• 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)

Hello I am Ncryx at the end of Season 3 I sat comfortably at ~60 point in Platinum 1 Yorick being my most played champion i also played lots of Vladimir who also falls into the category of high sustain top laner both of which scale and snowball extremely hard. [imgext=] As previously announced Yorick is being looked at for gameplay changes, however im guessing that these are the final masteries that will be used for the rest of S4 and will be updating shortly

[title]Misconceptions of the Gravedigger[/title] Firstly I wish to clear up some common misconceptions about yorick [highlight][number]1[/number])[/highlight] He is a [highlight]WEAK[/highlight] laner. He isnt the 'Almighty Top laner' that famous streamers like Guardsmanbob have once called him (and to my knowledge GB realized the weaknesses of yorick as well) and has some really REALLY bad matchups which can kill him post-muramana and coincidentally outscale him too. [highlight][number]2[/number])[/highlight] Yorick's laning phase is [highlight]NOT[/highlight] strong. This is a combination of the fact that hes very easily abused early due to mana restrictions, as well as his inability to push well before some major items makes him a low pressure lane which only has mild harass against stronger laners [highlight][number]3[/number])[/highlight] Yorick is [highlight]KING[/highlight] of Yolo-Q. Ever had an AD carry who cant position for nuts? ULT DAT VAYNE. Enemy jungler camps your lane? ULT FOR DOUBLE KILL. Enemy jungler doesn't camp your lane? PUSH TO NEXUS HUE. Anywho on to his pros: [.]Amazing lane sustain, possibly as good if not better than Vladimir or Swain [.]Great Teamfight (2 AD carries ftw?) [.]Decent peel, slow from Fist and W ghoul hard to deal with unless you are Olaf or Master Yi [.]Can hold his own in a 2v1/5 top cheese Cons: [.]Mediocre Base stats, thus very item reliant [.]Mana intensive champion, high mana costs limit his laning potential extremely [.]No hard CC makes him susceptible to all ins [.]No escapes other than Flash [.]Usually Builds Manamune and wont have enough HP to survive massive burst damage early Also Yorick is Notorious for being [highlight]Anti-fun[/highlight] n' Stuff. This rumor is actually true. Most Top laners RQ after 20mins of having an army of ghouls messing them up for 500 hp whenever they come to cs.

[title]Build after getting shut down[/title] [item=mercurys-treads][item=frozen-heart] [item=locket-of-the-iron-solari] [item=shurelyas-reverie] [item=runic-bulwark] [item=warmogs-armor] [title]Build Against Balanced Team[/title] [item=mercurys-treads][item=muramana] [item=frozen-fist] [item=guardian-angel] [item=spirit-visage] [item=warmogs-armor] [title]Full Tank Yorick[/title] [item=mercurys-treads][item=frozen-heart] [item=runic-bulwark] [item=warmogs-armor] [item=sunfire-cape] [item=frozen-mallet]OR[item=rylais-crystal-scepter] [title]LATE LATE GAME[/title] [item=mercurys-treads] [item=frozen-heart] [item=runic-bulwark] [item=thornmail] [item=warmogs-armor] [item=randuins-omen] [img=items/warmogs-armor.png][img=items/warmogs-armor.png][img=items/warmogs-armor.png][img=items/warmogs-armor.png][img=items/warmogs-armor.png][img=items/warmogs-armor.png] These are in the [highlight]KOREAN META[/highlight] right now so buy at least two of them if you want to be hip

As With masteries Runes have to be Tailored to the Matchups which you shall face in the top lane. I will go over the times when to use these specific rune pages, in conjunction with the mastery pages in the detailed Matchup section later [highlight]Standard Top lane Bruiser[/highlight] [imgext=] Marks [.]9x Greater Mark of Attack Damage Seals [.]9x Greater Seal of Armor Glyphs [.]9x Greater Glyph of Magic Resist Quintessences [.]3x Greater Quintessence of Attack Damage The Attack damage marks and Quints are there to help you last hit minions, as well as give you a burst of power throughout the early game. This is because before the enemy top laner starts stacking armor, Flat Attack damage runes greatly outperform Armor penetration, which is why the rune page is set up the way it is. Flat armor seals are to further strengthen your early game by bringing you over 30 armor at level 1. As armor scales multiplicatively with Health the 600~ or so health you start off with is greatly amplified. Armor seals are traditionally employed by all top laners in their matchups to better cope with the very high base damages of other bruisers. The Flat Magic Resist on glyphs also serve a similar purpose as the Seals. They provide a big burst of survivability vs Magic damage, from either your enemy top laner or their jungler (e.g. Maokai). Flat magic Resist glyphs can be exchanged at any time for scaling magic resist the the enemy has a double AD composition of their top laner and jungler. [highlight]Higher Skill requirement[/highlight] [imgext=] Marks [.]9x Greater Mark of Armor Penetration Seals [.]9x Greater Seal of Armor Glyphs [.]9x Greater Glyph of Magic Resist Quintessences [.]3x Greater Quintessence of Attack Damage This page is very similar to that of the Standard Top page. The only difference here is the substitution of the Flat attack damage marks with armor penetration marks. This is my preferred page when playing top lane due to the fact that i am able to last hit with very little Bonus Attack damage. Also most top lane bruisers find it easy to rush quick and cheap armor items which would quickly make the flat attack damage marks less efficient than armor penetration this reducing your overall damage. If course armor penetration marks do not synergize with your Omen of famine, the red ghoul which scales off Bonus Attack damage, however is does greatly amplify the damage of your Auto attack enhancer the Omen of War and scales better into late game. Quintessences are still flat attack damage for the additional help when last hitting under tower. Seals and Glyphs remain unchanged due to the nature of top lane being a very high damage/ high kill potential lane. [highlight]Hard Matchup[/highlight] [imgext=] Marks [.]9x Greater Mark of Attack Damage Seals [.]9x Greater Seal of Armor Glyphs [.]5x Greater Glyph of Mana Regeneration [.]4x Greater Glyph of Scaling Magic Resist Quintessences [.]3x Greater Quintessence of Attack Damage This is the rune page that i use against hard matchups. Hard matchups tend to be the Manaless champions, which also have very powerful early games. To counteract this Flat Attack damage marks and Quints are used for that additional early game power, and the extra ability to farm under tower incase you get pushed in. The bonus Attack damage also greatly increases the burst healing on your Omen of Famine, making it much stronger when fending off early game all-ins. The trend of the manaless champions is also that they are all Attack damaged based, for that reason Flat armor Seals are advised. What really makes this rune page unique is the tampering i did with the glyphs. Flat Magic Resist glyphs give a total of 11.7 Magic resist at level 1. 4 Scaling magic resist glyphs will about equal that value (10.8 Magic resist) at level 18 keeping you overall as strong as you would be when using the standard top lane page. This allows you to take 5 flat mana regeneration glyphs to bolster your early game, by supplying enough mana to keep up with the constant pressure that will be put on you by hard matchups until you are able to build some of your core items like Manamune and Frozen Fist. After these two items your mana problems should be resolved and you should be able to duel the hard matchups on equal footing [highlight]Anti-Cho'Gath Page[/highlight] [imgext=] [highlight]Note: This Page is also Recommended for Use Against The Big 4 AP Top laners: Rumble, Vlad, Akali and Elise[/highlight] Marks [.]9x Greater Mark of Attack Damage Seals [.]9x Greater Seal of Mana Regeneration Glyphs [.]9x Greater Glyph Of Magic Resist Quintessences [.]3x Greater Quintessence of Health This Page is exclusively Geared towards the Early Game, trying to strengthen it to the point where it is impossible to gain an advantage over Yorick early through both the combination of early health and magic resist, but also from the massive Mana regeneration which allows you to play much more Aggressively in the early game without having to worry about your mana costs as much. 9 Marks of Flat Attack damage are used because of how AD synergizes with Yoricks Omen of Famine, thus bolstering his early game trading power. The Added benefit to this page is that the Flat Health Seals will stay more effective until level 10, where Health per level Quints become more cost efficient, the 81 (78*1.04 from masteries) Health from these Quints will prevent you from dying to Cho'Gaths Feast+Ignite combo at level 6 giving you time to itemize against the Mass True damage coming out. I Thought of this page after is noticed how Yorick is extremely item reliant at least in the Health Department and so the boost is very helpful, especially when dealing with early tower dives. Taking this Page against the Big 4 AP tops is also a good idea since they are virtually resource-less so getting the bonus MR will help out sustain them. Also Health is the Greatest counter to Magic damage (Burst) and since you have Your Omen of Famine to sustain the damage dealt it greatly shuts down any kill potential in this lane.

[title]Skill order A[/title] [imgext=] Maxing E over Q only taking one point in W for its already good utility, and only ranking ult at 12 and 13 where teamfights start happening. Variation in the Order of Skills may occur but this order should be used against enemies with high sustain Irelia Cho'gath and Trundle. The reason to do is is because sustain means easier trades, as what could be a temporarily unfavorable trade can be undone while you are actively sustaining whilst the enemy only has health pots (assuming you have pots as well). Its a bit more complicated as to how the lifesteal gives you more E-HP and what not but the main reason to get E maxed is [highlight]TO NOT DIE[/highlight] the goal of top lane. Running this against lane opponents who are able to kill you through their burst (Zed, Riven) is advised [title]Skill order B[/title] [imgext=] Maxing Q over E will give you massive damage. It is recommended against opponents which will attempt to burst trade with you such as Jax and have some form of strong disengage to stop you from returning damage to them, so as to even out the trade. Taking Q will have your Q not only do more damage and have a lower cooldown, but also give you the increased movement speed to extend the trade so as to make it more favourable, or disengage and kite while your ghouls do damage. Maxing Q over your sustain is used against champions who you need either the burst damage to out damage them in burst trades or you need the MS boost to disengage from an all in. Also Maxing Q is more beneficial if your enemy has no kill potential on you and you can constantly get in Auto Attacks [title]Skill order C[/title] [imgext=] This is the common skill order modified for a Q max MANLY bruiser yorick, not the passive ghoul spam yorick. Having ult at 6 doesnt help your laning but it can be very good in converting ganks or getting a 1v2 kill and this order should only be considered when either the enemy jungler will be camping you and wards wont help e.g. Hecarim, Rengar or Shaco. The other time would be Mid is an amazingly strong roamer Like Kassadin or Eve [title]Skill Order D[/title] [imgext=] This is the S2 Standard Skill Order. This will increase your Kiting as well as Passive-Agressive potential. After getting lots of elise matchups thanks to whoever the hell popularized it, trying to fight her in melee range proved to be a very bad idea because of how powerful her spider form is. Furthermore other AP top laners usually have some form of ranged farming/harassing tool. So getting stronger ranged harass against the Big 4 is more beneficial to you winning the lane.

[center][title]Core Items[/title][/center] Core items are the foundation of any item build, the items covered here are the items which need to be considered in every build because of how strong these items are coupled with yorick and his skillset [item=mercurys-treads] [highlight]My thoughts on this Item[/highlight] After the removal of many Tenacity items, this is the only one of the three which made the cut to s3 itemization. Moonflair spellblade RIP in Piece. Yorick does not benefit from the Attack Speed on zephyr, nor is a a jungler who will be building the crest of the ancient golem, so his only choice in tenacity item is this. Not exactly restrictive but also not very varied. If you do build zephyr for some reason, you are probably testing it for your own guide l0l or are crazy. [highlight]When to Build it[/highlight] Build when the enemy has a lot of crowd control spells like taric/leona and you will get CC locked for ages, this you cannot afford as your team needs you and your ultimate [item=ninja-tabi] [highlight]My thoughts on this item[/highlight] Overpowered item in s2. It was justifiably nerfed for the s3 patch (cost increase) because the 10% damage reduction from Auto Attacks was devastating in lane and also destroyed AD carry damage late game. Combine this with Irelia who has 40% tenacity and you get an unkillable, unkitable, un-CC able Sustained Burst damage Assassin. So if you are sad about the Tabi nerfs like me, blame Wickd :D This item still destroys AD casters like it did before, although cost increase and MS nerfs on boots make this less of a rushable item [highlight]When to Build it[/highlight] Build this item when you are against high AD based Auto attacking champions like Riven and Xinzhao and they are playing very aggressive on you early game. Ninja Tabi are still amazingly strong in specific matchups but may have to be sold mid game if you find enemy crowd-control to be too disruptive to your gameplay [item=frozen-fist] [highlight]My Thoughts on this Item[/highlight] Amazing item, gives so many stats that you ever need as a bruiser. Its just a better triforce with Frozen heart built into it. The CDR is amazing for any champion which requires cooldowns for his spells, the AOE slow is rediculously strong, and the bonus damage from sheen is the main reason why you buy this. The nerfs to the CDR will not change anything about this item in regards to it being CORE for yorick. in fact its a buff due to how cost effective this item becomes thanks to the reduction in price, it will really allow for yorick to build more tanky going into the mid game. [highlight]When to Build this Item[/highlight] Always, there are very few exceptions to this, the only one time i could see you not building a frozen fist would be when the enemy team consists only of AD champions and them having at more than 2 Auto Attackers, then i would just build a frozen heart over this and be completely unkillable. [item=muramana] [highlight]My Thoughts on this item[/highlight] Manamune got a considerable buff thanks to its new enhancement into this item the Muramana. with yoricks base mana and the full stacks of the tear you get ~130 magic damage per Auto/Single Target Spell. This now makes it so that the core item on yorick in s2 now is actually useful late game due to the amount of damage it gives, because in s2 it was kinda meh sitting on this 2k gold item which didnt really do much for you. This item is in a very difficult spot right now. I feel that if some pro player does well with a certain champ in a tourney or something, Muramana might recieve a nerf due to how massive the upgrade is for this item. To me it feels like 748/750 stacks on Manamune is really mediocre and weak, but the moment it evolves i feel so much stronger (which i am having 3 spells which proc the ~130 magic damage) that i can snowball teamfights single handedly. This item sucks though when you have little mana, reason why its in a tough spot. [highlight]When to Build this item[/highlight] Almost Always. I feel that Frozen fist is much more important than muramana and sometimes muramana will just get you killed in lane, e.g. vs a first blood darius. Also when you are playing from behind i feel its better to invest into mana regeneration rather than a large mana pool because the mana regeneration items usually give you some sort of defensive boost like philosophers stone which has HP regen. But in general this is your go to item which basically gives you infinite mana [center][title]Transition Items[/title][/center] This section covers some intermediate items which you may consider building when trying to transition into the mid game, hence the name of this sub chapter. This also includes early game items which have their place in certain matchups for yorick. Generally items in this section will either be sold, or upgraded for another item in the late game. [img=items/sheen.png] [highlight]My Thoughts on this Item[/highlight] This item effectively doubles any champions DPS, and provides massive burst trading capabilities. The mana on this item is very nice especially for Yorick and the bonus AP helps the damage output from Omen of Pestilence slightly. Getting this in conjunction with Q max allows you to burst trade for about ~500 or so damage not counting in the ghouls individual damage [highlight]When to buy this Item[/highlight] Getting this item when you are trying to burst trade with champions, such as jax or irelia who you cannot beat in extended fights, is where it is most effective. Being able to get off a AA+Q combo with the sheen proc then backing off is very powerful and helps you out trade and out heal your aggressor [img=items/chalice-of-harmony.png] [highlight]My thoughts on this item[/highlight] This item is just plain broken, especially if you are laning against an AP laner. This item gives you INFINITE mana, rediculous tankyness in the form of MR, and helps you recover very well from ganks because it allows you to just sit back and restore your mana. This item virtually shuts down all AP damage and is still very useful in the mid game due to its great stats [highlight]When to buy this item[/highlight] Build this item when even or behind an AP top laner, the big 4 i call them: Rumble, Vlad, Akali, Elise. Since their magic damage is both burst and Sustain MR is a must. Furthermore all of them are based on a non-resource system (Elise Spiderform, the only form you need to worry about) so if they are able to run you out of mana they will win the lane. Thus infinite mana/blue buff is recommended [img=items/aegis-of-the-legion.png] [highlight]My thoughts on this item[/highlight] This item is incredebly strong, the health and regen this item gives are great against harass oriented champions like elise, also the massive chunk of magic resist this item gives shuts down magic damage. Include the team wide aura enemy mages will have to rush Void staff if they want to do any damage in the mid game, this greatly limits the enemies teamfight potential as AP mages are the main source of damage in the early teamfights. I feel that riot would have to nerf this item so that mages, or at least AOE mages will see more play. [highlight]When to build this item[/highlight] Against an AP top laner like vladimir or elise when the enemy has another AP in mid. Also get this item if you plan on being the main tank for your team because the health given by this item also works well against physical damage [img=items/dorans-blade.png] [highlight]My thoughts on this item[/highlight] This item is much stronger now that it has an on-hit heal which is not affected by champion resits. This makes it a much more offensive choice and appears to me like a bruiser items. This is because AD carries shouldnt be constantly trading hits with one another and should focus on farming. My opinion as a top laner is that you have to dominate your lane, and to do so you have to trade. There is no item which is this cost efficient in the early game when it comes to sustain, damage, and tankyness. Of course this item has no build paths in the late game and is almost completely geared towards the early game, especially since its 5hp on hit doesnt scale with damage and can only be sold at 50% of its original price. [highlight]When to build this item[/highlight] Building a dorans blade early when you want to be hyper aggressive in your lane is almost the best item choice. I sometimes even opt to go for this item before my tear of the goddess in certain matchups because of my specialized runes, and my ability to manage my mana. Getting this item quick against laners which become very hardy given levels like udyr and nasus can help you win the lane. [img=items/dorans-shield.png] [highlight]My thoughts on this item[/highlight] Still retardedly strong. I definitely do miss the old dorans shield from s2, 120 health 10 armor and 8 health regen per 5. But the new 6 damage reduction on enemy champion basic attack has found its place in my heart. Sure you cannot stack dorans shields anymore for its overpowered early game tankyness boost, but getting 1 is all you need. The nerfs/buffs were in order especially to make AD casters more viable because dorans shield would completely shut down any damage in the early game. Now getting a dorans shield is reserved for Auto attack heavy champions like irelia and jax because the 6 flat reduction is actually very powerful. I have found myself starting dorans shield more often nowadays because enemies usually have an AD Auto attacker in top lane and a heavy AD jungler, this gives me about ~700 health at level 1 lots of armor and that unique passive which makes me almost immune to early ganks, and can set up great turn around kills. [highlight]When to build this item[/highlight] I mentioned in the case of their jungle and top being physical damage based, also getting this item if they have a very strong early game champion which you have to lane against is a smart idea. Getting this against riven or darius is basically a must just because of the massive spike in survivability it gives. This item is the secret OP counter to Xin zhao top, who can ignore 15% or your armor, but not the 6 damage reduction from dorans shield [img=items/giants-belt.png] x2 [highlight]My thoughts on this item[/highlight] The 20 health nerf is like lol, this item is just so cheap and provides such a massive burst in tankyness you are seeing people just stack giants belts in the mid game just because they do not want to be stuck in that lul between the belt and the next upgrade for it, because in that period of time they are sitting on lots of gold which isnt being put to use making them much less tanky which in effect could cost them the game if they lose a fight during that time period. I feel that this item is in an ok spot right now, the fact that you can just stack them is annoying though at least neither is really a problem for yorick to use or to deal with because of Q being maxed early you have enough damage to cut through the extra heal if they dont have resists, and the cheap health does help yorick a lot when trying to transition into a late game item build. Has to many options to build into makes the game much more dynamic, at least item build wise. Make sure to build two giants belts instead of trying to piece together items for the warmogs/randuins. double Belt is really broken [highlight]When to build this item[/highlight] Build this item anytime post-tear. The 380 health makes you much tankier and synergizes with your passive to make you a tanky beast, i say post tear because you want to have enough mana to make use of your health which you just bought, as having health without mana to fight with isnt very helpful for your lane. Save upgrades to this item for later in the game after you finish your core. Getting health against olaf, cho'gath and darius is a good idea [img=items/glacial-shroud.png] [highlight]My thoughts on this item[/highlight] The cost reduction is really good for this item. Of course it now has less cooldown reduction, but i feel its a considerable buff for yorick and his itemization. This is similar with s2 phage, it was so cheap and gave a great balance of stats which was health and damage. The added slow from the s2 phage was RNG related but really strong and if you got multiple phage procs you could either get a kill or force a flash. This same logic applies to the 1350 gold glacial shroud. It is realistic to save up to 1350 gold on a back and then just grab this item without having to buy its component parts meaning you have more slots for wards, potions and other items which you need for your laning phase. It really makes item builds more flexible. [highlight]When to Build this item[/highlight] Getting this item against an AD caster/High AD based bruiser like riven or garen, really shuts down their damage output since their damage is mostly physical. Also the Mana allows you to keep up with the pressure manaless champions can put on you, a mana dependent champion. [img=items/hexdrinker.png] [highlight]My thoughts on this item[/highlight] Very powerful in the mid game, almost broken. Completely nullifies any AP burst because of the combination of MR and the shield proc. the physical damage is only ok for yorick and this item doesnt really build into such a good item late game so i would think of it more situational than a insta buy. but i love it when i want to play aggressive because there is no possible way to burst you down when you have a hexdrinker [highlight]When to build this item[/highlight] Against AP laners like elise or vladimir who are trying to play aggressive on you, this will force them to play passive because they dont do damage, or will allow you to kill them because they underestimate their damage in an all in [img=items/negatron-cloak.png] [highlight]My thoughts on this item[/highlight] Not really much to say about this item, its cheap, its got many build options, and it destroys AP damage, as with any basic item its always a great counter item in lane and i feel its really funny to build it early against AP laners, as you becomes virutally unkillable [highlight]When to build this item[/highlight] Build this item if you are against %health damage which is magic like kog, warwick, or mundo this drastically cuts their damage and has many good late game item paths [img=items/wardens-mail.png] [highlight]My thoughts on this item[/highlight] I have recently been experimenting with this item over tabis in my builds against heavy Auto attack teams. and have found great success with this item. It doesnt only decrease the damage of the auto attackers because of the armor component but it also lowers their attack speed making them deal even less dps over the course of the fight, also when people hit you they get slowed so kiting you becomes much harder, combine that with the 2 core items and you are set for the ultimate non-gap close dive of the century. This item thanks to it not being RNG related anymore feels so much stronger and might even get nerfed when people start noticing how stupid it is. [highlight]When to build this item[/highlight] When the enemy has 3 or more auto attack based champions which deal physical damage, also when you do not want to be kited then get this. Its gold efficiency is great, also getting it early against auto attacks in lane really makes it so hard for them to trade with you [center][title]Late Game items[/title][/center] This section covers some of the late game items that you should consider building when the game starts progressing, each item has its place in a build and i cover specific things about the item which make it stand apart from the rest, as well as my experience in when to place it in a build (what circumstances etc.) [item=spirit-visage] [highlight]My Thoughts on this Item[/highlight] [center][highlight]NEVER BUILD THIS ITEM EARLY, IT SUCKS[/highlight][/center] I feel that the Buffs coming the way of this item are very necessary. 15% CDR and the 50 MR doesnt really warrant purchase of the item, even if you include its passive. This is because its only making your Omen of Famine heal you for 48% of the initial damage and 126% of your attack damage, the healing is significant yes, but it doesnt feel like a mid game MR item to me. The stat combination are more geared towards late game when you are aiming for 30% CDR so that elixir of brilliance can bring you to 40% cap. Also the Health given by this item is miniscule and you would probably be better off buying a Warmogs armor if you are being AOE'd by their mages. Ii feel that this item should be toned down again to its s2 form of ridiculous mid game MR item for tanks with regen and have an UPGRADE for late game, much like aegis of the legion does now, giving it the 20% CDR and a much larger chunk of Health. I wonder if Riot will ever see this ._. [highlight]When to Build this item[/highlight] I would build this item against a ranged, high sustain enemy AP laner, a.k.a. Vladimir. He is ranged and thus you cannot tag him with your Omen of War and will resort to using your ranged ghouls to fight him. The MR and CDR make yorick untouchable by vladimir and the bonus HP is good for surviving ganks. Against double AP comps with sustained AP damage, this item is a must-buy [item=runic-bulwark] [highlight]My Thoughts on this item[/highlight] This item is broken, straight up. The Great All rounded stats of this item provide basically everything a laner/champion needs for the game. There is a Decent chunk of health on this item, the health regen helps when playing from behind, the tiny armor bonus is actually very significant, and then you see the Magic resist. What is more it has an AOE team boosting Magic resist buff. For the Wearer it gives a whopping 60 Magic resist, and for the whole team it gives 120 Magic resist for free. If we think of the Passive Magic resist bonus for your team alone it is worth about 3000 gold not including the stats it gives you the wearer, so this item breaks even with its Magic resist Aura ALONE. just stop and let that sink in a little bit. This item Smashes AP carries to bits, and Abyssal Scepter doesnt even fully negate the MR given by this item to the whole enemy team. This is probably the reason why Double AP comps have fallen out of favor coming into S3, especially considering the much stronger AD caster/Bruiser itemization. [highlight]When to Build this item[/highlight] This item is very expensive, granted it gives one of the best gold efficiencies in the game for 1 item slot, however it is much better on the jungler who doesnt get enough farm to build any team items anyways. Also if you are worried about enemy AOE magic damage, Yoricks passive works very well to counter act this, combined with his massive pool of effective health does work on enemy AP champions because they cannot burst through Yoricks burst healing. But it is a good idea to get this item of you are really fed in top lane and want to help out your team by taking on the gold burden [item=warmogs-armor] [highlight]KOREAN META WOOOOOHOOOOOO[/highlight] This item recieved massive buffs for the s3 patch, even now that it costs 2.8k gold it is still really strong as an item. Not necessarily rushed like the Koreans do but still incredibly strong. Rushing this item on yorick is a very bad idea, this is because yorick's kit doesnt provide as much utility as say a shen who has an AOE taunt and who scales off HP, and thus needs damage to stay relevant going into the mid game. This is also true because you are the top laner, which is usually the bruiser which dominates teamfights when he finally comes down from top lane. If you are just a tank, you wont be able to kill the tanks fast enough so that you can steamroll their squishies. Whats more yoricks base values on his abilities arent strong enough to justify building tanky. If you want to rush warmogs why not play bruiser [imgsmall=champ/anivia.png] lol [highlight]When to Build this item[/highlight] Build this item for the Mid-Late game phase as your main transition item between damage and tankyness. I usually find myself building this as a third item especially when both of the enemies carries are obscenely fed and are dishing out 1k damage combo's with their spells. This chunk of HP does what its meant to do, it makes you un-burstable allowing for your Omen of Famine to heal you back up [item=randuins-omen] [highlight]My Thoughts on this Item[/highlight] This item is still the greatest AD/Auto Attacker Shut down item in the game, even more so than Frozen heart (covered below). The changes made to this item to make the on-hit passive more reliable is a considerable buff to this item, because now it is not RNG related to how it will punish AD carries for hitting you, when they dont have any other choice. I feel this item in its concept is just plain unfair, why should AD carries be punished for hitting the tanks? well w/e its just to make it more bearable as a tank i guess, being hammered on by the carries. [highlight]When to Build this item[/highlight] Build this item whenever it hits late game. Getting this 4/5 devastates AD carries and their Auto Attacks, also when Ezreal hits you with a mystic shot he will get slowed, possible opening you up for a catch. Also getting this item built 3rd instead of a Warmogs against like a Triple Auto attack based team (jungle top and AD) can make you only susceptible to the mid laners AP damage, which you can tank through with your Omen of Famine [item=frozen-heart] [highlight]My Thoughts on this Item[/highlight] This item was nerfed heavily coming into s3, rebuffing it is the right way to go. The reduced armor and increased price made it much less viable on the champions that wanted it in the first place, and was outshined by Frozen fist. Since Fist now only gives 10% CDR and heart now gives much more armor and is cheaper i can see this being the subsitute for Fist in tank oriented Yorick builds. Of course you will lack damage, and the AOE slow field from Fist will be missed, however grabbing this item when your AD carry is fed and are up against another fed AD carry, the FH will give you and edge in teamfights, drastically cutting down the enemies physical damage, whilst making you much tankier due to the more Omens you can put out. [highlight]When to build this Item[/highlight] Building this when your team lacks a Tank and has a DPS oriented jungler, something like Vi who plays more assassin is what you should aim for. Having a frontline is necessary for any team because if you are all squishy the enemy can just run you over. Stacking this item with Frozen Fist is sub-optimal because stacking lots of armor and not enough HP makes you susceptible to true damage/ignite/lots of front loaded burst. Also once enemy carries start building last whispers the 200 armor will be less efficient. the building of this item is usually dependent on whether or not you are building damage or not. [item=sunfire-cape] [highlight]My Thoughts on this item[/highlight] This item is not the greatest on yorick. However this is an amazing item because it adds 40 dps per second in AOE. this means that if all 5 enemy team members are standing next to you (the range on this is deceptively large) that is 200 damage per second, and its magic, so the armor they are building to survive your Autos and ghouls will be less effective. I do feel that the increase in price made this item less attractive for yorick to build in those long sustained matchups, like olaf or leesin. This item give great gold efficiency because the armor stacks multiplicatively with the HP it gives you making you very strong against physical damage. Also the Health on this item is very strong against magic damage too so its an all round item which gives you free pushing power (something which yorick cannot do without straining his mana) and a lot of damage when trying to draw out fights. [highlight]When to buy this item[/highlight] Buying this item when you are against a fast pushing lane with true damage, darius/olaf and you need to keep up with their fast push. Also when their AP mid laner isnt that fed and the 500 health from this item will shut down their damage. Also very good if you want to prolong trades against lane opponents who try to burst trade with you, as your Q MS bonus synergizes well with the DoT on this item [item=thornmail] [highlight]My Thoughts on this Item[/highlight] This item recieved a large number of indirect buffs coming into s3. Firstly all armor got more expensive and less cost efficient, however the armor value on this item was not reduced and the cost barely increased. Also with AD becoming cheaper and armor-shred teams finding their way into the meta, the only item which stands in the way of that is the great thornmail. This item also makes it impossible in the late game for an AD carry to fight you 1v1 as the damage reflected is calculated BEFORE resists, this means a 1k damage crit will reflect 300 magic damage to AD carries, if they only deal 300 physical damage through all your armor their lifesteal will only work for about 60 health, even after resists the reflected damage will at least nullify the enemy AD carries lifesteal component, making it possible to solo them [highlight]When to build this item[/highlight] I feel that building this item in the late game is [highlight]Mandatory[/highlight] against an auto attacker like graves, you could say there is an anti synergy with randuins, but they both serve the same purpose, which is not to die to enemy Auto attacking champions. The fact that there is a damage reflect on this item makes it very cost efficient, especially if you are yorick and are up in the frontlines getting hammered on by like 5 enemy team members. [item=locket-of-the-iron-solari] [highlight]My Thoughts on this item[/highlight] This item is crazy 'strong' coming into S3. It recieved many buffs, especially to its now decreased cost and the very efficient stats it gives. Also because it gives CDR the main bruiser stat this item has seen a lot of use, especially against enemy AOE compositions, because it can give your whole team an effective 1000 HP shield, which is about 2500 gold in value. What is more the shield scales off of resists, so combine that with and aegis and you have a team which is virtually immune to any AOE magic damage composition. The Armor and health regen it gives makes it a really strong early game item, especially when you are behind in lane. However if we disregard the cost of this item and the fact that anyone can just rush it for that really powerful shield for your whole team, then this item is really bad. That is because the stats it gives are only mediocre and a straight up warmogs for only 800 gold more would give the wearer much more than a locket. Its the fact that this item is so stupidly cheap and builds out of really useful and cheap items that it is so strong. Since stacking component parts which give you stats that you want and then getting a better item is so good when you are playing from behind. [highlight]When to Build this item[/highlight] Build this item against heavy AOE centric teams, be it AP or AD. The shields scale well into late game and this item can be built for virtually no cost. However rushing it on someone like yorick is not a good idea, this is because you are expect to deal damage. Replacing a warmogs with this item when your team does not have it already is a solid idea just because its about 600 HP in mid game fights for you, which should be enough unless the enemy is really fed. [item=shurelyas-reverie] Shurelya's feels much weaker coming into s3. Firstly the GP10 nerfs really hurt the philostone and thus the item which is built out of it. The health has be indirectly nerfed, as the bigger health items like warmogs recieved cost reductions/buffs and the speed boost isnt THAT amazing. I still do love the extra movespeed this item gives, as it can make up for yoricks weaknesses in getting kited and the lack of a proper gap closer so that you can walk up to an enemy and proc your Q so that you get the bonus MS from your ghoul. Also being able to get in range of an Omen of pestilence can be great for catching people out of position and winning your team teamfights. [highlight]When to build this item[/highlight] Building this item is highly situational, as it is with locket. Building this item for the stats it gives is a big no-no, you want to make sure that your team can make good use of the active, because disregarding the active this item isnt strong enough to be considered. If your team lacks a hard engage, make use of the locket so you can catch people with omen of pestilence [item=the-bloodthirster] [highlight]My thoughts on this item[/highlight] This item got considerable stronger thanks to the AD now being 70 instead of 60. Sure the lifesteal was nerfed but that isnt that applicable to yorick because its mainly the Omen of famine which will be making use of the AD stat anyways, since there is a low chance that people will be stupid enough to walk into melee range of you in teamfights. This item offers not 'real' defensive stats other than the bonus burst healing i.e E-HP from your omen of famine and is easily countered by any sort of healing reduction, that includes ignite. It is a purely offensive item which can be very good in some situations [highlight]When to build this item[/highlight] Building this item when you are pressed for sustain, or your team already has a massive tank in which case you can build damage, is the best idea. Also if you get really fed early and want to snowball that advantage, building a BT is a good idea, because no one should be fed enough to match with a bloodthirsters burst healing in the mid game. [item=frozen-mallet]AND[item=rylais-crystal-scepter] [highlight]My thoughts on these items[/highlight] These items are so stupidly inefficient. the upgrade costs are so high and the stats themselves are really bad, just look at mallet its 300 health less than warmogs, doesnt synergize with health stacking has like 20 AD for no reason and thats it. Same with rylais. I feel these items suffer from overpricing due to the mish mash of stats they give making the stats on the items really bland. However the reason you build them is to eliminate the factor of RNG from slowing items like triforce/phage and to give casters free CC. On yorick i like these items very much so despite my hatred for the items themselves. Yorick lacks crowd control and if you are planning on building pure tank the FH+Mallet will subsitute the Frozen fist, and if you lack initiation, the rylais slow coupled with your ranged omens is very powerful [highlight]When to build either item[/highlight] Mallet is when you need a strong peel for your AD carry who is destroying tanks, someone like kogmaw against something like a singed Rylais is a ranged version of mallet and is more of an offensive item used for catching people because of the large amount of CC it bring coupled with the perpetual slow from omen of pestilence [item=mercurial-scimitar] [highlight]My thoughts on this item[/highlight] I feel that this item is so stupidly expensive lol. Also when anyone reaches end game and has a QSS as a defensive item they ahve to sit on it for about 2000 gold which could be as much as 2 teamfights before they can upgrade it, im not exactly sure what to do to make this item feel less, obsolete? i guess thats the word im looking for. I guess what i want to say is that there is this lul between the QSS and the massive power spike from the upgrade if you cannot build a B.F. sword and slot it in your inventory. I do really like how there is a MS boost when you activate the Scimitar though, it allows yorick to have a pseudo-gap close and smack people with his Omen of War slowig them with Frozen fist and given ms boost, really unexpected damage/dash [highlight]When to build this item[/highlight] Build this item when you are afraid of getting Stun locked and 1 shotted by someone like a Veigar who just pops tanks. Also get this against supression like Malzahar (also a widely known tank murderer) who can just melt you in the duration of the crowd control he possesses [item=maw-of-malmortius] [highlight]My thoughts on this item[/highlight] WAAAAAAY to expensive to ever be built, ever. This is what the price of a Mercurial scimitar with a tiny bit more AD when you are low hp, and a pathetic shield in the late game. Riot needs to buff the numbers on this item, as well as change the passive from a burst shield to some sort of sustained defense mechanic against magic damage, because in the late game you are already not afraid of burst, as the burst casters have fallen off, it is the sustained magic damage dealers like karthus who deal significant burst but also sustained damage which you are afraid of. Plus there are much more viable large MR items which give defensive stats like health which makes you even less susceptible to burst damage. The bonus AD at low HP does synergize well with yoricks Omen of famine, healing you more when you are about to die. [highlight]When to build this item[/highlight] Rarely, i dont think i would ever build this item unless the situation really demanded for it. On example would be the enemy team only has a karthus for magic damage the rest are short ranged AD carry and non-gap closing bruisers which lack burst. in that case i would grab this item to live through karthus ult and also have the additional attack damage to get enough healing from my omen of famine to survive in the frontlines [item=guardian-angel] [highlight]My thoughts on this item[/highlight] This item is game changing, being able to fight and die, then being ressurected so that you can ult is very powerful, especially when you need the hybrid resistances for teamfights. However i feel there is some anti synergy with this item and muramana, in how you only get revived with 30% of your max mana, this cuts down your damage drasically if you die and so you arent really that powerful when revived. However the resists stack well with the E-HP you get from the omen of famine making you much tankier. [highlight]When to build this item[/highlight] When you are really fed and far ahead from the whole enemy team, this means 200 cs 20 mins 5 kills or so plus like 2 dragons. this makes it impossible to focus your 2 damage items build because you will just revive after them wasting everything on you. However i personally prefer building health and armor on yorick. but this item is not to be underestimated [item=zekes-herald] [highlight]My thoughts on this item[/highlight] The loss of the Attack speed made this item much weaker in terms of a support item. it does still give the strong cooldown reduction which is soon to be 20%, this works very well with yorick and can give you burst survivability with your Q. This item can be considered the team version of Bloodthirster and is still really strong especially for AD compositions [highlight]When to build this item[/highlight] Building this item when your team has multiple auto attacks/ad casters which require that additional attack damage and lifesteal, good with hypercarries if the support doesnt build this item [item=hextech-gunblade] [highlight]My thoughts on this item[/highlight] This item is the hybrid utility version of the bloodthirster. It has decent synergy with all of yoricks kit as then all of his spells will heal him for a percentage of their damage making yorick much tankier. i feel that this item is very VERY expensive and is more of a troll item, however in certain matchups where you do not want to be kited/want to have more kiting potential and really value the on-hit lifesteal component [highlight]When to build this item[/highlight] Build this item when you are in a matchup where the active slow can come in handy, e.g. singed/nidalee or a matchup in which you need the massive sustain to keep yourself in lane, sometimes against trundle. Highly situation item relies on both team comps [item=banshees-veil] [highlight]My thoughts on this item[/highlight] I think that BV is a highly underrated item. the MR from this item stacks with its own health making you much tankier against sustained AP damage, the Bubble really shuts down mages when they are trying to gets spells on you, not to mention the fact that the bubble stops any engage from getting you. Banshees is also great against poke comps like nidalee because you can block the spears with the now low cd bubble. I feel this item isnt built enough, which also goes into how malphite and blitzcrank are such problems in solo-q because people do not know how to build. This item synergizes well with Muramana [highlight]When to build this item[/highlight] Build this against hard engage/aoe lock down like amumu/malphite or against catch/poke skill shots like AP nidalee and Blitzcrank. Late game this makes you very beefy

[highlight]Special Thanks to YMB.Ben and YMB.Sid, two great guys which helped me with this guide, helping me with screen shots n stuff![/highlight] Firstly before i go in depth on how to lane as yorick,it is very important to choose a play style going into the lane. This is greatly dictated by the lane matchup (which i will address later), the enemies jungler, your jungler and the state of the game (did their top laner get first blood off an invade etc. etc.) Also you should play according to your abilities and preferences. If you are a competent player who knows they can outplay your enemy sure be agressive, but dont be retarded like trying to fight a 5/0 top laner. [title]The Three general Play-styles[/title] [highlight]Passive[/highlight] Adopting a Passive playstyle will include trying to get cs whilst taking minimal/no harass as well as being completely safe from jungle ganks. It prioritizes not dying. Pros: [.]Counters Agressive play, as the enemy is trying to make plays off you and you deny them that, will usually result in them giving up cs [.]Can waste a lot of the opponents junglers time as nothing will come of camping your lane, allowing for your team to pick up map advantages [.]Can stop players from continually snowballing after some early kills, making for a comeback into the game [.]Doesn't leave room for mistakes in lane as you are playing far back Cons: [.]Is easily abused by good top laners who will push you in and invade/roam [.]Loses to Passive-Agressive laners who will prioritize cs-ing over killing you, eventually they will outfarm you as you deny yourself cs [.]Doesnt create play opportunities as you wont be lowering your opponents hp to keep them afraid of 9ganks [.] Is boring An example of where you are generally standing whilst playing passive, csing with ghouls: [imgext=] [highlight]Passive-Agressive[/highlight] This could also be called 'smart' play. This lane mentality is geared towards farming, whislt harassing the enemy laner whenever they are out of position or play greedy for a cs. Freezing the lane for extended periods of time whilst having ghouls do the harassing for you is what is optimal. Pros: [.]Counters Passive play [.]Punishes Mediocre players who do not know how to unfreeze lanes [.]Best way to hold and extend a lead by forcing people to take damage for farming [.]'Optimal' playstyle for yorick, synergizes with his kit and the lane minions targetting your ghouls allowing for you to freeze lanes by taking 0 creep damage [.]Trains your Map awareness and lane mechanic skills Cons: [.]Can open up your other laners getting ganked if yur opponent decides to roam [.]Can demoralize your team when you arent 'winning' in kills and towers [.]Will probably get ganked since you are zoning your opponent, hard to pull off withouth sufficient [imgsmall=items/sight-ward.png] [.]Correct timings on pushing the wave hard when it shows signs of pushing and [number]freezing[/number] it when it can be frozen can be difficult to the untrained eye [highlight]Agressive[/highlight] Will be balls deep diving towers, overextending and 1v2'ing. Probably the most exiting sort of play and is great for rapidly improving your skill and gaining elo in time. Sacrificing CS for lane dominance is the name of the game Pros: [.] Really Fun [.] Counters passive-agressive play [.] Punishes bad top laners [.] Creates play opportunities by making lane opponent use health potions. Less HP less threat, less ability to farm Cons: [.]Leaves you open to Ganks [.]Can fall drastically behind if the agression does not equate in any kills [.]Can get your team to rage at you for constantly splitpushing and not helping them [title][center][highlight]Skills of a Top laner[/highlight][/center][/title] This section will define and explain different terminology used to describe certain skills employed by top laners to win the lane and hopefully the game through their massive advantage. Terms which overlap with each other and are defined later will be highlighted [number]like this.[/number] Other important factors to be considered are also outlined in this section of the guide. [highlight]Note: You can overlook this section as it goes over many details and may be a bit dry, if you are generally familiar with the terms and generally know how to lane, please move on to the Matchups section[/highlight] [title]Resource management[/title] There are 4 Resources that you have to be aware of in top lane [.]Summoners [.]Health [.]Mana [.]Experience The state of having all three at full (all summoners etc.) increases your threat in the lane. The higher your threat level the more pressure you can exert on the enemy because if they have lower resources than you the higher chances you have of killing them. [highlight]Summoners[/highlight] Summoner spells like ignite and flash drastically increase your kill potential in your lane. Ignite cuts healing from health potions whilst dealing good TRUE damage allowing you to kill people who are at low hp without risking too much tower damage (when tower diving). Flash fulfills a similar purpose by either flashing for a [imgsmall=skills/yorick/q.png] for unexpected burst damage or flashing out of towers. Flash also provides extra security from ganks allowing you to play more agressive [number]Trading[/number] and [number]Zoning[/number] [highlight]Health[/highlight] Simple: Once your Health Bar depletes you die, when you die you free up the enemy to take objectives and give them gold. Most top laners (bruisers) are considered incredibly op, meaning they are able to kill you from almost full HP it is advised to always be at full HP whilst laning so that they cant kill you. [highlight]Mana[/highlight] With the rise of Manaless champions this doesnt always apply. However they do rely on their ability cooldowns and that can be considered 'Mana'. Who is scared of a [imgsmall=champ/riven.png] without any of her abilities anyways?. Mana management is key to playing Yorick because it allows you to throw out ghouls to heal, slow and kite. Along with mana the cooldowns of your spells must be managed, DO NOT go in to cs at 50% hp against a [imgsmall=champ/renekton.png] when you dont have your [imgsmall=skills/yorick/e.png] to heal the damage he will dish out to you [highlight]Experience[/highlight] This is a more subtle element of playing a lane and is only felt distinctly in 3 situations: [.]Level 1-2, The first level of exp is the most significant as if you play it correctly you can hit level 2 in the middle of a trade and its that moment of surprise and extra burst of damage from the additional spell you get can catch your opponent off guard and result in you getting first blood [.]Levels 6,11,16. Power Spike Levels. At these levels all champions get a massive power spike either through their ultimates ([imgsmall=champ/jax.png]) or in yoricks case through his ghouls movement speed. If you can establish an EXP advantage when going for these levels you easily dominate the lane by applying one of the methods listed below [.]When you are incredibly far ahead. This usually comes in combination with hitting a crucial level but when you are multiple levels ahead you have more stats and damage making it impossible for your opponent to fight you. [title]Trading[/title] This is Your bread and butter as a Bruiser-style Top lane yorick. Trading the the term used to describe dealing damage to the enemy laner whilst they deal damage to you, both taking damage ie. Trading damage. You can also be trading [number]Mana[/number] from using your abilites, for their [number]Health[/number] and you will eventually come out on top as mana restores faster than health. You may ask Why Trade? Trading is a must there are no two ways about it. If you constantly take free damage you will lose potions which are two minions 1 melee+ 1 caster and therefore Gold. If you do NOT have potions you will get [number]zoned[/number] from Experience and Gold putting you further behind in the lane, and if you dont let yourself get zoned the enemy laner will just kill you and you will lose your tower. [highlight][center]How to Trade[/center][/highlight] [highlight]Yoricks Trading Tools:[/highlight] [img=champ/yorick.png] Auto Attacks Are KEY. They are a low cooldown ability which have zero mana cost. The downside to using auto attack is the fact that thy draw minion aggro and so cannot be used indefinitely without pushing your lane. Drawing minion aggro means that you will recieve damage from those minions, and after the mastery changes in s3 on how tough skin works with lane minions you take A HECK OF A LOT more damage from each blast of minions. In fact a lvl 1 all in minions can do almost 50% of the damage which kills you. Always Add in Auto Attacks (AA's) whilst fighting someone with your ghouls up learn yoricks animation so you can effectively orb walk fleeing opponents drastically increasing your damage output during skirmishes and fights throughout the game. [img=skills/yorick/q.png] Your Main DPS Spell and an Auto Attack refresh. By AA refresh i mean a spell that allows you to attack a second time by cancelling the wind-down animation of the auto attack that you just finished using. Casting Omen of War right after your Auto attack damages your target will make you take another swing which will serve as some good burst damage fighting straight up agaisnt an opponent. Pro-tip: Use your Omen of War right after you get a cs. That is when your opponent comes to auto attack you whilst you are last hitting so you cant trade with him because your Auto Attack is on Cooldown, you can use [imgsmall=skills/yorick/q.png] to reset your animation and trade with him while still getting the CS allowing you to win the trade through your ghoul chasing him dishing out more damage. [highlight]The % Movement Speed increase shouldnt be underestimated[/highlight] The additional movement speed gives you the choice to either extend the trade to make it more favorable for you or to disengage if their sustained damage is greater than yours (which very few champions have) [img=skills/yorick/w.png] Your slow Ghoul acts as more of a pseudo-engage tool allowing you to get in range of your [imgsmall=skills/yorick/q.png] and [imgsmall=skills/yorick/e.png]. The 200 base magic damage in AOE at max rank is pretty nice for a spell, but as you wont be building any magic pen. or AP its relegated to a utility spell which is great for keeping players locked down for your teams AOE. Good for blocking skillshots like lee sin's [imgsmall=skills/leesin/q.png] and rumble's [imgsmall=skills/rumble/e.png] to deny them cs and/or free harass, the fact that there is a perpetual AOE slow emminating from your green ghoul will allow your red ghoul to catch up and heal you up for more hp's. For your White ghoul it doesnt matter as he is already fast as sh*t [img=skills/yorick/e.png]This is your jack-of-all-trades ghoul. He is great for basically everything. He has heal, harass, sustained damage output, and can function as a single target nuke dealing about 400 magic damage late game with [imgsmall=items/muramana.png]. Having this spell up for extended trades is essential if you plan on coming out ahead, having it down on the other hand makes you extremely vulnerable to all ins as you cannot heal through their damage. The 5% bonus in auto attack damage as well as the 5% reduction can only be felt after an extended trade, which is when it benefits you the most. This is very similar function to Irelia's [imgsmall=skills/irelia/w.png] which gives her a spike in damage and lifesteal on hit, meaning that whilst it is up (your Omen of Famine) your trades becomes exponentially stronger. [img=skills/yorick/r.png]Your Rank 1 Ultimate is Ass. Lul. a ghoul with only has 50% of your HP (yorick doesnt build any Health items early so this becomes even worse) and 45% of your damage? Thats barely any more than your normal ghouls, and it so happens that thats the reason that we dont rank it until later levels. It your opponent say: [imgsmall=champ/xinzhao.png] Jumps on you with his [imgsmall=skills/xinzhao/e.png] just ult yourself for the bonus damage since he cant disengage. It is very weak at Rank 1 and kinda useless for trading (as most ultimates are) and only good for all ins. This is contradictory to yorick's playstyle as he doesnt have strong chase potential until later ranks of his Q and so even if you use your ult it is usually wasted unless your opponent commits fully with his spells and has no disengage. [title]Farming[/title] Easy. Farming is getting all the CS, CS=Gold=Items=Damage=Win :D. The current meta is stacking pots and just farming the top lane for late game. The addition of easily rushed warmogs makes it very hard after a certain point to kill any top laner so after the first 10 or so levels you will probably be relegated to just farming. However this is core to any style of gameplay. If you have 20 cs by 10 minutes you can forget getting diamond elo and to be fair you dont need anything but mechanics to gain elo. If every game you have 90 cs by 10 minutes in the top lane you should find yourself in the Diamond leagues soon. Note: If you are being retarded and walking to the enemies caster minions whilst the enemy stands at his melee minions you are probably going to lose all your Health and it wont be worth it. [highlight]Farming under Tower[/highlight] Sometimes you are forced to let minions beat on your tower for whatever reason. There are three important things to note: [.]Melee minions take 2 tower shots and 1 auto attack to kill them, from 100% HP [.]Caster Minions take 2 Auto attacks and 1 Tower shot to kill them, from 100% HP [.]Cannon minions take reduced damage from tower shots, it is advised to Auto attack them down so that your tower doesnt take too much damage from the built up creep wave. Make sure that you [highlight]DO NOT[/highlight] miss this creep. it is worth as much as a [imgsmall=items/health-potion.png] and chunks of Experience [highlight][center]ALWAYS CONSIDER THE REPERCUSSIONS OF GOING FOR A CS, KEEP TRADING IN MIND AS WELL AS THE POSSIBLE POSITION/LANE GANK OF THE ENEMY JUNGLER[/center][/highlight] [title]Warding[/title] Warding is a must in top lane, even more so when you are playing a no escape top laner who naturally pushes the lane like yorick ^^ [title]Blue Side warding spots[/title] [highlight]When the wave is in the middle or pushing towards your side[/highlight] [imgext=] the X marks the spot where your cursor should be to ward over the wall in complete safety (unless you fail the ward) [highlight]When Playing aggressive and harassing under tower[/highlight] [imgext=] [highlight]When the enemy jungler might consider a lane gank (eg [imgsmall=champ/nocturne.png][/highlight]) [imgext=] [highlight]A Warding spot if mid doesnt ward for you[/highlight] [imgext=] This is also good if they have a wall jumper like [imgsmall=champ/shaco.png]or [imgsmall=champ/shen.png] and you want to be safe from ganks [highlight]When attempting to push the second tower[/highlight] [imgext=] Credit to the NA player Spellsy who mentioned this ward location in one of his earlier support guides. I really love this warding spot <3. You need a wraiths ward aswell if you want to 100% safe [title]Purple Side warding spots[/title] The Problem with this side is that the jungler can run through your tri-brush to come at you from behind. Also it is virtually impossible to stop lane ganks from happening unless you are deep in the enemy side with some wards [highlight]When the lane is even or pushing towards you[/highlight] [imgext=] [highlight]When you are pushing the second top tower[/highlight] [imgext=] Having Banana brush warded from mid would make you 100% safe [title]Roaming[/title] Roaming is when you leave your lane to move to another to either make kills happen, or take objectives like dragon/towers. You will usually see pro players come from top lane down to mid/near dragon area so that they can keep mid lane pushed and can provide assistance for dragon. You will also have to roam from top lane if you arent able to lane against your opponent as he would just kill you. I personally dislike roaming/grouping with my team early in the game (pre-20mins) because it will usually allow the enemy top laner to free farm and get back into the game even if you create a large advantage of your team. Unless you have no choice and the enemy laner is just that much stronger than you roaming is not advised when you are ahead. It is almost always better to stay in lane and further that advantage. The one time when you are ahead and should choose to roam is around the 13 minute mark when you have taken top tower and dragon is up. If you can [number]push[/number] their tower down and have your creep wave go on to hit their second tower, feel free to go and secure drag with your team as you should have enough time to get back to top lane. Potential ways to gank mid lane: [imgext=] [title]Freezing[/title] Freezing a Lane is a mechanic used to further extend a lead by keeping creep waves just outside tower range by either thanking or kiting them for extended periods of time so it appears like 'frozen'. This is done so that the enemy laner has to take free harass when coming up to CS your creep wave which will collide with his just outside tower range. This skill is vital when playing yorick. The reason i say this is because of how yorick and his ghouls function, he is able to harass at a range whilst himself being free to move and farm. Having your ghouls fight the enemy whilst you farm is essentially free harass as you dont have to give up any CS to do so. Freezing the wave also has the added benefit that is keeps the enemy top laner far over extended, leaving them vulnerable to ganks by your jungler. The downside to this is that the fact that the enemy laner is getting [number]Zoned[/number] he will probably call for a jungle gank himself, so as to un-freeze the lane, a.k.a. [number]reset the wave[/number]. An Example of Freezing the Wave: [imgext=] [title]Pushing[/title] Pushing is the term used to shove (push) a minion wave to a tower so that they will tank it for you, resulting in you being able to damage the tower without dying to it. Pushing the wave into tower will also force the enemy laner to fight the minions under his tower, making it more troublesome for him to CS. If the enemy laner is not at his tower pushing creep waves into his tower is called [number]Denying[/number]. Regardless of the position of the enemy top laner, pushing is a must when you want to base, because it will allow the wave to [number]reset[/number] by the time you return to lane. Having Creep waves in the middle of the lane is the safest position as minion count on each side will be equal and usually very low (4-6 minions) allowing you to [number]Trade[/number] without having to worry too much about [number]Minion Aggro[/number]. [title]Resetting the Wave[/title] To Reset a Wave you need to [number]push[/number] their minion wave back by AA it so that creeps die faster. This is done so that your creep wave will collide with their tower. This has the tower Kill the creeps faster thinning out your wave until it is completely gone. Once this is done the new enemy creeps coming into lane will not stop to fight your minions but move on into the center of the lane where your also fresh minion wave will stop them dead center. A Resetting Wave: [imgext=] [title]Zoning[/title] Zoning is closely tied into freezing the wave. To zone someone is to push them off the creep wave with the threat of either killing them, or dealing heavy damage to them when they try to farm. The 'zone' is the area in which they cannot step into if they do not wish to take unnecessary harass. For most top lane champions who have a Gap-Closer this range is greatly increased from their normal attack range and in [imgsmall=champ/yorick.png] case it looks somewhat like this: [imgext=] When zoning make sure the creeps do not hit you for excessive amounts of damage that your [imgsmall=skills/yorick/e.png] or [imgsmall=items/health-potion.png] cant heal up as it will allow the enemy to either [number]reset[/number] the wave or kill you. Neither of which you want to happen as you give him time and gold to recuperate. [title]Denying[/title] Denying is closely Tied into Pushing the Wave. When you make it so that your creeps hit the enemies tower, dying to the tower it is called denying. When enemy creeps die to the tower the enemy laner does not get any gold for the creeps similar to DoTA. Denying can be taken a step further by pushing your creep wave into their tower when they arent there to defend it. This also denies them Experience and allows you to get free damage on their tower. The many benefits of this is even if you miss CS trying to push, the denied experience can set the enemy laner very far behind in terms of levels making it impossible for them to trade with you thus allowing you to win the lane. [title]Minion Aggro[/title] Minion aggro pertains to when enemy lane minions target you for one of two reasons. a) You recently AA an enemy champion, b) there are no more of your minions for them to prioritize. If any of you remember s2, it was mandatory to take the two mastery points into Tough Skin so as to reduce minion damage. Near the end of s2 even AD carries and Supports started making mastery pages with those points just because every wave of minion attacks would be reduced by 12 damage which is 20% of an AA at level 1. Now that the mastery was reworked so that it ony applies to jungle minions you must make sure not to tank minions for extended periods of time as it will hurt a [highlight]Heck of A Lot[/highlight] On that note building up a giant creepwave early on in the game (15+ creeps) then shoving it to tower is actually VERY safe. It is possible even to avoid lvl 3 ganks with this method because when the enemy jungler AA's you to apply red buff, you can kite them around with your [imgsmall=skills/yorick/q.png] and [imgsmall=skills/yorick/e.png] forcing them to take wave after wave of minion damage. Learning to abuse this can let you come out with first blood and double kills, gaining you double buffs and an instantly won lane. [highlight]Pro Tip: [imgsmall=items/health-potion.png] Wins top lane Make sure to Chug them health pots when you are below 100% hp. Keeping yourself topped off is the mark of a skilled top laner, especially chugging pots during trades, they save lives[/highlight]

This Section of my Yorick Guide will go over the Matchups you might have to face in top lane. The difficulty rating will be out of 10 for the many different champions. I will cover: [.]some of the enemies spells which you need to know going into the matchup, [.]the basic mechanical skills you will need to win your lane, [.]the runes& masteries i run against these matchups, [.]a short recommended build path an reasons why i like that order [.]A few play-styles that you should adopt when facing those lane opponents [highlight]Note Difficulty ratings are highly subject to the skill level of your opponents and may not always be accurate[/highlight] [title]Yorick's Counters:[/title] Counters imply That there is very little outplay opportunity for you to beat them 1v1 in lane. However this doesnt mean that you can sit there sitting on your hands waiting for a gank. It just means that you have to take every single oppotunity to beat them down, especially if they make a mistake you MUST capitalize on it even if it only keeps you even, being even against a counter is usually the best you can hope for. Counters to yorick aim to BOTH shut him down in lane and outscale him into late game teamfights [highlight][title][center]DISCLAIMER: THE ONE ULTIMATE TIP FOR TOP LANING AS YORICK IS TO BE ABLE TO PREEMPT GANKS FROM THE ENEMY JUNGLER no one likes Yorick and thus you are a prime gank target, avoid the early ganks and then proceed to obnoxiously 1v2[/center][/title][/highlight] [img=champ/trundle.png] Age-old Nemesis Trundle, Difficulty: 10/10 [highlight]Know Your Enemy[/highlight] These are Two spells you need to know that trundle has before going into this matchup. [imgsmall=skills/trundle/p.png] This counters your ghouls as trundle's passive will heal him for 2-6% of YOUR Max HP, everytime your rotation of ghouls dies. This is because your ghouls have 35% of your health, and 3 ghouls are 105% of your max HP. [imgsmall=skills/trundle/q.png] This is a low CD AA refresh. This makes trundles trading really powerful because of the good burst it gives. Also the AD debuff it applies to you and the AD steroid it gives to Trundle makes extended trading very beneficial for him as it is impossible to fight him especially when you have -20 AD [highlight]Must Have Skill[/highlight] [.]Last hitting under tower [.]Kiting around Ghouls [.]Basic Animation Cancel (AA+Q combo) [highlight]Runes, Masteries and Skill Order[/highlight] Hard Matchup Page 9/17/4 Masteries Skill Order B, sometimes not even taking a point into W until level 9 [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/crystalline-flask.png]>[imgsmall=items/tear-of-the-goddess.png]>[imgsmall=items/dorans-shield.png]>[imgsmall=items/manamune.png]>[imgsmall=items/wardens-mail.png]>[imgsmall=items/frozen-fist.png] Explanation: Rather than building Early Health to try and tank through Trundles damage, it is better to build Attack damage items and resists. This is because Tundles AD debuff is a flat value, thus building AD will make it less significant. Why it is better to build resists against trundle is because of the way his passive works. As it is based off of dying enemies MAX HP building resists to stack with the life stolen from your Omen of Famine giving your more effecitve HP, will stop trundle from healing drastic amounts off of the dying ghouls. Naturally Trundles ult is % based however losing 40 armor to trundle is not as bad as trundle regaining 60+ Health from dying ghouls [title]How to Play Against this Matchup[/title] [highlight]Being Agressive[/highlight] Throughout the laning phase, whenever trundle wastes his Q (Rabid Bite) you must force a trade on him. The cooldown of his ability is very short, only 4 seconds, but a good yorick will use that window to walk up AA+Q combo so as to benefit from the Auto Attack animation refresh then continue auto attacking. When trundle fights back with Auto Attacks Use Omen of Famine to heal back up then disengage before trundles Rabid bite comes back off cooldown. This will allow you to win the burst trade and have trundle unable to heal back up from the timing out of ghouls, as you only used two to trade with him. [highlight]Kiting Trundle[/highlight] If trundle tries to play aggressive on you, it is important to use your Q, Omen of War, early on in the trade, before trundle tags you with his AD debuff in Rabid bite. This is so that Your Q will hit for its full burst damage allowing you to also get the Additional Movementspeed to run away from trundle. If Trundle commits with his Contaminate and Pillar, make sure to immediately drop your W+E combo the moment you start losing health so that you can heal back and get some distance, the Tenacity will not affect the Perpetual slow from your Omen of Pestilence. Make sure never to try and fight trundle in a 1v1 on his contaminate as the AS buff is significant, try to drag him off of it with your ghouls [highlight]Pro-Tip: Building Attack Damage if you get ahead is usually a good idea in this matchup, a Bloodthirster is very powerful against trundle both because of the AD it gives to amplify your spells, but also the Lifesteal making you much tankier even without the need of your Omen of Famine[/highlight] Note: I have heard Trundle's Q is buggy and the bonus damage isnt always applied, if this is true it would explain why i find it easy to beat most trundle players in 1v1's early game ------------------------------------------------------------ [img=champ/volibear.png] The not-so-fluffy Volibear, Difficulty 9.5/10 [highlight]Know Your Enemy[/highlight] Volibear has been seeing much more play lately, probably because prolific streamers have been using him a lot but also because his laning is extremely powerful. To beat Volibear you have to arm yourself with knowledge of his abilities. [highlight]Do not underestimate Volibear under any circumstances, ESPECIALLY when volibear is on low HP, he is deceptively tanky[/highlight] [imgsmall=skills/volibear/p.png] This is probably the most overlooked passive in the game. The burst healing from this is NOT negligible at ANY stage of the game. Especially at level 1 all-ins this can be greatly underestimated resulting in first blood to the enemy top laner. Make sure that this passive is on cooldown before you try to kill volibear [imgsmall=skills/volibear/q.png] A very powerful trading tool. At level 2 getting flung into volibears minions gaurantees a free/positive trade for volibear. This is because if you chose to retaliate by auto attacking volibear, it will draw minion aggro causing you to take extra damage. If you chose not to retaliate then its free damage. Either way volibear will win a trade, however it is much better for you to trade back some damage despite minion aggro, taking free damage will cause you to lose the lane. [imgsmall=skills/volibear/w.png] This is an attack speed steroid but also an execute which scales off of volibears max health. the Attack speed is very potent allowing volibear to benefit from extended trades/all-ins the execute portion offers both good harass and trading potential. The Execute portion should be thought of like a garens ultimate, as it will do a massive chunk of your health all at once [imgsmall=skills/volibear/e.png] This AOE slow is both volibears tool for extending fights after fling you in, as well as his counter aggression because it both does decent damage and fears your ghouls. Also make sure that you do not use both your Omen of War and Omen of pestilence at the same time, because if this spell kills them both you have no way to disengage/kite volibear [highlight]Must Have Skill[/highlight] [.]Kiting Volibear [.]Playing Passive [.]Orb Walking [highlight]Runes, Masteries and Skill Order[/highlight] Hard Matchup Page 9/17/4 Masteries Skill Order A [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/dorans-shield.png]>[imgsmall=items/tear-of-the-goddess.png]>[imgsmall=items/ninja-tabi.png]>[imgsmall=items/wardens-mail.png]>[imgsmall=items/manamune.png]>[imgsmall=items/frozen-fist.png] Explanation: Starting Dorans shield will greatly strengthen your level 1, this is also the point where you are most vulnerable to volibear all-ins. Dorans shield completely shuts down any early game damage thanks to the unique passive reducing champion basic attack damage by 6. For volibear who relies on many attacks granted by his bonus AS from his execute, Dorans shield shuts him down. Building a Tear early is vital to being able to survive this lane. To me it feels like the newer solo top champions have almost no mana costs at all making tear a first and must buy item for yorick to be able to sustain in lane. Tabi and Wardens mail work together to shut down auto attack based champions like volibear, and after picking up those two items it becomes almost impossible for volibear to fight you head to head anymore. From then building damage will be enough as you should be decked out enough to survive in lane. [title]How to Play Against this Matchup[/title] [highlight]Play Passive[/highlight] Never try to play aggressive a volibear, let him try to make plays on you. Volibears window of aggression is fading fast, and if he cannot get a kill in that time it will become much harder to kill Yorick. Yorick scales much harder than volibear does, at least into teamfight utility because of the ultimate. Giving up any kills to volibear drastically complicates the laning phase as with some item advantage, volibear can just all in yorick at anytime and without any hard cc it is impossible to stop it. Further more at key levels like 2 and 6, if volibear can get a fling into his minions, and the enemy jungler appears you must be playing far back enough to be able to flash out before the CC lands and make it to tower. Furthermore playing behind your minions and baiting volibear to fight you in them will make trades much more skewed to your side having 6 minions pelting on him for the duration [highlight]Kite Volibear[/highlight] When volibear runs in for a fling, AA+Q combo and try to back off. Once he flips you summon your Omen of Famine and orb walk back to your tower. Once Volibear uses his Majestic roar to slow you drop your W ghoul on him and immediately start chugging a health potion so that he cannot continue to all in you. Try to bait an extended exchange inside your minion wave. This will not only have volibears wave push towards you opening him up for ganks, but also makes him take creep damage winning you the trade. [highlight]Pro-Tip: Some Early health item like Kindlegem is very powerful against volibear, it will allow you to have your spells up more often if volibear tries to max Q to force more frequent engages on you[/highlight] ------------------------------------------------------------ [img=champ/renekton.png] Interior Crocodile Alligator, Renekton, Difficulty 8/10 [highlight]Know Your Enemy[/highlight] Renekton is a resourceless champions, however fury drastically enhances his spells. A full fury Renekton is probably the strongest champion in the league. Try to make Renekton waste his fury on creeps instead of him fighting you with it. [imgsmall=skills/renekton/w.png] A stun, a simple 0.75 second stun. However it is an Auto attack reset, and does stupid amounts of damage at level 1 (about 130) Meaning at level 1 it is possible for renekton to deal 200 physical damage burst with this spell as well as stunning you and getting in 1-2 more auto attacks. Also at full fury this spells damage and stun duration increase drastically. It can lock you down for a long time, setting up great ganks. [imgsmall=skills/renekton/r.png] Renektons ult is a LOT of damage, it is also a burst heal and fury generator. For the 15 second duration of his ult it is not advised to try fighting renekton, as if he gets low his usually useless passive can be noticed, especially when every single one of his abilities gets empowered and start dealing massive amounts of damage. The AOE is also not to be underestimated as it, at rank 1, does the same damage as a sunfire cape [highlight]Must Have Skill[/highlight] [.]Basic Animation Cancel (AA+Q combo) [.]Orb Walking [highlight]Runes, Masteries and Skill Order[/highlight] Hard Matchup Page 9/17/4 Masteries Skill Order B, sometimes starting E and not getting points into W until lvl 9 [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/cloth-armor.png]>[imgsmall=items/tear-of-the-goddess.png]>[imgsmall=items/glacial-shroud.png]>[imgsmall=items/manamune.png]>[imgsmall=items/frozen-fist.png] Explanation: Renekton is an AD caster, a cloth armor start is always recommended to drastically reduce the damage renekton can put out in the early game. Coincidentally this is his strongest period and if deaths are avoided it becomes harder to kill yorick, due to both yoricks sustain increasing and the building of armor items to counter the heavy physical damage coming out. The reason why tear is grabbed first is because renekton has no resource, and most renektons try to outsustain you, meaning he wants to make you run out of mana so that you cannot fight him. The tear completely shuts down that option forcing renekton to have to play much more aggressive on you if he plans on killing you or pushing you out of lane. Glacial shroud is bought over wardens mail because renekton doesnt really rely on auto attacks, plus the CDR and Mana really strengthen your late early game making you almost unkillable from the AD caster perspective. From then Damage is built into the standard items. [title]How to Play Against this Matchup[/title] [highlight]Play Passive-Agressive[/highlight] Whenever Renekton tries to force a burst trade on you, press Q and A+move onto the ground to where Renekton plans to slice and dice to. This will allow you to summon your Omen of War before Renekton gets his stun off. In the early levels 1-3 make sure not to fight Renekton for longer than he wants to, extending the trade early might have you get baited into a gank. However after a few levels into Q you can start to look for extending the trade. After Renektons stun wears off watch for what renekton does: 1)He continues trading AA/Uses his Slice and dice to further commit, then use your omen of famine to heal up and trade with him, consider the possibility of a lane gank occuring and back off slowly by orb walking back to your tower, using your Omen of Pestilence to deter any further aggression 2)He Uses his second Slice and Dice to dash away. Drop your W+E combo slowing and healing up, chase renekton since he has no spells available for ~8 seconds and Orb walk him back to tower, using your AA+Q combo when its up again and back off into a brush to drop minion aggro [highlight]Farming[/highlight] It is imperative that you farm this lane out. Renekton does not scale as well into the late game as you do. The armor shred is powerful for killing tanks however Yorick is both a better tank, and better damage source late game. Peel is situational however it is a must that you farm out this lane so that your items are on par if not better than those Renekton has. This is because Renekton is usually meant to destroy his lane opponent, and has a great kit for that purpose. If Renekton fails to shut you down a lot of his usefulness is lost and there are better champions in the late game that fulfill his role better than he does [center][title]The Farmers[/title][/center] These two champions are very annoying to deal with, firstly because of their Strong CC kit which allows them to disengage and prevent yorick from punishing them whilst they farm. What is more is that they scale very well into the late game and are, at least in my opinion, Broken as all hell. This is mainly because champions like Ezreal and Miss Fortune are always picked, and they both have considerable trouble killing tanks. If however solo-q ADCs would learn to play kog'maw or tristana or twitch, any of the really long ranged Carries, the popularity and strength of both of the Farmers will quickly decline. [img=champ/chogath.png] The Terrifying One, Cho' Gath Difficulty 9/10 The more i play against Cho'gath the more i come to hate this guy. He gets so tanky for no reason what so ever, can survive in lane even after dying 5+ times thanks to free tankyness, and has the dumbest sustain imaginable, sick burst and powerful kit that prevents dives and is great for catching. I think Cho'Gath is actually due for some nerfs to his base damage and kit. [highlight]Know Your Enemy[/highlight] [imgsmall=skills/chogath/p.png] Broken lane sustain, im serious. The fact that this replenishes mana makes it so powerful. If cho gath can last hit minions with Autos he gains mana, basically making him a resource-less champion and yorick has traditionally had problems with those who out sustain his mana pool. The Health sustain after about lvl 9 is so dumb, it compeltely negates any auto attacks that you place on him. [imgsmall=skills/chogath/q.png] Very powerful spell. Knockup and really potent slow, this is the second most important skill that cho gath has which makes him a good counter to yorick: It opens up amazing gank opportunities and allows him to lead his combo onto you making it impossible to trade with him [imgsmall=skills/chogath/r.png] Massive burst of true damage, combine with ignite it can execute you at ~500 hp, this counters yoricks way of sustaining the damage and slowly killing you. It is also very potent at level 6 due to yorick not having any real health items only a tear. Plus yoricks base health isnt that amazing [highlight]Must Have Skill[/highlight] [.]Higher Animation Cancel (AA+Q combo, Spell Overlap) [.]Orb walking [.]Dodging skill shots [highlight]Runes, Masteries and Skill Order[/highlight] Anti-Cho'Gath Page 9/17/4 Masteries (Cho'Gath usually facilitates a Hypercarry on the enemy team, thus 9/21/0 is recommended against that) Skill Order A vs Agressive Cho'Gaths, Skill order D against Passive Cho'Gaths [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/crystalline-flask.png]>[imgsmall=items/tear-of-the-goddess.png]>[imgsmall=items/manamune.png]>[imgsmall=items/giants-belt.png]>[imgsmall=items/mercurys-treads.png]>[imgsmall=items/giants-belt.png]>[imgsmall=items/frozen-fist.png] Explanation: Cho'Gath does not really have any mana issues in this lane, thus rushing tear and combining it with flask is very powerful and will help you sustain your mana and fight Cho'gath. Thanks to the Health Quints it is possible to forgo an early giants belt and build into your Muramana so that you deal more damage, gain mana charges faster, and heal more from your Omen of Famine. Also the Mana regeneration from the seals allows you to be as spam happy as you wish with your skills, much like Cho'Gath is. Picking up the Double Giants belt for tankyness and Mercs to counter the extremely long silence duration allows you to out-tank and out-damage Cho in extended teamfights [title]How to Play Against this Matchup[/title] [highlight]Take Every opportunity to trade[/highlight] Whenever Cho'Gath comes up to CS do not let him get free health back especially if you have dealt damage to him prior to him attempting to farm. Allowing Cho'Gath to heal for free is not going to help you win the lane, It is imperative that you damage Cho'Gath as much as possible each time he tries to heal off of creeps. Also whilst your ghouls are still alive make sure to chase him back to tower and continue auto attacking him, if you back off it will allow him to heal off of your ghouls for free, making you waste mana, negating your time effort and missed CS. If you successfully trade with Cho'Gath enough, it will open him up to getting ganked, or you getting your solo kill on him. [highlight]Sensing Ganks[/highlight] If Cho'Gath does something uncharacteristic of him (suddenly playing aggressive when he was passive, or suddenly playing passive when usually aggressive) try to preempt the gank coming in. Ganking for a Cho'Gath can be the most annoying/detrimental thing out of the perspective of a yorick player. If i am pushing the wave to his tower and i get ganked, i am forced to back off allowing Cho'Gath to basically full heal off a single minion wave wasting my effort. Furthermore if Cho'Gath is trading with you and you get hit by a rupture, the enemy jungler can easily pop out of a random brush somewhere and just dunk you even with flash. [highlight]Playing Mechanically Perfect[/highlight] In this matchup getting hit by a single rupture is a complete no-no. If you eat free ruptures you will lose the lane because you have no way of retaliating damage so perfect skill shot dodging mechanics are in order. Furthermore missing CS is only detrimental to your success in this lane, Yorick requires his items to be able to go toe-to-toe with people as such sacrificing CS to try to convert a killmight be over forcing the issue, and if that plan fails you will be very far behind [highlight]Ask Your Mid-laner and Jungler for the Blue buff[/highlight] The Yorick-Cho'Gath Matchup is one solely focused on farming and out sustaining the other out of the lane, Cho'Gath will eventually push Yorick out of lane due to the fact taht his sustain is off the charts, also his Mana is almost unrestricted, even more so when he gets a Catalyst of the Protector. If the Mid+Jungler are so kind as to give their Blue buff to you, it is a free win for you in your lane. ------------------------------------------------------------ [img=champ/nasus.png] The Farming One, Nasus, Difficulty Undefined/10 [highlight]Know Your Enemy[/highlight] [imgsmall=skills/nasus/p.png] This passive is the only reason why Nasus is good, he gets free godlike sustain. 14/17/20% lifesteal. Furthermore if you are a good Nasus player you are probably running 6% lifesteal from Quintessences just as Hyfe's Guide recommends. And it does make a significant difference especially in the drawn out fights, or just farming under tower trying to heal back up [imgsmall=skills/nasus/q.png] This Is Nasus Trademark spell, after getting some mana cost reductions and the 2 charges gained when he kills an enemy champion/large minion has decreased the early to mid game lul that Nasus finds himself in. Also Nasus now trends towards the typical solo top state of snowballing really hard if he gets some kills, this is because it accelerates his Q farming making him much stronger in the mid game. Nasus can and will use this to trade with you after a certain point when it starts having a lower cooldown [highlight]Must Have Skill[/highlight] [.]Handling Yorick's Attack animation at all AS levels [.]Kiting Nasus [.]Orb Walking [.]Basic Animation Canceling (AA+Q combo) [highlight]Runes, Masteries and Skill Order[/highlight] Hard Matchup Page 9/17/4 Masteries Skill Order A [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/crystalline-flask.png]>[imgsmall=items/tear-of-the-goddess.png]>[imgsmall=items/dorans-blade.png]>[imgsmall=items/mercurys-treads.png]>[imgsmall=items/manamune.png]>[imgsmall=items/frozen-fist.png] Explanation: The Fact that Nasus now does not have mana issues what-so-ever makes this really unfavorable, mainly because his sustain is completely free whilst yorick needs to use his mana for it. For that reason a Tear of the Goddess is rushed, and a dorans blade is picked up. Especially when playing aggressive dorans blades are much more powerful thanks to the 3% lifesteal being changed the health on hit, making trading much more favorable especially since the on-hit health virtually negates creep damage. However when not playing aggressive skip the dorans blade. Mercury Treads are rushed because of how potent the slow from wither is, and if it stays for the full 5 second duration you are probably going to die to just about anything beating on you. The Bonus AD from Manamune will help you sustain from your Omen of Famine, Frozen fist serves the purpose of kiting nasus because if you can stop nasus from hitting anything he is much less tanky. [title]How to Play Against this Matchup[/title] [highlight]Abuse Nasus Early[/highlight] Whenever Nasus comes up for a CS, especially in the early levels when his Siphoning strike has a very long cool down, make sure to tag him with a AA+Q combo then continue to orb walk him back to his tower. This is because once Nasus tries to farm up his Siphoning strike he has no counter aggression or trading tools to help him fight you. If he uses his wither make sure you let your auto attack go off before moving so that you don't cancel it mid animation. Furthermore if you are ever trying to fight Nasus head to head make sure not to stand the in AOE of his armor reducing spirit fire. The spell itself does powerful magic damage, but the armor reduction is not to be underestimated as it will make Nasus' life steal more potent and thus tankier due to the Effective HP he gets. Using your W+E combo to continue to pressure Nasus whilst his Q is on Cooldown will force him to use multiple health pots and repeating this pre level 9 will open Nasus up to ganks. Furthermore you must make sure to Continue Auto attacking Nasus whilst your ghouls are up, this is because if you don't Nasus gets to free heal off the ghouls and stack his Q [highlight]Kite Nasus in Ultimate form[/highlight] When Nasus activates his ultimate, Fury of the Sands, he gains a massive spike in power for the 15 second duration, very similar to Renekton in that respect. Under no circumstances do you want to sit inside the % Health damage from Nasus ult, Not only does it hurt so much but it makes Nasus stronger by giving him AD from which he can benefit from his innate life steal. If Nasus Ghosts and runs up to you with wither immediately drop you W ghoul and back off away from your minions. This is done so that he cannot get bonus AD from the draining of the Minions HP. Bringing Nasus more onto your side of the lane is also much safer when planning to fight against him since you aren't so vulnerable to ganks. When Nasus tries to trade with you retaliate with your own AA+Q combo and summon your Omen of Famine and back off, do not engage in an Auto Attack Battle with Nasus, instead have him futilely try to chase you whilst your ghouls are beating on him. [highlight]Pro-Tip: After Level 9 it becomes pretty pointless to try and harass Nasus, unless you know your jungler is coming soon to try and convert a gank do not waste mana excessively, as if you are too low on mana to use your whole disengage combo you will can be killed 1v1[/highlight] ------------------------------------------------------------ [img=champ/udyr.png] The Tiger-Turtle-Bear-Man, Udyr Difficulty 8.5/10 I personally do not consider Udyr a counter to anyone in the top lane. Udyr is however very annoying to deal with as he is virtually unkillable thanks to his low cd shield. Also his sustain is godlike and no matter what you do it is very hard to stop Udyr from doing what Udyr does, which is farm the lane. [highlight]Know Your Enemy[/highlight] [imgsmall=skills/udyr/q.png] This is a Very powerful DoT effect, this will allow Udyr to win burst trades with you if he ever uses this and backs off. The AS boost it gives also allows him to do very well in extended fights even though this is mainly used for the very strong MAGIC damage it does. Be careful against an ignite Udyr because he can execute you at around 150 health at level 1 if you don't have a pot running [imgsmall=skills/udyr/w.png] This is What udyr will be maxing first in top lane. Not only does it provide this obscene shield which scales really hard with CDR and Armor (found in Frozen Heart which coincidentally counters Yorick) and has a really low cool down naturally, but it gives him free life steal and mana regeneration. At max rank this is 200 shield, completely cancelling out your ignite damage, at max rank it also refunds the mana cost of the ability in ~2 Auto attacks making udyr not have to manage his mana after reaching level 9. [highlight]Must Have Skill[/highlight] [.]Basic Animation Cancel (AA+Q combo) [.]Orb Walking [.]Minion Abuse (Pathing/Aggro) [highlight]Runes, Masteries and Skill Order[/highlight] Hard Matchup Page 9/17/4 Masteries Skill Order B, sometimes not taking points into w until lvl 7 [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/crystalline-flask.png]>[imgsmall=items/tear-of-the-goddess.png]>[imgsmall=items/dorans-blade.png]>[imgsmall=items/manamune.png]>[imgsmall=items/kindlegem.png]>[imgsmall=items/frozen-fist.png] Explanation: Udyr Has very low Cool down spells, meaning he can pressure you more often than you can him, for the early game because of this grabbing an early dorans blade to either play aggressive or counter his aggression is advised. The 5 hit on hit does go a long way especially when your Omen of Famine is on cool down. Try to get both a tear and blade on the first back to nullify mana problems and have that extra burst of survivability from the blade. Rater than getting a dorans shield which would be against a physical auto attackers, Udyrs tend to go for the burst trade, which is mostly magic damage for which Dorans shield isn't as powerful as Dorans blade in this matchup i feel. Rushing Muramana is a must since you will trading auto attacks frequently it is advised to build this early. The early kindlegem is to have your rotation of spells up more frequently so that you can counter the aggression that Udyr will probably exhibit. [title]How to Play Against this Matchup[/title] [highlight]Beat him down, and keep him down[/highlight] Udyr shares this similarity with Nasus and Cho'Gath he is weak to early pressure, and if you do not let up on him it is possible to beat him in lane. Firstly in their Nature Udyr tries to farm and get some levels into his abilities so that he can out sustain the ghoul harassment. However the way I play Yorick, and the way I rank his skills is to play more aggressive and abuse mistakes. For this reason whenever Udyr comes up to CS AA+Q him and start beating on him with the early dorans blade to establish lane dominance. Udyr will try to tag you with his DoT and then back off with his stun and then heal off the ghouls with his turtle. To negate this chase him after he stuns you with the MS boost from your Omen of War and use your Omen of Famine to heal through the DoT and fight Udyr until your ghouls are about to wear off. Using the remaining MS boost (when your Omen of War has about ~1 second of duration left) back off having won the trade. Repeat this process from levels 1-9 before Udyr can max out his turtle stance After this point the success you had in the early game killing or denying Udyr. If you have almost perfect CS at the 15 minute mark and Udyr has only half take option 1. However if you weren't able to kill or deny Udyr a lot of CS take option 2 1)[highlight]Dominate Udyr[/highlight] Having succeeded in snowballing off of Udyr there is not much he or his jungler can do to you after a certain point and some items. Take this opportunity to push top ALL the way warding their red and applying massive pressure to their whole team, forcing them top and backing off when you see the gank coming to waste their time. DO NOT under any circumstances leave Udyr to free farm. He will becomes an unkillable beast if you leave him alone and let up on the pressure you are placing on him. If he decides to leave his lane to try and make plays on the map, Ult yourself and push down all the towers 2) [highlight]Farm to late game[/highlight] If You failed beating Udyr with the constant AA+Q trades due to whatever circumstances, ignore Udyr and focus on farming, whenever Udyr comes to tag you with his Tiger stance return blows with AA+Q combo Orb walking forward/backwards to keep up with Udyr and trade a few more auto attack, if Udyr turns to Bear to stun you Overlap your E (Omen of Famine) animation with the stun and drop your W when he backs off. If Udyr goes into Turtle to try and heal off your ghouls use the W+E combo and return to farming. Do not extend trades for longer than just evening them out. If Udyr and Yorick are on equal footing in the mid game both of you cannot kill each other, probably even with ganks [center][title]Melee Carries[/title][/center] Melee Carries Arent a direct counter to Yorick in lane, However they drastically outscale him and are hardy enough to survive yoricks weaker early game. Yorick has no CC and cannot shut these champions down in team fights, or to lock them down in lane opening them up for ganks/kills. [highlight]If you Die Once in Lane and they start snowballing, I recommend building Full Tank to be more useful than them in the Late game, as well as surviving in lane. The downside to this is that your utility and damage then become extremely limited and you becomes just a damage soak so try to not let this happen.[/highlight] [center][img=items/wardens-mail.png][/center] [center]Get this Item ASAP, you will make it so trivial to try to fight you in lane l0l[/center] [img=champ/tryndamere.png] Trondomore Difficulty 9/10 [highlight]Know Your Enemy[/highlight] [imgsmall=skills/tryndamere/p.png] This is a free 35% crit chance when tryndamere has 100 fury. This means that trading auto attacks with tryndamere can potentially get you killed if he gets 1 lucky crit then spins and ignites for the kill. Make sure in this lane that you are always at full health or have your Omen of Famine ready to heal you up when going for trades [highlight]Note: RNG real terror[/highlight] [imgsmall=skills/tryndamere/r.png] This is a 5 second invulnerability. To bypass this make sure you either have ignite up ready for the last tick of his ultimate, or have your Omen of Pestilence to be able to catch up with tryndamere after he spins away [highlight]Must Have Skill[/highlight] [.]Basic Animation Cancel (AA+Q combo) [.]Orb Walking [.]Kiting [highlight]Runes, Masteries and Skill Order[/highlight] Hard Matchup Page 9/17/4 Masteries Skill Order A [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/cloth-armor.png]>[imgsmall=items/tear-of-the-goddess.png]>[imgsmall=items/dorans-shield.png]>[imgsmall=items/ninja-tabi.png]>[imgsmall=items/wardens-mail.png]>[imgsmall=items/manamune.png]>[imgsmall=items/frozen-fist.png] Explanation: Tryndamere is largely an Auto-Attack based champion so starting armor will greatly reduce the damage he does early, plus running the 4.6 bonus mana regeneration makes you less reliable on the flask charges in this semi-high pressure matchup early. Since Tryndamere does not have a resource building a tear first helps you deal with it, and is the standard build route for yorick. Grabbing a Dorans shield early as well as Ninja Tabi makes Tryndameres damage virtually negligable, however tryndamere does have some substantial burst if he gets lucky can crits twice or even thrice in a row. For that reason building the new and improved wardens mail, completely destroys Tryndamere. Continuing with the standard build, possibly building the armor component for the fist first will be optimal as it will help you peel and kill Tryndamere. [title]How to Play Against this Matchup[/title] [highlight]Burst Trade[/highlight] Tryndamere requires long sustained fights which he can get his fury up to full and then back off, healing with his fury. The extended trades benefit Tryndamere in the way that he is able to get more critical hits off thanks to his base 35% crit chance, so instead of constantly trading blows with a Tryn, just tag him with the AA+Q combo whenever he comes up to cs and pull back, if he tries to trade back with auto attacks then orb walk back into your minions whilst auto attacking him. This will allow your Omen of war to have its full duration hitting Tryndamere, also you want to abuse the minion aggro that tryndamere will draw when he tries to fight you. Use Omen of Famine after Tryndamere uses his spin to heal back up from the trade. Take every chance you get to drop your AA+Q combo on Tryndamere and try to force him to miss CS to try and equalize the trade, Tryndamere does very little without farm try to deny him. [highlight]Kite Tryndamere[/highlight] The concept of Kiting has been mentioned a lot in how to deal with champions matchups, this is because the kit that Yorick possesses centers around the Utility that his Omen of Pestilence bring in its perpetual slow, and is very potent against champions like Tryndamere which need to be able to stick on you after his initial gap close. Disengaging with the W+E combo then tagging Tryndamere with your Omen of Famine and orb walking will prevent his slow in his Mocking shout from taking effect. Orb walking between auto attacks pulls tryndamere further onto your side of the map, and deeper into your minions making him take more damage and over extending. This also makes him more vulnerable to when he tries to ultimate because he will not be able to escape to his tower as easily opening kill opportunities up for you [img=champ/masteryi.png] Dunkmaster Yi (AD) Difficulty 8/10 Know Your Enemy [imgsmall=skills/masteryi/p.png] This double-hit is effectively a Critical strike, not only that but each of these hits can crit so make sure to watch out and do not take an Alpha Strike + Double hit from master Yi for free. In the early levels this is substantial burst and can take you by surprise if combo'd with ignite [imgsmall=skills/masteryi/r.png] This makes Master Yi completely immune to being kited by Yorick, the Perpetual slow which is the core of your kit is negated, thus making Yi very dangerous if he tries to all in you since you have no way to stop him or counter all in him since he can run out. Must Have Skill [.]Basic Animation cancel (AA+Q combo) [.]Last Hitting [.]Orb Walking [highlight]Runes, Masteries and Skill Order[/highlight] Hard Matchup Page 9/21/0 Masteries Skill Order A [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/cloth-armor.png]>[imgsmall=items/tear-of-the-goddess.png]>[imgsmall=items/dorans-shield.png]>[imgsmall=items/ninja-tabi.png]>[imgsmall=items/wardens-mail.png]>[imgsmall=items/manamune.png]>[imgsmall=items/frozen-fist.png] Explanation As with Tryndamere Master Yi relies solely on his Auto Attacks to do damage, The Tabi and Dorans work very well to cut that damage down significantly and increase your effective HP so that your Omen of Famine can out heal the damage that Yi can do to you in trades. Also Getting the early Wardens mail DOES apply the Attack Speed slow to Master Yi during his not, although not the on hit Movementspeed reduction. As in this matchus you are aiming for longer trades so that you can balance out the burst damage from master Yis passive building a muramana is advised. [title]How to Play Against this Matchup[/title] [highlight]Play Extremely Aggressive Pre-6[/highlight] The reason for this is because master yi does not have a very dominant lane presence early, nor does he get enough wave clearing potential or a strong enough heal in the early levels to be able to counter harass or push yorick out of lane. Make sure taht whenever Master Yi comes up to CS AA+Q combo and then continue orb walking until master yi either reaches his tower of returns damage to you. Once you take damage use Omen of Famine and heal back the damage from the trade, eventually Master Yi will run out of mana from healing with his Meditate or just die to your Ignite combo. [highlight]Punish Master Yi for farming with Alpha Strike[/highlight] Master Yi's Alpha Strike is on a very long cooldown, and is both his only offensive Gap closing tool, as well as his counter aggression, especially how it interacts with your minions being able to 1-shot them. If Master Yi tries to use this spell to farm walk up to where He dissapeared from and Drop your whole combo on him and chase him back to his tower, If he tries to stand and fight you without his jungler coming to help him he will easily lose ~50% of his HP for free, since Yorick can just heal up with his Omen of Famine [title]Ward Diligently Post-6[/title] After Master Yi has gotten his ultimate his damage drastically spikes, it is possible for him to all in you if you waste your Omen of Famine on either harassing or farming. Make sure that If Master Yi is fed for any whichever reason that you take one rank in your ult, just so that you get the bonus Damage and more importantly the 5% damage reduction when your ghoul is on the field. Also at this point if master Yi can lock you down outside of your tower for an extended period of time with his junglers help (reason you need to have at least 2 wards out) you will die and let him snowball. [img=champ/fiora.png] Fiora Difficulty 6/10 Know Your Enemy [imgsmall=skills/fiora/w.png] A massive AD steroid that all melee physical damage carries have, but the active is very powerful Auto Attack reflect. When fiora maxes this skill first (which she probably should) you must avoid proc'ing the reflect damage as much as possible because it not only hurts like a truck but it will negate a massive amount of damage that you can dish out to her [imgsmall=skills/fiora/e.png] A Massive AS steroid on a relatively short cooldown, however the downside to this ability is that without it Fiora possesses negligible damage and fighting her for the full duration of this spell is not advised. Your Goal as yorick is to prevent any resets that she could possible gain from kills/assists and drastically cutting down her damage output Must Have Skill [.]Animation canceling (Interrupting Auto-Attacks at will, AA+Q combo) [.]Orb walking [.]Kiting Fiora [highlight]Runes, Masteries and Skill Order[/highlight] Standard Top Page 9/21/0 Masteries Skill Order B [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/cloth-armor.png]>[imgsmall=items/dorans-shield.png]>[imgsmall=items/tear-of-the-goddess.png]>[imgsmall=items/ninja-tabi.png]>[imgsmall=items/glacial-shroud.png]>[imgsmall=items/manamune.png]>[imgsmall=items/frozen-fist.png] Explanation I personally feel that Fiora fulfils the role if a melee assassin rather than a melee carry, this is because most of her damage is burst and her sustained damage only comes from her getting resets off in fights from kills. To counteract that burst which stems from Auto Attacks grabbing an early cloth and dorans shield then building towards a tear of the goddess so you can put more pressure on fiora since she cannot kill you after those items. Grabbing a Tabi is recommended unless they have a lot of cc which you need to be able to break out of, and a Glacial shroud will further boost your power with the CDR for more pressure and survivability in lane. I do not recommend building a wardens mail in this matchups unless you are set behind by some early ganks since fiora has already very low damage when her AS steroid is on cooldown. Finishing of Muramana and continuing along the standard build is optimal. [title]How to Play Against this Matchup[/title] [highlight]Play Aggressive[/highlight] Whenever Fiora comes up to CS make sure to AA+Q combo then dropping your Omen of Famine when she returns damage and backing off to win the trade. Fiora is surprisingly strong early due to her kit providing her lots of burst damage in the early levels thanks to her high base values. However circumventing the times that she has her abilities up, and forcing on her when her skills are on cooldown it is very easy to get an edge over her in the early game, allowing you to massively outscale, and deny her farm in lane [highlight]Bait out the Riposte[/highlight] When going in to trade with fiora make sure you are always ready to cancel your Auto Attack so that she cannot reflect a huge chunk of damage, and possibly get a cheeky kill on you. Ripostes damage is not to be underestimated as it does magic damage and you wont be building against it. A simple tactic to use is to do a few AA+Q comboes so as to condition her to your trades, then when you go in to trade AA's again just cancel the auto attack, getting her to waste riposte and expending her mana and given you an opening to abuse. [highlight]Fiora without her riposte active is very weak and if you get an empowered Q auto off she will feel the pain[/highlight] [title]Hard Matchups[/title] Hard Mathcups for Yorick have the capability to shut him down in lane, and snowball extremely hard off of any early kills. Yorick has limited counterplay options against these matchups, but coming out ahead is not impossible and relies heavily on jungle pressure and player mechanics, on both sides. Picking Yorick against these matchups is not recommended but not unfavorable. [center][title]The Big 4[/title][/center] The Big 4 are the 4 AP champions that are generally played top lane. They are: [number]Rumble, Akali, Vladimir, and Elise[/number] in order of difficulty. All 4 of these champions share one thing in common: Sustained Burst damage. A characteristic of AP champions is their high burst potential reaching level 6 and beyond, something Yorick traditionally has trouble dealing with. Furthermore the greatest counter to all of these champions is Hard crowd control, something Yorick lacks making them able to virtually ignore Yorick in teamfights and go for the back lines. Another thing which makes these 4 champions troublesome for Yorick to deal with in the top lane is their resource-less Nature. 3/4 of them do not rely on Mana (reason elise is on the bottom of the Tier) and can outsustain Yorick if they can prolong the lane for sufficient time. [highlight]on a side note, Top lane being as snowbally as it is, giving any of these 4 champions a lead will cause them to annihilate your entire team, meaning 1 revive is completely useless[/highlight] [img=champ/rumble.png] Rumble in the Jungle, Difficulty 7/10 [highlight]Know Your Enemy[/highlight] [imgsmall=skills/rumble/p.png] Not only does this give rumble more damage in the \"Danger Zone\" But makes it very hard to fight him when he overheats due to the empowered Auto Attacks that he can dish out. Can provide a lot of Unexpected Burst to his combo and can catch you off guard/kill you [imgsmall=skills/rumble/q.png] This Skill has received many-a-nerf just because it had like the second highest base damage in the game after maokai's sapling. This spell scales so hard with AP/Magic Pen and will cut through everything that you can build, AOE's all the ghouls and just hurts so much. [highlight]Must have Skill[/highlight] [.]Kiting through minions [.]Last hitting under tower [.]Orb walking [highlight]Runes, Masteries, and Skill order[/highlight] Anti-Cho'Gath Page 9/17/4 Masteries Skill Order D, Skill order A if he is playing hyper aggressive [highlight]Recommended Item Build Path[/highlight] [imgsmall=items/crystalline-flask.png]>[imgsmall=items/chalice-of-harmony.png]>[imgsmall=items/hexdrinker.png]>([imgsmall=items/manamune.png])>[imgsmall=items/giants-belt.png]>[imgsmall=items/giants-belt.png]>[imgsmall=items/spirit-visage.png] Explanation Rumble Is a Manaless Champion and thus will eventually run you out of mana from his free harass, Flask is extremely gold efficient if you continue using it, and thus a recommended starting item. Building a chalice in this matchup is highly recommended because of how strong it is early game at cutting down any Magic damage that you will receive. It also supplies almost infinite Mana. An early hexdrinker is also grabbed because it will stop rumble from insta killing you from 100% HP. [highlight]Note: I have Manamune Listed, however it is unlikely that you will be able to build this item in this matchup, unless you are very far ahead[/highlight] Getting the Double Giants Belt combination will give you a massive increase in Mid Game strength, which is what you need against an AOE burst mage like rumble, working towards core/full tank items is recommended, as you provide enough teamfight utility, whereas rumble only has damage. If you are able to zone him out of the fight he will not be able to do his job, which is to AOE your whole team [title]How to Play Against this Matchup[/title] [highlight]Play to the Sustain[/highlight] Rumble has no innate sustain and would be forced to build a hextech to try and prolong the lane phase and go toe to toe with Yoricks sustain, this will decrease his damage potential greatly, so force him to build this item and continually poke at him with your W+E combo whilst freezing the lane infront of your tower. Make sure to grab lots of wards because if the enemy has a strong ganking jungler like Maokai, it will open rumble up for a snowball, because even if he is far behind he still will provide a lot of damage to follow up a gank. [highlight]Bait out the Shield[/highlight] Rumble has a very low CD shield which has no cost whatsoever, this means that you must bait out the shield before spending mana to harass him because it will only work to your detriment if you are spending a resource for nothing, and in top lane any wasted resource, be it health, mana, summoners, etc can be devastating in the long run. Walk towards rumble then act like you are going to cast your omen of famine, but instead just back off and make him use his shield, then you can get free harass on. In the later levels the value o the shield becomes less significant but in the early game baiting out the shield is key to building an advantage. [img=champ/akali.png] Sideboob Akali Difficulty 7/10 [highlight]Know Your Enemy[/highlight] [imgsmall=skills/akali/p.png] Twin Disciples is a really powerful passive, which gives akali innate sustain and last hitting power, this allows her to so effectively snowball a lane because after she trades with you for her obscene amount (which costs her nothing since she is energy based) she can vamp it all back up. Do not give akali an advantage in lane and dont give her free sustain, continue to harass her when she cones to CS so that she cannot heal for free [imgsmall=skills/akali/q.png] This spell has recieved recent nerfs to lower her early game free damage and burst potential. Akali will try to proc the mark for lots of burst damage. Post 6 She will want to Jump on you with another Q and proc both for quick burst damage, the damage can come very unexpected so dont get caught by the quick burst and an ignite and die to her [imgsmall=skills/akali/w.png] [highlight]Must Have Skill[/highlight] [highlight]Runes, Masteries and Skill Order[/highlight] [highlight]Recommended Item Build Path[/highlight] Explanation [title]How to Play Against this Matchup[/title]

[img=champ/xinzhao.png] Xin Zhao Difficulty: 7/10 Xin Zhao early game trades are OP. The AA refresh on his [imgsmall=skills/xinzhao/q.png] and its really high base value can make him win burst trades with you. however xin zhaos sustained damage is rather poor after his 3 Talon strike wears off and you can easily outtrade him in longer drawn out exchanges. In the early levels you dont want to trade too much, as his [imgsmall=skills/xinzhao/q.png] greatly outdamages your [imgsmall=skills/yorick/q.png] and [imgsmall=skills/yorick/e.png]. Wait for more levels in your abiities before you start trading with him. Make sure that you force a trade on him when his Q is on CD by walking up to him,then AA and press Q for your Auto refresh. Once he trades back damage drop your [imgsmall=skills/yorick/e.png] and exchange 2-3 more hits then back off before his Q comes off CD again. If xin tries to forces trades on you after that drop your [imgsmall=skills/yorick/w.png] and kite him through your minions. Re-engage once your [imgsmall=skills/yorick/q.png] if off CD with the AA+Q auto refresh combo then back off again so that you dont take all 3 hits of Xin's [imgsmall=skills/xinzhao/q.png] [.]Run 9/21/0 Masteries+Hard Matchup page [.]Use Skill odrer B [.]Start [imgsmall=items/cloth-armor.png]+[imgsmall=items/health-potion5.png] or [imgsmall=items/dorans-shield.png] If their jungler is an early ganker with physical damage [.] Play Passive for levels 1-3 then agressive once you have more points into Q [.] Kite Xin zhao around with your Q+W [.] Do not die to xin pre-6 because he will snowball very hard, Grabbing [imgsmall=summoners/exhaust.png] to counter his all ins is a very good idea [img=champ/olaf.png] Brolaf Difficulty: 8/10 Olaf is kinda OP right now, especially since he gets damage from Health, CDR is readily available for bruisers in most builds, AD carries were nerfed to hell and back. He was due for those nerfs he got, even before S3. I mean c'mon he is a bruiser with ranged wave clear wtf? there is no top laner which can sit at tower and farm all 6 minions. Even things like [imgsmall=champ/vladimir.png] and [imgsmall=champ/kennen.png] have to run into the minions to clear the wave. A saving grace is that Olaf is very mana reliant, much like you, and his [imgsmall=skills/olaf/e.png] costs him health. This means that if he wants to have more kill potential on you he will risk the increased health cost of his Biggest nuke. Most bad olafs throw their axes the full distance so 'they can chase' when you run make sure that if they are stupid and do that that you immediately turn around and fight him. The cooldown increase on his missed axes/early level is now easily punished so AA+Q for the refresh and then drop your [imgsmall=skills/yorick/e.png] after he returns damage. If olaf has his [imgsmall=skills/olaf/w.png] up drop your [imgsmall=skills/yorick/w.png] to kite him around. Once olaf's [imgsmall=skills/olaf/w.png] falls off re-engage with another AA+Q combo. Once olafs Q and W are on CD he only has his [imgsmall=skills/olaf/e.png] to deal damage. The greatest misconception about olaf is that you have to run from him. What is the best way to deal with someone who uses health for his abilities? Kill him. Think about it this way, he is making it easier for you to kill him. Just dont get baited into a low HP olaf with his [imgsmall=skills/olaf/w.png]. Coz it will wreck your face. Post-6 it becomes harder to kite olaf, however if he runs at you in your minions make sure to kite around in circles so that he has a harder time hitting his axes,make sure you dont take free axes when laning, because it might open you up to all ins. Of course if you are against voyboy in top lane this matchup becomes drasically harder l0l. [.]Run 9/17/4 Masteries + Hard Matchup page [.]Use Skill order B if olaf maxes his E or skill order A if olaf maxes his Q [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Play agressive early on, then post-6 start playing more passive [.]Make sure you dont give olaf free sustain on the minions, and punish him missing his axes, or using his [imgsmall=skills/olaf/w.png] [.][imgsmall=items/health-potion5.png] Will help you keep the pressure on olaf [img=champ/riven.png] Riven, Difficulty: 7/10 Riven is a very snowbally champion, even with her Ult CD nerf. I used to play a lot of riven before i switched to yorick, and i dont see how, after the early levels, she can keep up with yorick. Firstly she is a non-sustained all in champion who has to use her damage to gap close on you. Of course thanks to her all-in nature she is problematic to deal with as yorick in the early game, however her lack of sustain makes her lose the drawn out fights if you chase her down. At level 1 before you know what skill she takes make sure not to drop your [imgsmall=skills/yorick/e.png]. because it will give hard an opportunity to all in you as you lose a lot of your healing potential. If the riven tries a lvl 2 cheese just play far back and let the wave push to you and let yourself get denied, at around levels 4/5 you can start playing agressive. If she goes in on you with her [imgsmall=skills/riven/e.png] immediately hit [imgsmall=skills/yorick/w.png] and slap her, even if it gets blocked by the shield you want to ahve your slow ghoul out so she cant disengage after a stun+AA, however most rivens will try to get the full damage combo off so find out first what this rivens playstyle is. If the riven wants to get all 3 [imgsmall=skills/riven/q.png] off on you, you can choose to not drop your [imgsmall=skills/yorick/w.png] until the stun wears off. AA+Q combo to chunk her a decent amount of health then drop your [imgsmall=skills/yorick/e.png]. KEEP FIGHTING. After riven uses her full burst combo she has very low damage to follow it up so keep beating on her back to her minions. After Level 6 if she does this combo remember you have about 10 seconds before she can turn on you again, so start chugging a health pot the moment she goes into you and chase her as far back as you can so that you can return into your minions before the 10 seconds are over. NEVER UNDERESTIMATE THE EXECUTE. IT take full effect when you are at 25% health so make sure you are always at 100% in lane so she cant pop you, because if your HP reaches that threshold you will die regardless of how ahead you are. [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use Skill order B [.]Start [imgsmall=items/cloth-armor.png] + [imgsmall=items/health-potion5.png] [.]Getting a [imgsmall=items/glacial-shroud.png] early can really shut rivens damage down, especially if you get it early [.][imgsmall=items/ninja-tabi.png] are good if you get behind [.]Be careful of riven [imgsmall=summoners/flash.png] all-ins. Taking [imgsmall=summoners/exhaust.png] is a good idea [img=champ/garen.png] Garen Difficulty 7/10 Garen is really strong. Ever since the rework he has been retardedly strong, being able to 100-0 a target easily. His Silence is very powerful and his passive [imgsmall=skills/garen/p.png] can allow him to stay in lane for extended periods of time, and even recover after a failed gank when others would have to leave. Not only that but his [imgsmall=skills/garen/e.png] hurts so bad. Dying to this lane means its GG every 2 minutes when his ultimate is back up. However Yorick is able to go toe to toe with garen at least in the early levels when garens abilities arent that painful yet. if garen tries to all-in you at level 2 and runs at you with [imgsmall=skills/yorick/q.png] press Q and AA garen spawning the [imgsmall=skills/yorick/q.png]. orb walk back to your tower pulling garen deeper into your side whilst he spins try to keep him outside of your minion wave so that he doesnt kill them and they continue to deal damage to him. Once the Silence wears off immediately use a [imgsmall=items/health-potion.png] and drop your [imgsmall=skills/yorick/e.png]. Garen will have to back off as he is tanking your minions, so chase him back to his creep wave to even out the trade. [imgsmall=champ/garen.png] is similar to [imgsmall=champ/riven.png] in how they have no damage or disengage if they try to deal the most damage to you. Post level 6 be careful of [imgsmall=summoners/ignite.png]+[imgsmall=skills/garen/r.png] combo as it can execute you from about 600hp. Make sure you are constantly at full HP, and after every silence wears off chug [imgsmall=items/health-potion.png]. [highlight]Pro-tip:If you are at 90% hp and garen comes at you with [imgsmall=skills/garen/q.png] you can overlap your [imgsmall=skills/yorick/e.png] animation with his silence animation, healing you to full and having your ghoul heal you during garens spin[/highlight] [.]Run 9/17/4 Masteries + Hard Matchup page [.]Use skill order A [.]Start [imgsmall=items/cloth-armor.png] + [imgsmall=items/health-potion5.png] [.]Watch out For Double Execution [.][imgsmall=items/health-potion5.png] can win you the lane, even a [imgsmall=items/elixir-of-fortitude.png] if you are confident in getting a turn around kill [highlight][center][title]The Variable Matchups[/title][/center][/highlight] The difficulty of these matchups is completely up to the skill of the player using the champion, and in SEA at around 1600 elo you find all kinds of people, especially those who have no idea how to top lane or even use their champ. If you run into a decent player these matchups are definitly an 8/10, have someone who has played 100 or so games with them and it shoots up to 10/10 just because how strong these champions are, and how dependent they are on the skill of the player. [img=champ/irelia.png] Goddess of Top lane, Irelia, Difficulty: Variable IMO Irelia is STILL the most broken top laner in the game, she has burst sustained damage (oxymoron OP), a stupidly good kit, 40% tenacity l0l, ranged wave clear, low CD ult, Crazy sustain, TRUE damage (sounds a bit like olaf hue), incredible turn around potential with her

[img=champ/rengar.png] Rengar, Difficulty: 5/10 Man this guy used to be a counter to yorick, he used to be so hilariously broken lololol. Now Rengar is but a shadow of his former slef. His Damage on His [imgsmall=skills/rengar/q.png] is still pretty decent, and his [imgsmall=skills/rengar/w.png] is still pretty good when shouting down our ghouls. Not only that but his ability to abuse brushes is really strong, as he doesnt even fint it hard to miss cs because he can jump to the creeps. However his sustain is pretty low and his burst isnt that scary so whenever rengar comes for a CS tag him with the AA+Q combo so that he backs off, if he tries to all in you drop your W+E combo can kite him around, his burst and followup damage for ganks is pretty decent, also be careful of the [imgsmall=skills/rengar/e.png] at full ferocity because it snares and can be followed up by a gank [.]Run 9/17/4 Masteries+ Hard Matchup Page [.]Use Skill order B [.]Start [imgsmall=items/cloth-armor.png] + [imgsmall=items/health-potion5.png] [.]Dont let rengar get his [imgsmall=items/sword-of-the-divine.png] so he cant snowball fights by 1-shotting your ADC and control his roam [img=champ/maokai.png] Maokai Difficulty: 6.5/10 Believe me or not this guy is really strong. Have you ever been ganked by a maokai then wondered why he did so much damage? yea exactly. Now that people dont start [imgsmall=items/boots-of-speed.png] it is much harder to outrun the sapling, and boy do they hurt. Maokai functions as this massive CC-bot/tank constantly tagging people with his [imgsmall=skills/maokai/p.png] to regen lots of HP. The base values on his spells are really high and the fact that he can set up ganks so well is really hard to deal with as yorick. Play similarly as you would against [imgsmall=champ/trundle.png] not excessively spamming ghouls without mixing in AA's. This matchup is much easier than dealing with your hard counter because maokai doesnt have a disengage after he tags you with [imgsmall=skills/maokai/w.png] so AA+Q drop your [imgsmall=skills/yorick/e.png] to heal from the burst and chase maokai down. He wont be able to handle the constant barrage of AA's [.]Run 9/21/0 Masteries + Standard Top page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Keep a nice stock of [imgsmall=items/sight-ward5.png] so junglers cant gank you [img=champ/nidalee.png] Nidalee, Difficulty 4/10 Bring along [img=summoners/teleport.png] Outsustain is the name of the game. Her mana costs are even higher than yours, and dont provide her even close to the sustain that your kit does. Her early game is all about harassing with AA's, and they barely tickle. Drop the [imgsmall=skills/yorick/w.png]+[imgsmall=skills/yorick/e.png] combo to reveal her in her brush so she constantly takes damage from minions. Post 6 be careful when at low life she has an execute on her [imgsmall=skills/nidalee/q.png] however she cannot possibly burst trade with you because your sustain and damage are both superior. If she jumps in on you AA+Q and chse her as far as you can without getting baited or kited through brush. [highlight]Nidalee is a prick, the only thing nidalee knows how to do is run around and split push and execute noobs with spears n sh*t. If your team loses 4v4 you can just throw up the FF because when you go to help your team nidalee is splitpushing and will eventually catch up. She is just an annoying champ which should be deleted from the game. She is worse than [imgsmall=champ/teemo.png] /rantover[/highlight] [.]Run 9/21/0 Masteries + Hard Matchup page [.]Use skill order A against passive poke-nidalee, Skill order B against agressive Nidalees [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Getting a [imgsmall=items/dorans-shield.png] early will shut down Nidalees poke [.]Building Reliable slowing items like [imgsmall=items/hextech-gunblade.png] or [imgsmall=items/frozen-mallet.png] can help you kill her by sticking onto her while she tries to run. but realisically you wont catch her, just push her tower down [img=champ/nocturne.png] Nocturne Difficulty: 7/10 Probably the hardest of the fair matchups, the only reason why he is in this section is because the later the game goes the more useless the dash part of his [imgsmall=skills/nocturne/r.png] gets, effectively making it only the darkness. You can disagree with me on that part, however this is not a nocturne guide. Against nocturne you have to be very careful, his sustain is very powerful (found in his [imgsmall=skills/nocturne/p.png]) especially in how it can cleave all of your ghouls at once, resulting in some good burst healing. His poke and AD steroid in [imgsmall=skills/nocturne/q.png] is very potent. And his [imgsmall=skills/nocturne/e.png] is amazing for setting up ganks, it also cannot be flashed out of when he hits you with a [imgsmall=skills/nocturne/q.png]. On top of all this nocturne has his [imgsmall=skills/nocturne/w.png] which if popped will make him significantly stronger. Make sure you dont proc his shield with your [imgsmall=skills/yorick/q.png] much like you would against [imgsmall=champ/fiora.png]. He sounds like a strong counter, if only his sustain werent so mediocre and his Q was so easily dodged, then he would be better. Of course if you run into his Duskbringer you are going to die there is no two ways about it, but when its on CD take that time to drag him off of the trail and fight him head to head AA+Q combo. If you let your [imgsmall=skills/yorick/q.png] get blocked by his shield immediately drop your [imgsmall=skills/yorick/w.png]+[imgsmall=skills/yorick/e.png]combo and try to back off. At lower ranks of your Q you wont be able to run if he starts his [imgsmall=skills/nocturne/e.png] tether so try to orb walk him into your minions for a more favorable exchange. At higher MS boost you can run out then re-engage when his bonus AS wears off. [.]Run 9/17/4 Masteries + Higher Skill Requirement page [.]Use skill order B [.][imgsmall=items/wardens-mail.png] is the ultimate shut down item for a semi-carry like nocturne [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.][imgsmall=items/sight-ward5.png] Are essential to winning this lane, as noct sets up ungodlike ganks, almost as good as maokai [.]Do not under ANY circumstances let him block your [imgsmall=skills/yorick/q.png] with his [imgsmall=skills/nocturne/w.png] when you are tagged with [imgsmall=skills/nocturne/q.png] you will die. [img=champ/shen.png] Shen, Difficulty 5/10 Bring along [img=summoners/teleport.png] For a long time yorick was considered a counter to shen, back in the good old s2 days. But back then people werent that good at the game anyways. Firstly Yorick cannot stop shen from teleporting. Shen is a very hardy laner with both sustain/ranged harass/farming power from [imgsmall=skills/shen/q.png] and a low cd spammable [imgsmall=skills/shen/w.png] both of which are good for tanking through the ghouls. His [imgsmall=skills/shen/e.png] is also good for setting up ganks against you. However his early laning phase is rather weak and should be pressured. Whenever shen walks up to CS AA+Q to chunk him, if his [imgsmall=skills/shen/e.png] is on cooldown drop your [imgsmall=skills/yorick/w.png] and orb walk him back. Once shen retaliates damage drop your [imgsmall=skills/yorick/e.png] for the burst heal and extra damage. Exchange 2-3 more autos and back off to drop minion aggro. Once Shen hits 6 you have to inform your team, also at this point you have to ward much more diligently so that you can push without fear of jungle ganks. This is [highlight]MANDATORY[/highlight] if you do not push the lane and harass shen under the tower, or even freeze the wave, shen can port with his [imgsmall=skills/shen/r.png] and snowball the game for his team. Your goal as a top laner is to be more useful than their top laner, thus you must push all the way to their inhib when shen ports [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Do not give shen a free port, make sure you pressure his tower and him so that he is unable to port without either dying or losing his tower [.]Get lots of [imgsmall=items/sight-ward5.png] so you dont get ganked whilst pushing [img=champ/singed.png] Singed, Difficulty 4/10 Bring [img=summoners/teleport.png] ZZZ singed is like the more terrifying version of [imgsmall=champ/nidalee.png] because he [highlight]ACTUALLY DOES A LOT OF DAMAGE[/highlight] sure nidalee does too but singed is an initiator and lower elo AD carries do not know how to deal with someone that beefy running at them and just run away without kiting, causing a lost fight due to no ADC. Also whilst singed runs around he deals damage so even if he cant kill the MVP (which if nidalee would fail she would be useless) he will AOE down your whole team, plus people have the urge to chase singed for some reason or another, it might be easier than chasing a nidalee but at least with nidalee you dont die when you fail to kill her. Even if you smash him in lane it is possible for him to make a comback later by just running around and being annoying. Split push in on the menu [.]Run 9/17/4 Masteries + Higher Skill Requirement page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Building a [imgsmall=items/frozen-mallet.png]Destroys singed, even if you stack the FM slow with Frozen Fist it is still a good idea because you will actually be able to kite and kill singed after the 30 minute mark rather than him just backing after spamming laugh [img=champ/swain.png] Swain, Difficulty 6/10 Swain has 1 thing in common with you, he is one of the counters to Mordekaiser. Both of you have heals, slows and great damage even when not fighting each other, one through [imgsmall=skills/swain/e.png] the other through ghouls. Swain also has mana issues when he starts getting to level 6, which greatly limits his sustain and laning power. Also if he tries to build [imgsmall=items/tear-of-the-goddess.png] like you do he will be so squishy because he doesnt have [imgsmall=skills/yorick/p.png] to supplement the amount of extra hp he gets from [imgsmall=skills/swain/r.png]. Make sure that you arent the first one to initate agression, let swain throw his [imgsmall=skills/swain/q.png]+[imgsmall=skills/swain/e.png] combo on you and you disengage with your [imgsmall=skills/yorick/w.png]+[imgsmall=skills/yorick/e.png] combo, trades will be around equal, however once you start getting lower cooldowns on your abilities you can start to pressure swain. Once he throws his [imgsmall=skills/swain/q.png] break the leash then re-engage and slap him with [imgsmall=skills/yorick/q.png]. If swain activates his [imgsmall=skills/swain/r.png] back off so that he cant heal off of you. Then once your combo comes up against re-initiate the aggression by ulting yourself and beating swain down whilst his ult is on CD so he cant heal back up. [.]Run 9/17/4 Masteries + Higher Skill Requirement page [.]Use skill order C [.]Building a [imgsmall=items/chalice-of-harmony.png] can be a solid counter to swains magic damage. it also eliminates all your mana issues, whereas for swain he still has issues with mana if he builds chalice [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Not getting hit by the snare should be easy in the early levels, but if you do eat one to the face for no reason expect to die, or get chunked really hard [img=champ/drmundo.png] Dr Mundo, Difficulty 4.5/10 This matchup is kinda weird, and ive only played against it a few times. It seems very weak early, and bruiser yorick can easily abuse this by grabbing 1 point into [imgsmall=skills/yorick/q.png] and doing a AA+Q combo whenever mundo comes to cs. You can also kite around your spawned ghouls to block [imgsmall=skills/drmundo/q.png] drastically cutting down his damage. Also even though mundo wants to build a lot of HP which is a pseudo counter to yorick, his abilities cost so much hp and i do not see how mundo can even cope with the constant harassment from ghouls post-tear. Dr Mundo can however stay in lane sort of indefinitely because the ultimate is really strong and the 0.3% hp regen amounts to a lot after a while. But it is too easy to deny a mundo after 2-3 AA+Q comboes early, stopping him from even getting close to the amount of farm he needs to be mundo [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Play really agressive early dropping AA+Q combo on mundo whenever he comes for a CS, if you beat him down early so that on his first back he cant buy a [imgsmall=items/giants-belt.png] he wont be able to keep up with you and your tear [.]Aim to Farm up and get a [imgsmall=items/negatron-cloak.png] + [imgsmall=items/tear-of-the-goddess.png] on your first back. Once you have these body blocking mundos [imgsmall=skills/drmundo/q.png] wont even tickle [title]Easy Matchups[/title] These are the Very Favorable matchups, and you under any normalish circumstances (like top laner coming to lan 2/0 or something) be able to out lane them really hard. You virtually outscale all of them late game [img=champ/blitzcrank.png] Blitzcrank Difficulty 3/10 Really good CC kit, nerfs to his base stats really hurt his early game though and hes become less of a Solo-Q threat than before. He sets up ganks really well by just running at you, but what you can do is summon your [imgsmall=skills/yorick/w.png] when he tries to run at you and kite him around with it. If he comes up to [imgsmall=skills/blitzcrank/e.png] you tap [imgsmall=skills/yorick/q.png] and Auto him back. The summoned ghoul will denied any [imgsmall=skills/blitzcrank/q.png] from connecting [.]Run 9/21/0 Masteries + Higher Skill Requirement Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Dont get baited by [imgsmall=skills/blitzcrank/p.png] it is a very large shield, dont waste your ignite on it [img=champ/corki.png] Corki, Difficulty 3/10 Hes pretty annoying, his early game damage is pretty sick but his sustained damage sucks so never fear [imgsmall=skills/yorick/e.png] is here. Just drop your constant [imgsmall=skills/yorick/w.png] +[imgsmall=skills/yorick/e.png] combo and he will die soon enough. He has no sustain and his mana costs are about as high as yours and if he spams them without a tear hes gonna OOM before you do. His escape is also on a really long cooldown, if you get him in melee range without his escape he either dies or burns flash. [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order A [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Get the Extra mana to pressure corki early and abuse the fact that his mana costs are high, and punish him if he tries to go [imgsmall=items/tear-of-the-goddess.png] without the added tankyness of [imgsmall=skills/yorick/p.png] [img=champ/darius.png] Darius Difficulty 3.5/10 IMO yorick is one of the best counters to darius. Firstly you have sustain over him [imgsmall=skills/yorick/e.png] and can perfectly disengage when he tries to all in you with [imgsmall=skills/darius/e.png]. At level 1 make sure to juke out [imgsmall=skills/darius/q.png] or go in close to fight darius. Darius likes extended fights, however yorick is the kind of sustained burst exchanges because his ghouls will continue beating down on darius after you casually walk away with the MS boost from [imgsmall=skills/yorick/q.png]. A lot of players QQ about darius being OP, and it only really is when you are playing some sort of melee bruiser like [imgsmall=champ/jax.png] who sucks in lane and has to use his gap closer to really dominate his lane. Make sure you start with your [imgsmall=skills/yorick/e.png] regardless of skill order and just kite darius around. Once Darius Hits level 3 and has all 3 of his spells play the lane like this. Punish each cs with a AA+Q combo, if darius AA+Q+W, hit [imgsmall=skills/yorick/e.png] and back off, immediately start using [imgsmall=items/health-potion.png]. If darius pulls you in with his [imgsmall=skills/darius/e.png] disengage with [imgsmall=skills/yorick/w.png] and let the bleed stacks wear off. Never have more than 3 [imgsmall=skills/darius/p.png] stacks on before fighting darius, the lowered cooldown on his [imgsmall=skills/darius/w.png] is really stupid. After Darius loses his [imgsmall=skills/darius/e.png] you are free to do what you want. Wait for him to waste his [imgsmall=skills/darius/q.png] then engage with [imgsmall=skills/yorick/w.png] and a AA+Q combo for burst. If he fights back with AA+W drop your [imgsmall=skills/yorick/e.png] and back off. Darius has no sustain, he will quickly fall behind in this lane. [highlight]WARNING: DARIUS LANES ARE REALLY SNOWBALLY DO NOT LET HIM GET A LEAD AND YOU WILL DRASTICALLY OUTSCALE HIM[/highlight] [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B, Start with E however [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.][imgsmall=items/sight-ward5.png]ARE A MUST. Junglers love ganking Darius lanes because his kit is really well designed to reel in people. If you cant disengage and darius gets a long fight he will dunk you [img=champ/elise.png] Elise, Difficulty 4/10 The rise of the Korean meta, and the stacking of [imgsmall=items/warmogs-armor.png] shes been getting a lot of play. She has received a ton of nerfs, like increases to her mana costs and what not. This really brings her more into line with her lane dominance. However Yorick can be considered her perfect counter. She lacks any strong sustain, other than her spider form [imgsmall=skills/elise/w.png] which is pretty pathetic, might as well build a [imgsmall=items/vampiric-scepter.png]. She probably has to build a [imgsmall=items/tear-of-the-goddess.png] just like you to sustain her harass. And boy are her cooldowns obscene. To lane Elise it is pretty simple, she is a burst trader with no sustain so whenever she [imgsmall=skills/elise/q.png] you press [imgsmall=skills/yorick/e.png] to heal it up. After Level 3 Watch out for her [imgsmall=skills/elise/e.png] which stuns in human form. It will allow her free harass if shes smart. IF HOWEVER she jumps in with Spider form immediately drop your [imgsmall=skills/yorick/w.png] followed by a AA+Q combo and begin orb walking towards your minions. If she chases kite her around with your AA so that he doesnt get free hits in, before she backs off try to drop another AA+Q combo and give her a few love taps (YorickxElise op). Elise wants to get poke you out of lane. This is impossible post tear if you play properly and dont get hit by human form [imgsmall=skills/elise/e.png]. Be careful because she can set up ganks really well [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order A [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Grabbing a [imgsmall=items/hexdrinker.png] When she gets ahead or a [imgsmall=items/spirit-visage.png] Will make her harassment useless, the CDR from visage helps keep up with her harass as well [img=champ/gangplank.png] Bankplank, Difficulty 4/10 Gangplank is really strong early game, AA+Q+AA will chunk you, and if you are over extended while at the same time tanking his minions, you will get ignited and die for FB. You cant really stop GP farming, it is similar to [imgsmall=champ/udyr.png] except that you can actually ignite him for a kill and he has no kill potential after level 4, at least alone. Try to stand over your creeps so that he misclicks his [imgsmall=skills/gangplank/q.png] parrrley on you, you can easily heal back up with [imgsmall=skills/yorick/e.png]. [.]Run 9/21/0 Masteries + Higher Skill Requirement Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Mostly a farm lane, punish GP when he tries to CS with AA, by AA+Q combo then orb walking him with [imgsmall=skills/yorick/w.png] back to his tower [.]If GP maxes [imgsmall=skills/gangplank/w.png] and builds a [imgsmall=items/philosophers-stone.png] you can delay your [imgsmall=items/manamune.png] and head straight into [im

[title]Easy Matchups[/title] [img=champ/jax.png] Jax Difficulty 4/10 At level 1 start E, be careful of his burst and a lvl 2 gank from red if you are blue side, jax' [imgsmall=skills/jax/e.png] is a decent chunk of burst. When Jax stun is down make sure to pressure him and force trades with your AA+Q combo whenver jax comes to CS. If jax cannot get to level 6 in one piece, like have a vamp and a dorans or sthm, he wont be much of a threat. If you can abuse pre-6 on jax he wont be able to jump you. Post 6 jax cannot trade with you anymore, if the tries to get his 3rd attack [imgsmall=skills/jax/r.png] proc on you with a leap strike just AA+Q then drop your [imgsmall=skills/yorick/w.png]+[imgsmall=skills/yorick/e.png] combo and orb walk him back to his minion wave. The damage you deal to him will make the trade swing in your favor. If jax jumps with his [imgsmall=skills/jax/e.png] on immediately drop your [imgsmall=skills/yorick/e.png] after the [imgsmall=skills/jax/w.png] hits, and overlap your [imgsmall=skills/yorick/w.png]cast animation with Jax Stun. When he tries to back off hit him with your [imgsmall=skills/yorick/q.png] to get the bonus MS to extend the trade until you even it out [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Deny Jax early and he wont ahve the items (sustain) to keep up with your Muramana+ghoul spam [.]Jax is very weak early, try to build out an advantage and hold it by freezing the wave. Ward so you cant be ganked and he cant gank other lanes [img=champ/jayce.png] Jayce Difficuly 3/10 Back when jayce was released and he was really OP because of that base value on his E yorick was already proving to be a strong pick against him, firstly because jayce doesnt have a really good lvl 1 all in kit,or a skillset that does alot of damage over an extended period of time like [imgsmall=champ/riven.png] and relies on short burst exchanges which you cannot even out thanks to his both large nuke and disengage in [imgsmall=skills/jayce/e.png] hammer form. Jayce has a range form so when he AA's you make sure to drop you [imgsmall=skills/yorick/w.png]+[imgsmall=skills/yorick/e.png] combo on him to reveal him in brush to he pushes his wave by tanking your minions. If jayce tries to burst trade with you, Tap [imgsmall=skills/yorick/q.png] and AA when jayce jumps on you with [imgsmall=skills/jayce/q.png] in hammer form. When he uses his KB on you your summoned ghoul will even out the trade. Jayce has no sustain and at higher ranks of [imgsmall=skills/yorick/q.png], you will be able to drop your [imgsmall=skills/yorick/w.png]+[imgsmall=skills/yorick/e.png] combo on jayce to orb walk him back to his tower, or make him use some of his mana on his gate [imgsmall=skills/jayce/e.png] to disengage. [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B If jayce is agressive and tries to burst trade with you, or Skill order B if he is passive and mostly uses ranged form [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Make sure not to eat too many accelerated [imgsmall=skills/jayce/q.png], they can chunk you setting you up for ganks [img=champ/katarina.png] Katarina Difficulty 3/10 ([imgsmall=items/haunting-guise.png]) or 5/10 ([imgsmall=items/hextech-revolver.png]) Kat has been seeing a lot of play recently thanks to tanky kat and stuff. She barely does any damage and if she tries to [imgsmall=skills/katarina/e.png] in to get her [imgsmall=skills/katarina/w.png] off drop your [imgsmall=skills/yorick/w.png] followed by a AA+Q combo. orb walk her back to her tower, she cant retaliate, especially if you have your [imgsmall=skills/yorick/e.png] beating on her. If he however goes a sustain build through [imgsmall=items/hextech-revolver.png] her spellvamp shouldnt be underestimated. Yorick cannot interrupt her ult and she heals a significant amount off of it because she will always have 3 targets to vamp from because you are spamming ghouls to keep your [imgsmall=skills/yorick/p.png] up. It should be hard for her to kill you but with a jungle gank she has a nice bit of damage to add to it. Dont let her roam and get ahead, deny her any resets [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Abuse Abuse Abuse, dont let her get the farm she needs for her basic items/sustain if she goes pen you can just build an [imgsmall=items/aegis-of-the-legion.png] which will shut down her damage in teamfights as well. [img=champ/khazix.png] Kha' zix Difficulty 4/10 He is similar to [imgsmall=champ/katarina.png] in how his laning phase is easily abused, however the snowballing of fights is a real problem, especially given that Kha'Zix has poke. You have to use your [imgsmall=skills/yorick/w.png] and your body to block his [imgsmall=skills/khazix/w.png] so he cant farm. and if he snowballs, well your lane is over. if Khazix tries to fight you melee fight him with AA+Q combo. If his jump is on CD and he tries to run place your [imgsmall=skills/yorick/w.png] where he is going to run to so he has to sit through the ghouls initial slow. Make sure you always have a Ghoul with you when fighting khazix, the isolation damage on his [imgsmall=skills/khazix/q.png] is really painful and can easily pick you off if you are without your ghouls. [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order A [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Make sure you have at least 1 ghoul at all times with you so Khazix cannot get isolation damage from his [imgsmall=skills/khazix/q.png] [img=champ/leona.png] Leona Difficulty 4.5/10 VMAAAAAAAAAN7. Making this CC-bot really popular nowadays. Leona is really tanky for no reason thanks to her [imgsmall=skills/leona/w.png] and her burst is not to be underestimated. She sets up great ganks thanks to her powerful kit, however 1v1 you can easily out trade her thanks to your sustain, mixing in AA+Q comboes and orb walking to maximise damage output. The fact that she can engage on you from a really long distance is very dangerous, especially coupled with a high damage ganker like [imgsmall=champ/hecarim.png] [.]Run 9/21/0 Masteries + Higher Skill Requirement page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.][imgsmall=items/sight-ward5.png] are on the menu, making sure you cant get ganked will greatly reduce leonas threat and thus her ability to farm and aggress you. [.]Aim for longer fights where her burst kit and burst tankyness doesnt benefit her [img=champ/malphite.png] Malphite, Difficulty 3/10 This lane is really boring. Just because of how farm oriented this lane is. You have to pressure malphite early so that he cant farm up his items to start getting unkillable. Not that its hard but it takes a lot of work, and focus to not yourself fall behind in farm/ganked by a [imgsmall=skills/malphite/r.png] combo. This lane is pretty easy though because yorick does a great deal of mixed damage for which malphite cannot really itemize against perfectly unless he gets fed. Dont let malphite roam post 6 because his ganks are really strong. Similarly with [imgsmall=champ/shen.png] you need to stop him from getting free kills across the map [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B, if malphite itemizes MR ([imgsmall=items/abyssal-scepter.png]) or Skill order A if malphite builds a[imgsmall=items/sunfire-cape.png] [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Spam [imgsmall=items/sight-ward5.png] because of malphites ult being really easy to follow up [img=champ/lulu.png] Lulu, Difficulty 3/10 Lulu is like a leona in lane. Her CC kit is great for setting up ganks so be careful. Her base values are also really high, shes like a bruiser in most respects. Her shield is annoying to deal with and her ult gives you little kill pressure. Farm up and stay topped off with [imgsmall=items/health-potion.png] and try to make her burn her [imgsmall=skills/lulu/r.png] so she cant use it in ganks/towerdives her utility is already secured so just focus on farming because you do more with the farm than she could [.]Run 9/21/0 Masteries + Standard top page [.]Use skill order A [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [img=champ/mordekaiser.png] Mordekaiser, Difficulty [imgsmall=skills/mordekaiser/r.png]/10 Yorick is one of the only counters to mordekaiser, this is because you are a sustained damage champ and there is no way for mordekaiser to outsustain or burst you in lane. Whenever he comes for a CS AA+Q combo and orb walk him back to his tower, he cannot fight you at any stage of the game especially early abuse that fact. Also morde has no CC so getting ganked isnt that scary. If morde tries to 1v1 you early punish him with [imgsmall=skills/yorick/w.png]+[imgsmall=skills/yorick/e.png] combo and taking him down to 0 HP The only issue is that if mordekaiser is let to AFK push top, he might get really big and be able to 1 shot your carry in teamfights. Also at 1600 elo ADC's think its a good idea to flash into the mordekaiser to try and secure a kill, and we all know what happens when a mordekaiser gets a puppet of the ADC. Its even scarier than [imgsmall=skills/yorick/r.png] [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order A [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Use the extra mana to punish mordekaiser pushing and farming in the early game, especially pre [imgsmall=items/hextech-revolver.png] when mordekaiser has negative sustain [.]Shut him down as hard as possible so that his ult cannot even secure the ADC ghost in teamfights. [img=champ/pantheon.png] Pantheon Difficulty, 3/10 [imgsmall=skills/pantheon/q.png]Max or 5/10[imgsmall=skills/pantheon/e.png] Max Pantheon Q Max is all about harassing the other laner with his great poke and once in a while trading AA's when his[imgsmall=skills/pantheon/p.png] is up. This causes panth to have mana problems just like yorick does so dont worry. Drop the [imgsmall=skills/yorick/w.png]+[imgsmall=skills/yorick/e.png] combo to trade back superior harass. Dont spam W too much though as you want to have enough mana to AA+Q combo him is he tries to all in you with [imgsmall=skills/pantheon/w.png]. The stun is very strong so watch out for ganks. Pantheon E Max is much much stronger, his all in potential is rediculous because of how his [imgsmall=skills/pantheon/e.png] deals double damage to champs. For this matchups be careful of pantheons all ins, because with a tiny bit of damage or cc to force you to stand inside his channel will probably kill you [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Armor items destroy pantheon, make sure you [imgsmall=items/sight-ward.png] and push the lane so panth cannot roam with [imgsmall=skills/pantheon/r.png] [img=champ/rammus.png] Rammus, Difficulty 4/10 Rammus top thank you Wings <3. This armadillo has a 3 second taunt in [imgsmall=skills/rammus/e.png] so you are forced to rush [imgsmall=items/mercurys-treads.png] so that you dont just get taunted and die. Play agressive on rammus whener his [imgsmall=skills/rammus/w.png] is down so that your ghouls dont fall over and die to the reflect damage. after [imgsmall=items/tear-of-the-goddess.png] and your tenacity item you can faceroll this lane. With sufficient wards that is [.]Run 9/21/0 Masteries Consider reworking them so that you get the free 15% tenacity in the early game, to make early tunats less effective [.]Higher Skill Requirement Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Buy enough [imgsmall=items/sight-ward5.png] to draw yourself a picture with them. Rammus taunt feels like years [img=champ/wukong.png]Wukong Difficulty 3/10 Wu kong is known for being a weak laner, however wu kongs burst is really strong. If he maxes Q be very careful when he hits level 6 and gets his [imgsmall=skills/wukong/r.png]. This is because he can gap close on you with [imgsmall=skills/wukong/e.png] and drop a AA+Q combo to chunk you and shred your armor. He hits [imgsmall=skills/yorick/e.png] knocking you up and killing any ghouls you have summoned + [imgsmall=summoners/ignite.png]. Once His [imgsmall=skills/wukong/q.png] comes off CD he will stop his spin (which is lower damage than his autos) to AA+Q you for the kill. However if yorick palys this lane properly wu kong will never get to such a point. At level 1 be careful of the range boost [imgsmall=skills/wukong/q.png] gives so start with E even when using skill order B. whenever WK comes to CS punish him with AA+Q combo. Make sure that you stop your [imgsmall=skills/yorick/q.png] from hitting the [imgsmall=skills/wukong/w.png] as it might open you up to a counter all in, so cancel your auto attack. Drop your [imgsmall=skills/yorick/w.png] on where wukong will most likely run then chase him to get your [imgsmall=skills/yorick/q.png] off. Heal up with [imgsmall=skills/yorick/e.png]. Watch out for jungle ganks and keep yourself at 100% HP [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B, Start E however [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Punish Wukong early so that he cannot outdamage your heal with his burst trades (which he can after some items) [img=champ/zed.png] Zed, Difficulty 4/10 This matchup isnt that hard. Zed is easily beaten down in lane, however you cannot really stop him farming. The later the game goes the stronger zed becomes and if his initial [imgsmall=skills/zed/r.png]+[imgsmall=skills/zed/q.png]+[imgsmall=skills/zed/e.png] brings you low enough for his [imgsmall=skills/zed/p.png] to proc you can expect to die. Zeds single target damage is really broken, i expect some balance patches or some sort of game mechanic which allows late game ADC to be able to live through the burst. Try not to eat too much harass from zeds [imgsmall=skills/zed/q.png] because it can leave you vulnerable to all ins. unless you are able to spawn a ghoul just in time to reduce his Q damage to the point where he cant last hit the minion with the reduced damage just let him get the CS and push his wave. He will eventually lose out on CS. Dont die to ganks [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order A [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Grabbing some armor items early like [imgsmall=items/glacial-shroud.png] will shut down Zeds damage, the mana and cdr are also nice for spamming out your ghouls [title]Teh Lulz[/title] l0l. If you catch them in melee range at level 1, you can grab an early point in q and first blood them or burn their flash. [highlight]NOTICE HOW 4 OF THEM ARE YORDLES[/highlight] just proves how bad warwick is as a champion, how squishy ezreal is, and how bad nautilus is early. [img=champ/fizz.png] Fizz, Difficulty [imgsmall=items/chalice-of-harmony.png]/10 Every CS he comes for AA+Q combo and orb walk him. I sometimes dont even get [imgsmall=skills/yorick/e.png] until level 4 in this matchup because that is how bad fizz is early. Dropping [imgsmall=skills/yorick/q.png]+[imgsmall=skills/yorick/w.png] combo and orb wlaking him all the way back to his tower letting my [imgsmall=items/crystalline-flask.png] top me off ive had games where fizz only had 21 cs by 20 minutes. Chalice destroys fizz. [.]Run 9/21/0 Masteries + Standard top page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Abuse the early game. Dont let fizz get some items to help his roam. If he gets fed consider a [imgsmall=items/hexdrinker.png] to destroy his burst [.]Dont let him roam [img=champ/kennen.png] Kennen Difficulty 2/10 Decently challenging just because hes ranged, and he has CC to set up ganks. But if you get like 1 [imgsmall=items/sight-ward.png] you wont have to be scared of ganks and you can generally mash your face on the keyboard and win. [imgsmall=skills/yorick/w.png]+[imgsmall=skills/yorick/e.png] to return harass and block his farming with [imgsmall=skills/kennen/q.png] [.]Run 0/21/9 Masteries + Hard Matchup Page [.]Use skill order A [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Watch out for ganks, pressure him after level 3 once you have all spells [img=champ/teemo.png] Teemo a.k.a Satan, Difficulty NaN/10 Yorick kills this rat over and over again. I believe this was the main reason for creating yorick, Teemo has visited the Shadow Isles too many times and now yorick wants to bury him forever. Plus no one likes [imgsmall=champ/teemo.png]. Apart from that most teemo players are so cocky and incompetent they build retarded items like [imgsmall=items/malady.png] first against yorick. Plus they Spam Shift+4 when they are 0/10. Use your [imgsmall=skills/yorick/w.png] to check brushes for [imgsmall=skills/teemo/r.png] [.]Run 9/21/0 Masteries + Standard Top page [.]Use skill order A [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Kill teemo, make him a gold farm [img=champ/warwick.png] Warwick, Difficulty 1/10 Warwick was the first champion i ever played, and man does he suck. The fact that his ult is basically cancelled as easily as Nunu's [imgsmall=skills/nunu/r.png] leaves him with what? 1 miserable spell which also costs him about 99.999% of his mana [imgsmall=skills/warwick/q.png] and doesnt actually do sh*t for damage. No CC other than ult, which is good for setting up ganks on yorick. And only 1 damage spell you should have the easiest time of your life against this champion which is really due for a skill rework. [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]With the Added mana regen just smash him to bits always with AA+Q combo when he comes to CS [.]If you want to be a real D*ck just build a [imgsmall=items/negatron-cloak.png] and WW Q' will just waste his mana [img=champ/ezreal.png] Ezreal[title]Difficulty HARUHI/10[/title] [imgext=] [title][center][highlight]YEA THATS RIGHT[/highlight][/center][/title] Really slippery champion, the fact that even if you chunk him at the start of a teamfight he can still deal damage from his [imgsmall=skills/ezreal/q.png] and even heal up and return to the said fight. His [imgsmall=skills/ezreal/e.png] getting reduced CD from him hitting spells is also really hard to deal with. HOWEVER yorick counters ezreal perfectly, both in top lane and in teamfights. Ezreal has always had the problem that he couldnt deal with tanks like [imgsmall=champ/chogath.png] very well due to his weaker AA's. Yorick is a massive tank thanks to his [imgsmall=skills/yorick/p.png] and [imgsmall=skills/yorick/e.png], although easily kited he does easily soak all the damage that ezreal can put out. In lane Ezreal is a paperweight (probably due to the fact that his masculinity is in question) and you can easily face tank his [imgsmall=skills/ezreal/q.png] to deny him cs. Dont really bother trying to kill this slippery fellow. Lack of early game burst and mobility his ganks are pretty meh, just deny him all the farm and he wont do anything for the rest of the game. [highlight]Note: Ezreal becomes invulnerable the moment he starts dancing to Hare Hare Yukai, dont interrupt his most glorious moment as gender confused ADC[/highlight] [.]Run 9/21/0 Masteries + Standard Top Page [.]Use skill order A [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Deny deny deny, AA+Q if he walks into melee range, conserve mana early, then post-tear go ham [img=champ/nautilus.png] Nautilus Difficuly 1/10 AA+Q combo again and again. Hes got a lot of CC but is so squishy, he has like no armor even with a 25 armor page lol. If you play agressively early you should still be able to get kills on him and his jungler when ganked at lvl 2 by abusing the large minion wave that you have built up. Because minions OP. After level 6 you should be so far ahead that even with Naut whole combo and Jungle gank you should live and get a kill. [.]Run 9/21/0 Masteries + Higher Skill Requirement Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]Grab a [imgsmall=items/sight-ward.png] and play agressive, smash Naut in lane make him useless for the game [img=champ/poppy.png] Poppy Difficulty 2/10 Faceroll time. Nah you really only have to be careful about her stun range, its kinda buggy. Sometimes it stuns you sometimes it doesnt, if you get stunned its gonna be hard to win the lane as its great for stetting up ganks. Her damage is also not the be underestimated, especially after some levels in her [imgsmall=skills/poppy/q.png]. Her ult gives her a lot of burst so keep that in mind, as with any top lane dont feed her, coz top lane snowballs really hard [.]Run 9/17/4 Masteries + Hard Matchup Page [.]Use skill order B [.]Start [imgsmall=items/crystalline-flask.png][imgsmall=items/health-potion.png][imgsmall=items/sight-ward.png] [.]More Mana regen=More early game power smash her early and dont let her get into the game

[title]What is the Mid-Game?[/title] The mid game is a period of time starting between 15-20 minute mark and usually entails many teamfights and objective 'dances'. The two main things which take priority in this stage of the game are: [.]Dragon [.]Towers It is very important to prioritize objectives over kills, as the team who does this best usually wins the games. Also as you are playing in solo-Q and not ranked 5v5 with a team you can trust usually it is best not to prolong the game when you can just end it early. [title]Yorick in the Mid-game[/title] I Feel that Yoricks transition into the mid game is bumpy to say the least. Firstly Yoricks core items, muramana and frozen fist cost a large chunk of gold 5700gold to be exact. Investing in almost no health at all makes yorick very susceptible to burst and dying to the initial AOE of a fight. Most top laners already have a kit which supplements their tankyness, and their itemization isnt so expensive. Even though yorick has his unholy covenant, it is not enough to make you unkillable, as you are in the late game. Yorick needs to be able to build early health items like giants belt before he can effectively tank anything coming out of an AP caster. this shoots up yoricks gold required to ~7000 gold before he hits any efficiency in the mid game. Also during the early mid game your manamune usually isnt fully stacked and you lack the damage spike that if offers you in muramana form. This is why I recommend you split pushing top until you have at least a giants belt before you enter the mid game team-fight phase [title]Your Role in the mid game[/title] Yoricks role in the mid game is to be a large damage source, as well a s beefy bruiser frontline. Staying up in the thick of things, tanking the damage for your team whilst you hammer down on their front line. Yorick excels at taking sustained damage in teamfights thanks to the combination of his 20% damage reduction from his unholy covenant, as well as his burst healing from Omen of Famine. Yorick also has great tools sticking onto a target and providing damage for the team through both his ultimate, cloning a damage source and giving them 10 seconds after death to deal damage, and his Omen of war. Yorick has a perpetual slow in his Omen of pestilence which makes mercury treads useless against him, and allows him to force people to fight him instead of his carries which he is protecting. [title]Forcing fights[/title] Knowing when to force fights is an essential skill of any bruiser/tank initiator. Yorick himself does not have strong enough crowd control to make a fight happen, however the slows from both Omen of Pestilence and Frozen Fist proc allow him to catch out an enemy team member, or at least make them burn one of their escapes. Knowing when you yourself can use summoner spells like flash to try and make the enemy fight you because one of their members got caught out. There are four key factors to consider when trying to fight: [.]The position of your team [.]The position of the enemy team [.]The state of your team [.]The state of the enemies team If forcing a fight at a certain time would allow your team to either abuse your teams composition, or completely negate the enemies teams strengths then it is time to try and make something happen, it becomes even more imperative when your team has powerful ultimates up whilst the enemies are on cooldown. Even if your attempt at initiation fails objectives might be freed up through the enemy losing their positioning/health Also when trying to engage you must weigh your teams strength compared to theirs. Also you must be able to gauge your own strength when going into a fight. For yorick in the mid game there is one point that you want to fight [highlight]and that is RIGHT after your tear evolves into Muramana[/highlight]. When this item finally evolves yorick gains massive damage and is at least a 40% increase in his DPS, excluding the Revenant of the carry that you will ult, making the damage unaccounted for. The unexpected amount of damage can cause enemies to die to you or have to re-prioritize their targeting, and it is that confusion that you can abuse to win a teamfight [title]Disengaging Fights[/title] Disengaging teamfights is the opposite of forcing. The factors affecting this decision are the exact same as above. Yorick has powerful disengage tools, the perpetual AOE slow makes it difficult for the enemies initiators to force fights as they have both an object and a movement speed slow in their way. I mentioned how it is better to win early, but sometimes it is better not to force something because your team is unconfident or you are unconfident in your own abilities to win fights. The good thing is that its solo-Q and it is always possible to make a comeback because the enemy team gets over confident and just throws the game back at you. Sometimes being patient is the best way to win games. [title]Target Selection[/title] Target selection is very important, it can make or break games. Yorick is easily kited without his Omen of Wars' MS buff so you must make sure that your ghoul is always active. This also helps you tank thanks to your unholy covenant so spam your ghouls to keep this active. Your Omen of pestilence is also a very potent slow and creates a good zone through which enemies are perpetually slowed and is great for helping your team focus fire much better, since they can get their spell/Autos off without being zerged to death. Targets to look for: [imgsmall=champ/ryze.png][highlight]AP Carries[/highlight] In the mid game they are really dominant. In this stage of they game they take priority as they are usually at their peak in strength. If they are Burst carries try to make them spend their skills on you rather than your squishies, make sure not to die to the burst though, your team needs your ultimate to win fights as well as your DPS. It is also a good idea to focus on the AP carry due to them being very strong at this point in the game [imgsmall=champ/irelia.png][highlight]Diving Bruisers[/highlight] Bruisers also have a lot of power in the mid game, this is due to their high base values and powerful kits which are designed to be able to kill AD carries in the late game. If is better to use your powerful base damages in conjunction with your teams damage to kill the bruiser who is diving into your team, and coincidentally splitting himself off of his, eliminating the enemies tankline allowing your team to steam roll them.

[title]What is the Late-Game?[/title] The mid game is a period of time starting between 35-40 minute mark and is the point in the game where everyone is starting to complete their 6 item builds, and everyone is focused on ending the game The two main things which take priority in this stage of the game are: [.]Baron [.]Nexus Please whatever you do in this period of the game, do NOT be farming bot lane when baron is up. And please for the love of god, if you ace the enemy team at their inhib tower and they have 50s on their death timers, just end the game. Why prolong the game when you can just end it [highlight]Baron is not necessary to win a game, in fact most games are lost at baron[/highlight] [title]Yorick in the Late-game[/title] Yorick is very powerful in the Late game. Having completed 6 items yorick is probably one of the top contenders for tankiest tank, right up there with shen, malphite, leona, singed, udyr and rammus. His tankyness comes from the fact that he constantly heals during the fight, giving yorick drastically increase Effective HP. This is similar to shen and udyr in how they can throw on their shields during the fight which act like pseudo heals, absorbing damage instead of you taking damage to your health bar. Also yorick deals significant damage thanks to the combination of Muramana and Frozen Fist. Plus yorick has his just retardedly strong ultimate which breaks teamfights considerably, effectively giving the team an additional member making the game a 6v5 [title]Your Role in the Late-game[/title] [imgsmall=champ/zilean.png]+[imgsmall=champ/nunu.png] Thats what Yorick is. Yorick is a support-type, beefy Area control tank thanks to his powerful kit. Similar to Nunu, Yorick's role is to use the perpetual slow granted by his Omen of Pestilence to make it very hard for enemy bruisers to get into range of you AD carries. This 'Zone' Created by Yoricks Omen of Pestilence is impassable and forces champions caught behind it to Attack Yorick, unless they want to undertake the futile task of walking through that zone, Having yorick beat on them with his shovel. Yorick having completed his full build it virtually unkillable much like Shen, and does massive amounts of damage just like Jax. The only downside to Yorick is that he does not have any hard crowd control effects like the two champions I compared him to, making him easily avoided by Gap-closing bruisers, this means that Yorick has to sit on the one you are protecting (usually the AD carry) to attempt to peel them off by dealing damage, combined with the slows from Frozen fist and Omen of Pestilence. [highlight]Sit in the Front of the Fight and Soak all the damage up, whilst killing anything that moves[/highlight] [title]Forcing fights[/title] At this stage of the game it is unwise to put yourself up in the front to try and start a battle. This is because yorick has no CC and is very susceptible to getting bursted, because of the fact that his tankyness comes from having 3 ghouls out at all times, and without it his passive yorick is actually much less tanky than most bruisers. Also Yorick has no innate CC reduction and thus can be stun locked and unable to cast his ultimate. Also getting caught can easily lead your team losing a teamfight as you die for free and instead of making it a 6v5 you are making it a 4v5 let your tanky initiator like amumu handle that [title]Getting off a proper Ultimate[/title] This is what separates the good, from the best yorick players. It is very difficult to tell which target to ult, especially how dependent it is on the team comps, the position of players, the state of the game. If i were to cover every single situation, it would take forever and wouldnt actually help anyone. But the general idea in the late game is to ult the AD carry right [highlight]after[/highlight] the initial AOE has been dropped. this is to ensure that the revenant lives so that incase your carry dies they will be revived to continue dealing damage. Dropping ultimates early however can even save the AD carries life through the additional damage it gives to your team. Practice will make your ultimates game changing [title]Target Selection[/title] Target selection is probably the most important factor when deciding games, and is only really seen in its true effect during the late game. Knowing which targets to prioritize DOES win games. If you spend 5 seconds of a fight trying to catch the ezreal instead of killing the diving irelia, you will probably lose the fight. The core concept is the same [highlight]Hit the Closest target to maximize DPS, even if it is the tank[/highlight] Targets to look for: [imgsmall=champ/irelia.png][highlight]Diving Bruisers[/highlight] Bruisers were designed for this stage of the game. They were created to kill the AD carries of teams. As a Tank it is your job to stop them. Firstly Bruisers are the only champions in the game capable of fighting 1v5. High base damage kit, with gap closers and CC make them powerful throughout the game, and only in the late game is it possible for AD carries to fight them, and even then they need the help of supports and tanks to peel for them. [imgsmall=champ/tristana.png][highlight]Attack Damage Carries[/highlight] Attack damage carries have the potential late game to kill entire teams thanks to their range and hopfully the redbuff slow donated by your jungler to them. As Yorick a DPS oriented tank if you ever have the opportunity to flash onto the enemy AD carry and tag them with your Omen of War, do so. The burst damage coming out will be about 800 mixed damage only from the AA+Q combo. Drop the other two ghouls, mix in 2 AA's and place your ignite, and the enemy ad carry is basically dead, and either has to flash away or get killed by ghouls

[title]Attack Damage Carries[/title] [img=champ/graves.png], [img=champ/vayne.png] and [img=champ/tristana.png] Are My favorite Three ADC's to pair with Yorick. Trist has her perfect and untouchable range so even if she gets gapclosed on and kill, she revives and kills everyone with her Massive AS steroid. Graves because he is a short ranged AD carry who needs to be up in the front to deal his burst and will usually fall victim to the AOE of a fight, getting him back is very powerful. Also his free tankyness from [imgsmall=skills/graves/p.png] helps him live for about the whole duration of your [imgsmall=skills/yorick/r.png] so he dies just as the yorick ult is about to wear off getting the most amount out of the Ultimate. And me mentioning vayne is a no brainer. the age of vayne may be dying, but the yorick vayne combo is really hard to deal with in Solo-Q because focusing vayne down twice is very difficult. [title]Sustained Ability Power Casters[/title] [img=champ/cassiopeia.png] and [img=champ/karthus.png] Since the beginning of time Cassio/Karthus Yorick has been the dumbest thing in existence. The sheer amount of damage these two champions can put out in the span of 5 seconds is immense, Cassio having the highest single target sustained damage output of any champion in the game, and Karthus being able to deal damage for 7 seconds after his desath thanks to his passive. With Yorick ult they have 10 seconds of rampage even after being focussed down really hard, that means that karthus has chance to reposition for his defile and has a total of 17 seconds of extra damage. For cassio, she has to be in the front of the fight and is vulnerable to dying instantly. If you can bait the enemy to waste their whole burst on cassio and then reanimate her with the ultimate, the enemy wont be able to kill her again especially if she builds spellvamp. Giving Cassiopeia even a 5 second timeframe to do damage can completely annihilate teams. [title]Reset-Based Assassins[/title] [img=champ/akali.png] and [img=champ/katarina.png] These champions are already trouble some enough in solo-q, top them off with at least 1 reset and you get a really terrifying champion which can snowball fights incredibly easily. Think of Full AP kat (now rarely seen) getting a perfect full channeled ult off and 1 rotation of spells. The enemy team is chunked and kat dies. Your team throws their whole burst on the enemy team, and they are almost dead. Have Katarina revive with full HP and start chaining her resets. That is a Pentakill waiting to happen. I Actually liked the old kat much better especially how after her ult channel there would be this downtime of her ability cooldowns which needed a little bit to get the reset on. This fell in the same time that kat would be resurrecting so it was your job as yorick to get at least 1 kill whilst Kat was out of commission so she could start chaining those resets. My new favorite combination is with Akali. People say she was buffed, and either I didnt read the patch notes, or i am crazy. But she is as strong as she was before. The lich bane change is nice, but it never really mattered to akali in the first place, she could always kill the enemy carry in her 3 [imgsmall=skills/akali/r.png] charges. Now she does a teeensie bit more damage to tanks, although she probably doesnt even want to waste her ability cooldowns on them in the first place. The reason why this Duo is so disgusting is because yorick is very tanky only with [imgsmall=items/frozen-fist.png] and [imgsmall=items/muramana.png] and does lots of damage. This makes the enemy team have to focus the yorick who is running at them and acts as a meat shield for his team. Whilst yorick is beating on the frontlines and has his Ghouls smashing the AD carry to bits Akali jumps in and Assassinates the carries. If the enemy turns to focus her Yorick is able to heal up with his [imgsmall=skills/yorick/e.png] and the enemy frontline gets melted. If akali dies, you can drop the ult on her and she can continue the rampage of murdering everyone. Also if you want to go 2v5 it is possible once akali build a warmogs l0l. Just dive and have the akali reanimate gg.

I Hope you all liked my first Guide here on Solomid! Ill be sure to continually update my guide whenever i figure out new things about yorick ^^ Also I hope that you get an inspiration from this Guide and also try to learn a champion to this degree and make an even more awesome guide for them. I look forward to reading them. My interim Goal is to get My guide approved, whilst i work towards Diamond. I Do have school though so i might not be updating everyday but at least once a weak is what i can realistically achieve. If you have any questions dont be afraid to ask. Im more of a lurker than an active participant and only recently decided to give this guide thing a try, thats why i made this account .___. GLHF in your (mis)adventures playing the Gravedigger

13/02/13 -Guide Released, Sent for Approval, Denied 14/02/13 -Improved Formatting on Chapters 2-8 15/02/13 -Whooo almost 200 views, Format on Pics changed. Chapter 9 improved with details and numbers for spells -Its night time here just began reformatting the Items section derp. looks really sloppy being half complete n' stuff gotta sleep, only got to Bulwark reformat gg 16/02/13 -herp derp forgot that i was doing the reformat for chap9, got it finished though, trying to procrastinate editing the Matchups section ._. Added a transition items subsection in item builds, updated opinions on: [.] Dorans shield/blade [.] wardens mail [.] giants belt [.] aegis of the legion [.] glacial shroud [.] negatron cloak [.] hexdrinker -Improved format on changelog -Reworked the whole Mid game, chapter 13 section, now has paragraphing and is more detailed on exactly what to do during the mid-game (which is also defined in the section) 17/02/13 -Polished out Chap. 9&10 -Reworked End game chapter, made it similar in format to mid game -Cleaned up on layout consistency for reworked chapters 19/02/13 -Fixed some spelling errors -Going to take guide down over this coming weekend for massive reformat 20/02/13 -Did the First rework on the Matchups section, will continue over the weekend, Feedback is encouraged on the changed layout 21/02/13 -Improved layout for volibear just like i did for Trundle, more format reworks coming to the matchups section over the weekend 22/2/13 -Guide Taken Down to work on reformatting the Matchup section -Udyr now considered a counter, due to his similarities with Cho'Gath and Nasus 24/02/13 -Guide Reposted, changing the format is so hard ._. will take me 1-2 weeks before i will complete the guide -Found out some content was deleted, will respost the old format ASAP 25/02/13 -WOW 1200 views thats amazing thank you so much for checking out my guide! will update as frequently as possible 03/03/13 -2.2k Views, Sorry for not having fixed the missing information on lane matchups earlier, have been busy with schooling, Will continue editing the Guide for format plan to have it approved by the end of next week! 06/03/13 -Added opinions on Sheen, Anti Cho runes in the works, aiming to get this guide finished and sent for approval by this weekend 07/03/13 -Changed oppinions on Spirit Visage and reformatted some matchups 10/03/13 -Guide too hard getting this detailed guide done for the end of march might be a bit difficult lol, counters section completed. 31/3/13 -After a long Hiatus im finally back to work on my guide. expect updates to come more regularly, around twice a week once on wednesday and once on sunday, such that it will be twice a week. -Added opinions on Chalice of Harmony -Added Anti-Cho'Gath/Anti AP top Page and explanation as to why it works -Added New Rune Page and Skill Order which are designed to beat AP laners (dubbed Anti-Cho'Gath page) possible extension to the manual giving it a Midrick section could be in the future of this guide, after i get the Top lane section completed -Modified the Cho'Gath matchup section 07/04/13 -Guide taken down for massive revamp& modification

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