title]Explanation:[/title] The spell that makes Yorick's laning so strong, and means you don't need any health pots. I usually find that 1 rank in this at the start of the game is enough to sustain me in lane vs most champions, but if they also have a heal (FFUUUU LANE WARWICK) you will very likely need to level it up some more to stay in lane. [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 50/75/100% 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] The effectiveness of this ultimate is decided completely by the state of your AD carry. If they have a lot of AD, this spell can be one of the best ultimates in the game. By level 16 your pet can really do a ton of damage if your AD carry is doing well, plus it can give them an extra 10 seconds alive if they die. If you dont have a strong AD carry on your team, you may consider using this on yourself, or even a mage if they are about to die (and have been doing a lot of damage).

For a level 1 fight you can start with Q or W. I usually prefer W just for the slow. If you aren't fighting at level 1, take E. I usually follow that with a rank in W for harrass, then max Q. The choice between W and E when you can't level Q just depends on how your lane is going. If you are getting harrassed a lot, take another E, otherwise max W. Take your ulti at 6, but only level it up after that if you have a fed/farmed AD carry on your team. If you don't, the damage increase is kinda pointless.

I know what you're thinking: WTF WHY MAX Q IT DOES LOWER BASE DAMAGE THAN W AND E AND SCALES LESS WITH LVL OMG SCRUB. Well you're wrong. The base damage value of the initial Q hit ([number]30/35/40/45/50[/number]) is indeed lower than W ([number]60/95/130/165/200[/number]) and E ([number]55/85/115/145/175[/number]), but many people forget the increased minion damage. The Q minion deals an additional [number]8/16/24/32/40[/number] damage per hit more than the other minions. Now, seeing as it will probably make at LEAST 2-3 autoattacks before it dies, that makes the base Q damage per lvl look something more like [number]54/83/112/141/170[/number]. Now that's more in line with the W and E values. However, the cooldown on Q is considerably lower than both other spells, meaning that it deals much more damage than them both over 10 seconds or longer.

[title]Early Game[/title] Starting with [imgsmall=items/regrowth-pendant.png] gives Yorick even more health regeneration, which is perfect for his laning phase (as his harrass is currently OP). With this I take a [imgsmall=items/mana-potion.png] as his mana early game is still quite bad if you spam your spells, and you don't need any health potions because of his E. Another option is to start with [imgsmall=items/boots-of-speed.png] and [imgsmall=items/mana-potion3.png]. If you know you are going to be laning against a ranged carry or mage, you may want to take boots at lvl 1 so you can get some easy early kills by landing your Q more often. Again, I find mana potions a necessity on Yorick, and being able to take 3 allows you to harrass enemies more than they will be able to deal with. After my first port I aim to have at least [imgsmall=items/philosophers-stone.png] and [imgsmall=items/boots-of-speed.png], maybe with parts of [imgsmall=items/heart-of-gold.png] or [imgsmall=items/sheen.png] if you got a kill or had time to farm enough. The main point of the Philo Stone (other than the gold per 10) is to keep you laning, farming, and harrassing longer. You will eventually sell it if the game doesn't end before you need the item slot. An early Sheen is really great for the burst it can land, as well as giving Yorick some more much-needed mana. You can get this before or after HoG, depending on how many melee hits you are getting on your lane partner. HoG is another great source of health for your Atma's, as it builds into something you likely want later, [imgsmall=items/randuins-omen.png], and also of course generates more gold. [title]Mid Game[/title] [imgsmall=items/atmas-impaler.png] is essential for this build to work. It lets you build Yorick really tanky while still doing a lot of damage. As soon as you get this, you can start building more health, and start fighting 1v3 (really, you can). [title]Late Game[/title] Next, rush your [imgsmall=items/warmogs-armor.png] starting with [imgsmall=items/giants-belt.png]. You want to do this so you can start stacking your Warmog before it's too late. Due to Yorick's passive (15% reduced damage taken at all times) he can safely build health without as much Armor and MR as other champions. This lets him build more flat health, increasing the AD gained from Atma's. Finish off your [imgsmall=items/trinity-force.png] obviously with [imgsmall=items/phage.png] first. Tri-Force is a great item for any tanky melee champion, as it grants increased movespeed and a slow for sticking on targets, health (+AD from Atma), AD, and an improved Sheen proc. [title]Defensive Options[/title] After this, you can start building a selection of the following Armor and MR items depending on the enemy team. You can buy them before finishing off Tri-Force if you need to, but you shouldn't really have any problems staying alive unless an enemy carry gets fed. [imgsmall=items/randuins-omen.png] and [imgsmall=items/sunfire-cape.png] are both great Armor items for Yorick. The difference between the two is basically the choice of the Randuin's slowing utility, or Sunfire's damage. If you or your team having problems kiting, or being kited, take the Randuin. Otherwise take Sunfire. [imgsmall=items/hexdrinker.png] I have found to be a hidden gem for Yorick. It supplies him with AD, and the shield it gives scales with his passive (taking reduced damage). Overall a fantastic magic defensive item which I take almost every game. [imgsmall=items/force-of-nature.png] is a nice item to have if magic damage is a problem for you and Hexdrinker just isn't cutting it. Because you are so tanky and can stay in fights for so long, the health regen on FoN is very powerful, not to mention some more movement speed, which is always useful. Get [imgsmall=items/banshees-veil.png] if you keep getting caught out of position by a stun or mage burst damage. As an added bonus, BV also gives some more health (AD via Atma) and mana.

Protect/help your jungler if they need it. After that, claim top lane and get ready to spank some dickheads with a huge spade. The aim of Yorick's early game is to farm creeps while keeping your opponent from doing so. You do this by literally using your W and E (Q too if you can) on them whenever they are in range and you feel you have the mana to do so and still be safe. This will force them to either port back and heal, or die to your next harrass where you could get an Ignite kill. Although you should try to not hit minions with the AoE from your W to prevent the lane from pushing, it doesn't really matter if you do. The reason being that Yorick is practically ungankable, due to his huge movement speed buff from Q, and constant slow on W.

Although Yorick is quite good at fighting right from level 1, he really holds his own once you get Sheen. At this point, you can keep farming your lane, gank other lanes, or try to force dragon. Yorick is a perfect champion for mini-fights and ganks due to his reliable slow and massive damage. He can quite easily kill most carries and mages without much threat of dying unless he is outnumbered.

By now you should have your Warmog's and Atma's Impaler, and be well on your way to finishing Tri-Force and another defensive item or 2. With all 3 pets up, you will be pretty much unkillable, while doing some sick damage to both squishy and tanky targets. Late game you can pretty much go where you like, and initiate on whoever you like. As always, take care when your team isn't with you - you can't QUITE 5v1 unless you are have a full build :P

If you get a chance to intiate with your W onto a squishy, do it. Then train the crap out of them with all your spells until they die. Use your W to keep on enemies, or to help your team kite. Smash people up with Q and E, and ulti your AD carry or self. With all 4 minions alive you are basically unkillable if you built well, so just keep hitting whoever you like during the fights. If the enemy focusses you, they won't kill you. If the enemy focusses your carries, you will kill them.

Yorick is currently a very powerful Tanky DPS champion, as he can stay in fights for a very long time, allowing him to do massive amounts of damage to the enemy team. You will make enemy squishy targets run in fear or just die. Either way, he is a great presence in both teamfights and laning, making him a great champion overall.

Thanks for taking your time to read this guide, I hope everyone finds it helpful in some way. If you have any problems or suggestions, please feel free to comment below. I welcome any advice or tips as this is my first guide :)

Comments coming soon!
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