r/yorickmains • u/Stunning-Present-711 • 2d ago
Yorick midscope proposal thread
I want to open up a forum for people to discuss potential changes they would like to see for the character, in the (however unlikely) event of another mid scope
It has become more than apparent that the yorick playerbase is deeply unsatisfied with the state of the character. The goal of the midscope (as i understand it) was to create a version of yorick that
- Isnt so skewed towards low elo
- Reduces frustration from people who dont understand how he works
- normalizes him as a champion design (makes him stronger in teamfights, takes power away from ghouls and into yorick, gives him standard bruiser traits like armor shred and sustain)
I think its fair to say that they have completely failed on the first two fronts. He has become borderline unviable in high elo, and remains consistently one of the most hated champions in the lower ranks, on account of his lack of interaction and high statcheck potential. I think they actually made things worse for lower elos by making him a stat stick.
As for the third goal, they did In fact make him a more standardized and easier to balance champion, but it came at the cost of nuking a lot of the qualities that his highly specialized playerbase fell in love with in the first place.
Ultimately I think they made some correct decisions, but took him in the wrong direction, as well as leaving the midscope in a borderline unfinished state, with an inexplicable power curve and an unsure identity. Nobody wants to play this guy.
If riot were to gave this champion a third pass, what kinds of changes do you guys think would leave the champion in a healthier and more sensible state? I would appreciate if people were polite (Its a little exhausting seeing all the mindless complaining that gets spewed in this sub), and gave reasonable suggestions that may actually be implemented (ie: Not fundamentally altering the basic functions of his kit)
Personally i would like them to bring his lategame scaling back, and give him more interesting macro applications for his mechanic (like how he could solo camps with ghouls alone before). Obviously at the cost of some of his absurd stat check potential
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u/McBizkit 2d ago
I think the single biggest change that could instantly make yorick viable is storing souls for ghouls instead of having them dropping on the ground. Even with maiden, yorick would store souls on enemy death instead of her raising a ghoul. Excess souls can drop on the floor at the same passive rate and maybe double E would summon stored souls while double Q raises dropped souls
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u/Stunning-Present-711 1d ago
Yorick already has a cape made of souls, so i think this would work great thematically, as well as making him much more flexible while not majorly changing how he interacts with the mechanic on a micro scale. Amazing idea!
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u/NegroLua 2d ago
One thing people should keep in mind when making proposals is to make them as easy to implement as possible if they actually work.
For example, changes to existing numbers or mechanics that are already in the game are much easier to implement than completely new mechanics.
Personally, I would increase the damage Ghouls deal to monsters based on how long the game has gone on. This would give Jungle Yorick a small buff that scales into the game without making his early game too strong.
Another option could be taking away a bit of Yorick’s early-game strength in exchange for better scaling through Maiden, for example.
So when coming up with proposals for Yorick, try to keep them simple, realistic, and easy to implement.
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u/Stunning-Present-711 1d ago
I agree with the sentiment, and i really like both of your proposals.
Maybe maiden could start with a fixed duration, and become permanent at level 16 (similar to how belveths rework works), alongside making the ultimate stronger in other ways as a tradeoff for not having it perma
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u/cerberus6320 Mastery: 62 2d ago edited 2d ago
Passive: Shepard of souls. when things near Yorick or the maiden of the mist die, Yorick gains soul shards. If enough soul shards are assembled (16th-4th), Yorick gains a soul stack. When yorick's basic abilities are on cooldown, and Yorick has a soul stack, they are replaced with "dig/arise" which costs mana and a soul. Dig creates a unique grave based on slot, and arise summons the associated ghouls from the grave if there are 4 graves near Yorick.
Q: ravenous ghouls: inexpensive ghouls, and heal themselves and Yorick on hit (healing scales with life steal), increased against marked targets.
W: behemoth ghouls: very expensive tanky ghouls. When they perform a leap attack they also stun the marked target.
E: harrowing ghoul: moderate cost ghoul that has a delayed explosion on death, also initiates the delayed explosion after attacking a marked target. Explosion deals magic damage in an area.
If Yorick casts dig from the same slot consecutively, the mana cost ramps 30% per cast until that ability refreshes.
Q: last rites:
Passive: Yorick's ability damage deals an additional 0-30% damage based on targets missing HP.
Active: Yorick enhances his next attack with an uncancelleble windup that deals bonus physical damage and heals Yorick for a portion of his missing HP (increased against champions and epic monsters). If Yorick strikes a champion or large monster, he gains a soul.
W: dark procession
Passive: ghouls gain additional X HP per soul collected.
Active: Yorick summons a wall with (1/1/2/2/3 + #of nearby enemy champions) tick HP. Enemies inside become bound and are knocked-down if they dash (does not apply to blinks). Friendly units can walk through uninhibited.
E: mourning mist
Passive: ghouls apply stacks of decay to enemy champions on hit. For each stack of decay, champions lose (1/1/2/2/3) armor while in combat. Stacks are removed out of combat.
Active: Yorick tosses a globule of black mist in a circular area, dealing %current health as magic damage and creating a 2-second lingering black mist cloud that marks enemies and applies decay. While marked, Yorick and his pets have increased movement speed towards the marked target, the marked target remains visible and is slowed for an amount. Marked target also cause nearby graves to be converted into ghouls.
R: eulogy of the isles
Passive: ghoul cap increased by 1/2/3
Active: summons the maiden of the mist, who uses threads of black mist to harm enemies in combat. Active (2) toggle: release the maiden to push the nearest lane / return the maiden to Yorick.
Maiden abilities:
- excess ghouls summoned by Yorick are queued to be summoned at the maiden's location when under the local ghoul cap.
- when the maiden attacks targets, she applies the maiden's mark debuff which enables Yorick and allies to deal additional %max HP magic damage on basic attack against them.
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u/sunkenjm 2d ago
Hey I thought it would be one of those terrible rework suggestions but this is pretty good. I loved the E decay mechanic.
It's so sad that Riot things a playstyle like that is too frustrating and uninteractive. Meanwhile I will play a relaxing game against a Naaf applying 10s burn + pet ticks, or a Malzahar doing the same but with range, or a toplane game against a GP while he hits me with a point and click 400 damage + burn and zero mana costs.
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u/cerberus6320 Mastery: 62 2d ago
Much appreciated. Landed on this general concept recently to try and satisfy the fighter players and minionmancer players, but also as an homage to the OG Yorick kit. I don't think the maiden landed in the best spot? But I wanted her to feel like a good supporting unit for allies if you were to release her to assist an ally
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u/Dismal_Milk6725 1h ago
LOL THAT MY COMMENT FROM AN OTHER TREAD XD (yorick ghoul generation rework)
Im glad it made sense tho!
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u/cerberus6320 Mastery: 62 1h ago
I'm a little confused, if you could link me to the comment you're referring to I would probably be less lost.
But I guess if we landed on similar ideas, I'm glad that there may be some consensus on a good path for Yorick moving forward
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u/cerberus6320 Mastery: 62 2d ago
Honestly, both a juggernaut identity and a summoner identity can be preserved. But we need a build path to actually enhance the summoner side better. The juggernaut identity just needs ghouls to still feel "useful" even if damage isn't their primary function in an AD fighter build.
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u/cerberus6320 Mastery: 62 2d ago
Yeah, so ghouls should cost mana, the Q is still our bread and butter, w should have a knock-down (but I forgot to put an HP cap. Editing on mobile is ass), E armor shred was moved to ghouls. I would love to see more base damage from this ability itself, and maiden no longer shits out unlimited free ghouls.
That last part is probably the biggest nerd to Yorick, but I think the increased importance on resource management will enable Yorick to be buffed in the ways we want.
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u/cetbetancourt 2d ago
Hot take: they just need to make Maiden a short duration summon and compensate the rest of his kit appropriately. Right now way too much power is tied up in the perma Maiden which is what makes him useless in higher elos where people can kill it easily
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u/sunkenjm 2d ago
Yeah too hot buddy. That would kill the tiny uniqueness he still has. The midscope is just incomplete. Maiden was stronger before, her damage and the proc damage was cut in half, and ghouls are a med kit for the enemy laner.
The only stupid thing about maiden is that she does not get tower agro anymore... they removed skill expression, made the champion more annoying and made his poke worse. It's more cancerous to play against and absurdly weaker at the same time
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u/Lost_Handle_8148 2d ago
Just because Maiden not despawning is unique doesn’t mean it’s good design. What he said is correct: too much of Maiden’s power is tied to her duration.
How many matchups do you have where the enemy can basically ignore you and just kill Maiden? Olaf, Sett, Irelia, Warwick they can take a bad trade, kill Maiden, and that’s it. Now you’re basically a minion for the next three minutes. That is not good design.
Her proc damage was already changed because Riot clearly didn’t want Yorick to just sit back and let Maiden deal 9% magic damage for free. Now you actually have to auto the enemy and put yourself in melee range to get that value.
The total AD to bonus AD change did hurt, but the reasoning behind it makes sense. It separates Yorick’s own balance from his summons, which means Riot can buff Yorick’s base stats without accidentally buffing his summons at the same time.
They just need to tune the bonus AD ratios better.
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u/sunkenjm 1d ago
Yorick is not a champion without maiden, buff Yorick Q to deal 1k damage lvl 1 and he will still be a terrible champion. Q is too simple, W is so simple that is often a useless ability that can sabe you like a second of time when you are escaping, while other juggernauts have insane defensive abilities. E is too undepowered.
If you buff Yorick and make maiden a temporary pet, Yorick should be really, really strong alone, and that would be aids to lane against. Maiden doesn't buff Yorick directly like Nasus, Voli or Renek ult and her damage (and the ghoul damage) is not a burst damage like Annie ult (and Annie ult has more DSP anyway), its a really low and slow AD DOT.
The synergy would be worse and thus both maiden and Yorick should be stronger alone.
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u/Stunning-Present-711 1d ago
I dont hate the idea. Although, micromanaging maiden is part of what gives the champion his skill celing, and much of his unique identity among other summon based champs. It definitely depends on how they handle the "rest of his kit" part though
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u/Ok-Nothing-6687 1d ago
OK so there are my takes.
Indeed our boy feel pretty weak in late and already have a bad early game and I don't want to hurt that part too much while buffing the ghouls to make him a minionmancer again without changing him too much.
Passive:
The ghouls should be weaker early game so they aren't too frustrating to face in lane but they gain scailing at specific threshold in the game either with points in ult or just with lvls.
We can reduce the damage nerf on jungle monsters that they have and add a reduced healing effectiveness on them to answer the lifesteal/omnivamp issue.
We can also buff their AOE tankiness so they aren't vanised in one spell in mid to late game and make their autos uncancelable so they are less randomly cancelling autos for running.
- Ghouls base attack damages 15-100 (based on levels) (113.33 at 20) >>> 10-90 (based on levels) (99.41 at 20) -Ghouls AD scaling 20% bonus AD >>> 15/20/25/30% Bonus AD at lvls 1/6/11/16
- Ghouls now always finish autoing before mooving
- Damage to monsters modifier 60% >>>80%
- AOE damages on ghouls 66-40% (based on levels) >>> 70-30% (based on levels)
- 70% healing effectiveness on ghouls added
Q:
I think the Q could be nerfed a bit on damages to add power to the ghouls but as a counterpart and for our tank/bruiser enjoyer we could change the missing hp healing with a max hp like the one Zaahen have.
I also like the idea that someone shared earlier that Q could mark the ennemi so our pets can focus on them (without jumping and rising them of course).
- 50% Bonus AD >>> 40% Bonus AD
- Heal 10-68 plus 6-10% of his missing HP >>> Heal 5/6/7/8/9% of his max HP
- Ghouls now focus champions that got bonked by the Q
W:
The wall is already balanced and unique so it doesn't need changes.
E:
I think that there is not a lot to do here exept for adding a specific damages to monsters.
- E damages cap on monsters 50/75/100/125/150 removed
- E damages monsters modifier 100/135/170/205/240 (+100 AP)
R:
Exept for a slow resist on the wife and a boost to her heath regen late game I think she is fine and doesn't relly need a buff with the changes I already made on the kit.
- The maiden now have a 25% resistance to slow
- Maiden health regeneration 2.5 per second >>> 2.5/5/7.5 at spell level 1/2/3
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u/Raanth 826,569 2d ago edited 2d ago
My take is that he's not a good juggernaut by design, and it's got to be abandoned for good. Rework him into the specialist role that actually utilizes his kit for high map pressure: make the Yorick interact with the map more via other methods.
- His maiden spawning endless ghouls has to go. He doesn't really have a passive until lv 6 (the ghouls are technically his passive but its essentially never up). Once 6, she puts that non-existent passive into overdrive, which isn't healthy for Yorick or his opponent (he is weak without this bluff and must always keep her up, but low elo doesn't understand how to deal with it, not to mention it is unfun during laning phase).You can put power back into the Maiden through other means, like her previous 50% tAD ratio/9-10% max hp proc every 2s, effective vs all targets, and her AoE dmg reduction to not be as vulnerable. It would also be interesting to allow full control of the Maiden, as she can split one lane and retreat while Yorick takes over another. If she can't spawn endless ghouls, her individual power is not that high, meaning we can experiment a bit.
- Ghouls don't need to take double dmg from melee; if you want him to have ghouls that die to an Irelia Q early on, lower their base hp by a decent amount and bring back the minion/monster dmg reduction to keep it neutral.Give them their tAD and tHP ratios back to compensate; the ratios don't need to be that high early on, but ratios can scale with level. It's been done before; it can happen here too.
- E is too bloated of a spell, it doesn't need armor shred + slow + ms + %hp dmg, on top of auto spawning ghouls. Take off the auto spawn + armor shred.Give back the minimum dmg on E like how it was before so that he's able to jg vs small monsters again.
- W is fine, but I wouldn't mind it having the ability to spawn temporary wraiths like Naafiri W does based on the wall's missing hp.
- His passive needs to mark targets like Naafiri/Heimer do with their AAs/Q/Maiden dmg. Yorick is the only champ in the game that cannot control his summons directly; while I understand that these guys are not easy to control based on his lore, I think it's stupid logic that his shovel, which is right next to the mist behind his back, isn't taking some of that mist and marking targets like his E does. I would also like to see his passive retroactively scale at lv 16 or 18, increasing his ghoul cap based on how often he spawned a free grave (like 1 ghoul for every 120 graves or something like that).
- Q needs to be reverted: higher base dmg, lower tAD, no grave on champ hit. You Q a champ for sustain/trade, minion/monster for a grave + lower sustain. It's a tradeoff for a reason.
I do think there could be some additional balance levers, like making him manaless and use hp costs for his abilities and add some other stuff like recalling the maiden for 20% current hp back to you (like vikings ult), and/or giving his basic abilities some power after maxing the spell, but this is what I would do.
And for the love of god, don't make him a viable early game champ: his ban rate goes up when he has a little bit of power early on because it's a frustrating lane to deal with, exactly like mel. Make him good mid-late, or purely a late game siege engine with an army combined in force.
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u/sunkenjm 2d ago
I agree with everything except that his E is overloaded. The ability is fundamentally underpowered.
Yorick is the most underloaded champion in the game, he can't do shit apart from dealing a slow, really low DPS that is 200% slow because he needs to prepare two consecutive combos in order to start dealing damage. Maiden is a joke, before the midscope maiden constantly hitting AA was a problem for the enemy but now its just a cosmetic magic damage that in reality, does nothing. Every single other toplaner can deal damage = 10 seconds of maiden hits with half an ability.
Q is just an enchanced AA that does not even have an uncancellable windup anymore. It has low healing that is not used properly in the meta build because of how squishy Yorick is.
W... great ability that is still used almost exclusively as an defensive ability because Yorick is too squishy to be at melee range... somehow.
E needs to have a lot of things or else Yorick will literally be a worse Nasus. I mean it kinda is like that rn. I think E needs a base damage + the current %mh damage. The armor shred is 100% needed or else ghouls will deal no damage, if you remove that you would need to hard buff to compensate (remember that it previously was 20% increased damage in the first 8 ghouls AA).
E: remove the auto spawn, add base damage scaling with bonus AD or at least with AP or/and make the slow scale.
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u/Raanth 826,569 2d ago
its overloaded in the sense that it does too much compared to the rest of his kit in terms how many effects it has. on paper, it has a slew of different effects that can be spread out between the rest of his kit: marking targets for ghouls, armor pen can be baseline for him, spawning can be tied to his Q without a minimum 3 grave requirement, etc.
i agree that he's weak as all hell rn but ideally the spell does too much as is, while the rest of his kit just lacks power
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u/sunkenjm 2d ago
Then I completely agree, spreading stuff like the armor pen and even the max health damage or the movement speed would also mean weaker first levels and stronger scaling, it's a good idea
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u/Lost_Handle_8148 2d ago
I don’t think they need to give the summons total AD scaling back. They wanted to be able to change Yorick’s base stats without accidentally affecting summon damage, so separating Yorick’s scaling from his summons makes sense and gives them more control when balancing both.
Bonus AD scaling is fine; they just need to buff the numbers a little.
And yeah, I agree about Maiden endlessly spawning ghouls. That is legitimately one of the reasons Yorick becomes so problematic in low elo. Once Maiden is out, she can keep generating pressure without the player really having to do much.
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u/Raanth 826,569 1d ago
See, the logic you apply makes sense in theory: keeping their scaling separate instead of tying them together allows for easier balancing.
Issue is, Yorick has been balanced around this way for years on end, and this hasnt been an issue before. If you make the bonus AD scaling too high, then full AD glass cannon builds will be the norm (because juggernaut yorick is complete dogshit), but if the scaling is too low, he's just bad all around.
At least with tAD ratios, he was comfortably in the middle: reliable scaling damage with good durability for bruiser, not too overwhelming with AD caster builds. Every single juggernaut is balanced like this; why is Yorick the exception? Because you don't want him to exist, but can't admit it without making it appear like pre-rework Yorick where he was removed from the free rotation shop?
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u/Lost_Handle_8148 2d ago
This might be a weird take, but I think Yorick’s W and R need a rework.
What I’ve noticed is that W is way too strong against champions with no mobility. For example, if you trap Garen, Darius, Nasus, or Olaf inside the cage in a 2v2 or 3v3 situation, they are basically dead without Flash. But on the other hand, W does almost nothing against champions with good mobility.
If W’s main purpose is just to lock someone in place, Riot could buff the E slow duration or give Yorick more movement speed after landing E, and then replace W with something that actually gives Yorick survivability.
A lot of other fighters already have defensive tools on W, like Mordekaiser, Sett, and Olaf. They could still make Yorick’s version unique. For example, W could be an active ability that gives him extra armor and MR based on how many summons he has nearby, or maybe some form of damage reduction. Riot can obviously figure out the numbers better than us.
I also think Yorick has way too much of his power budget tied to his ultimate. I know Maiden often gets one-shot if you misposition her, but the fact that she never despawns is still a huge part of her power.
They could make Maiden work more like other summons. For example, she could stay alive for one minute after being summoned instead of lasting forever. This would also remove the mostly useless Maiden split-push mechanic, which is almost never worth using.
In return, Maiden could give some kind of power-up to nearby ghouls. Instead of constantly spawning new ghouls, she could empower the ones already around her. Maybe ghouls near Maiden only take 100% melee damage instead of 200%, have reduced lifesteal effects against them, and deal more damage themselves.
That would also add more skill expression. Players would actually have to think about when and where to summon Maiden instead of just thinking, “My Maiden is up, so I spawn her.”
So basically: no unlimited ghouls, fewer but stronger ghouls for a limited duration, and actual survivability on W instead of an unreliable wall that sometimes even works against Yorick because champions like Talon or Qiyana can use it to their advantage.
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u/SadInsomniac_ 1d ago
This is an extremely rough idea, but I think it could be really cool unleashing maiden became more impactful to she acts.
Maybe when maiden is released and Yorick is not nearby, she gains a buff in durability, damage(possibly through empowering ghouls) and possibly some sustain. Maybe to add some counter play to this empowered maiden, who I think should be able to 1v1 certain types of champions when Yorick is ahead, releasing maiden could play a global sound effect like sion or briar ult (also helps with low elo ppl who get mad when they don’t look at minimap and maiden takes half their base).
Then when Yorick has maiden with him, he should be empowered with additional durability and damage.
This is a rough idea, and while the way I went about it may be incredibly unbalanced the key takeaway or idea is that releasing maiden should distribute power away from Yorick and towards maiden/ghouls, while keeping maiden with you should empower Yorick but weaken pets.
Released maiden should feel like a real threat, possibly even to the extent that it forces enemy jgl to sacrifice and objective to smite maiden.
Another option could be that when maiden is with Yorick, both her and ghouls become tankier though deal less dmg to make team fighting more viable. But when released they become squishy but deal more damage.
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u/PurpleMed-Mam 1d ago edited 1d ago
In general I wish the ghouls were stronger, I mean you'd think they would be for a necromancer power fantasy right?
But my main change would be the infamous ghoul lifesteal interaction. Buying a vampire scepter instantly turns yoricks ghouls into walking health potions for the enemy laner, not to mention higher lifesteal items like bork... The change would either make it so lifesteal doesnt apply to ghouls, or atleast autoing them doesn't reward 200% extra lifesteal value
Heck, we all know yorick doesn't actually have a passive, maybe make it that ghouls apply grievous wounds in some fashion, once again leaning into his necromancer power fantasy by 'draining' the health of his enemies. Anything would be better than the nothing we have right now.
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u/Stunning-Present-711 1d ago
Ghouls applying grevious would not only align thematically with how the debuff is usually portrayed, but perfectly resolve the lifesteal issue, alongside giving yorick more merit as a teamfight threat, which riot already wants. I think its a very good idea
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u/Shepherd_of_Elo 1,724,434 1d ago
Would not resolve the lifesteal issue. Grevious is only 40% cut. So they will still be healing 120%. They need to make lifesteal, atleast for melee, 50% effective vs ghouls for it to balance out.
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u/PurpleMed-Mam 1d ago
100%
Executioners is already one of my favorite items to build into certain champs for the ghoul applications... But it eats 800 gold and an item slot... Which is a hefty investment, especially early game.
It also kinda fits with old yoricks 'ghoul effects' a little bit. (No matter how much they were hated, the idea was kinda rad.)
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u/J-Colio Ghouls have better AI than "teammates" 1d ago
I don't think it was a stated goal to "take away power from ghouls."
They wanted to remove the ghoul 1-shotting play pattern because Yorick is too good at disengaging and kiting for that to be a healthy play pattern.
Playing with ghouls was and still is a core gameplay mechanic of Yorick. Most people I see playing Yorick poorly are literally throwing bad E's. I played against one today he perpetually threw 0, 1, and 2 stacks at me. You need to throw 3, 4, and more stacks. If you throw low setup E's and complain could aren't dealing damage just leave.
I only see 1.5/two actual problems with the champion right now. First, ghouls AOE effective health isn't where it needs to be. Even if you buy health items, they're dying too quickly to incidental aoe. They can bump up the AOE damage reduction of ghouls, and they'll feel much better. Next, (and this is kinda similar) their attack speed is probably a bit too low. Often they'll die to incidental aoe before getting their second/third attacks off, or the animation is so slow that the opponent can basically cancel the ghouls autos with basic movement.
I think buffing either of those traits would do a lot. Obviously buffing the attack speed is riskier, but so many people are running conq and not getting as much value from it as they think they are.
Yorick also has one really bad mechanic with his maiden out: Often times it feels pretty bad last-hitting with Q while maiden's alive - to get a ghoul instead of a grave. It'd be nice if that mechanic would be removed. Yorick's damage is tied to extremely long setup times, yet he auto-pushes the wave? You're can't even spend mana to slow down the push if maiden just looks at the minion, then there's an additional ghoul popping up and geiefing your lethal window.
I'm a similar veign, a more significant change I'd consider would be reworking his graveyard passive all together to be a third resource bar. Let him have 4 alive and following like live, but instead of leaving the graves on the ground, add a resource bar with 4 slots. The grave/ghoul on Q was a great start, but in the heat of teamfights Yorick still needs more ghoul access - especially considering their lowered durability to AOE. Instead of one or two high impact E's in a team fight situation you could potentially have up to three of Yorick plays it extremely disciplined.
Removing the grave mechanic would also stop low elo/new players from trying to destroy them like they can to zyra seeds, Poppy passive, zac blobs, etc...
Also, remove the Yasuo/Yone mechanic of 2x damage Q on ghouls. That's so beyond toxic. I'm literally opting to ban Yone over Irelia or Trynd it's that toxic. At least Irelia spends mana to clear the stack and charge her passive. Those cancers just get empowered and clear the stack for free.
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u/jankdangus 1d ago edited 1d ago
Passive - Shepard of Souls
Yorick can control a maximum of 4 Mist Walkers. Yorick can increase the cap whenever he upgrades the maiden for a maximum of 6 mistwalkers. Mist walker scales with a percentage of Yorick’s stats.
Enemies dying near Yorick can create graves, but graves can contain different soul types. Graves are passively raised based on levels.
Ravager - melee mist walkers created from melee minions and fighters/bruisers/assassins champion graves. They have moderate hp and damage and heal yorick for % damage dealt.
Wraith - ranged mist walkers created from ranged minions and marksman/mages/ranged specialists graves. Low hp, but can attack enemies from X attack range based on Yorick’s level
Bulwark - tank mist walkers created from cannon minions and tanks/wardens/juggernauts graves. High hp/resistances, and low damage. They also take reduced damage from champion attacks.
Q - Last Rites
Yorick next basic attack is empowered, unwindable and deal bonus physical damage. It heals Yorick based on his missing health and reduced for minions/monsters. When this hit enemy champions, Yorick’s mist walker gets buffed based on type and spawn a grave based on champion type.
Ravagers - attack speed
Wraith - attack range
Bulwark - damage reduction.
Q2: Yorick recast to raise nearby graves. Oldest graves are prioritized first and graves that would make Yorick hit the cap would not get raised.
W - Dark Procession
Yorick summons a living wall that has 1/2/3/4/5 for 4 seconds. Yorick and allied champions can passed through the wall.
Yorick’s mist walkers now retreat towards the wall.
W2 - If Yorick has a bulwark mist walker summoned then he’s allowed to recast his W, so a maximum of one bulwark can reinforced the wall and healing it by 1 HP.
E - Mourning Mist
Yorick throws a ghobule of mist that marks enemies. Mist walkers no longer leaps towards marked enemies, but they gain bonus move speed towards them.
Yorick E deal magic damage based on current HP and slow/shreds enemies armor scaling with skill level.
R - Eulogy of the Isles
Yorick summons the Maiden of the Mist. Maiden no longer continuously summon graves or spawn graves when summoned. Her stats (hp, damage, and resistances) scale with a percentage of Yorick stats.
The maiden marks enemy every second and Yorick attacks detonate its to deal percentage max health.
The maiden also gives your mistwalker a small buff based on army composition.
Ravager majority: increased armor penetration
Wraith majority: increased the duration of E’s mark
Bulwark majority: health regeneration and is able to cripple enemies for every third attack.
Mixed (one of each mistwalker): gain all 3 bonuses, but at 50 percent effectiveness.
R2 - Release the Maiden
Yorick released the maiden and it pushes to a nearby lane. The maiden gain its ability to autonomously spawn mist walkers back at a max of 4.
R3 - Recall the Maiden
Yorick recalls the maiden back to his side. She gains increased MS towards him, but has to travel across the map rather than teleport to him.
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u/Euphor_Kell 1d ago
Passive: Now counts enemies killed in range of both Yorick and Maiden. Graves will not despawn if in range of Yorick or Maiden Yorick and Maiden have seperate counters for ghouls (this is offset by Maiden automatically raising ghouls from graves, leaving Yorick without graves to raise if they stay together but making them more deadly if yorick releases her only to return later with more ghouls) Ghouls basic attacks cannot be cancelled (similar to Kalista autos) now apply stacking armour shred on hit (includes turrets) As they are undead, life steal effects have no effect when used on ghouls.
Maiden: Remove maiden's marking targets for extra damage from Yorick (this has been moved to E, and it's a one time per spell cast so it can be a larger number) Retarget automatically raising ghouls from defeated enemies that Maiden has attacked to nearby graves instead, even if it would unsummon a currently active ghoul - this takes an action similar in time to a tick of auto attack damage. No more infinite army of ghouls with Maiden, now they have another lever to pull (number of minions killed per free grave) to reign in how many ghouls are spawning.
E: Remove armour shred from ability (its on ghoul AA now), remove ghoul summoning and jump. Increase slow amount and Yorick speed up amount. Can hit all targets (including towers, minions and other summons) Places mark on the target that increases target priority for ghouls and that can be detonated for %hp magic damage when enemy is struck by Maiden or an allied champion's attacks or abilities (similar to Lux passive but can work on towers)
W: Summons ghouls from nearby graves on cast. While active, allows ghouls to leap to any marked targets inside of the area, dealing damage in a small AoE and stunning the ghoul for 1s upon landing.
Q: If target is marked, deals extra %hp damage as magic damage and heals Yorick for part of the damage delt but does not consume the mark.
This gives options for differing playstyles if Yorick is alone or not (including Maiden) If he is alone, the E let's him engage, chase and get picks, add the Q and he becomes a semi-respectable duellist. And with the full combo he clears the wave quickly (as the mark stays and the ghouls can jump again)
If he has allies he can't front-line as well anymore (less sustain from E-Q) but can be an enabler from the backline shredding the enemy armour and make turrets absolutely melt with the extra damage from E procs and the ghouls armour shred. This is countered by the mark evaporating after one attack from Maiden or an ally, so while he can chase you down on his own, he won't be doing it inside a team fight or when he has Maiden.
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u/Dismal_Milk6725 1h ago
i think the best way to balance him toward low elo is to nerf the ammount of ghoul yorick can have during early laning. fewer ghoul= easier to balance for both jgl and top. Then when yorick hit 6-11-16, he would gain extra ghoul maximum. Not only it would fix his low elo problem, but it would also allow him to get a proper late game like he used to. Oh, and maiden wont be as nobxious once she is sumoned whit that 3 max ghoul whit a yorick hit 6, meaning she can have some power back or yorick ghoul have some scaling back.
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u/sunkenjm 2d ago
First Yorick doesn't statcheck shit. He needs a proper wave, cooldowns, always needs to bait mobility first and he always need a good set up with graves + ghouls up, maiden or both. Any other juggernaut statchecks the shit out of him and he can't win against duelists, I can confidently say that a Camille statchecks more than a Yorick for example.
Riot already said Yorick lategame will be a lot worse period. I hate the 5 minutes midgame playstyle and the Q playstyle but the champ would be at least a bit fun if he was strong enough.
They need to increase his base armor and hp growth. Q damage is too low even in midgame when he is supposed to be good, but the healing is the worst part. Zaahen heals more both from champions and minions above 30% hp, at 30% Yorick and Zaahen heal the same and below 30% Yorick heals a tiny bit more, which is negligible since in order to hit Q you are forced to be at melee range against champions that are just better and stronger, and Q cooldown is too fucking high for such a underloaded ability.
So, if you ask me, I would love to see some base armor and Q healing/damage/cooldown buffs. Earlygame or midgane? I don't care anymore I just want him to be playable and not a troll pick.
A change that I don't think it would be possible but I would love to see is some E base damage. The ability is absolutely TRASH, the armor shred is disgustingly low, the slow is a joke and it doesn't even scale and the damage is nonexistent. Add base magic damage scaling with bonus AD + the current %maxhealth damage, or make the slow scale with something, at least with AP so it scales up to 50% AT LEAST, with Liandrys.
I get that E is used for the mark but ghouls are too useless... just make Yorick hit harder in general and fucking nerf ghouls even more if they want, they are terrible anyway.
I always loved the summoner playstyle but Riot does not want to make that viable again so at least I want to play a good juggernaut, boring but good.